Fire Emblem series

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My favourite Mehkah video is his top 10 bad units.
He finally gets why people choose certain units over other.
Some people love the feeling of raising a weak unit.
Unit feel is often overlooked.
That why I love Owain,Knoll,Gonzy,Nilles and Rinkah so much.
 
Mekkah literally can't comprehend Fates' systems. It confuses him because it goes beyond stats, weapons, and class...
I can understand not liking the rise of skills on units in Awakening and onward, but not being able to grasp it is another thing entirely I think. It's not much different from just checking the equipment of an enemy. I guess he's just too used to the GBA games where you don't really have to check equipment or stats all that often because a lot of the enemies suck anyways. When it comes to pair up or reclassing, I've got nothing there lol
Honestly, the Growths vs Bases Debate feels like a severe pendulum shift, going from people thinking Jagens are EXP thieves and nothing more to people declaring anyone that doesn't feed Jagen half of the enemies on a map is some scrub for not using perfect LTC strats; this problem has likely been exacerbated by 0% growth runs making bases seem even more important while ignoring the fact that pre-promotes are still often overshadowed by trained units introduced around the same time.
It was a more honest, simpler time, I'll give it that. Back when thinking Amelia wasn't good was an impressive and novel notion...

Honestly, the "it's optimal use your Jagens as much as possible" mindset that's sprung up as a result of 0% growths and LTC runs does annoy me to an extent. There's a reason most FE games tend to get easier once you get out of the early game- your growth units actually start to snowball and not suck. Trying to eek out as much usage out of your Jagens as possible seems good on paper when you're watching an LTC or 0% growths run that has had every turn meticulously planned out, but when you're actually just playing the games normally it makes the games harder than it would be normally if you had just trained up your units in the easier early chapters. If you're not Seth that is, I guess. No idea how he managed to get in the game like that.
 
I can understand not liking the rise of skills on units in Awakening and onward, but not being able to grasp it is another thing entirely I think. It's not much different from just checking the equipment of an enemy. I guess he's just too used to the GBA games where you don't really have to check equipment or stats all that often because a lot of the enemies suck anyways. When it comes to pair up or reclassing, I've got nothing there lol
I'll admit that the GBA games were my favorite, but I'm still shocked at how low-functioning Mekkah is when not dealing with something with more than a basic statline. I may be awful at min-maxxing and making skillsets, but even I can understand how things synergize and how it affects certain unit styles.
If you're not Seth that is, I guess. No idea how he managed to get in the game like that.
Seth is a combination of having excellent bases and good enough growths in what is considered to be the easiest FE game even without using him to cheese. It helps that he is in his 20s at the oldest in comparison to other Jagens/Oifeys. The best part is that he is explicitly suffering from a lingering wound that causes him some pain when fighting, which means that the character considered to be the greatest unit in the series gained that position suffering an in-story handicap.
 
bases seem even more important while ignoring the fact that pre-promotes are still often overshadowed by trained units introduced around the same time.
This varies game to game and unit to unit I feel, GBA prepromotes, especially FE7, were on crack. Pent, Harkin, Marcus, Hawkeye, Seth, Milady, etc were jacked and can almost win the game for you. Rutger is also a massive exception due to hard mode bonuses being massively in his favor, while Guy is just good for awhile then just gets cucked because lolswords in a game where javelins own everyone. FE7 is a game with a pretty weak late game besides a small few chapters/sections, so just running it over with Pent and Marcus is plenty valid so it makes caring about characters like Guy kind of whatever. While in iirc New Mystery growths are fucking everything because stats are off the wall on the hardest difficulty, so growers really do matter more then in most FE games.

I will give some leeway to Mekkah: the class changing and skills add a lot of complication that can make the game either really easy or really hard based on how much you feel like modifying units. Having one or the other is relatively easier to manage since you don't have to play games pertaining to stat and growth bonuses certain classes offer in comparison to others. Sometimes you just want gameplay that can be summarized as "this unit is in x class with y bases and z growths, here's how they stack up to their fellow units in that class" rather than trying to determine what class is better for a unit and what skills you should slap onto them.
I think for me I played autistic jrpgs before FE, so to me sub systems and shit are normal if sometimes catching me off guard, but it baffles me how Mekkah talks so much smack about Mangs being dumb (even if it is tongue and cheek back in their golden years), yet Mekkah is like a fucking grandpa when it comes understanding Fates.

That and he makes tier list videos based on his boomer level of understand takes when he can't understand the game. If he reads reddit so much, he can find a very rough baseline of all the viable pairings and combos you can do with just about anyone, that's how I learned about Selena + Peri being an interesting if late way to help fix Selena's noodle arms and movement without going the Pegasus route which keeps her stuck with E lances as Cav lets her use her sword rank.

