• Content count

  • Joined

  • Last visited

About Ertrick36

  • Rank
    The Face You See Before Your Doom
  • Birthday 03/28/1995

Profile Information

  • Gender
  • Interests
    Wide range of games (e.g. Metal Gear, FE, Sims, The Legend of Zelda, Fallout), politics and themes in creative works, music, lets-plays/streams, friendly discussions, bad hacks or bootleg games, oddities, and sometimes discussions about PC hardware might peak my interests.
  • Location
    Zanzibar Island, 5 PM

Previous Fields

  • Favorite Fire Emblem Game
    Genealogy of the Holy War

Member Badge

  • Members
    Oboro (FE World)


  • I fight for...

Recent Profile Visitors

3252 profile views
  1. If child mechanics return, no question, I want it done either like Genealogy or Awakening. Obviously not in the exact same ways, but in terms of the method to make them playable. Basically, I don't want some stupid Deeprealms BS, I want them to grow up naturally before joining my army and I want them to have actual reasons for joining beyond mommy or daddy making them do it. Dismount should return so that the cavaliers and fliers don't hog all the glory. Capture/spare mechanics would be nice, and they'd be even better if they were expanded upon. I'd like to be able to decide who among my enemies I will spare, and to see how that impacts the various factions I may have to deal with. Genealogy-sized maps could make a return, but with the caveat that they're only used for very big battles or skirmishes, and that the rest of the chapters only take place within small sections of these maps. If we did get big maps with multiple castles, I'd like to have each of my own castles be places I could spawn troops. Not like Genealogy, but rather like Valkyria Chronicles so that I don't have to lug hulking armor knights across these giant maps. But really though, I kind of just want the chapters to be the size of normal FE maps. Multiple faction phases would be a nice touch, even the multiple enemy phases. I liked that in Chapter 5 of Genealogy, you'd have the Thracian knights move first, and then the enemy Grannvale knights would move after, and that they all had their own themes. Or how there were two neutral army types - the green and yellow armies - which were hostile with one another but neutral towards you (and green was hostile towards red, while yellow was more neutral with red). Aside from these things, I don't want to see any gameplay feature from the Jugdral games in TH. And actually, I could do without a few of them. Though I'd really like to see the dismount and capture mechanics.
  2. Maybe, maybe not. Either way, wow, people already going on about roster. Well, if that's the way it'll be, I want the next Warriors to round out the shorthanded casts. So give us Blazing Blade, SoV, and a few more Archanea characters. I'd personally like the Whitewings as sword fliers, Tobin or Wolf (or both) as a bow knight, and Mae and Katarina just because I like them. Also would like to see Serra's dopey face again. But really though, it's a bold claim to base off of some coincidences. I'd rather just wait until I actually hear word from the horse's mouth.
  3. Finally jammed in that glorious no-pants Marth, alongside a no-pants Chainy. Just felt it was about time, what with us reclaiming Math's homeland and all.
  4. General Tabletop (D&D, Pathfinder, etc.) Topic

    I've played only one session of DnD, but that was fun enough. I attempted to steal some beast's heart off of one of my allies (as a bard, btw) because I was worn out and hungry, and I rolled, like, a 2 or something. Otherwise, my DnD experience has mostly been me watching folks. Which at least gave me better insight into what the game is about and what is possible. That being said, I'd be interested in playing. Not as a DM, I don't quite have enough experience with the game to keep up with everything in that role. But I'd be down to play, and I've got money to burn on a Player's Handbook. I've always loved roleplaying, but never did it in a controlled environment - which often resulted in everything falling apart - so I've always had some interest in trying it.
  5. [FE3] How do you get the best ending?

    In the end, she still becomes a...
  6. What should I make a post on?

    Make a rant about something positive, 'cuz the world could use more positivity ヽノ Or else I'd request this:
  7. It's time for everyone's favorite jester-made-king, Chagall.
  8. Oboro's in, but Mozu's not. Lucina's in x5 (is there really a need for this many Lucina's, tho?), but not Laurent. Ayra and Tailtiu are in, but not their children. You see, I've got a conflicting list. I'd say it's probably about half and half - the other half are instead being pushed back by pointless alts, a number of which I don't care for. In fact, Lucina's the only character I really like that's gotten an abundance of alts, and even then I'm wondering why that many.
  9. [FE3] How do you get the best ending?

