Shadow Mir Posted July 11, 2017 Share Posted July 11, 2017 (edited) 7 minutes ago, SpearOfLies said: I feel it have more potential strategically and game design. It's not necessary but I will feel less "fire emblem" if they decide to remove them from not-remake game. It's one of feature than make fire emblem unique than plain regardless its utility. I don't know way but I feel that the WTA scaling with weapon rank or I'm wrong? Yeah, the WTB has been dependent on the rank of the advantaged side since Shadow Dragon. Edited July 11, 2017 by Levant Mir Celestia Link to comment Share on other sites More sharing options...
Vaximillian Posted July 13, 2017 Share Posted July 13, 2017 On 10.07.2017 at 8:46 PM, Azz said: (Especially in 5 because your hit rates only went from 1-99 and not 1-100) In Thracia, WTA/D was +/− whole 5 hit. Yeah, WT mattered in Thracia so much. Link to comment Share on other sites More sharing options...
Azz Posted July 13, 2017 Share Posted July 13, 2017 21 minutes ago, Vaximillian said: In Thracia, WTA/D was +/− whole 5 hit. Yeah, WT mattered in Thracia so much. Oh I never realised. I thought Thracia had the same A/D of Genealogy. My mistake. Thanks. Link to comment Share on other sites More sharing options...
Junkhead Posted July 13, 2017 Share Posted July 13, 2017 It's just another one of those features that make FE what it is. Gives variety, as well as a sense to make you use certain weapon types. And hell, it's fun. Heroes takes this up an extra notch. Don't fix if it ain't broke. Link to comment Share on other sites More sharing options...
Rapier Posted July 19, 2017 Share Posted July 19, 2017 It helps in early game but it stops being that relevant after mid-game. I think weapon triangle should work differently. For example, instead of giving hit bonuses vs other weapons, I think each weapon should have their own quirks that put them in advantage or disadvantage, like axes being really strong, but heavy (thus not likely to double, but they deal enough damage to OHKO sometimes and save yourself from being counterattacked), while swords have mediocre strength but allow doubling more easily (potentially giving as much damage as an axe, but at the cost of dealing with an enemy attack retaliation) and lances always attack first if the enemy wasn't previously directly adjacent to the unit's square, but only counterattack later (combat against them, when your unit can double, would be like fighting while using a Brave weapon). Link to comment Share on other sites More sharing options...
Jotari Posted July 20, 2017 Share Posted July 20, 2017 4 hours ago, Rapier said: It helps in early game but it stops being that relevant after mid-game. I think weapon triangle should work differently. For example, instead of giving hit bonuses vs other weapons, I think each weapon should have their own quirks that put them in advantage or disadvantage, like axes being really strong, but heavy (thus not likely to double, but they deal enough damage to OHKO sometimes and save yourself from being counterattacked), while swords have mediocre strength but allow doubling more easily (potentially giving as much damage as an axe, but at the cost of dealing with an enemy attack retaliation) and lances always attack first if the enemy wasn't previously directly adjacent to the unit's square, but only counterattack later (combat against them, when your unit can double, would be like fighting while using a Brave weapon). The way you describe swords and axes is basically how they've always been (with any system that has weight at any rate). Link to comment Share on other sites More sharing options...
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