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Fire Emblem - Page 72

Forum Index > General Games
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Faruko
Profile Joined April 2013
Chile34173 Posts
Last Edited: 2017-01-19 10:24:57
January 19 2017 01:52 GMT
#1421
I wonder if the Echoes subtitle means remakes
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
TheYango
Profile Joined September 2008
United States47024 Posts
January 19 2017 01:55 GMT
#1422
Gaiden's a safe choice to test the waters at least, since it's basically impossible for the remake to be worse than the original.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
January 19 2017 02:12 GMT
#1423
plus FE 1 + 3 were already remade. If Gaiden does well, I really look forward to the potential FE4 + FE5 remakes
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Frudgey
Profile Joined September 2012
Canada3367 Posts
January 19 2017 04:07 GMT
#1424
On January 19 2017 11:12 Cricketer12 wrote:
plus FE 1 + 3 were already remade. If Gaiden does well, I really look forward to the potential FE4 + FE5 remakes

That'd be incredible. I could be down for that.

Very curious about the Gaiden remake myself.

But does that mean we need to create a new thread for Gaiden?
It is better to die for The Emperor than live for yourself.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2017-01-19 04:12:55
January 19 2017 04:12 GMT
#1425
I can just rename the thread/edit the OP when we get more substantive information.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
January 19 2017 05:19 GMT
#1426
I can't even imagine how hyped Ghast is right now...
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
TheYango
Profile Joined September 2008
United States47024 Posts
January 19 2017 05:23 GMT
#1427
On January 19 2017 14:19 Cricketer12 wrote:
I can't even imagine how hyped Ghast is right now...

Well...

Moderator
andrewlt
Profile Joined August 2009
United States7702 Posts
January 19 2017 06:25 GMT
#1428
On January 19 2017 10:46 yrba1 wrote:
Show nested quote +
On January 19 2017 09:38 TheYango wrote:
Metroid on the other hand...


Doesn't have much appeal in Japan, which is why it was in purgatory during the Wii U era. Metroid would sell in Japan like hotcakes if it had more of that anime, waifu-bait tropes like Fire Emblem did since Awakening; nothing wrong with that per se but kinda wish Nintendo would look into developing games based on popular demand by Western audiences.


Unfortunately, the anime waifu tropes are what made Fire Emblem popular in the west since Awakening as well. I suppose I don't mind since the gameplay is still good. I can just cringe through the story portions and click fast on the support convos.
sharkie
Profile Blog Joined April 2012
Austria18606 Posts
January 19 2017 07:19 GMT
#1429
Great idea for pretty much everyone. I've been a FE fan since their first Western release!
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
January 19 2017 07:21 GMT
#1430
On January 19 2017 14:23 TheYango wrote:
Show nested quote +
On January 19 2017 14:19 Cricketer12 wrote:
I can't even imagine how hyped Ghast is right now...

Well...

https://www.youtube.com/watch?v=5LWrbsclYFs

Well that was hours ago. Now he has had the chance to let it sink in.
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Mohdoo
Profile Joined August 2007
United States15742 Posts
January 19 2017 18:58 GMT
#1431
I think I may be terrible at this game.

I have been trying to never group up my dudes so that they all level equally. However, it seems basically impossible to make it through levels 17+ without at least someone dying. This is playing on normal. If people can beat stuff on hard, I am clearly playing this very wrong.

Am I supposed to be actively grouping and ungrouping my dudes? I can't believe some people can beat levels on difficulties higher than I am playing, but clearly it is true. I must be doing things very wrong.
chocorush
Profile Joined June 2009
694 Posts
Last Edited: 2017-01-19 19:12:12
January 19 2017 19:12 GMT
#1432
If a unit is ever attacking, or getting attacked, you almost always want to be paired up. This allows you to block an attack once in a while, but more importantly, means you're only getting attacked by one unit and not any dual attacks.

The game kind of naturally favors having less units with more concentrated strength. From an efficiency standpoint, half your roster getting one or two levels doesn't really make your army stronger, while having 5 or 6 characters with 4 or 5 more levels does. In this sense, having half your roster not getting experience and being pair up fodder for most of the game actually helps you in the long run. Of course, everything needs to be balanced within reason. You'll want to have your pair up fodder reach at least level 10 so they can promote, and you'll eventually reach a point where your strongest characters don't gain much exp per kill while your weaker characters will get a lot of exp for killing the same unit.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2017-01-19 19:22:36
January 19 2017 19:20 GMT
#1433
Even if we ignore the concept of pair-up fodder (which is a concept relatively new to the series), focusing XP onto something like 5-7 units is advisable for most of the game.

Deployment limits cap out in the range of 13-15. Of those, 3-4 of those will generally be non-combat utility units (staff users, dancer, etc.). Another 2-4 are spots that end up being "reserved" for late recruits that will generally recruit on-level or over-leveled (the princes, children, Birthright Shura, etc.), so you don't really need to raise a unit in their place till they get there. This gets you down to a number around 5-7 units left that you need to raise to fill out your lategame team. Leveling any more than that ends up "wasting" experience since you only need a team as large as the actual deployment limit. Units you raise beyond that early game end up spending a lot of time on the bench.

