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#271
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Last edited by Eddie; 08-03-2009 at 11:00 PM. |
#272
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Last edited by Eddie; 08-04-2009 at 12:48 AM. |
#273
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Time Mage Last edited by Eddie; 03-24-2010 at 10:28 PM. |
#274
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Quote:
Also, this LP rocks and after many labored attempts to get my battered disc to work and finally succeeding, I've started playing along with it. It's been said by others, but you've taught me a lot even after having owned the game for years and years. Last edited by Oathbreaker; 08-04-2009 at 12:52 AM. |
#275
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Thanks, I remember it originally being 1/3rd, but for some reason I told myself to change it to 2/3rds (along with making the sentence then make sense), and then I got (rightfully) yelled at.
I should start giving no-prizes for the mistakes I make. It'd be like the ol' Marvel Comics letter pages! Excelsior! - Eddie |
#276
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Nice update, you put lots of attention into details in your posts, which is really cool, makes it good for lots of re-reads.
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#277
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I never used Quick until after I played FFTA, where the Juggler's Smile ability does the same thing for no MP cost or time investment. Once I learned the practical uses of Smile, back in the original FFT I found that it was occasionally worth paying the extra MP and trading off long-term CT counts to give one character multiple turns in a short span of time. And not just when Orlandu is in your party.
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#278
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I've never used Quick in FFT, but yeah, Smile is super broken in FFTA.
This LP continues to be great, and you've done a fine job illustrating the amazing utility of Time Mages. I use Haste, Stop and Don't Move constantly, I generally set Teleport as my standard movement ability, and MP Switch is especially wonderful for melee units who take a lot of damage and have no use for MP. Time Mages are just loaded essential skills. |
#279
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i've never figured out how to make teleport effective.
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#280
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That map Eddie was just on? It'd be super effective there. It's most useful for avoiding terrain issues, but you can use it for stuff like infiltrating the enemy ranks (assuming it wouldn't be suicidal to do so) to tear things up and moving behind an obstacle so melee peeps can't reach you after choosing a target for a spell too. I kinda wish we could have Elmdor's Teleport 2 ability, though. Even if it's just for one stupidly broken character.
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#281
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The trick is not to be greedy with it. Keep accessories like Battle Boots on that increase your movement, and weigh your odds when you go to Teleport past your "Move" value.
Alone, it's a movement ability that lets you ignore terrain, and lets you move through both walls and enemies. Playing the odds, you have a 90% chance to have a "Move +1" effect, 80% chance to have a "Move +2", and 70% chance to have an effective "Move +3" (And more, if you're willing to keep increasing the chance of it failing). And that sir, is the definition of an awesome ability! The only movement skill I think that is very comparable to it is the Bard's Move +3. - Eddie |
#282
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Does Teleport also act as Ignore Height? I've never used Teleport before, but I love me some Ignore Height.
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#283
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Not really super-broken, just kinda broken. Infinite movement Moogles are pretty cool but it's less useful than it sounds. In practice, a character with Smile is kind of like a Mime, except they reset the CT of the person they're duplicating. |
#284
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#285
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Yeah, but you can use Smile on your Red Mages, and that is the greatest gift of all.
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#286
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Except for the minor perk of preventing falling damage. But I like falling damage, because it is funny, so that makes Teleport even better.
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#287
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Quote:
Reflect really has nothing to do with reflecting enemy spells back at the target, though I've made great use of it to double the range of my own offensive spells. The distance and direction between the caster and the target is the distance and direction that the spell goes after the bounce.In fact the most memorable use I ever got from the spell was in the next battle, using a reflected Ramza to double the range of a Fire II hit with full zodiac compatibility the entire way across the map and taking Wiregraf down while safely out of range. Last edited by Destil; 08-06-2009 at 09:53 PM. Reason: syntax error |
#288
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Good point. I know my falldamagelust is intense. I'm always praying for a good fall in the level with Orlan, which has a twenty-something height building. I've only seen it happen once but it was the best thing ever.
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#289
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Quote:
Da-da-DASH! |
#290
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I always have at least one Squire with Ignore Height for the second Zalmo[ur] battle, if only for the satisfaction of shoving him off the belltower.
It's a shame Mt. Bervenia doesn't allow the same cruelty. |
#291
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It's kind of a real shame; pushing people off cliffs is amazingly fun, yet the game only put in a pair of abilities (in a overall weak skill set) to somewhat reliably do it. And there are so many great maps where "pushing" would be awesome!
Then they make a game like Final Fantasy Tactics A2, with LOTS of push-back skills in a variety of classes... and stick you in maps where there are very few opportunities to take advantage of them. - Eddie |
#292
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How Square has managed to get this far without making a level where the goal is "Push All The Enemies Off The Cliff," I just don't know.
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#293
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Talking about all this stuff, I really wish there was a way to reliably play this with others that doesn't require me to be in the same room with the person or involve arcane workarounds. Even moreso, I want to be able to duke it out with three other people, either as teams or in a big free for all. There comes a point where the random battles just don't cut it any more.
FFT has some of the greatest multiplayer potential of any game ever, but for a decade it's been completely wasted. Thinking about it always bums me out a little. Buut, Square's certainly not afraid to double, triple, and quadruple dip their games (and beyond!), so I still hold out hope that it will happen someday. I would very gladly buy the game again for it. |
#294
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I would never play this multiplayer. What the point if you can't predict the enemy's moves?
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#295
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Nobody has ever knocked Zalmo off of the tower; he is immune to knockback.
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#296
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We must play for completely different reasons, because that's exactly the point. I thrill at the idea of facing another human opponent. I have no idea what he's going to use or what he might try. I can still predict what he's going to do, the only difference is that it won't be so predictable. The ai is incredibly easy to break, take advantage of, and steamroll. I realize that this can be fun in and of itself, but as much as I dearly love FFT, once the credits roll it loses a lot of its meaning for me.
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#297
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Never stopped me from trying, but that explains so much My Ignore Heighters always end up killing him outright instead.
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#298
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Well, that saves me from playing through the game again just to try knocking a pope off a pedestal. Although I've been playing it lately anyway.
FFT multiplayer would be fun. There's gameshark-enabled hand-the-controller-back-and-forth, which is pretty cool, and FFTA had a thing where it's like you're kind of involved in the same battle, but not in any meaningful way, so what the hell's the point. Man, if they could just make a game reusing the job system from FFT but with the completeness and maximized potential of something like Advance Wars 2... *sigh* |
#299
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Quote:
But let's get a little sappy! I want to thank everyone who's been reading this thread. I just noticed today that we passed 10,000 views about... oh... several hundred views ago or so... and that's really encouraging given that I'm only around 1/4 done with this game. Thanks a lot! Here's to (with your support) 10,000 more! - Eddie |
#300
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