Project-iM@S

THE iDOLM@STER => THE iDOLM@STER 2 => Topic started by: TweenDoriru on February 20, 2011, 05:33:41 PM

Title: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on February 20, 2011, 05:33:41 PM
Alright, finally kicking this into gear. General info links to the post of whoever wrote it, rather than me copy-pasting it and claiming it for myself XD

Questions asked in the topic will be re-written up here, as well as the answers (and if you want credit for your question/answer that much, then feel free to say so XD). Also, please do correct/add to incorrect or incomplete answers! :) The more information, the better.

--
Auditions, Lives, and Festivals (http://forum.project-imas.com/index.php?topic=1136.msg23061#msg23061)

Promotions (http://forum.project-imas.com/index.php?topic=1136.msg23066#msg23066)

Prefecture Map for promotions (http://i.imgur.com/HvFea.jpg)

CD Sales and Keep/Break/Revival systems (http://forum.project-imas.com/index.php?topic=1136.msg23264#msg23264)
For quick reference (thank you, Takagi XD):
Do a Fes to get a Break
Do a Live to get a Keep
Do an Audition to get a Revival

Activity Summaries (http://forum.project-imas.com/index.php?topic=1136.msg23265#msg23265)

Unit Danketsu/Mood Statuses (http://forum.project-imas.com/index.php/topic,1136.msg23367.html#msg23367) (and Correcting Negative Danketsu/Mood Statuses (http://forum.project-imas.com/index.php/topic,1136.msg24086.html#msg24086))

Danketsu Breakdown (http://forum.project-imas.com/index.php/topic,1136.msg25374.html#msg25374)

Idol Compatibility (http://forum.project-imas.com/index.php/topic,1136.msg24782.html#msg24782)

Amulet Locations (http://forum.project-imas.com/index.php/topic,1136.msg23689.html#msg23689)

Japanese iM@S2 wiki (http://www44.atwiki.jp/idolmasterim2/) (W.I.P. English version (http://imas.wikia.com/wiki/The_Idolm@ster_Wiki))

List of Clothes (http://www.project-imas.com/w/THE_iDOLM@STER_2_Clothes) and Accessories (http://www.project-imas.com/w/THE_iDOLM@STER_2_Accessories)

Important/"Rigged" Festivals:
Vs. Ryuuguu Komachi (Week 10) - Forced Loss
Vs. Ryuuguu Komachi (Week 21) - Must Win to Progress
Vs. Touma (Week 32) - Forced Draw
Vs. Jupiter (Week 54) - Must Win to Progress

Story Mode Questions:

How can I unlock Ryuuguu Komachi clothes and Ritsuko?
Answer the questions asked by Ritsuko in week 8 and week 30 correctly to unlock Ritsuko in S4U.
Week 8: 「アイドル時代?」 & 「すごく魅力的だから」
Week 30: 「そうだよな」 & 「アイドルに戻りたい?」

You can only get Palace of Dragon (the Ryuuguu Komachi outfit) after inviting Ritsuko to a Quintet Live and completing the game.

How many clothes shops are there, and how do you unlock those shops?
2 shops (LUCKY RABBIT and BK MANIAC). LUCKY RABBIT is available from the start.
BK MANIAC is unlocked after you spend a certain amount at LUCKY RABBIT.

When does LUCKY RABBIT have sales?
Weeks 11~13, 22~24, 33~35, and 42~44.

Is there any way to tell when BK MANIAC will have a sale/when BK will be out of the store?
Nope.

Do I have to do Iori's "vending machine" tutorial every time I play the game?
No. You can select the right (red) option to refuse Iori-hime's demands, and proceed with the day as usual.

Is there any reason to continue a lesson if it's perfect + bonus? What's the difference from perfect, and what does bonus add?
There doesn't seem to be a reason to continue doing the lesson after the bar is maxed out ("bonus" being the confirmation that the bar is as full as it'll get).

What's the difference between a Super Lesson and a Lesson (besides the cost)?
A Super Lesson (ちょーレッスン) lasts for a longer time, making it easier to get a perfect lesson.
Also (according to the manual) it gives a better stat-boost than a normal lesson.

