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Messages - selius

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-29 13:23:45 »
anybody else getting crashes on mideel area world map random encounters?

post cloud recovery

yeah, i think one of the encounters for grass area is bugged. i can get into some battles, but crashes at some point

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 15:28:34 »
i got a lot of gil for selling the remedies.

:P

53
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 15:15:04 »
omg dat reward for no fort condor losses

to stronk

me am win teh gaem n0w

54
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 14:30:52 »
doing that is more effort than it's worth.

you'd have to kill off cloud every boss battle and switch your lowest 2 into the group. and it's 100 battles of doing it.

there are assorted low exp battles sprinkled into various places but they tend to be the lowest encountered group

and as for my opinion. i prefer the old method. this way grates into my ocd typicality. i'd rather sp be something gained for going out of your way to do various things rather than a reward handed to you for running away half the time

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 12:50:38 »
confuse rude so he doesnt turk cure.

easiest way is learning chocobuckle. choco/mog summon also inflicts it at high rate.

get them both to 1200ish hp, then summon choco/mog and use limits

even though the message says chocobo is the only way across the marsh, it is absolutely possible to run across. it's just annoyingly difficult.

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 11:10:39 »
5. I was thinking more along the lines of Tifa in general; she's got high damage output with those early multi-hit Limits. Powersoul isn't really an issue that can be tackled without either removing it or adding an element to it that would make it useless for boss fights (but that's really the only place people would bother setting it up for use in the first place). I wasn't aware Work Glove was causing balance problems; I'll take a look at it, but it's a no-slots weapon which prevents using Elemental Materia for a 2x damage boost, so...
7. I'll check enemy damage area-by-area when I've got this patch done; any areas in particular that stood out? Also, what was your level + party going through those areas?


tifa's limits are non-elemental. even if ya add an element to it, chances are her limits are gonna ignore it. work glove is just such an insane damage spike relative to all her other weapons up until disc 2 it's basically your disc 1 nuke.

my levels going through every area matches the level of the mobs in them. i had to run away A LOT to maintain this. the biggest offender i would have to say is starting at nibelheim the damage intake starts getting really stupid. i was running away less to preserve my level and more that the damage the mobs were doing was making most fights not worth it.

and then yin/yang in the basement game over'd me in short order. i dont know what the fuck that thing's deal is. hits a character for 300 yet they die at full health


57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-28 03:33:55 »
Just a quick heads-up to make sure I've got everything reported so far:

\\Balance//
Iron Bangle, too much defence?
Guard Captain seems weak compared to 1.35
Replace Enemy Away prize in Junon
Change Bomb's Morph into something better
Tifa nerf?
Boost up Rapps; check power of Da Chao enemies
1.4 enemies choke out niche set-ups in favour of power set-ups?

1. it's fine. 2 UNLINKED materia slots is enough of a penalty, seriously.
2. 3 lasers and he dies. i didnt find the fight overly difficult, but it can go bad really quick with the insane damage dual does
3. jem ring would be nice for all the petrify shit you have to deal with when getting off the ship
4. doesnt have to be better, but it's just a pain in the ass to morph for a measly fire fang
5. work glove is already the lowest powered no slots wep. morphing things without it sucks. please dont nerf it too bad. powersoul is not why she's broken. work glove is
6. rapps has seriously bad defense relative to most bosses
7. enemies all hit too god damn hard. it makes most setups extremely subpar when killing them off becomes the best way to deal with overwhelming damage income

58
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 22:46:30 »
but she loses it all once the boss hits her with a physical attack

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 09:28:44 »
you can buy the bolt3 items in wutai

maybe try that if you got some cash to burn

protip: the 4 mandy battle outside of the chocobo ranch gives a very small amount of exp and 128 ap. if you're tryin to keep your levels super low and still have decent materia

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 04:36:57 »
do you enjoy hard games or easy ones

1.4 is much much harder than 1.35.

Quote
But as far as strategy and set-ups go, there's hundreds of effective strategies that have emerged from
players gunning through the mod so far. There's no 'correct' way to play, and the NT Mod was never
billed as being a 'Hard-type' mod. It was designed to present a fun and reasonable challenge to both
experienced players and newcomers alike,

this is a lie. im more or less what you'd call a semi-pro of ff7. i know ff7. and 1.4 is ferning hard until you assemble broken setups. a newcomer to the game would probably find the patch overly frustrating. unless they're a masochist. then they'd love it.

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-27 02:47:02 »
i liked 1.35 better. 1.4 is playable but i dont like most of the changes.

there's plenty of bugs but nothing that is game stopping

the rude/elena fight in mythril mines has to be cheesed through but the 2nd time you fight him he's not immune to berserk so it's fine

make sure you have a shriveler item (you can buy em in gongaga i think) or a transformation materia on at least 2 characters for when you go to nibel, there is a level debug enemy before you fight the soldiers to get into the mansion. mini him and heal your people back up, then run away

the yin/yang mob in nibel basement should be run away from immediately.

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-26 23:16:03 »
no, she's still stupid op in 1.4.

you can get a power wrist from the boat trip.

gold armlet from the dyne fight.

she has the easiest level 3 limit unlocks.

work glove by morphing the goblin in gongaga. dirty bomb then potion him before poison ticks, antidote him just before the last tick kills him and immediately morph.


im literally ONLY winning fights because she does 8k+ every time her limit gauge fills. powersoul keeper died in like 30 seconds. limit > limit > grit > limit

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 21:22:49 »
is it even possible to morph a bomb before you have yuffie's conformer?
edit: it is. laser and tifa with work glove cuz work glove doesnt have reduced morph penalty. measly fire fang tho


also, what else uses antipode, ark dragon doesnt seem to be in mythril mines anymore? or im having terrible luck with 30 encounters and none yet

64
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-25 07:39:19 »
sega's already made script modifications so im pretty sure you havent actually played the thing


65
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-23 20:59:39 »
2nd place prize for rufus send off

tifa starts with one, + ^^

66
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-23 20:38:16 »
so you can get a 2nd enemy away materia, anybody know what he set it to, and if they stack

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 15:07:58 »
nvm

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-22 12:59:24 »
anybody making a drop/steal list for bosses?

or do they only drop one item?

only seem to get a talisman from the hojo boss fight while rescuing aeris.

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 16:31:12 »
you can check sp on midgar save points fine

it's just talking to all smiles zero fun guy that screws you

70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-03-19 13:27:45 »
if we can't rank up til we leave midgar that's gonna make the fights pretty hard o.o

i hope you modified the midgar bosses with that in mind

71
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-03-03 07:25:39 »
all I have to do is copy-paste that into each enemy. Then we're good to go.

the hype is real

72
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-02-27 17:09:22 »
I was hoping tomorrow

be still my beating heart.

did you do anything to chocobo raising? more colored chocobos, or higher speed caps, or i dont know, just anything to spruce the game up a bit?

73
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-20 09:22:25 »
this isnt so much a difficulty mod as it is a the bosses are different, learn new strategies


74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-06 16:55:41 »
i suggest waiting for 1.4 as even if sega gave you the go ahead, there may be things he forgot.

it's a rather comprehensive mod after all

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.35)
« on: 2016-01-03 02:27:29 »
depends on at what point we receive these.

getting magic plus early unbalances the magic/phys even more.

the OCD in me will hate having characters at different levels due to exp plus, but i suppose having tifa several levels above everyone else will balance that out.

and is it possible to turn mug into an attack replacing command? always seemed like a better way to have it than having to keep low level steal materia.

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