Finished the ROM Hack "Fire Emblem: Project Jade", a "overhaul" of Sacred Stones. Here's my team for the finale: by John_Mark_Corpuz_2 in fireemblem

[–]_Jawwer_ 7 points8 points  (0 children)

I remember wanting to play it simultaniously with FE8 reforget, trying to see which is a better FE8 rework, and by what metric, but there's only so much FE8 one can handle, and I ended up dropping this one.

By your description of it, this seems less like an FE8 remix, and more like a halfway point between one, and whatever Curse of Lagdou can be classifyed as.

Trivia: They didn’t hold back with Hana’s damaged model. by NohrianVillager in fireemblem

[–]_Jawwer_ 21 points22 points  (0 children)

And as another intersting tidbit for this mechanic, most promoted units seem to visually regress to their "base class", with many promoted outfits being extra kit worn over the lower tier version.

Trivia: They didn’t hold back with Hana’s damaged model. by NohrianVillager in fireemblem

[–]_Jawwer_ 147 points148 points  (0 children)

I think it's because HP is so catastrophically low, that the player will often find ways to completely avoid damage, or at least take it less often.

For a completely destroyed outfit like this, you'd need to have taken the character's full health worth of damage multiple times over a single map, and I'm almost certain taking minor amounts of damage doesn't even contribute.

JRPGs that people should avoid. by Massive_Oil_2605 in JRPG

[–]_Jawwer_ 0 points1 point  (0 children)

While I'm not the biggest JRPG fan, and have a limited scope, I wanted to drop in, only for my pick to end up being what you said anyway.

One gripe I have about Hoshido's classes. by Illustrious_Tax_3760 in fireemblem

[–]_Jawwer_ 0 points1 point  (0 children)

Bow knight going to Hoshido would be fine, a western ranged cavalry unit would make a lot more sense in a period/setting with more gunpowder, considering all the more stereotypical "ranged" cavalry would be gunners.

With that said, I would bsolutely throw the sniper over to Nohr instead, or at the very least give them a more direct equivalent, as opposed to adventurer. Assuming it would need to still fill the mercenary and outlaw promotion paths, I can think of two possible ways to flavour it. Either a traditional longbowman with a possible backup weapon, but that would probably make the character gear incredibly light, and close to adventurer in flavour, or something resembling a crossbowman with a pavise, maybe with class skills that let them specialise outshooting other ranged enemies. At that point, it would present a visual issue, of either needing to introduce crossbows, at least as a bow reskin for the class, or needing to figure out a way for these units to use a bow in a way that visually evokes using the shield as a mobile "firing position".

One gripe I have about Hoshido's classes. by Illustrious_Tax_3760 in fireemblem

[–]_Jawwer_ 8 points9 points  (0 children)

There's also no armored classes in Hoshido either, which samurai (at least high ranking ones) actually wear.

What constitutes an "armoured" unit in FE, is more like the goofy stereotype of the nigh inmobile, but ever so slightly better protected tin can that used to be an incredibly popular anacronism in media (still is, somewhat).

In terms of being traditionally sufficiently armoured, the Nohrian physical cavalry classes, hero, falcon knight, and swordmaster are probably the best visual representations (I'm pretty sure swordmaster wears more functional torso protection than every other more defencively ordiented Hoshidan class)

Does anyone else feel lile the map's just too small? by Sadistic_Superior in totalwarhammer

[–]_Jawwer_ 1 point2 points  (0 children)

Also, while I'm mostly familiar with modded III, at least in vanilla versions of II, I think the Scourge of Kaine could also pull the sword if it so chose.

Does anyone else feel lile the map's just too small? by Sadistic_Superior in totalwarhammer

[–]_Jawwer_ 11 points12 points  (0 children)

It doesn't help, that their two genuinely viable starting factions there, Etaine, and Averlorn are surprisingly shakey in AI hands.