Note that this doesn't mean you use those 5-7 units exclusively early game. Small amounts of early-midgame XP is pretty inconsequential, so using other units to help speed things along is very much advisable. But actively trying to level people evenly is not particularly useful. Try to maintain a "core team" that you focus most of your resources on, which you slowly add to with later recruits.
Moderator
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
January 19 2017 19:44 GMT
#1434
It's also important to make sure you have a balanced core that covers different weaknesses, and can counter every type of enemy at least decently well. Have an axe user or archer for ninjas, a lance wielder for swordsman etc
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Faruko
Profile Joined April 2013
Chile34173 Posts
January 19 2017 20:03 GMT
#1435
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
January 19 2017 20:50 GMT
#1436
On January 20 2017 05:03 Faruko wrote:
https://twitter.com/GoNintendoTweet/status/822172619575328769

I mean I guess its sortof like will/florina's recruit map in lyn's story (i'm assuming that's what they are going for here)
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
TheYango
Profile Joined September 2008
United States47024 Posts
January 19 2017 21:18 GMT
#1437
That's the only map i could think of, even though it doesn't quite look the same.
Moderator
sharkie
Profile Blog Joined April 2012
Austria18606 Posts
January 20 2017 06:05 GMT
#1438
On January 20 2017 04:20 TheYango wrote:
Even if we ignore the concept of pair-up fodder (which is a concept relatively new to the series), focusing XP onto something like 5-7 units is advisable for most of the game.

Deployment limits cap out in the range of 13-15. Of those, 3-4 of those will generally be non-combat utility units (staff users, dancer, etc.). Another 2-4 are spots that end up being "reserved" for late recruits that will generally recruit on-level or over-leveled (the princes, children, Birthright Shura, etc.), so you don't really need to raise a unit in their place till they get there. This gets you down to a number around 5-7 units left that you need to raise to fill out your lategame team. Leveling any more than that ends up "wasting" experience since you only need a team as large as the actual deployment limit. Units you raise beyond that early game end up spending a lot of time on the bench.

Note that this doesn't mean you use those 5-7 units exclusively early game. Small amounts of early-midgame XP is pretty inconsequential, so using other units to help speed things along is very much advisable. But actively trying to level people evenly is not particularly useful. Try to maintain a "core team" that you focus most of your resources on, which you slowly add to with later recruits.


Really? I always leveled up around 10 units evenly without any problems. I don't think Fire Emblem is a game where you need to follow one strict way to beat the game, that's what is so beautiful about it
Cricketer12
Profile Blog Joined May 2012
United States13991 Posts
January 20 2017 07:08 GMT
#1439
On January 20 2017 06:18 TheYango wrote:
That's the only map i could think of, even though it doesn't quite look the same.

I looked back, there was also a map very reminiscent of cordelia's recruit chapter in awakening
Chain 1 Arthalion Chain 2 Urgula Chain 3 Mululu Chain 4 Lukias
Laurens
Profile Joined September 2010
Belgium4557 Posts
January 20 2017 07:56 GMT
#1440
On January 20 2017 15:05 sharkie wrote:
Show nested quote +
On January 20 2017 04:20 TheYango wrote:
Even if we ignore the concept of pair-up fodder (which is a concept relatively new to the series), focusing XP onto something like 5-7 units is advisable for most of the game.

Deployment limits cap out in the range of 13-15. Of those, 3-4 of those will generally be non-combat utility units (staff users, dancer, etc.). Another 2-4 are spots that end up being "reserved" for late recruits that will generally recruit on-level or over-leveled (the princes, children, Birthright Shura, etc.), so you don't really need to raise a unit in their place till they get there. This gets you down to a number around 5-7 units left that you need to raise to fill out your lategame team. Leveling any more than that ends up "wasting" experience since you only need a team as large as the actual deployment limit. Units you raise beyond that early game end up spending a lot of time on the bench.

Note that this doesn't mean you use those 5-7 units exclusively early game. Small amounts of early-midgame XP is pretty inconsequential, so using other units to help speed things along is very much advisable. But actively trying to level people evenly is not particularly useful. Try to maintain a "core team" that you focus most of your resources on, which you slowly add to with later recruits.


Really? I always leveled up around 10 units evenly without any problems. I don't think Fire Emblem is a game where you need to follow one strict way to beat the game, that's what is so beautiful about it


Unless you play on the hardest difficulty, then your options are severely limited lol.

But yeah, going for 'female only', 'flyer only', 'laguz only', 'only-take-the-characters-who-are-the-lowest-level' etc. runs is what makes FE so replayable. Drafts are great too. I remember the days of Gamefaqs "draft competitions" where 4-5 ppl would draft a team and then aim for the lowest turn count.
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