Tables

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    Aah! Maths!
  • Birthday 03/05/1992

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    Sacred Stones

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  1. Yes, they do. As for why... ask IS I guess? The whole system for gaidens is stupid in Shadow Dragon.
  2. How Would You Improve FE Warriors?

    Just because they appear in the game as enemies, it doesn't mean they're in any kind of playable state. Enemy officers have very limited move sets compared to playable heroes (including no specials, awakening finishers, dual specials etc), far less dialogue including supports, no extra costumes and so on. It's not like the character appearing as an enemy means they're fully ready to go as playable characters. Not saying KT's business practices in general aren't scummy, but I always find it weird that people pick this one out despite how disingenuous of a point it is.
  3. How Would You Improve FE Warriors?

    I recently shared a lot of thoughts about this over on GFaqs, mostly mechanics focused. That thread was talking more about a sequel but I think it fits reasonably well here as well. Most of these thoughts are very similar, but I've expanded the support character section a lot since then. 1) Heavy tweaks to stats, skills and weapon balance I won't go into detail about the problems here for those who aren't aware - but in short, a few skills for both weapons and characters dominate the game, and weapon power ends up so high that most stats just don't matter at all, making all of the individuality of each character's stats just come down to "X has higher luck than Y so X is better" if they have the same moveset, and otherwise the only relevant stat being luck. So there's a significant number of possible changes here. I'd actually prefer to see a bit of a return to lower numbers for stats, similar to more classic FE games, but realistically that probably won't happen. So let's assume stats simply don't change much - the same kind of stat distributions happen in FEW2 as now (but no 999 HP cap as that's unnecessary). However, to make many stats more significant, we have to tweak other mechanics, or how they work: a) Reduce weapon might considerably. For example: Bronze as 10-15. Iron as 20-30. Steel as 40-60. Silver as 70-105. Brave as 110-165. Hero as 180-270. Personal weapons first are raised to 165 (by scroll), then to 270 (by Opus). This is high enough that having a good weapon can still have a very significant impact on damage, but allows differences in strength stats to have a realistic impact on damage. Currently, adding strength on to a 720 power weapon does basically nothing, but adding it to a 270 power weapon is far more noticeable. Obviously to accommodate this change, enemies would have to have lower HP/Def, especially later in the game, but minor changes like that are relatively easy. b) Tweak the stat some skills run on, or make them run on several stats. Luna has always traditionally depended on skill in FE games, so why not keep it that way here when skill is a relatively less important stat? Some skills could also depend on speed, to make that more significant as well. c) Reduce the damage limit for getting S ranks. It's a bit too easy currently, which makes defensive stats unimportant. If you had to actually pay attention to defences when picking characters, things might be a bit more balanced. d) General rebalancing of many skills. Luna is broken in its current form, I think most people know that. I've suggested formulae for it in the past that would make it scale much less oppressively. Lethality as well. But also, bump up the effectiveness of some of those less good skills: Make the stat+10 skills instead a stat +20% (with maybe a minimum +5 bonus so they're still of use at low levels) so they're still viable even at higher levels. Some of the situational damage boosters could be larger as well, like Awakening. 2) Pair Up, Support characters and multiple weapon types One thing that almost every FE game has, is characters who can use several weapon types. In a sense, FEW vaguely allows you to do this as you can swap characters in a pair up - but that really isn't the same thing, is it? But also with pair up existing, having several weapons on a character feels a little redundant. Fortunately, I've thought of a system that would have several benefits, which I call "Support characters", that also has many other potential benefits. I'll explain what these are first. Support characters would replace the current pair up system, you would no longer be able to pair up two playable characters and switch the vanguard at will. Support characters would be a wide library of non-controllable characters who are optionally assigned to each character at the start of battle (or using a default from the previous battle, similar to weapons+items). Like the current pair up partners, they don't usually appear directly on the battlefield but will appear briefly for their dual action (e.g. dual strike). They cannot be dismissed to act separately, but can be swapped with another playable character's support character when nearby. A character that is normally playable can be assigned as a support, if they are not otherwise deployed in the battle. Since support characters don't fight and there would be a lot more of them than playable characters, they gain EXP at a greatly increased rate, perhaps around 3x normal character EXP gain. However their levels have relatively smaller impact. Since support characters do not function like full characters, a lot of the work in creating them would be stripped out: They would have considerably fewer animations, only a few voice lines in battle, and only one costume. Considerably less effort to create them means you can realistically create a LOT more of them: The current game has 32 playable characters, you could realistically probably make 10+ support characters in the time it takes to fully develop just one character. And they could still be potential candidates for DLC or free updates to make them into fully fleshed out characters further down the line as well. Plus, they could still have support conversations and support levels with playable characters, potentially. Speaking