I can understand not liking the rise of skills on units in Awakening and onward, but not being able to grasp it is another thing entirely I think. It's not much different from just checking the equipment of an enemy. I guess he's just too used to the GBA games where you don't really have to check equipment or stats all that often because a lot of the enemies suck anyways. When it comes to pair up or reclassing, I've got nothing there lol
My bigger issue is Mekkah talks like an expert in his tier list videos, yet he gets confused on one of the most core foundations of the game. GBA games warp so much discussion because their prepromotes are insane and their enemies are weak as hell, Fates isn't the hardest endgame, but it has some real bite to it and Xander/Camilla/Leo can't just win like Harkin/Pent/Hawkeye do. I think only Ryoma has "GBA tier" levels of bullshit, but that's mostly due to how Astra interacts with pair up and him being a rare exception of having unhindered 1-2 range as a non-mage.
 
I did enjoy watching both Mangs and Mekkah, but it's obvious that Mekkah was much more reliant on their partnership. Mekkah can try to intentionally use bad units and force memes in his runs and let people "bribe" him into playing unoptimally, but he just can't recapture what he had with Mangs on his own, the man just isn't charismatic enough and his attempts to be "zany" never come off as natural, Mangs on the other hand, while he lost a good foil in Mekkah, can still thrive on his own doing what he did before, and can still be quite informative on the games he knows when he wants to be. Plus in my experience, Mangs' collaborators are more entertaining than Mekkah's, and Mangs' chat is more fun.
 
Honestly, in hindsight you can sort of hear him seethe any time when Mangs goes off the rails and makes decisions based off his gut or just for the memes.
I recall him and Ryn reacting to Mangs losing his FE6 HM Ironman in the final level of the game, and Mekkah was absolutely audibly seething to a point where even Ryn was a infuriated by it. Tried finding the video but apparently its one of the videos Mekkah took down.
Mangs did a reaction to Mekkah's FE6 Ironman afterwards too, and the reaction Mekkah deleted is referenced there. I think this just goes to show Mekkah was always a bit of a lolcow, just better at hiding it.
 
If you're not Seth that is, I guess. No idea how he managed to get in the game like that.
Radiant Haar is about as broken as Very Seth if not more so because he can fly, just Haar shows up in the midgame and needs a small loan of one speedwing to break the game for the rest of the playthrough as his base speed is a little sketch, Volug and Sothe can carry for most of the chapters before Haar exists. Titania and Stefan in FE9 for more normal playthroughs are enough to hard carry. FE10 has REALLY shitty starting units where only the fucking fighter is any good, so Jill and Zihark for a normal play through are hard carries in part 1. Sothe and Volug carry more try hard playthrough until Jill gets rolling.

Honestly with how shit a lot of starting units are, just breaking the game with prepromotes for a good chunk of games is better or at least comparable to actually using all your baby units. Ryoma's duel chapter in Conquest is aids if you just used Xander/Camilia/Corrin, but you can just fight Ryoma in the middle and end the chapter. I think only the infamous Ninja chapter would really get in your way at that point.

Low manning also tends to be a reasonable strategy because you can just put all your kills in a few core units and just enemy phase everything with units multiple levels up on 90% of the game, skills actually make this harder due to things like poison strike and such allowing them to punch through the high defense. This isn't even going into warp rushing the boss autism depending on the game, which is easier if you just blitz to them using prepromote mounts.
 
It feels like everyone has taken Mekkah's pitfalls video as pure perfect gospel, and suddenly the community started violently hating any character that isn't a cavalier and ignoring decades of prior advice and conventions in favor of "Jagens are perfect units that can carry you the entire game."
I remember watching those pitfall vids. Honestly, if you're obsessing that much over growth rates or relying on the promoted dude with an silver lance, there's bound to be some dick-measuring involved.

But it all depends on what your after. Not that the map design throughout the series usually requires you to field several units or places an turn limit; but you'll probably need something that can crack open those heavily armored knights...And probably some healing items if you're really unlucky.
 
I remember watching those pitfall vids. Honestly, if you're obsessing that much over growth rates or relying on the promoted dude with an silver lance, there's bound to be some dick-measuring involved.

But it all depends on what your after. Not that the map design throughout the series usually requires you to field several units or places an turn limit; but you'll probably need something that can crack open those heavily armored knights...And probably some healing items if you're really unlucky.
Fire Emblem as a series is generally meant to be easy-ish to complete, just punishing for large errors due to permadeath. The whole reset on death thing a lot of people do is not the intended playstyle, "ironman runs" are more close to what is intended by the designers where you'll lose some units along the way. That is why midgame and lategame prepromotes exist, they're basically insurance that you can still beat the game if you lose some units along the way. That's why 3H doesn't have many prepromotes and most of them show up fairly early, as divine pulse can pick up the slack.

So if all you want to do is beat the game on normal, then really who gives a shit? Especially if you're going to reset anyway. Despite Fire Emblem's reputation for being hard to get into by more casual people, it is actually a pretty easy series to beat generally speaking outside of some really old school design attached to some of the oldest games in the series.

Comparing Endgame stats vs lowering turn count vs bases vs whatever is just different criteria people choose to use to determine who the best units are in a particular game. We could go on forever about which criteria matters more and it'd go absolutely nowhere because FE is not a hard game anyway and every unit can do something in the final chapter even shitty ones. FE doesn't have anything we can really judge as a valid criteria by itself, so FE fans just make one up.
 
