- Nov 30, 2017
- 721
- 361
when you have a choice "countinue experiment"-law or "end the experiment"-chao with ashwhen does law/chaos route start? chap 8?
isn't mine just makes bounty hunter skills yield double? ie - you kill stuff in the room. bounty hunter procks twice. at least that how i have read that room. never bothered to actually buildnow i just confuse with mine effect. Are they product ore every turn ?
yeah eng sub just say double effect when in the room so i have to confirm way to farm ore effective.isn't mine just makes bounty hunter skills yield double? ie - you kill stuff in the room. bounty hunter procks twice. at least that how i have read that room. never bothered to actually build
For the record, if you play the tutorial it actually does state there that the shelling affects the ether core and you need to kill them asap or youll lose.I'm aware of the surface forces mechanic. The shelling type enemies too. What slipped my mind is the fact that they apparently affect the core. I'm not even sure if that chapter 3 tutorial actually says that they can damage the core, so they should be a priority in taking out. In fact, what I do explicitly remember is said chapter 3 tutorial saying that dealing with surface force enemies are optional, and its up to you whether you pursue them or not.
For something that can potentially cause an instant game over, you'd think they'd at least try to sell it with more urgency.
But the shelling type enemies don't appear every stage. And more often than not, it's some kind of backup/buffing/debuff type. And for the times they do appear, they were nowhere near as deadly as they were in that late game mission.
Difficulty spikes are a thing yes, and it was my fault for forgetting that they affect the core. But come on, there should be a more natural transition between "this is a mechanic that inconveniences your base and slowly chips away at the health of the rooms" to "if you don't kill this ASAP, you're gonna get an instant game over".
The game has so many stuff going on all at once, so your attention tends to get focused only on certain aspects. In fact, they actually do warn about stuff you can potentially overlook. For example, the game actually warns you if you're about to reach turn limit. But there is no indicator for something more common like your core taking damage/going critical. And hell, I can do without warnings like that too. But at least tell me why I got a game over. "Allied forces routed!" "Turn limit reached!" "Ether Core destroyed!". A simple prompt like that would've done plenty. Don't just abruptly cut to a black game over screen man.
dunno how you manage this, aside from weapons being equiped. but here's how triumphing units actually works especially those that you have from the start and that have arcana slots.what am I doing wrong?
the top screenshot is before I dismissed this unit. the bottom is after dismissing and re-recruiting it again. the stats are lowered (which is probably because I didn't rebirth it at the best time) but other than that, only triumph changed. what's the point of re-rebirthing them again?
View attachment 2840876
isn't mine just makes bounty hunter skills yield double? ie - you kill stuff in the room. bounty hunter procks twice. at least that how i have read that room. never bothered to actually build
It works like the Bio Lab, I get a lot of cards if I fight multiple with my treasure hunting team but not much if I don't have treasure hunt.yeah eng sub just say double effect when in the room so i have to confirm way to farm ore effective.
The strategy is to slowly collect them after you already grinded them with the resources rooms, either on the next floor or after they go back to ground and place a bio lab on b1 entrance(after you already cleared it and jail was destroyed serving it's purpose to delay)main problem - always low on arcana/blank cards to build new units. Tried to play with farming on lab with 3x bio lab - but each lab after chap 5 getting insta demolished.
If you set your battalion setting to single this is less of a problem.The annoying thing about this game is that making your deployed division too strong leads to damage to that room. Because if they wipe out the enemy, there is an open space for another enemy to move into, and your units can only fight once per turn, so they just hit the room even when you have 3 units there. It's kinda dumb how that works.
Seems you need the World Scales/Balance of the World scene to get the True Routes.What's the difference between true chaos and normal chaos?
Do you need 18+18 law and chaos by chapter 6 or whatever to get the true routes? I had super high chaos and less than 18 law, but I did have enough total to pick the "..." option and fight Angel Milia. The ending was basically a tentacle orgy. Is that the normal chaos ending?
You don't do 3v1 battles on turn 1. It's all 1v1 if you set it to singles. If your division wipes the enemy, the building will get damaged, that's essentially punishing you for being too strong, which is retarded.If you set your battalion setting to single this is less of a problem.
3 enemies can engage your first squad and you can Standby the rest of your deployed armies if you want to use the other battalion settings to attack.
3 vs 1 with a Target Weakest(as you won't have enough attacks to destroy all of them) is how you use a Strong Army.
The Battalion Setting is pretty much always a tradeoff between attack and defense.
You want to defend with single while you want to attack with full to get to the commanders that are usually at the bottom.
A middle ground is 2 on 2 as that is pretty good for grinding while if you have 3 deployed 1 will be free to engage another target and you need at least 2 to get the Victory vs 3.
Also the biggest trick is you can infinitely farm armies on resource rooms that would normally retreat by attacking them with a battalion, they would also free up those squads that are deployed, that's one way to "relieve the pressure".
You don't use resource buildings on turn 1 either, that's mostly jails and damage rooms to delay and don't really matter if they get destroyed.You don't do 3v1 battles on turn 1. It's all 1v1 if you set it to singles. If your division wipes the enemy, the building will get damaged, that's essentially punishing you for being too strong, which is retarded.
this isn't too much of a problem imo. the later buildings have much higher durability and can tank some units damaging that room.The annoying thing about this game is that making your deployed division too strong leads to damage to that room. Because if they wipe out the enemy, there is an open space for another enemy to move into, and your units can only fight once per turn, so they just hit the room even when you have 3 units there. It's kinda dumb how that works.
you did used a cradle slot here right?dunno how you manage this, aside from weapons being equiped. but here's how triumphing units actually works especially those that you have from the start and that have arcana slots.
You don't have permission to view the spoiler content. Log in or register now.
That's not a problem if you use jails at the entrance.the bigger problem I have is you can only have 12 squads while the enemy can have 20+. and that you can only deploy 10 squads on the very important first turn.