Is there a list of all the reporters and what they influence somewhere?
安宅 純 (Ataku Jun)    increases voltage gauge gain
有明 仁 (Ariake Hitoshi)    increases fan numbers by 40%
小柴 徹 (Koshiba Tooru)   increases lesson effectiveness
金丸 大蔵 (Kanemaru Taizou)    increases money gain by 40%
山原 太郎 (Yamehara Tarou)   increases fan numbers and money gain by 20%

Thanks a ton to Cael K. for romanizing the names~~

I'm really confused about what I'm supposed to do to "win" the game. Are there specific events I'm supposed to pass? / How do I get each ending?
Bad Ending: No awards won.
Normal Ending: Win other awards, but no Grand Prix award.
Good Ending: Win the Grand Prix award.
True Ending: Win all awards.

How can I gain the Grand Prix award from the Idol Academy?
Have at least one song in the top 10 on the charts, and have 300,000 fans.

How can I gain other awards from the Idol Academy?
Win 100,000 fans in every area (except Tokyo) and then win the 歌姫・歌王子 Festival that appears.

Why are my idols ditching work / how do I get them to stop?
If you use the auto-commands too often, your idols will become fatigued and take a week off on their own accord. Just stop using auto-commands so often (save them for when you actually need them).

Other Questions:

Is there a way to edit the idols' singing in S4U mode similar to L4U?
No, unfortunately.

How do I unlock Palace of Dragon (Ryuuguu Komachi outfit)?
You can only get Palace of Dragon (the Ryuuguu Komachi outfit) after inviting Ritsuko to a Quintet Live and completing the game.

How do I unlock Beyond the Stars (Project Fairy outfit)? (Xbox 360 only)
Beat the game with an ex-Project Fairy member (Miki, Hibiki, or Takane) as leader.

PS3-exclusive questions:

How do I get the things from the Xbox360's Catalogs 01-03?

List here. (http://forum.project-imas.com/index.php/topic,1136.msg32130.html#msg32130)
If it isn't on the list, it's available from the get-go.

How do I unlock Nanairo Botan, Princess Melody, and associated accessories?

Nanairo Botan (song): Complete the Extra Episode with any character (also gives you the Ryuuguu no Tsukai amulet)
Princess Melody (Extend): Complete the Extra Episode with all characters (Iori, Ami, Azusa, Ritsuko).

Otohime Extensions: Perfectly complete the Extra Episode with Ritsuko.
Seven-color Bracelet: Perfectly complete the Extra Episode with Iori.
Emblem of Dragon: Perfectly complete the Extra Episode with Azusa.
Ryuuguu Friends: Perfectly complete the Extra Episode with Ami.

How do I unlock Beyond the Stars (Project Fairy outfit)? (PS3 only)
Complete the game with all of the ex-Project Fairy members (Miki, Hibiki, and Takane) as leaders.

What does the Ryuuguu no Tsukai amulet do?
It gives you a 3-idol burst appeal. It's different than normal bursts, so equip it and go try it out :D

A BIG thanks to BT2 for pretty much all of the info about the PS3 version!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 24, 2011, 07:57:15 PM
Here is the manual:


http://www.megaupload.com/?d=HM6WPCUW
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 24, 2011, 08:34:13 PM
Auditions work like this:

you have we will say 30 entrants.

it will say top 3 win. you all compete for total top score. not stars like before, just 1 total score.

every beat of song, you can push visual, vocal, or dance color. each gives you points based on
your skill
your timing of press
and how much the color is worth

color worth changes with every press - it is like if in idolmaster 1 judge interest modified points given.

so, if you push visual a lot, visual bonus will drop to x0.01, so it is worth no points.

You can use A to use heart from communications to increase voltage.

While you are pushing correct timing, you also get Voltage. Voltage builds up and when it gets full, you can Burst Appeal.

Burst Appeal is like Rock Band Overdrive. During Burst you can only push certain buttons (it is your choice)
but you get much more.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 24, 2011, 10:07:47 PM
Promotions: You have to pick the prefecture the promotion is in.

This can be scary, but when they pop up the picture of the prefecture, you can pause the game if it is before the choice pop up.The pause block may cover the prefecture, but you can unpause and repause quickly to get a glimpse. Also remember where about on the main map your promotion was to narrow it down.

