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Fire Emblem - Page 54

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imBLIND
Profile Blog Joined December 2006
United States2626 Posts
May 06 2016 07:28 GMT
#1061
Kay i have a left side plan figured out now using up an entire freeze staff basically (really wanted to save that...oh well), but now I have to figure out how to get past the right side for that chest (im sort of broke...). It's frustrating cause my nina is lv 14 and 1 lv away from getting shurikenbreaker+lucky 7 to do both sides at the same time.
im deaf
TheYango
Profile Joined September 2008
United States47024 Posts
May 06 2016 08:26 GMT
#1062
On May 06 2016 16:17 Cricketer12 wrote:
Show nested quote +
On May 06 2016 16:15 TheYango wrote:
It's not as relevant to Birthright LTC since enemy stats are lower, which reduces the need to cheese support ranks or rig levelups to get ORKOs.

Lets just wait for for someone to bring fates to GDQ amd see what they do for Conquest

Actual speedrunning is very different from LTC though.

In LTC you plan out the lowest theoretical turn count even if it includes shaky hitrates or mid-% crits from Killer weapons and then just keep trying till you get it.

You can't do that in a speedrun because resetting wastes more time than it saves, so you kind of just have to play out the game and figure out each situation on the fly. On the one hand it's more demanding on how quickly you perform the rote mechanical actions like menu navigation, but it also puts more demand on your on-the-fly strategic understanding of the game because you're not just following a fixed set of moves and retrying till it works.
Moderator
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
May 06 2016 14:26 GMT
#1063
On May 06 2016 17:26 TheYango wrote:
Show nested quote +
On May 06 2016 16:17 Cricketer12 wrote:
On May 06 2016 16:15 TheYango wrote:
It's not as relevant to Birthright LTC since enemy stats are lower, which reduces the need to cheese support ranks or rig levelups to get ORKOs.

Lets just wait for for someone to bring fates to GDQ amd see what they do for Conquest

Actual speedrunning is very different from LTC though.

In LTC you plan out the lowest theoretical turn count even if it includes shaky hitrates or mid-% crits from Killer weapons and then just keep trying till you get it.

You can't do that in a speedrun because resetting wastes more time than it saves, so you kind of just have to play out the game and figure out each situation on the fly. On the one hand it's more demanding on how quickly you perform the rote mechanical actions like menu navigation, but it also puts more demand on your on-the-fly strategic understanding of the game because you're not just following a fixed set of moves and retrying till it works.


Honestly, I think you could route it pretty well with a couple of backup strats. I mean there'd have to be multiple backup strats per level and probably at least one or two resets in a typical (read: Marathon) speedrun, but it should be doable.
chocorush
Profile Joined June 2009
694 Posts
May 06 2016 14:29 GMT
#1064
Tanking the right side isn't as bad without lucky seven because the spy shurikens, which are the main threat have noticeably less accuracy to the point that your avoid is going to be about the same.

Being more proactive on player phase should also help a bit.
TheYango
Profile Joined September 2008
United States47024 Posts
May 06 2016 19:03 GMT
#1065
On May 06 2016 23:26 deth2munkies wrote:
Honestly, I think you could route it pretty well with a couple of backup strats. I mean there'd have to be multiple backup strats per level and probably at least one or two resets in a typical (read: Marathon) speedrun, but it should be doable.

Oh yeah, it's definitely doable, it's just that it's still pretty unlike LTC which does a lot of rigging hit %s and level-ups to approach the minimum theoretical turn count.

As an example, the 1-turn for BR 27 essentially relies on resetting till you hit a 40% Hexing Rod on the boss.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
May 06 2016 22:13 GMT
#1066
On May 07 2016 04:03 TheYango wrote:
Show nested quote +
On May 06 2016 23:26 deth2munkies wrote:
Honestly, I think you could route it pretty well with a couple of backup strats. I mean there'd have to be multiple backup strats per level and probably at least one or two resets in a typical (read: Marathon) speedrun, but it should be doable.

Oh yeah, it's definitely doable, it's just that it's still pretty unlike LTC which does a lot of rigging hit %s and level-ups to approach the minimum theoretical turn count.

As an example, the 1-turn for BR 27 essentially relies on resetting till you hit a 40% Hexing Rod on the boss.

LTC sounds like more effort...I think I'll just do speedruns...

I don't like having to reset constantly at certain points as I am #neverlucky
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
May 06 2016 22:27 GMT
#1067
I dunno, can you emulate the 3DS well enough to run it with Savestates? I think they'd really be mandatory for routing unless you want to pull your fucking hair out.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-05-06 22:36:47
May 06 2016 22:31 GMT
#1068
On May 07 2016 07:13 Cricketer12 wrote:
LTC sounds like more effort...I think I'll just do speedruns...

I don't like having to reset constantly at certain points as I am #neverlucky

I think speedrunning is "harder" due to the extra demand on optimizing physical actions (i.e. navigating menus quickly) which isn't a skill that applies to normal Fire Emblem play. But LTC is definitely more frustrating.

The upside of LTC is that forcing yourself to play fast makes a lot of bad maps feel less bad. For example, when LTC basically demands you flyskip most of Rev, you get to ignore all the awful map gimmicks.
Moderator
chocorush
Profile Joined June 2009
694 Posts
May 06 2016 22:36 GMT
#1069
I think fire emblem is easy enough to emulate right now.

