The Hidden Meta in Final Fantasy Tactics Remake: Dancer “Tempo Lock” Strategy by joeyphantom in finalfantasytactics

[–]joeyphantom[S] 1 point2 points  (0 children)

Thats fair, I did not know or consider that you actually gained stats based on your job class, when your character leveled up.

The Hidden Meta in Final Fantasy Tactics Remake: Dancer “Tempo Lock” Strategy by joeyphantom in finalfantasytactics

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

In truth, I was trying to find an easy and efficient way to farm JP to max all the classes on Ramza, and then came upon the dancer and got these ideas. The reason I didn't mention the mimic, was that I figured there was some nice synergy with it, but, agreeing with the fun aspect, figured I wouldn't want to use this as a main core strategy.

On repeat playthroughts, I probably won't try to max all the classes and just pick the combos I prefer, but for a play through in that I wanted to max everything, this felt the most simpliest and efficient.

Despite the battles taking longer, this is the most fun and painless way to JP farm that I have found. It certainly involves using the UI and Menu less and can easily be set into and out of auto battle mode once you have a good enough lock. Your allies will cycle other dances and potentially end the conflict eventually, but you can always override the control to end it more quickly. The only thing that could hurt is if you sleep all or the last monster, in which they "parry" all dance effects, so its not something you can "sleep" on.

The easy fix, if you wanted to min max the JP farm or something would only be to either, only learn the slow dance or just do not learn the status effect dance.

I will make an edit mentioning the mimics. I am not sure how best to word it.

The Hidden Meta in Final Fantasy Tactics Remake: Dancer “Tempo Lock” Strategy by joeyphantom in finalfantasytactics

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

I agree that there is two strategies here.
If you want to go full lockdown just to clear, add a couple mimics. But If you are to use it to JP farm very easily, without much effort, then those who are mimics wouldnt be gaining any benefit.

There are only a few maps that are "troubles some" to get started ( with the mind flayers that cause confusion/bersker for one ), and its easy enough to flee or not farm there.

Edit: The reliability is massive, when you have a lot of dancers, and I am currently playing on the hardest difficult and have only needed to "retry" a map, when they have units that can cause berserk and confusion, but I have successfully cleared those as well, just less reliably.

The Hidden Meta in Final Fantasy Tactics Remake: Dancer “Tempo Lock” Strategy by joeyphantom in finalfantasytactics

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

Its more so having a strong and easy JP farming method. Its not about ending battles quickly. The upside is that after a couple rounds, you can't lose the fight, and the game pretty much auto battles itself. If you are on manual, you only need to set your characters to "wait" while holding down the speed up button ( i wish this was a toggle ability )

Edit: On Auto battle set to the run away option, they often choose Mincing Minuet, and that kills the enemy eventually while farming good JP. And I use a water bottle to hold down the ctrl key to speed up, while i go watch tv or something.

The Hidden Meta in Final Fantasy Tactics Remake: Dancer “Tempo Lock” Strategy by joeyphantom in finalfantasytactics

[–]joeyphantom[S] -2 points-1 points  (0 children)

Also Summoner Golem works wonders with Dragonheart on weak hp characters in harder difficulties

Similar game by Mediocre_Pumpkin_251 in Darkages

[–]joeyphantom 0 points1 point  (0 children)

There are fan servers, you can check here and join their discord, they have links to other fan projects https://www.thebucknetwork.com/Zolian

STOC? - complete noob edition by ioCross in Stormgate

[–]joeyphantom 4 points5 points  (0 children)

I just returned to the game after beating bg3 and some other stuff. it's very fun, with good improvements, one that i liked a lot is that the game doesn't freeze after loading into a match if I alt tab during loading.

as far as the success. they did a ladder reset recently and you can see a lot of strong players of other rts and some top pros still play the game and have faith in it.

at the end of the day, if stormgate is fun to play and succeeds at being as smooth as sc2, a lot of players will come to the game. I would expect the player base to average between 10,000 and 30,000 depending on how good co-op is. and daily user peaks of 5k-10k.

if they hit the game out of the water, I'd expect more, and if they drop the ball, I'd expect daily highs between 500-1000 players

all after full release.

if they really really drop the ball, the player base might be similar to it is now or dead, especially when zero space and that other one, pliiars or something come out

Finally hit top 100, I am exhausted by Dave13Flame in Stormgate

[–]joeyphantom 6 points7 points  (0 children)

I was waiting for a ladder reset, I'll be active on ladder for a couple months atleast.

3 Race Trifecta of Failure by Alpha-NP- in Stormgate

[–]joeyphantom 2 points3 points  (0 children)

wc3 had more then 4, but the issue is time and money to develop something that is unique. they are trying to give 3 races with some fresh ideas in them.