of supports, to compensate for less support gain via pair up fighting, increase the amount gained by simply being deployed in the same map, and also gain support based on fighting near each other, not just while paired up. Essentially, support characters would allow a lot of characters who may otherwise have no chance of appearing in the game get in, at the cost of perhaps a small number of full character slots. You would also have the potential to deploy up to 8 characters with pair up partners into every map, which might make the game feel a bit more like a traditional FE game with a large army of unique characters. Speaking of pair up, the bonuses from your support character would work very differently. Every support character would still give a bonus to stats, but this bonus would be based now on the level of the support character, increased slightly by support rank you have with them. Dual Specials are gone (they're cute once or twice and the voice clips are nice, but otherwise they're OP and slow the gameplay down too much), and as for other effects, that depends heavily on the character. Increasing support level would no longer increase the rate that the dual strike/guard gauge charges, instead the single dual gauge that replaces it would always fill at a constant rate - but with higher support levels can be "overfilled" a certain amount, 1/3rd of a gauge extra per support level (meaning A support lets you double fill it, allowing e.g. two dual strikes in quick succession). Instead of a pair up partner giving access to dual specials, dual strikes, dual guards etc., supports here would give access to one main bonus depending on the character you support. Each support character would have one of five types (along with their corresponding dual action): Attack (Dual Strike), Defence (Dual Guard), Mobility (Dual Charge), Healing (Dual Heal) and Augment (Dual Rally). Many of these are new, and even the ones that aren't need some explaining (see spoiler below) This system would be a big difference from what we've got, but it would hopefully serve a few interesting purposes: It helps differentiate the support character from each other by varying what they can actually do, it makes choosing your support character interesting, it makes pair up somewhat less insane in power by separating out many of its potent effects and forcing you to choose just one. Now, with pair up not letting you simply switch characters, we can move on to the next part of this thing I'd like to see: Weapon swapping, or multi-weapon wielding, or whatever you'd like to call it. After promotion, each character would get a second moveset. Yes, these would probably mostly be clones of other characters, sorry. I'd prefer two unique on everyone, sure, but that just isn't realistic. However I envision that no character would share BOTH movesets with someone else, so at least everyone would be arguably more unique than FEW? Anyway, in battle you'd have the ability to swap weapon and use your second moveset and weapon type. One downside to this might be, to force decisions on the player, your second weapon would go in the same slot as your item otherwise would. So you can bring a second weapon type, but in exchange you sacrifice the ability to heal. Additionally, some characters after promotion, such as Ryoma, may not get a second weapon type but still get an alternate moveset - in that case, they would have the option to not equip a second weapon and just use their first for both - a small advantage in terms of weapon optimising, and allowing them to keep using their item slot. Not much more to say about this, especially. Everyone would still only have one personal weapon. 3) Other miscellaneous improvements * Improved AI commands menu One minor frustrating thing in the game is having to constantly pause and change AI targets every time they achieve something, or just ignore the fact they could be being more helpful and simply let them roam wild. Since FE is a strategy and tactics game first and foremost, let's add a few extra options here: a) Queue orders on a unit. Order them to kill target enemy A, then capture fort B, then guard that fort, all before even starting the mission. Now you can play missions with fewer distractions. b) More advanced orders on units. Kill target or defend ally/fort exist, which is nice. Let's add a few others, such as patrol area, making a unit move around a designated zone and attack any enemies that come near, an interrupt to go heal option so they can do task X, but if someone ends up below half health they break off and go heal them, things like that. Also, things like attacking/defending specific outposts and the like, c) For players who prefer to just jump right into battle without spending a minute or two crafting their strategy, orders without pausing. When an AI character finishes their order, you currently get a textbox of them basically saying they're done. Let's have that message hover with a button prompt you can hold down, to bring up a quick menu and assign a quick instruction for their next action on the fly.You could have a number of basic options from this such as "Attack nearby enemies", "Attack a nearby fort", "Come to me", "Defend your current location", "Defend the allied base" etc. Quick, simple things that don't require pausing, so you can keep the action going. * Showing enemy stats in game. Why not? The game is already good enough to give us levels, just cut out a bit more of the guesswork. * Movement stats that are actually proportional to movement speed. This one seems so obvious in retrospect. Flying units with 20 move are obviously not moving 4 times as fast as Infantry units with 5 move, so how about we actually just get propotional values here? For reference, the rule is roughly "add 15-16 to the move stat" if you want to compare, e.g. flyers are about 35/20 times as fast moving as infantry - so why not just show infantry as 20 move, fliers as 35 move, cavalry as 30 and Frederick as 25? Probably a bunch of other minor stuff.
  4. Every game is made on a budget. Some are just larger than others. I expect this game was less expensive to produce than Hyrule Warriors, since Zelda is the bigger series. But I dunno.
  5. Noble Lady of Caelin Escape Pincer help

