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Everything posted by seki108
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I'll say again what I said in a status update the other day:
Fuck Makai bugs and ridiculous armor and accuracy values!!!
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I found one more Risitas video with Touhou while I was 'related video' searching. It's more 'deriviative' than a straight up subtitle, but it's something. Probably not as interesting
Spoiler -
Hey, happy 420 rep
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I stumbled across a Touhou video that uses the laughing man meme clip you used a few times a while back.
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Forgot to post this yesterday. My favorite part of stage 64's unique tracks.
SpoilerAlso, a note from me playing Stage 65: Makai bugs can go straight back to whatever hell the spawned from. I'll just let the Translation LP explain why. For the last point, that's the version I'm essentially playing, so 7000 HP of pain all around.
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Well, a new trailer for SRW X dropped yesterday. I'm liking the looks, and it confirms quite a few good things. Had a big fan moment when it showed Char in a playable Nightingale and the Hi-Nu Gundam's animations. Also an original combo between classic Manzenkaiser and the Emporer G.
@Wolfox @Zarc The only new Code Geass thing is really the animation for one Shinkiro attack. It seems mostly the same as Z3.2's just with a new cut-in (taken directly from the anime sadly). But the new Mordred sprite looks good. I timestarted it in the video below.
It seems the Shinkiro will be on the box art this time, with the Gurren Seiten being in the alternate art (with HI-Nu guundam--finally!).
Also seems vocal versions of Colors, O2, and Worlds End will be included in the special edition vocal disk.
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Maybe. I've been a bit iffy about the A.C.E. series, since it looks a bit repetitive after a bit. Maybe actually playing it would be different. I couldn't get 3 to run good on a PS2 emulator, so I never got a first hand feel of it.
Plus, R's got Bounta-kun, Hi-nu Gundam, Aquarion, and Orgus, on top of classic series so it might be good in that regard even if it became repetitive.
It's even technically canon to the SRW OGs timeline. along with Project X Zone 1.
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FMW Stage 64. I talked about it before in a status update but Stage 64 is basically an interactive story-cutscene with limited gameplay that took about 20-30 minutes since I knew what was going on. While that might sound bad, it created interesting twists to the already altered SRW mechanics of FMW. I go a bit more in depth about the stage, and FMW's handling of Koishi in the status linked below (though don't expect too much).
Time to start what I've heard is hardest stage in FMW......pain, here I come.
My past statuses about it:
http://www.rebornevo.com/forum/index.php?/profile/69875-seki108/&status=113270&type=status
http://www.rebornevo.com/forum/index.php?/profile/69875-seki108/&status=113281&type=status
The translated stage video (have annotations on)
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FMW Stage 63.
I started this two days ago and finally completed it yesterday (Saturday) after a few attempts. Damned skill pointThis is a stage where the boss wasn't the frustrating part of the stage. Sure, she had some annoying stuff, but earning the skill point for this stage is what caused so many complete resets. For this reason, I'll post about the boss first before I spend the last bit complaining.
Compared to the skill point, this boss fight was straightforward enough. Koishi had an initial gimmick of having to hit her long range, but it was simple enough. The main slowing factor was the fact that I couldn't use Alert (100% dodge) throughout her fight it was manageable. I didn't do this one on Hard-standard because of the skill point, so it would have been more of a challenge with her casting spirits and being able to attack twice. The only bad part was with a spell that teleported her somewhere else and required rushing her to attack.................that and her MAP attack.
SpoilerAs much as I rag on her for her intense popularity that I still don't fully understand (#3 consistently in popularity polls), at least Koishi's theme is catchy and her attacks are cute enough (even though she doesn't have them all yet---since this is her boss version.
SpoilerFor the skill point, you have to finish off two specific enemies to obtain their bombs before the end of turn 4. The main problem is the map is huge (at least for one you have to traverse so quickly and enemies are at two opposite ends. I'll post the overall picture from the translation LP, so the lines drawn aren't mine, but they show the way. The enemies we have to get to are the top right and middle left enemies with a B by their icons
SpoilerGoing in, I though dealing with the underwater furball further away at the top right would be the bigger challenge. That was the only enemy I reached every time, though I didn't plan right to kill it until the third run. I was surprised, but I did have a good underwater unit with an item that lets them move twice a turn if they kill an enemy with the first move.