    There are different endings for the Archanea games. Shadow Dragon's/Mystery Book 1's ending depends exclusively on whether or not Caeda survived. The overall outcome isn't tremendously different, but the tone is quite different between the two endings. Mystery Book 2's/New Mystery's ending relies on you obtaining all the gemstones to form the Shield of Flames, which is trickiest when dealing with the starsphere since some star shards are quite easily missed. Also, just like with the previous games' endings, the dialogue changes if Caeda, Mallesia, and/or Tiki are dead. The ending dialogue/events don't change if you don't rescue all the clerics. However, they of course wind up dying and the final battle is made that much more difficult. If you want to save them, you need Julian, Sirius, Merric, and Minerva. You don't need to level them up, although none of them are particularly bad units - you need only to bring them along with you into the Dragon's Altar. That being said, it is a good idea to use them so that none of them are a liability in this endgame area. Genealogy's endings are also dramatically affected by who married who. Not to the point where you may have an ending where evil wins or whatever. But the inheritance of houses and kingdoms varies. For example, if Jamke didn't marry anyone then no one will inherit the Verdane throne and the kingdom will be absorbed into Grannvale. Or if Eldigan's kid dies, then either of Lachesis's kids will inherit the throne of Augustria. Aside from those examples and the ones you mentioned, I don't think any other FE has a variety of endings. Except Fates, if you can even count that.
  10. I'll say a few things. Turn on auto-save as soon as you get into gameplay. That is, on turn 1 of the Prologue, as you can't turn it on from the main menu. And set the auto-save to a different slot than your manual saves - it's a good idea to use multiple saves in each chapter in case you get stuck. Don't be afraid to use the really powerful units. The rule of "starts good, turns out mediocre" that normally applies to most FE games doesn't apply in this game. Sigurd will always be very powerful, and a later Jeigan-esque unit you'll get will always be useful enough to kill most units. Also don't be afraid to use the heck out of all weapons and staves. There's a blacksmith feature in this game that'll enable you to repair every weapon to max uses so long as you have money (which there is an abundance of), so there's no point in saving, say, the silver sword you get very early on for later enemies. If you want to trade between units, you can't do it normally. You have to sell the trade items to the pawn shop, and then have the recipients buy them back. And money is not shared across the army, every unit has their own money so you'll have to consider how to best distribute the villages' earnings. The nice thing is, however, that spouses can give one another all their money back-and-forth, and thieves can give all their money to whoever they want and earn it quite easily. Healbot as much as possible. Again, weapons and items can always be repaired, and that applies to literally every staff, even the obligatory resurrection staff you get late in the game. Use and abuse the arena at the beginning of every chapter until it can be abused no more. Go until either you're forced to stop or until the unit has hit a point where the enemy is unbeatable. This is one of the best ways to earn your better combatants money. Sigurd should be capable of beating every foe in the arena in every chapter, and so should Seliph. Most units will likely get hung up on either the third or fourth opponent in each chapter. Maybe see later on if you can eek out some more arena victories at the end of each chapter. Look in the unit status menus to see who can talk with who. And pay attention to some hints. When fighting enemy units you can recruit, a special theme will play and they'll do a death scream when killed - and of course they'll have all sorts of dialogue before and during the battle. There's one character in particular that many people miss acquiring, but through keen attention to detail you can probably figure out how to recruit that character. Don't worry too terribly much about pairings. Generally speaking, the units that get conversations with one another are at least decent pairs. There's only one exception I can think of to this rule, and it's mostly because that unit is a latecomer who hardly has any conversations before the end. People will tell you to plan pairings and crap, but in all honesty the only way you can screw up is by not having everyone pair up. And even then, you're not totally screwed. If all else fails, you'll always have at least one good unit - the protagonist - and that's all you should technically need to beat the game. In my personal opinion, as someone who is currently on his second run of this game, planning pairings is only something you should do after you've already played the game once. Use the Project Naga translation, it's just a better, fuller translation than anything else that's out there. At the end of the day, Genealogy is more of an enjoyable story than it is an enjoyable game. Some parts are genuinely fun challenges, but for the most part it's the worst aspects of Horse Emblem with a side of Main Character Bias.
  11. Then correction: the strongest iteration of Marth in a properly balanced FE. Cool new name, btw.
  12. How is that any different from the question "what is your favorite game in the series"? Because at the end of the day, most people's "definitive" FE's, by this definition, will virtually be the same as their favorites. I don't know, it's just the semantics here are kind of weird. So instead, I'd rather define it like this: And my answer would thus be Mystery of the Emblem or New Mystery of the Emblem. Though I'd lean towards the former because the true core of FE - and the very thing that every single FE, even so far as the black sheep Gaiden/Echoes, has - is the strategy-oriented gameplay. It doesn't have everything that all the FE's have, and it doesn't represent every good trait in the series, but it has the basics down, and it has them down quite solidly. Plus, when I think "Fire Emblem", I think Marth, and Mystery is arguably where he was at his best, at least in terms of strength and unit viability.
  13. Spear Training thingy