    Yes, that tables. No, don't recognise the name. I'm not very active there now though (well, nobody is). Topsy Turvy in general is not really ever "optimal", especially on physical units as targeting defence on average is better than targeting resistance in this game. But it helps make units more distinct from their clones and can give people a niche compared to others with a similar role. With how many sword users there are, I think Topsy Turvy on Celica is a reasonable choice for this reason.
  6. Noble Lady of Caelin Escape Pincer help

    For the most part I agree with @Baron the Shining Blade's advice, but there's a few things that I don't agree with: Trample is very mediocre. It gives a weak bonus to damage (+10%) and is not even active against all enemy types. With just the base game it's borderline on being worthwhile I guess, but that's more just because there aren't many good skills for upping damage in the base game. When you compare to the bonuses given by DLC skills such as Lethality (+400% when it activates), Vengeance (up to +300% at 1 HP), Resonating Power (up to +25% if Str/Mag are equal - even with Str/Mag a massive 75 points apart you still get +10%, the same as Trample) and Lone Wolf (+50% when not paired up), it won't really do much. Also bear in mind these bonuses are additive - so if you have say a +50% skill and two +25% skills between personal + weapon, that's +100% total, or a 2x damage multiplier. +10% on top of that brings you to 2.1x, which is actually only a 5% increase on what you had before. I personally wouldn't worry about Iote's Shield on Corrin and Tiki. There are only four characters with dracoslayer weapons as enemies (one of which, Lyn, is somewhat uncommon), and extremely few generic enemies. With 4-8 deployment slots on almost every mission, they will basically never be a problem. For the fliers, it's more fair game. There's again only four character enemies with bows, three of which are common, but archer/snipers are common enough to worry about. Critical Focus and Armour Strike are not really skills I would go out of your way to get, for most characters. Critical Focus is decent, but every character can easily trigger a crit on a generic's stun gauge or a gold character stun gauge, and most characters can combo a character's normal stun gauge reasonably well. On top of that it's a massive pain to grind for, needing 4K kills to unlock and there also being Aerial Focus in the same slot (which is also decent). Armour Strike is really mediocre, especially after you get the DLC. With Lethality and other damage boosts active, one crit is usually enough to kill generics or at least bring them down a lot. For officers, with a solid lethality chance two crits is generally enough. Armour Strike doesn't activate until you land that first crit, so a lot of the time it does nothing, while also making you close to twice as vulnerable. It ends up being often close to as much of a detriment as a help, and with weapon skill slots being very tight, I'd think carefully about if you want to use one on Armour Strike.
  7. @ZangetsuHaving DLC or Wifi should have no effect on whether you can play the game or not. It's not a problem I've ever heard of occurring before, so maybe have a look on Nintendo's site and see if there's any help. Knowing what error message you receive might also be useful.
  8. It might be lame, but it does make a lot of sense. And yeah, I agree that chokepoint makes it impossible to shove past.
  9. I believe it's never possible to rescue mounted units in the Tellius games, regardless of weight/con. You could potentially shove/smite him to the escape point though, but I don't know if he would leave on his own.
  10. So what is your favorite character?

