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Thread 713410814

60 posts 22 images /v/
Anonymous No.713410814 >>713410850 >>713411829 >>713412096 >>713412212 >>713412413 >>713412615 >>713413503 >>713413575 >>713413754 >>713415187 >>713416515 >>713417152 >>713417301 >>713417585 >>713417939 >>713418158 >>713419578 >>713419632 >>713419646 >>713420514 >>713421976
>35 years worth of games
>still not a single good earlygame archer
Genuinely how do you fix archers in Fire Emblem?
Anonymous No.713410850
>>713410814 (OP)
2 range is inherently shit and there's no way to fix it.
Anonymous No.713411390
I think... we need 1-2 range short bows and 2-3 range bows!
Anonymous No.713411439
there's already 2 FE threads up. kill yourself.
Anonymous No.713411829 >>713417150 >>713422203
>>713410814 (OP)
Improved levelup pace(like thieves)
Actual strong chip(good might on bows)
Good bases.
Some reason to not just drop your archer for the mid-game sniper
Pic related is one of the best Archers in an FE-like game.
Anonymous No.713412096
>>713410814 (OP)
Improve their growths and put enemy pegasus and wyvern riders in every map.
Anonymous No.713412212
>>713410814 (OP)
Gaiden
Anonymous No.713412413 >>713412923
>>713410814 (OP)
step 1: delete hand axes/javelins and equivalent from the game
step 2: make them 1-2 like mages or make mages also 2 range

without those two things they just have zero reason to exist even to fight filers
Anonymous No.713412502
>>>/bant/22856093
Anonymous No.713412615
>>713410814 (OP)
Be New Mystery of the Emblem and spam the fuck out of dracoknights early game that you need to fields as many archers as possible to survive.
Anonymous No.713412923
>>713412413
>delete hand axes/javelins
holy fucking gay
Anonymous No.713413503 >>713414653
>>713410814 (OP)
Isn't Etie a good one? She can notably help in maddening mode by doing exactly enough damage to kill flyers.
Anonymous No.713413575
>>713410814 (OP)
savescum
Anonymous No.713413754
>>713410814 (OP)
Give them straight 5 tile shots and increase it if on a mountain or something.
In Vandal Hearts they are really a pain.
Anonymous No.713414286 >>713417953 >>713418252
>mages are better archers in egayge because they can relclass to a bow unit and the magic bow deletes late game wyverns
Anonymous No.713414653 >>713418052
>>713413503
I was just gonna mention her, she carried me through almost the entire game once I gave her the Lyn ring
Anonymous No.713415187
>>713410814 (OP)
This is my wife be nice to her.
Anonymous No.713415973
Triangle Strategy makes archers stupidly good
Anonymous No.713416457 >>713416971
whenever they get attacked they move 1 space backward and counterattack
Anonymous No.713416515
>>713410814 (OP)
remember when cheatquest mutts had a multimonth long meltdown about this character?
Anonymous No.713416971 >>713417023
>>713416457
>1-2 range with extra steps
retard
Anonymous No.713417023 >>713417086
>>713416971
>solve problem
>retard
let me guess, youre employed at IS
Anonymous No.713417086 >>713417601
>>713417023
>I solved archers by taking away their one defining feature
there is a reason your shitty solution is reserved only for romshit
Anonymous No.713417150
>>713411829
Vestaria Saga has amazing character balance and even your weaker characters are given something to do. FE would never do a full deployment final map tho (the shitch 2 would be too weak to handle it)
Anonymous No.713417152 >>713417261 >>713417285 >>713417846
>>713410814 (OP)
the first step is to stop giving them stats like this
Anonymous No.713417261
>>713417152
>can barely one shot wyverns even with levels in ur path
Anonymous No.713417285
>>713417152
forgot to add the last one
Anonymous No.713417301
>>713410814 (OP)
Make them extra racist towards all possible enemies with effective counters
Anonymous No.713417346
pairup so they can just hide when not needed
Anonymous No.713417585 >>713417882
>>713410814 (OP)
They are good in Fates because 1-2 weapons got nerfed hard in there and Hoshidan archer got Quick Draw that make them hit like a truck since early games while the Nohrian archer double as thieves and promote into a mounted unit with 9 move.
Anonymous No.713417601
>>713417086
I accept your concession
Anonymous No.713417846
>>713417152
I think you can make just about any level 1 character work given growths and more training potential, but it is especially brutal to Dorothy type units who come in late in the early game and get dwarfed by a sniper with 2-3x base stats.
Igrene even comes along 5 chapters later and is probably still better than Dorothy even if you did train her.
Not even mentioning nomads are better in every way.
Anonymous No.713417882 >>713418167
>>713417585
Ninjas are better though and it's usually better to just promote them to a class that can use other weapons like machinists
Anonymous No.713417939
>>713410814 (OP)
1. Make enemies stronger.
Archers get better the stronger enemies are. 3 Houses is a great example of this, where you put an Iron Bow + in the hands of literally every one of your units.
2. Remove the growth unit mindset from archers. Part of the problem with archers is they inherently get fewer kills than other, similar units. Good archers are thus biased towards bases even harder than other units. Look at FE9 Shinon, where he's a sturdy body, who fucks in combat, even if he only gets 1 per turn. Units like Rebecca are dogshit because she will never actually get the kills she needs to grow. Early archers should be powerhouse units that don't actually need to be protected, they can bodyblock for others, and are doing good fuckin damage, not "chipping".
Situational 3 range. Somewhere between literally everyone using it in 3 houses, and it being tied to one shitty bow. Longbows should be more accessible, and presented as complete equals to the Steel Bow. You choose might or range, for the accuracy and weight penalty over iron. Maybe remove doubling for them or something. Point is, there should be more than the one longbow that drops off some chucklefuck in a castle box halfway through the game.

