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Messages - TigerKnee

41
Celdia's Complete Patch / Re: CCP - Bug Reports
June 28, 2011, 09:10:09 am
My CFW's 5.00 m33-6 (with no add-ons of any kind like Prometheus etc) but even with zero compression it crashes for me at the Monastery. I'm thinking it's mostly a firmware problem but I don't know which firmware version works. 3.30, 3.71 hard crashes my psp and forces it to reboot while 4.01 and original flash just soft-freezes (I can use the Home button to go back to the menu) instead.
42
Hi. I registered just to post.

I was looking forward to the patch because it was a huge change to the game that was actually doable because you weren't doing anything like making new storylines or etc that would take forever to accomplish, so good job on completing the patch!

That being said, I'm having trouble actually enjoying it because... I'm stuck on Dorter Trade City. Which is weird because I completed the original game a couple of times so I shouldn't be sucking that bad.

Here are my thoughts so far.

Monstary: Kind of cool that you can control all the character, because the random starting abilities give you a taste of the new abilities to come. Though I think it would be almost impossible if you couldn't since the new enemy setup is WAY better than "a bunch of knights"

Gariland: Without Chemists you definitely have less ability to win a war of attrition. My Homemaker got Sugary Candy which I really didn't want in favour of Cafe while my Cook got Slice and Dice which is a random damage move which... I also don't like. I barely won this battle without anyone crystallizing for some reason. Probably because the enemy cook does surprising damage with the skillet and got lucky with sleep procs.

Mandalia Plains: Nothing out of the ordinary for this fight.

Sweegy Woods: Is there something wrong with the level scaling? I swear the enemies here are like 3-4 levels above you in the story battle. I dread the story battle on Finath river with the Chocobos now.

Dorter: I'm kind of stuck here because apparently storyline battle scales to level like in 1.3? Enemy Nomads are equipped with 5-range Longbows rather than Shortbows and they already start in good positions, while MY nomad has 2 movement and only a 4 range crossbow. The 100+ hp champions don't really help and the enemy red mage apparently has Heal all.

I'm not sure if I want to try to sandbag this mission by having everyone be Alchemists or if there's some other more simple way to beat this map.

Current class feelings:
Warrior: Charge is a really bad skillset. I don't know whether I would stay in it for 900 JP just to get Speed Save, which seems to be the only decent ability it has.

Homemaker: I don't like Sugary Candy though it's basically the Accumulate of CCP and I generally hope my starter gets Cafe instead. I got Flash Freeze and then suddenly realize I don't have the mana to cast it without blowing my entire MP pool so that's silly of me.

Cook: Slice and Dice is random damage so... also I haven't mentioned to cancel anything with Frozen meatball yet. Behemoth Steak is okay for an Accumulate that can target another but it's no Yell (though Yell is overpowered anyway).

Red Mage: Ice and Water gets used very often (goblins and bombs are weak to them). I never used Fire because I don't think it's impossible to "preview" how much damage it does, while Lightning seems to deal too little damage most of the time. Cure doesn't really seem usable unless you set up a good zodiac compatibility triangle going with your characters.

Stone Strike is weird because the range is so low you'll always hit yourself with it, and you need to wait for the enemy to come to you, then cast and run from the blast radius.

Champion: Better than vanilla Knights I guess. The first healing move is really low though, unless you have good/best compatibility. The rest of the skills are a bit too expensive for my champion to use right now, except the Regen one.

Nomad: 2 move is... really crippling. For you. Especially since they can't wear shoes either (which means no movement.) Most battle setups start out with the enemy above you while you have to scramble in position, which is hard to do with such low movement.

That being said, the skills look good. The enemy has stymied me with Updraft way too many times to count.

Brawler: Pummel is Repeating Fists which means it's... not usable (or has it been improved somehow?). Aurabolt is Wave Fist with Holy element, so it's still good I suppose. Dolphin Kick seems good because Water weakness is really common. Haven't really tried the rest.

Alchemist: King of borkked. You basically get Hi-Potion+ at the start of the game, then you add Phoenix Down and you have a dude who can heal better than pretty much anyone else and revive at instant speed from range. I assume like Chemist that they'll become less useful at time goes on though.

Fairy Dust is broken in the "doesn't work" way. Everything I try to target it, whether friend and enemy, shows 0% and a "guarded" animation when the item hits the enemy.

Overall, a lot of the current abilities seem rather low-powered/niche and there are a lot more abilities, while the JP costs remain the same. Unlike regular FFT where you can pull through with 1/2 overpowered abilities my characters kind of feel empty at this point of time. Maybe I'm just really bad at this version for some reason.