Then look at this map, and find the kanji you need:

http://i.imgur.com/HvFea.jpg

After that it is just like Idolmaster 1.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on February 24, 2011, 10:10:56 PM
Wow, thanks for all the information and the map! ;D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 24, 2011, 10:18:44 PM
I hope to be a help to everyone who plays Idolmaster. I will have much more as I see a need for it in the game. I would do communication, but that is much work, and Icomu will probably already do it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 25, 2011, 06:33:11 AM
Promotions: You have to pick the prefecture the promotion is in.

This can be scary, but when they pop up the picture of the prefecture, you can pause the game if it is before the choice pop up.The pause block may cover the prefecture, but you can unpause and repause quickly to get a glimpse. Also remember where about on the main map your promotion was to narrow it down.

Then look at this map, and find the kanji you need:

http://i.imgur.com/HvFea.jpg

After that it is just like Idolmaster 1.

OMG!!!

THANK YOU so much RitsuFan!!

You've turned me into a RitsuFan fan!!! :D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 25, 2011, 04:05:56 PM
Yay. :)

Also helpful, is the main options screen. It is on the main main page, where you can go produce, s4u, shop, and so on. It let's you pick what default clothes they wear and if you skip things, but very important is the far right choice. It let's you time your button presses so wireless delay can be removed, also like inRock Band. Very helpful for vocal parts.


Oh, another thing. Early on you will have to get iori a juice. The correct button pushes (since it will not let you continue ) are
. Orange Juice on bottom right
. The left of the two black buttons, you must hit it many times before it works
. Coffee, but holllld the button until it beeps

This can be hard if you do not understand kotori hints.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on February 25, 2011, 10:18:55 PM
Thanks a ton, RitsuFan :D These posts are extremely helpful~
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 26, 2011, 04:00:06 AM
Can someone translate overview of p40-41 in the manual? That information is needed for Idol Academy. Especially Break and Revial. I do not have the time to do it. But, it is more imporant than rest of manual. Thank you for working with ne to bring Imas to everyone. :)
the bottom of 41 is the most important. Middle and bottom.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Pizzaman on February 26, 2011, 08:12:47 AM
The Keep, Break and Revival sales strategies are a must if you want to top the charts, due to 2's album sales system.

Keep: Just simply enter Live with your latest song. The sales won't drop for a while.

Break: Where you revive the popularity of your latest song which has been released for over 10 weeks. Enter a Fes with it and win.

Revival: Where you revive the popularity a song other than your latest one, which has been released for over 10 weeks. Enter an Audition with it and win.


Also, a few tips for competing in Audition, Fes and Lives.
Don't try to create a rounded unit. It works, but the better way seems to specialize in two areas and dump the third.
When you Burst Appeal, switch to an idol who shares her Burst type with the highest Appeal Multiplier.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 26, 2011, 08:22:45 AM
Thank you very much! This reads very well. Can you also enter what is required to make it to the IA? I believe there is info on p43 for it as well. I am sorry for requesting other translators, but you can make it english very well, and I do not want to reverse words like "this" is more than "that", those are easy to reverse and change the idea very much. :)

All of that section is actually so helpful, but most is obvious, like the big chart. However, the last part is rare, so is it important?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 26, 2011, 09:20:45 AM
I'll look into it. :) I've actually been working on a full translation of pages 40/41 (it took a while because I had to download something on my Mac to open rar files, and then when I read it I couldn't understand the difference between Break and Revival initially). After I'm done with that I'll look into doing something about Pg 42 (Pg 43 is on Hell Training).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 26, 2011, 10:25:05 AM
Some notes:
For those of you who understand Japanese, I've translated the following important terms as follows:
Fan ninsuu = Number of Fans
Chuumokudo = Awareness
(I can't type Japanese on my desktop right now for some reason; if there's a better term to use, feel free to suggest it)


Instruction Manual

Pg.40
----------
[Section Header] The path towards Idol Academy award (1)
----------

Regarding CD sales
---------------------
Kotori: "Your CD sales number for the week is affected by a number of factors, namely: Saleability (literal: spending power [of your accumulated fans]), High Score, Sales Bonus, and Sales Coefficient/Multiplier (I'll stick with Coefficient from here on out)."