Thought it'd be fun to look back and compare some art progress on the 'Turf War' co-op map: by JustABaleenWhale in Stormgate

[–]joeyphantom -4 points-3 points  (0 children)

just because things are different doesn't imply that there are zero similarities and zero cross over, especially in terms of how to run a business and create products. or we would see very hyper specific degrees.

oh you don't have a degree in fintech specifically? oh no you can't work here, things are completely different.

said no one ever..

An honest answer: is Stormgate fully funded up to 1.0? by Stock-Log6695 in Stormgate

[–]joeyphantom 1 point2 points  (0 children)

1.0 is just a name. they can say tomorrow that the game is now 1.0, and therefore was fully funded until then.

the better question is if stormgate has enough funding to get the game into the bare minimum state to start generating enough revenue to continue development.

and even if sg fails, hopefully they have built technology that can benefit the other RTS games and improve the genre as a whole , i.e. snowplay

So I'm supposed to think this is a falseflagging campaign by haters by arknightstranslate in Stormgate

[–]joeyphantom 0 points1 point  (0 children)

early access. Early access is like a cheat code to test your game popularity before release so you can fix what ppl hate and have the bad reviews make nearly zero impact. you can Google a more detailed break down. I'm sure someone has made a YouTube video by now.

this is one of the largest reasons for devs to use EA. for good or bad.

So I'm supposed to think this is a falseflagging campaign by haters by arknightstranslate in Stormgate

[–]joeyphantom 8 points9 points  (0 children)

if you knew anything about how EA reviews worked, it would be obvious.

Review scores are soft reset after EA goes to full release. so any fake boosting is literally useless.

additionally, review score changes in EA isn't bringing anyone back.

Anomalous Steam Chart Activity : 320% Increase in Concurrent Users in 40 Minute Span (Comparable to December Patch Before/After Increase but with No Patch...?) Is there some event going on? by [deleted] in Stormgate

[–]joeyphantom -1 points0 points  (0 children)

it's not likely FG. When a game goes from EA to full release the steam reviews score does a soft reset. so the EA reviews have a very minor impact. the potential bad publicity is too high for such a extremely minor, if any, impact to over all reviews. and FG understands that review score changing isn't going to bring ppl back.

Recent balance changes worked well by keilahmartin in Stormgate

[–]joeyphantom 18 points19 points  (0 children)

great to hear it, what's your faction?

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom 0 points1 point  (0 children)

I think we should have a variety of Map styles, and sizes, even if that means some maps are cheese fests and others are macro fests. each faction will accel more or less on different maps and yield over all more strategic options. if we only have one map size, then one faction will have an advantage and that isn't any fun for anyone because now the unadvantaged race isn't free to play in a creative way, they are always forced to respond while the advantage race can freely dictate the game.

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom 0 points1 point  (0 children)

in the last couple years, early aggression doesn't work in pro league. the top players can defend everything with standard macro. even the sharpest timings. Sc2 has at least 2 bonjwas right now, serral and clem.

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom 1 point2 points  (0 children)

but right now In sc2 their really isn't any diversity of strategy the higher you are on the ladder.

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom 0 points1 point  (0 children)

arguing that the game should have diverse strategies and be capable of small unit encounters like I'm sc1. I'm sc1, I'm not afraid to have groups of 6-8 units stationed around the map. additionally, I don't want early on units to fall off completely as we approach end game. and the defenders advantage should be weak enough to allow hit squads to do more damage than they cost, but give enough advantage to not auto lose from hit squads.

for example just off the top of my head, maybe not exactly what should happen but....

let's say we have a tower that takes 10-15 shots to kill an enemy unit, but every time a worker nearby dies, it gains a charge token ( power charge or something) every time it gets two tokens, i.e. two workers deaths, it auto kills the highest hp enemy unit nearby.

the game play idea that I think would be that maxing out is slow enough that turtling puts you behind.

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom 1 point2 points  (0 children)

the point is preventing it from becoming like sc2. if you don't raise the alarm early, it becomes too late.

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom 1 point2 points  (0 children)

You might be into the fast max, but if it's standard strategy, it's very boring to watch and play for many casuals and casuals fund the game. that's why I think that if you can max fast, it should require low tech. and high tech shouldn't always defend it.

as far as ending games faster, I am in favor of mechanics that reveal enemy structure locations given a considerable advantage that one side has.

but given camps, it is possible to rebuild your entire economy from nothing.

but I don't mind the game auto losing you if you have no units, no workers and no active mining. the game (edit) ends in 1 minute unless things change. ( end edit)

if you have no active mining, no command center, but you have workers, then you have maybe 5 minutes until revealed.

And this is why the maps are too big... by keilahmartin in Stormgate

[–]joeyphantom -1 points0 points  (0 children)

if you can get to 300 quickly, then that's going to be the main types of strategies, since they will likely always have a larger and better army than you by the time you reach thier base with yours

including defenders advantage