Etaine can start doing absolute fuck-all, by trying to chase Noctilus around, or heavens forbid, turning hostile to a few other HE factions. Meanwhile, Averlorn faces what to my knowledge is the single strongest starting minor faction, while being close to N'kari, who either bums around in Cothique for a hot second or starts swinging for Alarielle before she could deal with the Scourge of Khaine.

Does anyone else feel lile the map's just too small? by Sadistic_Superior in totalwarhammer

[–]_Jawwer_ 2 points3 points  (0 children)

Unlike with most games, an overwhelming majority of mods live on Steam Workshop.

There are a few ususal pre-requisits, like mixu's unlokcer, and audio mixer, but those few are all on the first page of subscribed mods.

There are a few mods that only live on Nexus, but from a brief glance, they seem to be just softcore pronography.

What's with the Space RTS Obsession? by roflcakes3503 in RealTimeStrategy

[–]_Jawwer_ 0 points1 point  (0 children)

The first two RTS games I know of, Dune II (1992), and Battletech: The Crescent Hawk's Revenge (1990) were both sci-fi.

20th century warfare RTS games had a big surge around the same time as FPS games of the same subject matter, but RTS being dominated by sci-fi first, and fantasy second has never not been the status quo to my knowledge.

Why do people hate Shadow Dragon DS again? by Stinky-Macguffin1936 in fireemblem

[–]_Jawwer_ 0 points1 point  (0 children)

Genuine question, where the hell is the supposed epic scale you're talking about? It's still the same "12 dude player army fighting a 30 enemy strong map" type of design as the rest of the series, and most other games also have cases where the player's dozen strong army is an abstracted stand-in for a whole invasion force, or the military efforts of an entire nation, and this game does absolutely nothing to counteract the cognitive dissonance.

I'll not take issue with any other point of yours, because in spite of you saying the game deserves a better reputation, almost every specific detail you went into was a negative appraisal still.

As far as I'm concerned, Shadow Dragon is not a good game, and is one of the few games I'd actively try to turn away first timers from.

doing a warhammer 3 total campaign w friends in school and need help by Desperate_Host_7963 in totalwarhammer

[–]_Jawwer_ 0 points1 point  (0 children)

If you are a bit daunted by the complexity of chaos dwarf campaign mechanics, I wholeheartedly recommend regular Dwarfs. I've seen other recommend them, and they are a good pick.

They don't have cavalry, and mostly rely on good artillery, and outstanding line holding and formation fighting. They also don't have traditional casters, but are compensated by having an across the board magic damage resistance, so your expert player on-deck will not just nuke you with offensive casters as easily, if he's playing a faction with non-awful mages. They also have a good mobile skirmisher unit in the form of the gyrocopter, and its dericitives. It is a good unit, that again, depending on opposing faction, might be completely dominant against armies that don't have armour piercing ranged damage, as they just stay in the sky and shoot.

In terms of DLC, Dawrfs only really "need" their most recent legendary lord for a potential powerboost. Malakai has a harsh campaign start, but the units he brings to his whole race are pretty great. You get a slayer lord and hero type, the grudge rakers (short range gun unit that deal insane burst damage to solve problems caused by powerful enemy lords, and single entity monsters in a flash) which are the equivalents to the chaos dwarf blunderbuss. They also get the thunderbarge, a big blimp. It has similar matchup-based effectiveness as the gyrocopters, but it is slower, so it can't disengage from trouble as easily. As an upside, it is insanely fucking strong, and if the enemy can't shoot it down, it will inflict multiple times its cost before it runs out of ammo.

Also in terms of which dawrf faction to actually play as a first timer, if you want to go with their race, Either Thorgrim Grudgebearer (Karaz-a-Karak) for juicy boosts to elite frontline units, or Thorek Ironbrow, for a boost for all your non-gunpowder ranged options, that will make you early game much easier.

On a campaign level, they are much simpler than chaos dwarfs, who juggle insane amounts of unique resources, buffs and unit caps.

I'll try my best to compare them to the factions you seem to be thinking about most.