Saleability
Calculated by multiplying the Number of Fans (for each area) with the Awareness level (of the corresponding area). In short, [Number of Fans X Awareness]. As NoF and Awareness grows, so does your Saleability factor, leading to higher CD sales.
**Affects all songs produced.

High Score (Stage Performance)
Basically your high score for a specific song during any stage performance (Auditions, Lives, Fes, etc). To get a better high score, work on lessons, do well in stage performances, etc.
**Affects only the song you are currently producing.

Sales Bonus
Depending on the number of CD singles your idol unit has previously released, this factor changes. For instance, if your currently produced CD single is your unit's 1st, obviously your unit's a newcomer and not a lot of people have heard of you - so Sales Bonus is low. From your 2nd onwards, however, because your idol unit's been around the scene for a while, Sales Bonus increases progressively.
**Affects only the song you are currently producing.

Sales Coefficient
Changes depending on how many weeks it's been since your currently produced CD single has been released. Fundamentally, Sales Coefficient (and thus, sales) is high in the first week of a new CD single release. However, Sales Coefficient decreases with each subsequent week.
**Affects only the song you are currently producing.

Kotori: "To sum it up, basically the highest sales number possible is achieved during the week your 5th CD single is released (5 is the maximum you can release in the game).

"That said, even if you're still on your 1st CD single release and your idol unit's fame is low, you can still work on your Saleability and High Score factors. Don't give up and aim on achieving better sales! Especially since the fruits of your labour may carry over to the next CD single release and affect its sales figures, so plan your unit's activities accordingly and aim for the best!
(Translator's notes: for instance, even though High Score doesn't carry over from the 1st song to the 2nd song, if you increase your idol unit's stats through lessons during the 1st song production period, this will carry over and help you achieve a better score in the 2nd song production period.)

***

Pg 41
Achieving a "Keep" for your CD single sales
------------

Kotori: "Normally, your CD single sales will lower as the weeks go by, until about 5 weeks after its initial release when sales will almost completely stop. However, if you manage to achieve a "Keep" status for a certain week, you can extend the number of weeks your CD single will continue selling, and achieve an overall increase in sales!"

Conditions for achieving a "Keep":
-Your currently produced single is your latest release (this means you CANNOT select an old song to perform during Auditions, Live, and Fes unless it is an encore or a special quintet performance. Selecting an old song in those situations will set your currently produced single to that old song).
-Achieve success in a Live during the week you want to achieve a "Keep".


Regarding "Break" and "Revival"
------------

Kotori: "When sales for a particular CD single has completely come to a halt, the usual strategy is to announce and release your next CD single. However, there are means with which you can try and aim for the same old CD single to continue selling - like with a "Break" or a "Revival". These will occur as long as the following conditions are met."

"Also, did you notice that during stage performances, whenever you hit a PERFECT, there are little stars (lucky stars) that appear? If you accumulate a whole lot of these, the chances of a Keep, Break, or Revival happening will be higher." (Translator's note: it's also mentioned on a previous page in the manual that if the song currently performed "belongs" to one of the girls in your idol unit, more lucky stars appear when you hit Perfect.)

Break
-The CD single you're trying to achieve a Break for must be the one you're currently producing. (This means you CANNOT select an old song to perform during Auditions, Live, and Fes unless it is an encore or a special quintet performance. Selecting an old song in those situations will set your currently produced single to that old song)
-It's been at least 10 weeks since this CD single has been released.
-This CD single is your latest release.
-Successfully beat your rival in a Fes during the week you want to attempt a "Break".

-Finally, this will only happen if the song is not already in a special status (Revival, etc) in the Dotop CD rankings.

Revival
-It's been at least 10 weeks since this CD single has been released.
-This CD single is NOT your latest release.
-Successfully pass an Audition in the week you're attempting a "Revival".

-Finally, this will only happen if the song is not already in a special status (Break, etc) in the Dotop CD rankings.



*********

Now, about those ## notes you've seen earlier in this post... thing is, I'm not quite sure what the manual means when it says:
"Your currently produced single is your latest release."
It's confusing to me because I don't know if there are cases where your currently produced single is NOT your latest release.

Does anyone know what this criterion is referring to? It's the one that says "genzai produce chuu no rakkyoku de aru".