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Honestly with how shit a lot of starting units are, just breaking the game with prepromotes for a good chunk of games is better or at least comparable to actually using all your baby units. Ryoma's duel chapter in Conquest is aids if you just used Xander/Camilia/Corrin, but you can just fight Ryoma in the middle and end the chapter. I think only the infamous Ninja chapter would really get in your way at that point.

Low manning also tends to be a reasonable strategy because you can just put all your kills in a few core units and just enemy phase everything with units multiple levels up on 90% of the game, skills actually make this harder due to things like poison strike and such allowing them to punch through the high defense. This isn't even going into warp rushing the boss autism depending on the game, which is easier if you just blitz to them using prepromote mounts.
I really enjoy conquest lunatic because having a small army has a lot of drawbacks. The opposite of awakening lunatic.
 
Fire Emblem as a series is generally meant to be easy-ish to complete, just punishing for large errors due to permadeath. The whole reset on death thing a lot of people do is not the intended playstyle, "ironman runs" are more close to what is intended by the designers where you'll lose some units along the way. That is why midgame and lategame prepromotes exist, they're basically insurance that you can still beat the game if you lose some units along the way. That's why 3H doesn't have many prepromotes and most of them show up fairly early, as divine pulse can pick up the slack.

So if all you want to do is beat the game on normal, then really who gives a shit? Especially if you're going to reset anyway. Despite Fire Emblem's reputation for being hard to get into by more casual people, it is actually a pretty easy series to beat generally speaking outside of some really old school design attached to some of the oldest games in the series.

Comparing Endgame stats vs lowering turn count vs bases vs whatever is just different criteria people choose to use to determine who the best units are in a particular game. We could go on forever about which criteria matters more and it'd go absolutely no where because FE is not a hard game anyway and every unit can do something in the final chapter even shitty ones. FE doesn't have anything we can really judge as a valid criteria by itself, so FE fans just make one up.
I personally just love to do Ironman and then use the worst units on the hardest difficulty and see how far i can get. You'd be surprised how useful some of the "worst" units actually are in practise. Some are highly overlooked
 
I'm about to tackle FE4, any tips? I know next to nothing about the game.
Main differences you need to know between this game and rest of series:

trading doesnt exist, but can be accomplished by selling/buying items in the shop at your home castle (unlocked in chapter 1).

gold reserves are tracked per-character, unlike every other game where its shared. Most money is earned in the arena (also in the home castle)

save mid-chapter. best to do one save file every chapter, one every castle, and one every turn. theres also an autosave feature in options.

even the shittiest child character is better than the substitutes, with one exception, so pair everyone. They pair by standing next to each other, GBA support style. Pairing xp stops being earned at turn 50 of every chapter.

Beyond that, best to play blind. Have fun!
 
I'm about to tackle FE4, any tips? I know next to nothing about the game.
  1. First thing's first: movement is the name of the game. Enemies come in hordes and there are always units moving to reduce the rewards you get from villages, so you need to send your mounted units into the fray to stop them and secure the villages quickly.
  2. As @marisa # noted, virtually all child units are preferable to their substitutes thanks to the bonuses that Holy Blood provide, and even the one often considered to be the exception (Tailtiu's daughter Tine) has a brother that is strong when given the appropriate father.
  3. Remember that follow-ups require the pursuit skill, and that many child units may not have pursuit if their father doesn't pass it down. Try to consider pairings based on the children's classes and the skills they will inherit from their father. Quick warning though: archers and myrmidons/swordfighters have pursuit as a class skill, so units in those classes don't actually pass it down to their children.
  4. Every unit interaction matters. They can allow units to get new weapons, receive stat boosts, and increase their love points for if you want to get those units together.
I'd have a few more tips, but I don't know if you want to have a semi-blind playthrough. If you're fine with spoilers, I’d also give advice on who has what children.
 
I was actually thinking of Sylvia's son, coirpre, since he joins fairly late. his sub has paragon, which helps a ton
Coipre isn't spectacular, but having his father be Claud as most are wont to do does give him a simple yet effective niche as a dedicated healbot and a unit that can use the Valkyrie Staff. Having a unit that can use long-range staffs can be helpful for boosting your healing in the endgame when Lana remains the only dedicated healer and having the other units that can heal focusing on destruction is probably more viable. Paragon just doesn't give Charlot enough use to really make him much better than Coirpre anyway.
 
I'm about to tackle FE4, any tips? I know next to nothing about the game.
Everyone else seems to have covered most everything, so I'll really only chime in with one thing. Because trading doesn't exist and you basically have to have units buy and sell items from each other to exchange items, it's good to consider who to actually visit villages with once they're safe. Money and items are not easily swapped between units, so think about which of your units could use the extra money or a nice goodie, and which are probably fine without. I'm playing through FE 4 mostly blind myself right now, and I got into some awkward situations by just carelessly visiting villages. Just give it some thought is all.
 
I will also add that FE 4 does not have rescue dropping.

That would not be a thing till FE 5 so you won't be able to have your foot units keep up with the mounted ones. Also,due to road tiles being a thing,you will pretty much be making great use of your mounted units. The only exception are fliers as they cannot make use of any bonuses from tiles,period.
 
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