    I think if you look up Historical European Martial Arts (abbreviated as "HEMA"), you might find something. I mean, it's very broad, but those into HEMA are into all manner of weapons. Maybe if you attached "with spears" or "with polearms" to your search inquiries, you might find something. Alternatively, find someone who can teach you to use battlestaves/rods. A lot of the concepts that apply to those weapons apply to spears. Or you can see about halberd training. It's not quite as easy to find those who'll train in the use of spears, is it? Conversely, you'll probably find at least three different schools of unarmed training and probably two-or-so sword training places unless it's a small town (although swords technically count as "unarmed combat" in a warfare sense). I think it's, ironically enough, mainly due to the fact that spears are easier to use than fists or swords. Also because you can't really sheathe a lance like you can a sword or even an axe, so it's mostly seen as a weapon that you'd only carry with you onto a battlefield.
  14. FE3 Book 2 Reversed Recruitment LP

    lmao, that HP is like half of what you get in Awakening if you set HP as your flaw. It's almost like her growths are meant to offset all of her base stats except the already moderately high HP and Weapon Level. Except how do you get anywhere from zero? At least her speed growth is high enough to get her... somewhere, if you even bother using her. Holy crap, four 70's in the growth rates, and only one of the other growths is somewhat crummy, and she only gets slightly deleveled from her actual base level. Reverse Recruitment actually done her some good, it seems. And it's good to see Abel so early as well. He was always my favorite Christmas Cavalier, and I'm sure that among your band of clerics, broken armors, and 9 HP cavaliers, he'll be of tremendous help. Also fitting that he'd be the one to recruit Est. I think I'll follow this. I'm doing an LP of this game myself (though just a normal one, and only on Book 1 so far), and I always found altered recruitment hacks to be interesting at times, so this is up my alley.
  15. What I want for the direction of the series is for them to release the rest of the goddamn VC4 DLC for the PC version, but all we got is a stupid goat bleep for news. I'd personally like something in-between what Tuvy said and what we normally get. Basically, I want a commander who isn't this legendary student or star child - for their glories to be built on what happens in-game, rather than through exposited plot and lore. It's annoying that every protagonist is always a damn prodigy. I've had enough of feeling special for no reason at the beginning of the game, I want to feel like crap/a nobody and then work my way up to excellence. Or maybe start gloriously and fall hard. Either way, it doesn't feel very fulfilling when I start off as a star child and end a legend. It's like going from having $1,000,000 to $1,200,000 - sure, that's a lot of money, but the end result isn't much of a success compared to what you started with. Though $1,000,000 to $5,000... that could make for an interesting story, even if it has the potential of being really sad and depressing. Or a great success story from $5,000 to $1,000,000. I mean, Avan didn't operate a tank, and neither did edgy boi Kurt Irving. Thing is, armored combat vehicles are basically the spiritual successor to ye olde cavalry - a mere infantry unit, especially in WW2-esque settings, is only good for infiltration and insertion missions that require subtlety and things that can fit in narrow hallways. So unless the game is a series of interior firefights or espionage missions, not likely we won't get a tank. With that said, they really ought to rebalance armored vehicles so that they're fun to use. Because as of yet, many people have found the best way to cheese the game is to use the Hafen for the heavy stuff and to chauffeur some infantry in the Cactus so that they can capture objectives in peace with little effort. And they still need to give us more of a reason to use lancers, because even with all the balance changes I still prefer other units, most namely the Grenadiers.