I think this may be releated to the way new CD singles are announced and released in iMAS2, which is completely different from the first game.

Refer to Pg 15, top section of the manual:
--------------
Announce a new CD single: the rules
--------------
During your idol unit's one-year production period (55 weeks, to be specific), you can spend money to announce release a new CD single, up to a maximum of 5. When you announce a new single, it will be released at night four weeks from the date of announcement. When a new single is released, you are prohibited from announcing a new one for four weeks. (Note: just refer to the chart; part in yellow tells you when you can't announce a new single)
*There may also be other circumstances during which you may not announce a new single release.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 26, 2011, 11:29:41 AM
Pg 42 is basically a summary of all the different activities you can pen into your schedule every week, and what they do for easy reference. Blue triangle = small, green circle = medium, double-red circle = large

I'm going to list the details for each individual activity according to the order given by the table from left to right. It may not be the most intuitive order, but if you just refer to one or two things listed below you should pretty much be able to figure out the entire table yourself.

******

Vocal/Dance/Visual lessons
-Small monetary cost
-Increases the corresponding parameter stat by a medium amount.

Super Voice/Dance/Visual Lessons
-Medium monetary cost
-Increases the corresponding parameter by a large amount.

National Auditions
-Increases number of fans by a large amount.
-Raises awareness level by a medium amount.
-Earns a large amount of money.
-Chance of achieving "Revival" status.

Area-specific Auditions
-Increases number of fans by a small amount.
-Raises awareness level by a large amount.
-Earns a small amount of money.
-Chance of achieving "Revival" status.

Live
-Increases number of fans by a medium amount.
-Raises awareness level by a medium amount.
-Earns a small amount of money.
-Medium monetary cost.
-Chance of achieving "Keep" status.

Quintet Live
-Increases number of fans by a large amount.
-Raises awareness level by a large amount.
-Earns a medium amount of money.
-Large monetary cost.

Fes
-Increases number of fans by a large amount.
-Raises awareness level by a small amount.
-Earns a small amount of money.
-Chance of achieving "Break" status.

Normal/Free Promotional Activities
-Increases number of fans by a small amount.
-Raises awareness level by a small amount.
-Earns a large amount of money.
-Gains a large deal of memories (for memory appeals).

Paid Promotional Activities
-Increases number of fans by a medium amount.
-Raises awareness level by a large amount.
-Large monetary cost.
-Gains a large deal of memories (for memory appeals).

Shop
-Large monetary cost.

Kotori: "Do note that separate instances of the same activity category (note: such as Auditions) can differ in terms as type, effects, and difficulty level."
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on February 26, 2011, 08:25:27 PM
... If anyone has any data on how multipliers increase or decrease, I'd appreciate actual numbers.

Does anyone know what this criterion is referring to? It's the one that says "genzai produce chuu no rakkyoku de aru".

現在プロデュース中の楽曲(がっきょく)である - The song you're currently producing.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 26, 2011, 09:50:52 PM
... If anyone has any data on how multipliers increase or decrease, I'd appreciate actual numbers.

現在プロデュース中の楽曲(がっきょく)である - The song you're currently producing.


Yeah I know, but why is there another clause under the 'Break' conditions that read something like "The song must be your latest release"?

Doesn't "the song you're currently producing" and "the song must be your latest release" mean the same thing? Or are there circumstances where the song you're currently producing is NOT your latest release, and vice versa?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on February 26, 2011, 10:00:32 PM
Yeah I know, but why is there another clause under the 'Break' conditions that read something like "The song must be your latest release"?

Doesn't "the song you're currently producing" and "the song must be your latest release" mean the same thing? Or are there circumstances where the song you're currently producing is NOT your latest release, and vice versa?

Ah, okay. I was taking those points as separate things.

... Thought it was a bit odd you were asking about that. ^_^;

Same page, though: For a revival, you have to use a song that's not your latest release. I'm guessing you can choose which song you use, from your current to the first one you ever did. That seems to be the only thing that makes sense to me...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura on February 26, 2011, 10:09:13 PM
Yeah I know, but why is there another clause under the 'Break' conditions that read something like "The song must be your latest release"?

Doesn't "the song you're currently producing" and "the song must be your latest release" mean the same thing? Or are there circumstances where the song you're currently producing is NOT your latest release, and vice versa?