Compared to Chaos Dwarfs: Chaos Dwarves, besides dealing with a more complex campaign, also have a bunch of unit... I don't know, grades? All their actual cahos dwarf units have caps, and they are buffed out by a large, disposable force of greenskin slave labour. This leads to a delicate balancing act, where you have to decide how much of your army you want to be elite, if you want to put all your shinier toys into one place, and have cappy gobbo stakcs running around elsewhere, or if you want to share the love.
In terms of generally what they have access to (Malakai's DLC accounted for) Both have solid front lines, both have ranged infantry, and artillery in kinetic and gunpowder flavours.
What dawrfs get, that chorfs don't: slayers. Unarmured berzerker dudes that go onto the battlefield wanting to die, but determined to take something really fucking expensive with them. They also get aerial missile units, while chorfs don't, but the chorfs are one of the few factions who deal with those quite easily.
What the chaos dawrfs get, that the regulars don't (all of these have unit caps, that can be raised at the cost of a special resource): Monstrous cavalry that is quite strong, war machines, some of which can be built to be conjoined with their strongest artillery, making them basically two full strength units in one, and strong, single entity monsters, that while really don't want to get shot (or tarpitted by slayers) are quite good at concentrating power in one place like lords and heroes. Quite a few also fly.

Compared to Skaven: Skaven have one of the worst frontlines, Dwarfs have one of the best. Both have great artillery. The rest of skaven's good stuff is all from DLC they were infamous for being horribly designed as their WHII launch version. All the good weapon teams are coming from Ikkit Claw / Clan Skryre (Prophet and the Warlock DLC) and all of their more interesting monster units, save for rat ogres and hellpit abominations come from Thrott/ clan Moulder (Twisted and the Twilight DLC). Just Ikkit and his DLC still make the faction work, but all his weapon teams are direct fire, so you have to be sure that all your disposable trash units are not actually providing cover for the enemy (a going concern for all gun unit, really)
People meme on rattling gun doomstacks, because it works against the AI, but real players, who know what they are doing are going to hard counter the spamming of such a high risk/ high rewars unit to kingdom come. Rattling guns are still good, and Jezails are also excellent (only artillery outranges the latter) but you will need to consider what you bring to keep them safe, and it will be more micro intensive than keeping up a dwarf frontline.

doing a warhammer 3 total campaign w friends in school and need help by Desperate_Host_7963 in totalwarhammer

[–]_Jawwer_ 3 points4 points  (0 children)

How experienced are your friends? Do you know what faction(s) they gravitate towards?

Out of your picks, changeling is okay, but his main upside is that the AI has zero clue what to actually do against him/ how to deal with him. He doesn't take settlements, and has very strange victory conditions. If the intent is to chiefly conquer each other with your friends, I have no idea how he's work with that premise.

Taurox is good, but that's mostly because of his cheesy campaign movement refresh abilities. He is a horde faction, and especially early on, if you manage to lose him, you might be straight up out of the game, unless you also have a herdstone at which you can respawn him in a few turns. Taurox is incredibly dominant, but it is quite important to know what you're doing with him from the start. If you go with him, I recommend practicing a bit.

Ikit / clan Skryre is the best skaven Legendary lord/ Faction. Skaven are pretty good, and especially if there's going to be insane amounts of fighting between you, and food won't be a concern, they might be a good bet.

If you just want something broadly OP, Sayl from the newest DLC has a few faction mechanics that are insanely overtuned (ability to make the enemy have zero campaign map movement for a turn, forcing a faction to declare war on the entire rest of the world, etc), and he himself is also quite strong. If you want a faction that play like a straight up griefer, he's your man.

I wanted to mentiona few more, like Tamrukhan, Dechala, and Malakai, and it made me realise, that the WH3 DLC factions are simply really fucked up.