What does NOT help
More enemy fliers: Fliers actually beat archers 9/10 times. They have better move, can go over obstacles, and usually are actually among the best counters to archers.
1 range counters: This DOES technically help, but it just turns archers into shitty handaxes, and is the most cowardly way to do it. Maybe tie it to a particular bow, and it's better.
Nerfing javelins and handaxes. Doesn't help because bad 1-2 range is better than 2 range, and the most common 2 range javelins and handaxes are actually being used against, are javelins and handaxes. Nerfing javelins and handaxes MOSTLY solves itself, and if anything buffs magic, because now magic is 1-2 range, still fucks bows, and now is the only real 2 range game in town.
Anonymous No.713417953 >>713418164 >>713418172 >>713418410
>>713414286
>mages are better archers
This is just generally the case.
Mages are archers except...
-They get to hit at both 1 and 2 range
-They get to hit the weaker Res stat
-they get to heal after promotion
Depending on game, they even have anti-flier magic to really rub it in.
Anonymous No.713418052
>>713414653
>once I gave her the Lyn ring
There's your problem
Literally anyone will carry you with the Lyn ring, and some people break the fucking game with it.
Anonymous No.713418158
>>713410814 (OP)
FE12 (none of them are particularly great, but being able to hold a forged iron/steel bow is all they need to do to 1shot wyverns), definitely one of the highs for early bows in the series
FE14CQ you have Niles who is all around a decent unit that gets bumped up to good by being your capture bot
FE15 earlygame archers are mediocre but still alright, they become great later on once you get forged killers/hunters volley(or a looped DF into archer line)
Leon is actually just broken if you know what you're doing with peddlers/speed fountains though
FE16 Bernie is arguably the greatest earlygame archer in the series due to that personal, and after a few chapters vengeance access(and battalion wrath later). Ignatz having hit+20 and good rallies make him very solid.
Ashe is just piss curved shot fodder until the other units just class into archer and do his job but better in every way.
Engage Etie is OK for exactly one map(chapter 3) and then already stops 1shotting pegasi in chapter 4 by a few hp
Due to Engage's exp curve and lacklusters bases/growths she seriously struggles to keep up due to a lack of EP unless you favor her with mercurius/micaiah exp/etc.
At least she has abs
Anonymous No.713418164 >>713418410
>>713417953
>Magic hits harder because most enemies have low res
>Magic weapon triangle rarely matters because mages have high res and skill anyway
>enemy fliers, who are typically the wyvern variety, get melted by magic so it's not worth choosing an archer over a mage.
>Magic tends to be lighter on higher tiers than bows for some reason outside of balognegone
Anonymous No.713418167
>>713417882
Honestly Fates dagger debuff should be how bows are in newer games to represent skirmish.
Anonymous No.713418172 >>713418353
>>713417953
>they even have anti-flier magic to really rub it in.
Mostly a meme.
Sure, Excalibur does it, but usually wind tomes have like, 2 fucking might, so "effective" damage is just +4, against unit types predisposed to actually have res, or have a fuckton of bulk in general.
Anonymous No.713418252 >>713418748
>>713414286
Nah thats a massive waste
Good magic units can be made to ORKO or come close to doing such in MK with a good forge and bumping up their speed through meals, skill(s) and certain rings
Anonymous No.713418254
>>>/bant/22856194
beat some side stuff unlocked percy.
save: https://files.catbox.moe/508h0x
Anonymous No.713418353
>>713418172
Wind magic is not a meme in FE5/6
Generally speaking it'll always be good against wyverns even if they sometimes are so tanky they might eat the hit anyway
Anonymous No.713418410
>>713417953
>>713418164
I FUCKING LOVE MAGES
Anonymous No.713418535
archers should be able to set traps like the mines from fe7
Anonymous No.713418647 >>713418772 >>713418872 >>713419530
I feel like some sort of "set firing" command could work. Basically, you set a spot(or multiple?) which the Archer can fire at during player phase, and they will always take a shot if an enemy unit stops there.
Extra range while on elevated terrain makes sense too.
As for close counter, it really does feel like it ruins the feel of the unit, if you do implement it, keep it unable to double(so 2 range is at least the favored distance).
Anonymous No.713418748
>>713418252
I've never gotten a non-Ivy mage that actually felt like they were pulling their weight outside of Thunder chip in Engage.
I've tried to make a couple of them work, but, between mages just kinda not synergizing with any of the rings, (base game at least, didn't buy the dlc), but I always feel disappointed compared to just reclassing to warrior, and slapping the funny mage bow in their hands.
Even Celine I've gotten more success reclassing her into a nightmarish armor abomination with a Levin sword than anything resembling a proper mage.
Maybe I'm just doing it wrong.
Anonymous No.713418772
>>713418647
>which the Archer can fire at
I mean you set it during player phase, and they can fire during enemy phase, might have been fuzzy.
Anonymous No.713418872
>>713418647
Mountain/Fort range increases could be a nice way to make 3 range a thing they actually have, but not something constantly being spammed.
Doesn't really help archers, but Warriors should absolutely get a thing to switch between the topmost axe and bow depending on if they're attacked at 1 or 2 range. That... FEELS like what the unit should be doing. I think. Instead of just being an axe man with a bow for weird niche uses.
Anonymous No.713419530
>>713418647
I think it's called overwatch in games it's implemented, but I don't think IS would want to stray from the formula.
Anonymous No.713419578
>>713410814 (OP)
Aren't these games like super easy?
Surely you can just use stat boosters to turn weaklings into giganiggas if you like them so much.
Anonymous No.713419632 >>713419815
>>713410814 (OP)
Give us a Radiant Dawn remake that's 60-70 hours long and expands the story so it's not a unfinished mess. Also add the hub worlds with NPCs from the cancelled RTS game that was planned
Anonymous No.713419646
>>713410814 (OP)
I know everyone likes to shitpost about character viability but like, the FE games are so braindead easy you could pick the worst characters, get shit stat gains and still easily clear them, outside of a couple of notable "fuck you" maps.
Anonymous No.713419770
>wasting stat boosters on archers

