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Messages - Rassius

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General Discussion / Re: Territoire Update?
« on: August 20, 2012, 01:12:08 PM »
Territoire looks pretty beast but then again it's hard to tell from a google translated website.  I can't be the only one that's interested in it and due to the massive lack of news about Project 4 maybe SpaceDrake could give an overview of what Territoire is all about.

About all I can tell is that it might be a turn based strategy game with some kind of economics side to it to hire?/buy? units/items/friends? Oh... and that it has the same character sprite design that I now know and love.  They've probably added something scewy (EGS style) mid combat where the ditzy female lead yells to all your units that it's "Lunch time!" then they all sit down and eat some well prepared obentos.  TWO ARMIES CLASH!!! Then they stop for lunch.

I might have to try that demo though I hate feeling lost...


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Key games!  Seriously, any of them.  I don't think there's a company who's games I enjoy playing more then Key.  They've literally ruined my life.  Every single of of them seems to have some underlying philosophy to them regarding human value.  I can't tell you the amount of time I have spent contemplating such.  Did I mention they've ruined my life?

I almost cried tears of blood when I heard that for whatever reason they wouldn't sell to the US (probably other countries too).

Even some of the soundtracks are ridiculous like:

Tomoyo After's Light Colors (think that's what the song is called)
http://www.youtube.com/watch?v=Et5al4Bz0jA

Or... Little Buster's Faraway
http://www.youtube.com/watch?v=Bobzmuglu0g

*sob*

Or... Rewrite's Philosophyz
http://www.youtube.com/watch?v=pQUwQNkeODk

Or... Kanon's Last Regrets
http://www.youtube.com/watch?v=Mym-FZ6DCQI

It sure would be nice to find a translation of Faraway but alas it might never happen.  Perhaps the only problems with any Key games is you need a ton of tissues because you cry like a little girl for most of conclusions of the various character arcs and even worse for the "True End" arcs.

/sigh

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So I post up about 1/3 of what I intended to write only to find myself losing the better part of a week instead of typing up that ability list I said I would.  I think I count as a great guide write /sarcasm.  Anyways at least I came back to a thread with quite a lot of good feedback that challenges people to brush up on their skills and helps the players who aren't quite as good at fighting games.  My thanks are certainly in order.

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If it's the Stand Slash you're talking about, I disagree only in that F-Atk is too slow a riposite move, and enemies will ALWAYS trade hits with this if they don't already outprioritize Arche. U-Atk is similarly situational, because against the things it's supposed to be used on (fliers) will also trade hits with it, and unless you dash it has no horizontal range.

Thrust is the ability you're looking for when it comes to Riposte moves (when each of you are guarding attack after attack).  Thrust or Double Thrust easily starts a combo that allows for the step in and extended range of the Wide Slash attack.  I didn't say that Wide Slash was slower than Slash I said it was "slower" meaning you abuse it's excess range to make up for it being the slowest attack.  Arcing Slash's range can be made up using the the Dash + Arcing initiate which is generally incredibly easy to do as long as you've got a Dash actually going.

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I do fairly well with Arche. It's the enemies on slopes that give me the trouble. A slime on a down slope is particularly bad, since it can tentacle diagonally at you and aside from down stab your other attacks don't really hit.

Indeed low ground can be a big tactical advantage not only for your enemys but for you as well.  Best just to swap positions when that's the case.

Got some of the basic abilities done.  I'll have to post at at later date for some more/the rest.  Arche sure has a lot of them or maybe i'm just a really, really slow typer -.-;.

Arche’s abilities:

Slash - Your basic attack and “slowest”.  Later abilities provide you with a way to combo your other basic attacks into it.  This is a mid range and mid damage ability.  Useful in the middle of a combo to add additional damage though you might need partner help to keep the combo going to perform the otherwise very slow attack.

Thrust - Your fastest and least damaging attack.   Thrust is extremely useful for breaking a guard or starting a combo.  It’s also useful for breaking a combo breaker (an enemy attacking you mid combo).  Later in the game being able to flawlessly weave this in to any combo you are doing is essential.

Wide Slash - Your slowest and most damaging attack.  Wide Slash also has almost polearm range and allows you to step in and keep your combo going.  Wide Slash is an utterly invaluable ability and it is probably my favorite and most used.  I almost never use Slash because of this ability.

Arcing Slash - Your most basic anti-air attack and a fairly damaging slash which is good for starting a juggle.  Dash + Arcing Slash is perhaps one of the best early openers for aerial targets.

Roll - Quick mobility is incredibly useful for getting behind a target to perform a Snap Thrust.  I also believe this move gives you a single immunity frame at the *very* beginning of the roll.  Though performing such to avoid an attack with any measure of reliability was well beyond my level of skill.

Cartwheel - It’s like a Roll only backwards.  All kidding aside this can be used in certain situations to avoid impending doom (like low jump height Downstabs).

Downstab - *Unblockable damage ability mainly used for destroying guards and pinning annoying flyers to the ground to perform land locked combos.   

*There is a single enemy in the game that can block even unblockable attacks.

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After seeing at least a couple topics about people having difficulties with Arche's combat I finally decided to register and post something about the matter.  Things that may be blatantly apparent to me might not be so to others and if I have help to offer then it makes sense to simply supply it.  So, on that note, there were a few things I kept in mind as I played Fortune Summoners:

- Slash is actually Arche's slowest ability by a long shot.  Why would this be?  Because you can lead a Wide Slash while it's much more difficult to lead a Slash.  It's also a mid ranging and mid damaging ability.  This meant to me I rarely used it and its combo variants (more on the combo variants later).  By the end of the game I had gotten so used to Thrusts, Wide Slashes and Arcing Slashes that it became difficult for me to even perform Arche's basic attack.

- Combat is tactical not reactionary.  Playing "slower" greatly helps you in basically all regards.  Getting your combos going and more importantly using the right abilities at the right time will make Fortune Summoners a much, much easier game.

- Enemies are "smart" but you can still use that against them.  An enemy who jumps to avoid an attack and doesn't have a Downstab is a flying piñata.  Simply Arcing Slash till the candy falls out.

- Get your initiation moves in order.  You have many initiation moves that each start a fight a different way: Roll + Slash > Combo Wide Slash for a wide gap initiate to a running dash + Arcing Slash to start on pesky airborne flyers or even Leaping Slash and Downstab for *unblockable damage right off the bat.

- Auto guard is your friend. It is probably one of the easiest toggles to make the game much more “user friendly”.  Fortune Summoners punishes players that don’t think about their combat tactics and this can help buy you the time you need if you don’t necessarily have the best reflexes.

- There are 4 difficulty levels and “Hard” actually means just that.  This comes from a player that usually plays games at max difficulty because “Normal” usually translates to nap time (Sometimes “Hard” does as well).

- Practice makes perfect.  Being able to use all your abilities effectively is perhaps the greatest hurdle you have although, it’s one thing to be able to use them against air and quite another to combo them against even the most basic of enemies.  A great practice area is the upper loft where Arche lives as there aren’t any doors and the ground is even.

Phew that took quite awhile.  Think I’m going to stop here and come back to lay out all of Arche's abilities.  After that, I think tips on certain monsters and maybe in general will be after so bear with me.

Stay tuned for (much) more.

Edit: I r gud at speeling.    

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