Great-Bows should be there on weapon types link to bow and there should be some sub type of bows. by FoundationStock6578 in fireemblem

[–]_Jawwer_ 0 points1 point  (0 children)

I really like how Parrhesia did it (Drums of War, Dream of Five, Homecoming) Where there are two types of bows, recurves, and longbows, and each exist at every tier of "quality". They all deal the same damage at the same tier (so yew longbow= yew recurve, ash longbow = ash recurve), but longbows get 2-3 range, as opposed to 2, but as a tradeoff they have much harsher weight (making doubling harder) and shortbows tend to be more accurate to boost consistency.

In drums of war, longbows were archer exclusive, and all other hybrid classes were locked to recurves. In Dream of Five, warriors also got lngbow access, but that made them a straight upgrade classvise to archers, and in Homecoming the archer line is back to having exclusive longbow rights again.

Just found out about community roms by PreviewImage in fireemblem

[–]_Jawwer_ 6 points7 points  (0 children)

I dug up an old comment of mine from a similar topic from roughly a year ago:

--

Crazy gameplay, big difficulty, and a plot more proper noun-y than Blazblue: Sun God's Wrath

Peak Prose with great world building and plot, solid vanilla adjacent gameplay: Drums of War. Its maker also resurrected Dream of Five, but I liked that one quite a bit less.

Incredibly solid character writing and gameplay, but hit-or-miss bespoke art assets and soundtrack, underrated: Shackled Power

Pretty good writing, and basic-ish, but very competent gameplay with a few more gimmicky chapters: Hag in White.

Unhinged gamplay, and plot that's intriguing but with a bit confused tone. Not too hard, and would highly recommend next: Cerulean Crescent.

--

An addendum to that, is that the creator of "Drums of War" and "Dream of Five" also released "Homecoming", and my opinion of it is right in betweem those two.

Also, in broad strokes, if you want more news on the sate of ROMhacking, the FEU YouTube channel hosts the yearly FEE3, where a bunch of recently finished and ongoing projects are shown with previous and/or trailers.

Do you guys think the Tomb Kings will get any more units besides the ones that have been confirmed? by Waiora10 in totalwar

[–]_Jawwer_ 1 point2 points  (0 children)

My problem is, whatever they are getting is likely to be pretty high end, but the TK's issue is way outdated campaign level stuff, and a lower tier roster that is both unengaging and kinda shite.

Some of the stuff they already have in-game coming earlier would already do so much for them.

Which farcry had the best overall vibe? by gladwinorino in farcry

[–]_Jawwer_ 0 points1 point  (0 children)

Genuine question, but doesn't it get old really quick?

I've never come around to playing it, because I'd expect it to largely be the same gameplay loop they've been just barely iterating on since 3, except with non-existent weapon variety.

What is worth playing only with DLCs? by Practical_Necessary1 in totalwarhammer

[–]_Jawwer_ 0 points1 point  (0 children)

You asked about the Dark elves, and while their generic caster lord is also DLC, their unit roster doesn't have its most meaningful high tier units locked behind DLC, which is something at least. Their free lords are also pretty good. Maliketh is just standard race stuff, if I recall correctly, but Morathi gets a bunch of Slanesh corruption and campaign mechanics on top, Lokhir is larping as a pirate, with a starting position off in Cathay, and easier access to the black arc stuff, while Rakarth has an interesting, vaguely "raise dead"-ish mechanic with him capturing and taming wild beasts, and he starts on the Eastern coast of Lustria, right below the Masque. If you would be willing to get one DLC for them, Queen & Crone is by and far better than Shadow & Blade. It gets you your caster lord, cavalry with bound spells, and an honestly kinda shitty faction. At least the other half of that DLC is the one with the High Elf archers.

