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Messages - Bowser9

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51
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-29 01:18:40 »
@Tanoshii
Throw is also an excellent option for strength builds if you just want to plaster a boss in NT without consideration for element. Requires that you steal from enemies as you go and avoid selling old weapons (I sold ethers/remedies instead), which some people would rather avoid. In my case, I abused the fact that NT makes stealing and MP absorption pretty quick. So, despite stealing from each encounter once (max) my last playthrough, everything went quickly thanks to the changes made in NT and my elemental-physical load-out. Writing down the enemy type weaknesses mentioned in the revamped Beginner's Hall really helps. After that, it's just abusing the shorter animations, which meant a lot of time saved overall. Pretty much everything Sega Chief explained above. Of course, if you were to grind a bit, magic should be doing more damage per action. Limit grinding ends up taking a bit longer, so that's normally not a factor. The parity between weapon tiers and spell tiers can shift depending on your play style. Typically, the faster you go and obtain equipment/elemental/summons, the easier it is to see and maintain parity.

52
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-04-05 04:52:25 »
@Miacis That's also how I did it, though I used a combination of Laser and other spells. It might have been made immune at some point after we did it. In any case, I'm glad someone got the poison -> Morph down for Boxer.

53
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-03-28 08:57:42 »
Ah, yes, Fort Condor Runner is my hero, too. ;D

Good stuff, Sega Chief. Caught up with the posts and read about your career path. I believe in your success.

54
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 22:06:46 »
Nah, this wouldn't be a specific save, though. It'd just be a flag that gets set if you beat the game even once.

When you hit new game, check for the flag. If it's set, you get to pick and choose 1 or 2 benefits or nothing at all if you want a fresh playthrough. Obviously, this wasn't what he was trying. It's just a compromise, if necessary. The "grade" example was just a feature form an existing series that sort of got this idea across. In essence, you can make it much simpler.

55
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 19:36:20 »
I'm probably going to drop New Game+, the debug function I was hoping would reset the game doesn't do it properly and resetting every variable manually might not be feasible as the game has a lot of 'hidden' functions going on for the world map, etc. But I could always return to it and have a shot.

Hmm.
Was there no way to save a variable that functions in the same way Grade does for the Tales of series? I'd imagine a "Grade" shop would be pretty appealing for NG+ just because you don't have to worry about manually resetting the game's flags; just making sure the points are kept and that there's a check for those points when you start a new game.

56
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-07 09:23:26 »
@El Grillo
Dispel should be able to get rid of Resist.

EDIT: Whoops, was on the wrong page.

57
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2017-02-06 05:00:37 »
@GameGeeks Boxer shouldn't be immune to sleep, unless that changed recently.

58
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 21:28:29 »
Coupled with another status? You mean like sadness, resist, or the like? Unless you're talking about a negative status, in which case that's a head scratcher.

EDIT: Ninja'd by iDerek

59
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-30 01:30:25 »
Hmm, I'll throw some around for Cloud/Cid/etc.

- charging limit up (or a certain number of units) in a single battle triggers something, like hp/mp recovery for the character or allies
- combat resistance to slash, hit, and/or shoot if defending in the front row (good panic button or front tank for bruiser/counter build)
- first time revived in combat, gain haste/regen
- combat critical bonus, like improving crit rate of allies in front row (lol if Cid had this)
- while all allies are alive, benefit from a level bonus (might screw up or help things like Goblin Punch)
- 1x mega-all

For Vincent, Cid's and Cait Sith's current passive would work. You could also try a combat bonus to physical and/or magical evasion after attacking, though that may overlap a little with Yuffie.

60
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-11 19:35:00 »
If it's that important to support Limit Break variety in NT speedruns, you could try adding a Limit Tutor NPC at key points. Talking to that NPC will check the player's time against Sega Chief's staff record and will unlock the corresponding level of limit (unless it's already unlocked via trainer). =\

I mean, just thinking about Excalibur 2 in FF9 and all. It doesn't have to be restricted to limits, or be as well hidden; depends on what you think would be fun. Something to consider if it's an option and you think it has potential, Sega Chief.

61
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-06-08 19:33:33 »
Another person on Steam told me that they thought reflect was a glitch/wasn't sure where it was coming from. I'm going to admit defeat and remove that mechanic from Reactor No.5 altogether ;-;

I loved it and the sudden change kept the battle interesting by forcing the item mix-up. I personally don't want to see it go away and would be fine with the name change, but I know it's bound to continue to confuse people who aren't as gung-ho. How about adding dialogue like when Guard Scorpion raises its tail?

Barret: "Just great. Looks like we got hit with a reflect barrier. We did pack potions, right?"

62
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-23 11:42:36 »
On the subject of things being over-tuned, I don't consider the materia in Midgar to be over-tuned ATM. The mod managed to balance Midgar boss encounters appropriately and the ATB system is, frankly, extremely boring without Barrier and Time thrown into the mix (a hold-over issue from FF4). Relative to party balance, they serve as a counter to Cloud and Barret's poor Dex. The pace would be glacial if New Threat wasn't somewhat generous with magic and item effectiveness in the early game.