It's not so much save states as much as RNG rigging to get those 1 percent crits and perfect levels that allow you to shave a couple of turns.

Not really my cup of tea. My main issue with LTC is that it's tedious to benchmark and plan for an entire run for an arbitrary lowest count, and not much more interesting. I like the S rank turn counts better as a pacing mechanism when they're actually working.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-05-06 22:41:48
May 06 2016 22:38 GMT
#1070
On May 07 2016 07:36 chocorush wrote:
Not really my cup of tea. My main issue with LTC is that it's tedious to benchmark and plan for an entire run for an arbitrary lowest count, and not much more interesting. I like the S rank turn counts better as a pacing mechanism when they're actually working.

Agreed. Rank requirements allow the inclusion of a way to encourage fast play without the restrictive nature of LTC shoehorning you into particular strategies on every map. Beyond that, the requirement for speed helps to fix some bad maps that lack turtling disincentive, and introduces interesting tradeoffs with limited resources like Warp/Rescue staves (i.e. is it better to warpskip a hard map, or a long map?).

I'm not a fan of all the other bells and whistles that go into GBAFE rank requirements though. Rank should just be like in FE4/5 where the only things that matter are full recruitment and turns taken. Things like funds/XP rank lead to some really weird play patterns and I don't enjoy warping the way I play around them.
Moderator
chocorush
Profile Joined June 2009
694 Posts
May 06 2016 22:42 GMT
#1071
Back when I used to care, I think I ran Eliwood mode 3 times just because I kept missing the Exp mark because I didn't use enough promotion items for funds rank. I wouldn't dream of doing that again, lol.
Alventenie
Profile Joined July 2007
United States2147 Posts
May 06 2016 23:07 GMT
#1072
I would enjoy to see someone speedrun Fire Emblem: Fates. At the GDQs we've had a few Fire Emblems in the past (Gwimpage ran the last 2 PoR and RD, both of which were really fun runs).

The only downside to a Fates run is that it suffers from Awakening in that you skip almost everything and you see a lot of black screens =(.
TheYango
Profile Joined September 2008
United States47024 Posts
May 06 2016 23:13 GMT
#1073
On May 07 2016 08:07 Alventenie wrote:
The only downside to a Fates run is that it suffers from Awakening in that you skip almost everything and you see a lot of black screens =(.

It's pretty funny, you can actually tell from the speedrun times the point in the series where the ability to skip enemy phase was added.

6 1:50, 7 1:20, 8 1:10, 9 2:05, 10 2:35, 11 0:15, 12 0:40, 13 0:35
Moderator
chocorush
Profile Joined June 2009
694 Posts
May 07 2016 00:31 GMT
#1074
Birthright paladin Jakob is like so unnecessary.
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
Last Edited: 2016-05-07 00:38:07
May 07 2016 00:37 GMT
#1075
On May 07 2016 09:31 chocorush wrote:
Birthright paladin Jakob is like so unnecessary.

Most things are unnecessary in birthright.
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-05-07 00:48:50
May 07 2016 00:48 GMT
#1076
It's not only unnecessary in Birthright, it's actively worse because you don't get 2 early Heart Seals, so it takes away the avatar's reclass until after chapter 13 (whereas in Conquest it only delays it till chapter 9).
Moderator
chocorush
Profile Joined June 2009
694 Posts
May 07 2016 01:01 GMT
#1077
I pretty much don't remember anything useful about Birthright, lol. He is godlike though compared to the stuff he's up against, and is good at cleaning up anything without dying which seems useful for an ironman run. These maps are so hard to focus through, lol.

Hopefully there's an arms scroll so I can actually use the bolt naginata when I get it.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2016-05-07 01:21:34
May 07 2016 01:13 GMT
#1078
The boss of Ch. 11 drops an Arms Scroll, so you should be fine.

I'm actually ok with the early Birthright maps. They're easy and not that complex, but there's enough going on that they're good teaching maps, not unlike some of the early maps in FE7. If the map quality stayed around the level of the 7-13 stretch for the entire game, I would be pretty happy with it.

It's really post-Ryoma where Birthright map quality starts to get worse, with 18-21 and 24-Endgame being the worst of the lot.

Also, most of the Birthright child paralogues are thoroughly uninteresting, while the child paralogues in Conquest are some of the route's best maps (Soleil and Nina are my two favorite child maps).
Moderator
chocorush
Profile Joined June 2009
694 Posts
May 07 2016 15:02 GMT
#1079
I don't really like the early maps either. They're by the numbers routs with long streams of reinforcements on multiple fronts that encourage you to progress even more slowly.
TheYango
Profile Joined September 2008
United States47024 Posts
May 07 2016 16:36 GMT
#1080
Ehh, there are a few maps in there that are "good enough". 7, 9, and 13 are probably the best of the lot with side objectives that encourage you somewhat to progress the map at a decent pace, and the reinforcement density isn't that bad for most of early game.

Personally, I think Ch. 9 is Birthright's best map, even though it's pretty average by Conquest standards.
Moderator
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