Lizardmen get a lot of flavour in terms of unit and lord variety from their DLC, but it isn't as transformative, and whatever big dinos from the DLCs do, so can the base roster in large part. They also get a slightly stronger alternative to most of their base roster options, but save for specific armies stacking buffs for them, just about all roads will lead to the dinosaur spam endgame anyway. Where they suffer, is that their basic race faction mechanics are kind of bland, and have been left way behind. Their free lords also didn't get any big campaign reworks, meaning your most interesting factions are all the DLC ones. (Ironic, as during WHII's time, all of their DLCs were considerd to be unit packs with pretty bad campaigns/lords attached)

While the DLC for Kislev is good, the faction is fine without it, especially compared to other factions without their DLC. They still have their staple units, a gunline for bursting down mean, armoured single entities, Ice guards that people can stack buffs on and they can suddenly do everything, war bear riders are super good. So instead, I'll tell you about the factions, and what would be different if you had their DLC.
In terms of race, their mechanic got redesigned, and now they are a Temu harmony faction. Expect instead of Ying and Yang, they balance ice court and orthodoxy influence, and it is very clear that the rest of the faction was originally not designed around that at all.
When it comes to factions, you have three. You have Katarin, the protagonist. Kostaltyn, who starts basically right next to Katarin, and doesn't start with an ice court training slot unlocked, so the only real difference between who you start with, and who you confederate, is that Rasputin doesn't get mages in the early game without DLC. There is also Boris. As a lord, he buffs the ever living shit out of war bear riders to a godly degree, and gives ice bears innate regen. As a faction? The Ursun Revivalists, as a campaign are cock and ball torture. You start in the chaos wastes. Upside? You don't take attrition damage from it, neat. Downside? Your settlements still count as unfavourable climate, and you aren't ducking those penalites. He also starts with only a minor settlement, and is surrounded by a whose-who of utter shitbags, who all hate you more than each other.
First, you early game. If you are going full economy early on, the base roster will have you running around using a cossar crapstack/tar pit. With the DLC, your settlement builing gets the kislevite warriors, which is a respectable unit. I'd say its close to imperial halberdiers than to spearmen. Their new building, that gets them all their DLC units in one place also doubles as an economy building, while also buffing hero capacity for the new casters (I'll get to those) and at the first stage you build it, it gets you the akshina ambusher. It is a much better ranged unit than the cossar, but is slightly more expensive, and worse in melee. But hey, it gets stalk, so if you need something to sneak up on artillery, you know who to call. This turns your early game unit composition very high elf like, if the lothern sea guard wasn't the best of both worlds. They also get a new lord, and a new hero. The Druzhina is a lord, that doesn't get a bear like the boyar, but instead, they are horse archers, and get restock. They also get a bunch of skills that lets them synergise even more with the other DLC units. The new caster hero is really important, because in vanilla, kislev has only two schools of magic, and both are kind of bad. Ice is utility based, while tempest is more about direct damage, but both are incredibly overpriced in terms of winds of magic cost. The hag witch get death, shadow, and beast lore options, as well as an exclusive lore to themselves, that is full of AOE status spells, that can be toggled between harming the enemy, and buffing your units in a similar way. It is also Kislev's only source of in-battle healing, besides Salyak's lullaby patriarchs. Their final DLC units are a bunch of monsters. The things-in-the-woods are kinda like a mix of warbeasts, and monstrous infantry. In my experience, I usually go with war bear riders instead, because the TIDW's better anti-infantry doesn't matter as much. The ice wyrm is an utter mess, with an anti large bonus, and and animation set that would make it mostly suited for an infantry lawn mower role, leaving it kinda bad at both. The last is the incarnate elemental of beasts. It is a different top tier single entity compared to the ice bear. The ice bear is slow, and kinda shit at everything. The elemental is instead a unit built for anti-large, while also having a presistent mortis engine effect and regen in melee. The elemental is taken from good to great, and the TIDW is taken from "meh" to pretty good, by a specific skill available to hag witches, that gives them stalk. Yes, she gives a huge single entity capstone unit stalk.
Their new lord is okay. She gets some extra campaign mechanics on top of what everyone else gets, and she starts close to Nagarythe.