Are you insane
Anonymous No.713419815
>>713419632
Visual novel structure starts with Micaiahโ€™s 20-hour Part 1, unlocking Elinciaโ€™s 15-hour Part 2, Ikeโ€™s 10-hour Part 3, and the 15-hour Part 4 via the main menu. Choices in each route (e.g., Micaiahโ€™s moral decisions) carry forward through a New Game+ system, encouraging replays without simplifying the narrative. Hub cities (Nevassa, Melior, Sienne, Tower Base Camp) integrate RTS-inspired mechanics (resource management, recruitment) from the scrapped Tellius RTS, enhancing exploration and strategy. The โ€œHard+โ€ difficulty with smart AI (e.g., flanking, targeting weak units) extends runtime by ~10โ€“15% per chapter, ensuring a challenging experience that avoids FE4โ€™s unbalanced, sloggy maps. The 60-hour total makes Part 1 a satisfying standalone for casual players, while Part 4โ€™s extensive content rewards fans.

Would you play it /v/?
Anonymous No.713420514 >>713421696
>>713410814 (OP)
takumi, claude and alcryst are pretty fucking good and all join before chapter 10
Anonymous No.713421696
>>713420514
Carried by bows and Alcryst because game took Luna off everyone else.
Anonymous No.713421827
never trust a becca
Anonymous No.713421976
>>713410814 (OP)
Does Bernadetta count?
Anonymous No.713422203
>>713411829
His personal bow having galeforce and being a brave weapon was amazing