By using how Night terrain works, giving Nue an item that increases her water ranking to S boosts it to the FMW exclusive SS ranks (+20% modifiers to EVERYTHING in water) transforms her into one of the best units I have right now.....potentially OP. She's the real MVP of this stage, since she solo'd the top portion repeatedly. @Yonomori Benio Night terrain boosts can be quite gamebreaking at times. While limited in some ways, Nue can become quite the broken unit; the person doing the translation Let's Play now put Nue as one of the top 5 units in game actually.
SpoilerThe only bad thing is the A.I. for the bomb enemies are set to not attack and will defend every time you attack. I had to savescum two critical to get it down in time
The other side was what kept causing me to fail. All the big enemies on the left cliff cast huge movement slowing fields, so I knew that was was impossible after the first attempt.....at least with the units I had. Then I went ahead and went with the strategy I used the rest of the time (fly over the area beside the cliff, just out of range). Even with this, only three units could make it in time to do any damage, and then I had to savescum to keep them all alive.
Then, the next problem came in: not only was the rabbit with the bomb bulky as hell, but it had something to support defend it (taking the damage every, though reducing all damage by half) every turn......and the rabbit support defended it's partner twice a turn...............now I remember why I hated this mook from the third game. If it weren't for the spirit that lets you bypass Support Defend, this would have been a bust.........though it was still work keeping the three alive long enough. Naturally, neither of these two attacked me on the enemy phase.
Of special not is the rabbit's field, which increases the attacks of all enemies within it by 25%. It wasn't the only one on the stage though, and two more with regular A.I. came to stack fields and make the enemies capable on oneshotting two of the three units I brought up their........and some eniemes were fairly accurate (thus the save scumming).
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I've been putting it off, but here it is: FMW Stage 62I'll skip most of the mooks, but they were: The dodgier Fairies from Stage 59 (Alice path), the Bugs that move twice a turn from the same, both(?) types of the bulky-sniper Flower Fairies (underwater), and the water-loving Kappas (also underwater)..................the game even takes a moment to be self-aware about them:
Spoiler(taken from translation LP)
Sub-boss is the lazy character who is forced to tag along with her boss today (and probably the worst unit in the overall FMW series). She's a good sniper (with 11 range) with not enough power behind her attacks usually (with neither this amount of power or range as a player unit; only two shots of infinite range per stage.......which isn't enough to drag her around for the rest). She did get a new attack I'll never use to try to inject one last bit of life.......... For a Shinigami, usually powerful beings in fiction, she sure sucks.......every her canon version is hinted to be quite powerful
SpoilerThe main boss: Eiki Shiki (insert longass title here)
SpoilerSpoilerShe's one of (now more frequently appearing) bosses who actually has a PS (personal skill) to complement her danmaku fields effects in Spell cards. This is quite an odd one: Every attack's accuracy becomes either 0% or 100%, depending on if you can reach 51%. On normal mode, this seems to be quite a trickier effect, though it does allow you to reasonably dodge with a focus (+15% hit and dodge). Between her S size, Predict lvl 2, and the almost unique Wisdom skills, it's still a challenge though.
On Hard-standard, she decides to forgo this issue part of the time by just casting Strike (100% hit rate for rest of turn), with her difficulty buffed stats making you have to do the same if you want to hit her. She also has double movement, so she can hit you twice on her turn (and casts spirits twice). She's also the only boss so far that's used both turns on a MAP attack when available (even boosting the damage with a spirit)
Outside of mechanics, Eiki's character gimmick is judging people as the Yama (afterlife judge or something similar). She does this for every character you have this stage (and apparently every boss from now on). While some are funny, a few turn more serious or dark. Funny points to the Aki sisters, yet again:
Spoiler-
Also, we get Lily Black at the start of the stage. She's nothing but a blatant Nadesico reference but damn is it funny.
Don't worry Lilly, we see you are trying. @WolfoxSpoilerBefore/After
SpoilerAttacks
SpoilerLilly black
SpoilerNadesico's Black Salena from attack and Music comparison.
SpoilerHer spring-filled conversation with Eiki:
Spoiler
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It finally happened:
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@Wolfox When a gimmicky, grindy Gen 1 challenge run has less bugs and glitches than an Insurgence one.