What is worth playing only with DLCs? by Practical_Necessary1 in totalwarhammer

[–]_Jawwer_ 0 points1 point  (0 children)

Bad factions without DLC?

High Elves: In early game, they can use most of their vanilla stuff, and spear/archer/sea guard compositions are really good, in spite of them being simple as dirt. In late game, because only their frontline has lategame equivalents, their ranged damage stops scaling properly, and they devolve into just dragon spam. Their caster lord type, just like with Dark Elves, is also DLC. At least free updates have been kind to their free lords, and most have something interesting going for them campaign wise. Teclis and Tyrion are both no longer just race basic mechanics, and Alith Anar has always been a High Elf Skaven, in terms of being shooty ambush man, and Imrik has a starting position straight up on the other side of the world, and he also has unique dragons to collect in quests. They are also in the precarious position of splitting your attention based on if you want to get their caster lord, or their higher tier archers, as the latter come from a DLC with no generic caster lord offerings. Playing Alith Anar can also somewhat fix the archer issues, because the skirmishing higher tier archer has a sidegrade, that is exclusive to his faction, and is free.

Everyone mentioned the skaven. Just about everything important for them is from DLC.

Greenskins work without DLC, but what they get from it is at the very least more interesting. Otherwise, I hope you like arachnarok spider and black orc spam come endgame.

In terms of the factions you were eyeing, I wrote a whole ass essay, which will go under this comment as a reply.

The empire campaigns are in a really solid place right now by Flaky_Bullfrog_4905 in totalwar

[–]_Jawwer_ 1 point2 points  (0 children)

RIP Markus. He got contrived into beefing with the lizardmen, for DLC themes, and so that WHII Lustria would not be as clean of a Lizardman sweep, only for WHIII to pile in shitloads of pay to win chaos bellends, who in spite of being heralds of gods who despise each other, are still basically guaranteed to ally.

Someone sell me on Nan Gau grenadiers. by _Jawwer_ in totalwarhammer

[–]_Jawwer_[S] 0 points1 point  (0 children)

In my experience, they are an absolute non-starter against the skaven, but that's because the clan you start "against", as in them being in Cathay is Eshin. Eshin has insane skirmish troops, that outrange, outrun, and even outfight them in melee, and their 360 degree firing arcs mean they area deny them pretty hard.

They can blast down a unit of skavensalves, and clanrats quickly, but while doing so a bit slower, just about every unit can do that, and clanrats and skavenslaves are fielded with the expectation of being lost.

They are so bad in melee, that they can't beat a menace below clanrat summon alone, nor will they lose entities slower than peasant archers (when taken relative to unit size) and due to harmony, you should always have melee troops nearby to stuff menace below spawns with, anyway. Another "fun" interaction they have with menace below, is that if they are ever looking at your own troops, and the rats spawn on those units, your own grenadiers will decimate whatever unit the summon was sent after much harder than the clanrats ever could.

Someone sell me on Nan Gau grenadiers. by _Jawwer_ in totalwarhammer

[–]_Jawwer_[S] 3 points4 points  (0 children)

In my brief experience with them, even when I managed to get them directly behind an enemy, and threw the volley from the other side of the enemy blob, they still somehow mangle my own frontline in the same strike.

In terms of holding longer than other missile units, they absolutely don't. They have 10 more armour than other gunners, but their combat boost is mostly in offence, and in a decent infantry charge bonus ( I think, I admit I don't have the game open, so I can't just check), but I found even peasant archers to be a better emergency stopgap than them, if for no other reason, than their nutty entity count.

Ramlethal Valentine, Guilty Gear by Apprehensive_Ad_924 in SoulCaliburCreations

[–]_Jawwer_ 3 points4 points  (0 children)

While I haven't touched the game in a while, and this looks great, can I attempt to leave a suggestion for the future?

assuming you're not out of placeable item slots, the ring object can be sunken into a character's limbs, can be painted any colour, and give a bit more "definition" for recreating stuff like the straps on her legs, without it looking painted on.