    For gameplay: Pretty much the most effective characters: The Pegasus trio are good in basically every secondary measure - they have staves, they use lances (best weapon type due to prevalence of swords), they have the highest movement. Then the moveset itself is great - C4 is huge range, exposes stun gauge on every hit, and hits several times after. C1 is a decent crowd clearer, both C1 and dive from standing, or C1 dash for AoE. C3 juggles, C6 is invulnerable and big AoE. And finally, Caeda especially is just busted. Wing Spear is awesome, she has incredible luck and thus excellent damage output. I'm not sure if the pegasus moveset itself is the best in the game (it is quite slow, and damage output is unremarkable), but the combination of all its upsides with all the extra bells and whistles you get that I mentioned above make the three Pegasus Knights overall three of the best characters in the game. And, well, hands down the Pegasus Knight moveset is the best of the lancer movesets - although with how average Azura and Oboro are I guess that isn't saying too much. Xander is one of, if not the best sword user. Fast moving, projectile C4, juggling with C5 and C3. He's difficult to play but hugely rewarding once you get used to him. For just enjoyment: Ryoma is quite nice and simple to play, fast, solid C4. He's not the most effective character, but he's very easy to use well, so if I don't feel like paying too much attention he's a good pick. Plus he brings Astra to everyone. Camilla/Minerva for basically the same reason. Their moveset is awful throughout with one exception: C2-C6 are all pretty slow, they can't break white stun gauges in one round without Critical Focus or extremely precise combos, basic string is poor, C4 requires precise aiming or you don't catch enemies in the wind up hurtbox, and leave yourself vulnerable during its long animation... basically, everything is really bad. They can make use of some of those later moves, but doing so basically just makes them really bad versions of the Pegasus Knights. The big exception is, of course, their stupidly broken C1. Huge AoE, surprisingly good DPS (not as good as landing crits, but still as good as most typical juggles), and extremely fast to come out. Hands down the most OP move in the game, and basically enough on its own to make them move from low/bottom tier to like... high tier. Tiki. She's both cute and highly effective.
  11. Resonating Power looks at your natural Def/Res stats if using Statflip, so she would indeed gain less attack from Resonating Power after.
  12. 1) You can't put Legendary on personal weapons, since Legendary is an Awake type skill, the same as True Power/Divine Blessing, and they're limited to 1 per weapon 2) You can't do anything that would get rid of personal weapons. You can't sell them, use them as materials or anything similar.
  13. Yellow gauges don't give Awakening by themselves. Attacking an enemy you have WTA over gives awakening (except when IN awakening itself), and breaking a yellow gauge when you have WTA does a big AoE attack, which often builds up a lot of Awakening on its own. In general, Mages and Archers benefit a ton from Quick With Quick Wit all three levels of Awakening crests, one yellow gauge crit builds enough Awakening to use it, and generally that's all you need since the KO bonuses in Awakening will quickly fill your gauge to max anyway. And, well, mages and archers can easily force a yellow gauge crit on anything with their C1, which basically means they can just get Awakening ready very quickly. Galeforce is another option, but doesn't work quite as well for archers/mages since you need at least 2 kills to get their awakening ready (though, the special bonus is nice).
  14. Hm, I never really noticed much of a difference with mages vs. mages or physical vs. Knights personally. I do know that every different weapon type has different base power, which could be a factor, as @Technoweirdo said. I know for example that Pegasus Knights are nautrally lower damage than Wyverns, even with identical stats and skills, for example. It wouldn't surprise me too massively if other mages are naturally a tad weaker too. Maybe I'll test this at some point. Got some spare time this week. I can also write up a few other things I've found since I last updated - notably several other skills including the new ones.
  15. I'm glad they're not in, honestly. Just look at how Velezark gets handled here - spam dual strikes and Awakening until he goes down. It's rare you actually have to fight him with the proper mechanics. Similarly, look at how they are in HW. They're generally considered a not very fun part of the game, and they're all over the place there. Fun the first time you fight them, but mostly they're more annoying than interesting. Granted, part of that is how you have to wait around until they do a thing that exposes their weak point in HW, while in FEW Velezark is more just "beat on him when you can", but still, Velezark isn't particularly fun or interesting most of the time either.