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May 26, 2024, 12:49:37 pm

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Use of ePSXe before 2.0 is highly discouraged. Mednafen, RetroArch, and Duckstation are recommended for playing/testing, pSX is recommended for debugging.


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Messages - Fanatic

41
Cheerfully withdrawn. I'm just never sure what is changed and what is. Wasn't sure I could entirely rely on the BMG.

...So, short of mimes, no self-triggering sunken state.
...Mimes...
42
FFT Arena / Re: Arena battle videos and discussion
April 15, 2012, 11:35:53 pm
As always, thank you very much for the vids!


Doh. I'm scrapping this idea giving an edited version ONE more chance. I originally only gave the thieves Slow 2 and enough magic to cast it once. The idea is they open up with a slow2 salvo, close the distance, and Faith every unit on the board. 100 faith gun shots do the rest - I tried this concept with short charge oracles, and it failed miserably. I thought at least with Guns I might have a chance... The team concept REQUIRES the archers to be out of range until the thieves do their work, so only a large map will do. Smaller maps just get me murdered.

They didn't have charm because they prefer to spam charm rather than inflict faith on things. Vexing.

Low mp / low healing archers were SUPPOSED to just "Blow their healing wad" early and thus be forced to actually SHOOT things. I don't like Archers hiding in corners due to AI sandbaggery (I have no offense at all if they do), but they're not supposed to heal. Should have utilized Regen for that purpose, and given them some other secondary. They also need higher HPs and lower speed for this to work outside of large maps. I got greedy and thought slow would hit more often, allowing the 12 speed archers to clean up. Guess not.

Back to the drawing board.

And as always, good matches. I even enjoy getting killed by excellent teams like that: I am making notes and stealing concepts. You guys rock!
[/spoilers]
43

Oh, I misunderstood the purpose of this thread. I thought it was for constructive criticism and brainstorming of possible future rule changes in response to the exhibitions that are going on right now, as well as the comments and predictions concering how issues will effect the future tournament. But I understand this topic is actually for complaints about why we lost? Okay, I'm cool with that.

In that case, I would like to complain about the reason I lost this recent tournament: Maps. When I played my first match against whoever that will be, I was placed on a map that put me at a disadvantage. The map's chokepoint left me vulnerable to AoE attacks. And if my opponent doesn't use AoE, or the map doesn't have a chokepoint, then it was the lack of a chokepoint that did me in. Also the height difference. One side of the map was clearly higher than the other, and either my opponent was raining death from above upon me, or else I was trapped on a narrow ledge while my opponent dominated the low valley. And if the map was perfectly symmetrical, then my opponent was unfairly able to harness the fairness of the map to beat me.

Further, I would like to complain that Damage is too overpowered. Too many teams win games because they are better able to reduce the other team's HP to 0. When is the last time we had a team that won by inflicting Vampire on everyone, or by Inviting everyone, or by crystalizing Ramza. Clearly the current rules favor death by damage. This has led to our current Semi-Paper/Rock/Scissors  setup up, being that teams that win by reducing HPs to 0 are Granite, and teams that  rely on Petrify/Vampire/Invite/Ramza/DEB are plastic kindergarten scissors. Also, there is no paper in this example.

I propose we need more paper.
44
Actually, I understand what you're saying.

You're right. Absolutely. We need more MA Evade.

Have you considered greatly boosting the MA Evade of Shields and Mantles? Elemental resists are another reason people might skimp on the Evade...
45
Look, an ability is not junk because it is not useful in 100% of situations. If that is your definition, then most abilities are going to be Junk, including Auto Potion, HP Restore, Holy, Kotetsu, Charm, and Zombie. You would not say all those abilities are useless just because they don't always work.

No, an ability is rated on 1) How often it is used 2) the strength of its use 3) The positive cost of using it and 4) the negative cost of using it.

Let's pretend Projectile Guard actually DID block Grand Cross. Projectile Guard is useful against any physical ranged unit, barring Monks and Lancers. And I'd say running into physical ranged units is about as common as running into Draw Out. But I'll give it a "B" under category 1.

It gets an A under category 2. It shuts down ranged attacks. Not only that, but the AI will still make the attempt, creating wasted actions. The very nature of Ranged Attacks means that multiple units will be in range, and since we know how AI targeting priorities work, it is not too hard to create units that will be frequently shot at. When it comes into play, in comes in HARD.

It gets an A under category 3. All you need is Brave and Faith. You can slap it on ANY unit, it is independent of stats. Further, it even activates when a unit otherwise would not get evasion. Abandon and Awareness require specific equipment builds - Projectile Guard does not.

It gets a B under category 4, but only because I'm being overly critical. To be honest, no reaction is so game breaking that using Projectile Guard instead of it handicaps you. Auto Potion works if you stack Protect and Shell, and/or Defense up, but by no means is it game breaking. HP restore comes up less than you expect, mainly because the very build that makes it useful discourages enemies from attacking! Abandon and Awareness require equipment, and though they tend to be more useful, but there are plenty of attacks that ignore evasion. MA Save / PA Save seldom triggers often enough or for long enough time to affect the outcomes of matches. Counter assumes the attacker is actually in range. Same with Meatbone Slash. Dragon Spirit sounds good, until you realize that the revived unit is still going to run or heal itself (often not enough to escape imminent death). And counter magic takes MP, and since most magic attacks are elemental, you might end up HEALING the attacking unit!

