FE: Code of the Black Knights - Chapter 16
Another 2-part chapter, with forced deployment in part 2 which makes no sense, I mean, what happened to the ones I deployed during part 1, did they escape automatically?
Anyway for part 1, it's just a defeat boss chapter. I could have tried using a fully buffed Noir to bait Mercer's bolting (making him equip a heavy tome = Noir guaranteed double), then use rescue staff on the flier who rescue dropped Noir previously, then on turn 2 just have Noir use Luna on Mercer, but then again I have a feeling the game might softlock me if I don't follow its vague instructions, so I just played normally.
Grey and Hiryu appears on turn 2, but what a bad first impression for both units. Hiryu does little to no damage to the stationary halberdier on his right, while Grey is just about as strong as the enemy paladin, he's also at a really awkward position that might block the path of a provoke general on the following turn. This reminds me of Cecilia, the mage general of FE6, but my first impression of her is terrible because she's a horse unit in a desert.
Anyway, there's also a secret shop here, but it is pointless for me since I have been tricked by the game to spend my gold previously, so I can't really afford anything now.
For part 2, the awkward pause (also the auto dialogue skips) during the cutscenes just ruined my mood for the story. I was actually more worried about wasting an hour playing for nothing than anything else. Also, that deadly Fortify EXP bug, not sure how I triggered it again (first time was in TLP), but luckily this time the EXP gain isn't enough for a level up, otherwise I'll have to restart the chapter.
--
I felt like I can actually defeat Vert with a bunch of siege tomes, it's not like he's invulnerable or anything. I wonder if anyone tried doing it.
Видео FE: Code of the Black Knights - Chapter 16 канала thesiaoz
Anyway for part 1, it's just a defeat boss chapter. I could have tried using a fully buffed Noir to bait Mercer's bolting (making him equip a heavy tome = Noir guaranteed double), then use rescue staff on the flier who rescue dropped Noir previously, then on turn 2 just have Noir use Luna on Mercer, but then again I have a feeling the game might softlock me if I don't follow its vague instructions, so I just played normally.
Grey and Hiryu appears on turn 2, but what a bad first impression for both units. Hiryu does little to no damage to the stationary halberdier on his right, while Grey is just about as strong as the enemy paladin, he's also at a really awkward position that might block the path of a provoke general on the following turn. This reminds me of Cecilia, the mage general of FE6, but my first impression of her is terrible because she's a horse unit in a desert.
Anyway, there's also a secret shop here, but it is pointless for me since I have been tricked by the game to spend my gold previously, so I can't really afford anything now.
For part 2, the awkward pause (also the auto dialogue skips) during the cutscenes just ruined my mood for the story. I was actually more worried about wasting an hour playing for nothing than anything else. Also, that deadly Fortify EXP bug, not sure how I triggered it again (first time was in TLP), but luckily this time the EXP gain isn't enough for a level up, otherwise I'll have to restart the chapter.
--
I felt like I can actually defeat Vert with a bunch of siege tomes, it's not like he's invulnerable or anything. I wonder if anyone tried doing it.
Видео FE: Code of the Black Knights - Chapter 16 канала thesiaoz
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