As for Added Cut, my concern for the early game probably doesn't mean anything. Post Gongaza with Added Cut, though. Physical builds are going to have dazzling levels of damage.

63
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-22 08:24:53 »
I personally think Added Cut and Slash All being included within Midgar is a bit over-tuned in terms of front-loading attacks per turn + elemental optimization. However, at the same time it's an incredible tool for characters like Cloud or Barret whom may otherwise be relegated to tanking or support. Tifa, too, I guess, but, as you know, I never considered her damage output to be a problem. My personal feelings aside, it seems like a worthwhile change.

64
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-19 20:02:55 »
Changing the 2.5 level Enemy Skills into melee may not change anything in terms of whether it's used from the front or back row. The people that actually use Enemy Skill would still use it with reflect strats for massive damage without the need for +All.

Honestly, Enemy Skills feel pretty good right now. I've got no comment on the changes proposed by SirDrD because I'm an old FF fan. I've mentioned previously of how New Threat evokes the difficulty and diversity of FF5, and that's still true right now. I hold FF5's design as the best the FF series has ever achieved in terms of rewarding players for their decision making. Hell, a first-timer could win with with menu grinding alone as long as they used even half the jobs correctly. That's some serious flexibility awarded to intelligent players. So far, I haven't felt like anything was out of place or rigid in New Threat. I've been able to experiment with a crazy variety of strats and limitations. Barring super bosses, there really hasn't been an issue, and that's to be expected. New Threat is a blast to play every time.

65
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-05-16 01:23:45 »
@SrDrD

Decreasing the benefits of back row wouldn't do much for variety. People will still put the characters with low HP in the back, even if it's a 15% damage reduction to physical attacks, because they will get nuked by physical attackers. People will still have to rely on full cover + healer set up to balance out the nerfs unless they know every battle beforehand. You'd still put Tifa in the back row anyway, because 15% reduction is still better than 0%, and you're content with even Tifa's magic damage output in that situation.

Nothing would change if you nerfed the back row.

If you want to shake up the risk reward of strategical decisions, the best options are to use characters that actually interact with their row in some way, such as Barret. Conversely, if you want a reason to keep all mages in the front row as a strategical choice, you could ask Sega Chief to do something actually crazy, like doubling all MP cost in the back row, or halving restoratives in the back row. Then you're forced to be perfect in your decision making. These are just examples, but surely you can see why just nerfing back row damage mitigation changes nothing about how the game's mechanics intend for you to protect your squishies.

66
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-22 21:10:18 »
@SegaChief
Wrong link for the main installer.

67
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-18 11:20:53 »
There's the issue I mentioned of the Fort Condor runner not working, save Junon's runner. He just tells you to bring 4000gil to hire troops.

68
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 23:21:25 »
Yeah, I had to haste Griffon if it ever took to the air.

69
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 22:15:52 »
@Tavarcio
Nah, you'll discover the truth soon. No refunds.

70
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-16 12:17:24 »
After the events in Mideel, when Cloud is talking to the party in the Operation Room, he says that all members of SOLDIER are injected with Jenova cells. If this is a change you've just chosen to make then fair enough, but I think SOLDIER is just made with Make showers and training, and the wiki didn't mention anything about SOLDIER having Jenova cells. Just thought I'd mention it.

That's in the vanilla. If it bothers you, you'll have to stick with Reunion, though I'm not sure how different that line is. I've been playing nothing but NT and so Reunion is just sitting on my backlog.

71
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-12 03:23:28 »
Fort Condor runner seems to not work at Cid's house.

EDIT: Appears to affect the runner for every town but Junon. He says you need 4000 gil to hire troops and then nothing happens. This is after using the latest installer.
Also, it seems Cid needs a disproportionately large amount of exp compared to everyone else in order to gain levels.

72
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-09 21:17:27 »
I love the morph mechanic. Sega Chief made it easier than ever before thanks to the change to the joke weapons. You can also just use Yuffie's Conformer for max damage if you only care about end-game morphing (which is in vanilla as well).

73
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-08 11:28:50 »
@Miacis
It happens even in the latest installer, so it's not just the IRO.

I think it's hilarious.

74
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 08:55:40 »
@aquecoucou
Huh, if you're just looking for more consistent cash flow at your current point in Disc 1, you can just farm at Wutai's Hokage Rock. TBH, with Gil Plus you could farm anywhere the story takes you. You could even grind a bunch of spare materia and make a killing just off of the returns, but... I mean, if you really needed/wanted to?

75
Releases / Re: [FF7PC-98/Steam] New Threat Mod (v1.4)
« on: 2016-04-01 03:43:30 »
That's awesome, Sega Chief. It's nice to see the numbers compared side to side like that.

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