You claim it is Junk because you don't use it. I could understand that if you knew that Grand Cross bypassed it (And I would downgrade category 1 to a D), but you thought you could get the same evasion even against that. If I don't use projectile guard, it is because either A) I know it doesn't work against 1/3 of the Gun threat (Grand Cross) or B) I don't have the job points to spare.
46
No, Grand Cross ignore Projectile Guard, at least with Elemental Guns. Test it yourself.
47
For the record, I'd like to add a comment about elemental guns and Kagesougi. In addition to the usual defense of elemental absorbtion, Kagesougi Gunner is vulnerable to Projectile Guard [Hence my Unappreciated team]. If Grand Cross was also vulnerable, you wouldn't have to nerf the elemental guns.
48
FFT Arena / Re: Arena battle videos and discussion
April 11, 2012, 12:53:42 am
Awesome as always, Barren! Thank you very much!


I seriously considered entering this team in the tournament just to show how easy it is to abuse guns. The possibility of hitting maps like Goland Coal City made me back down and enter another team. Reks, the mobility of your team is awesome, and after seeing your team in action Round 3, I made a few changes to my tournament entry. Round 2 highlights where your team's greatest strength lies. If the 3rd map had a choke point or two, you would have won easily.
49
FFT Arena / Re: Arena battle videos and discussion
March 29, 2012, 12:48:19 pm

Uh... Each unit is supposed to be rocking a different gun, just so there is no way to slap on fire resist and beat them.
Otherwise, you need stuff that half's the primary three elements or projectile guard. It is hard to create a team that is immune to all three elements.

... yeah. I'm of the opinion that using guns for weapon elemental attacks can get pretty ridiculous, but what do I know. Hell, I'm not even sure if Projectile Guard even helps avoid Gun based Ninjitsu or Chivalry.

Side Note: This team was created out of frustration. I've been trying to refine Distraction, but Soleil's Aznpower and Barren's Big Assault keep tearing through me. So I made this team.
50
I think the description for Sunken State needs to be fixed. It says HP damage. This is not so.

I am testing a prototype team that use the Lore skill to deliberately hit its own members in order to trigger reactions. Alas, Sunken State does not trigger [even when brave and faith are set to 100] (although Speed Save, PA Save, and MA Save do). Is this intentional to prevent just such a team concept?
51
I'm in!
52
FFT Arena / Re: Volunteers for Hosting
March 18, 2012, 01:20:53 pm
I can also host matches, at least for the forseeable future.
53
FFT Arena / Re: Arena battle videos and discussion
February 04, 2012, 05:04:59 pm
Ouch. Not much to say here. Dol's team was better, and they proved it. My biggest weakness is I count on the evasion of my distraction unit to buy me turns, and FKA-PA was having none of that. Great match!


Great vids, Barren!
54
FFT Arena / Re: Arena battle videos and discussion
February 04, 2012, 10:50:53 am
I think my team is not going to undergo any further revisions. I am happy with its performance.

Here is another video, against CT5holy's team Playing With Fire. This team beat every previous incarnation I tested, and beat them soundly. This is the first test against my revised team. The previous version of my team they beat down was almost identical to this one, with the only difference being the ninja had a brigandine then, and has black costume now.

Distraction II (Fanatic) vs. Playing With Fire (CT5holy)
55
FFT Arena / Re: Arena battle videos and discussion
February 04, 2012, 12:49:44 am
I revised my team, and I'm challenging formerdeathcorps' team Sniper to a rematch!

(I need to practice my commentary. Hope profanity doesn't offend anyone!)
Here it is!

Distraction II (Fanantic) vs. Sniper (formerdeathcorps)
56
FFT Arena / Re: Final check for bugs before tournament
February 03, 2012, 11:33:23 pm
Upload speeds are a problem for me, but I can host a few battles if you need help. New laptop means I can finally screen capture AND run an emulator! Just don't hate me if you think my commentary stinks!
57
FFT Arena / Re: Arena battle videos and discussion
February 02, 2012, 02:03:06 am
Wow. You crushed me. Awesome map, awesome build. I had no idea you could get crossbow damage that high! So high that it completely negated the whole concept of my team! You shot down my idea, dangit.

For the record, I want to show you though just how different that last battle could have gone if my monks just had a few more HPs, enough that you couldn't just OHKO them. At that point, Quarry and Healer become much more inviting targets! I may have to alter my team some more.

And thank you Barren for the awesome videos!



58
RP Forum / Re: ¡ǝbpop oʇ ןןoɹ
October 11, 2011, 02:58:54 am
>Attempts to enter this game as a Zombie FFT Monk (dressed like Michael Jackson in Thriller), and armed with "Secret Zombie Fist," turn random people into dancing zombies!
59
Congrats to the winner!

As to Kiku debate: The only counter is HP. Most rules don't let you equip your entire team with MDU or damage split, both of which (if used for the whole team) would end the threat. Shell is cast by AI unreliably. You cannot evade Kiku, nor can you block it with elemental defenses... both of which you can do against Earth Slash. Countermagic is no counter, as you invariably hurt your own team as much as the other.

But kiku is not Cid. My proposal is if anyone ever does another tournament like this, limit units with draw out to a movement range of 3. With MAU they can OHKO weaker units, but at least they won't cross the map and do it on the first turn. Part of what makes these moves so deadly is the AI is capable of choosing many spaces from which to use drawout. Limit those spaces by limiting movement, and the ability will keep all of its damage output while becoming less OP.
60
Darn you, FFMaster.

I went to all the trouble of creating a naked unit with catch to counter throwing ninjas, and you go ahead and don't use throw! Well, maybe I can sucker your knight into running ahead and getting himself killed early.