I haven't exactly tried out the Break and Revival stuff yet, but when you decide to produce a new song, there is a 4 week period after you choose your new song until it actually starts selling. So week 2 after you've decided to produce Shiny Smile, your latest release would still be the song that you produced before that. If you understand what I'm saying.

Also, before a performance I've seen it ask me if I want to change the song. I've never tried it, but I assume it might change the song you are producing back to one of the other ones you have.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 26, 2011, 10:40:22 PM
I haven't exactly tried out the Break and Revival stuff yet, but when you decide to produce a new song, there is a 4 week period after you choose your new song until it actually starts selling. So week 2 after you've decided to produce Shiny Smile, your latest release would still be the song that you produced before that. If you understand what I'm saying.

Also, before a performance I've seen it ask me if I want to change the song. I've never tried it, but I assume it might change the song you are producing back to one of the other ones you have.

Yep, I understand what you're saying perfectly. This is as opposed to your latest release being the new song you've just announced (but is not on sale yet), right? From an English-speaking perspective that would make the most sense. A song cannot be "the latest release" until it's actually released to the market.

But I don't know how it is in Japanese. It's possible that "saishin release" might be whatever new single you've just announced, but doesn't go on sale until four weeks later. After all, they used a foreign word ("release" in Katagana) instead of Kanji. Their understanding of the foreign word "release" may be different from ours, and it may not carry the same connotation that something must first be released before you can call it a release, in the same way they use the word "information" different from us English natives (they use the word "information" the same way we'd use the word "announcement").

Long story short: can someone please test this thing out, please?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on February 27, 2011, 02:05:06 AM
You want me to attempt a 'Break'? or a 'Revival'? I'll do it since I'm still on my first single.



On another note, RK is owning the crap out of my precious 'Firefly' unit. Like 30000+ owning, is the Fes at Week 10 supposed to be a losing battle?

Also, could someone tell me what the symbols in the Unit mood thing in the upper right of the screen mean exactly? And how to err, fix them? I'd really appreciate that, thanks.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura on February 27, 2011, 02:56:37 AM
You want me to attempt a 'Break'? or a 'Revival'? I'll do it since I'm still on my first single.



On another note, RK is owning the crap out of my precious 'Firefly' unit. Like 30000+ owning, is the Fes at Week 10 supposed to be a losing battle?

Also, could someone tell me what the symbols in the Unit mood thing in the upper right of the screen mean exactly? And how to err, fix them? I'd really appreciate that, thanks.

I'm 99% sure that the first FES against RK is supposed to be a loss. The symbols in the upper right of the screen should be on page 17 of the manual. And the producer generally says what the problem is.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura Zou on February 27, 2011, 03:32:26 PM
Also, could someone tell me what the symbols in the Unit mood thing in the upper right of the screen mean exactly? And how to err, fix them? I'd really appreciate that, thanks.

I'd also really appreciate some info about that.

Thanks everyone with all the other information so far.  It's really great!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 27, 2011, 05:31:30 PM
Also, could someone tell me what the symbols in the Unit mood thing in the upper right of the screen mean exactly? And how to err, fix them? I'd really appreciate that, thanks.

The text in the scan is too small for me to read them properly, so I don't know exactly what you have to do. :(

But generally there are symbols that tell you stuff like, your unit's in the mood to do Da/Vo/Vi lessons. Or if two of them are doing good and one of them not so good, etc.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: meltdowner on February 27, 2011, 07:39:40 PM
The text in the scan is too small for me to read them properly, so I don't know exactly what you have to do. :(

But generally there are symbols that tell you stuff like, your unit's in the mood to do Da/Vo/Vi lessons. Or if two of them are doing good and one of them not so good, etc.
Is this any better? (http://i1094.photobucket.com/albums/i449/meltdowner/2-27-201111955PM.png)

If you can't read the text on the left, it says:

かしましい
小躍り
きらり
鼻歌
普通
どん引き
らぶすね
喧嘩
倦怠
ちょー倦怠
ぎすぎす
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura on February 27, 2011, 08:11:56 PM
At the end of each week, you are given the option to talk to your team. If they are having problems, the Producer will address that, and you'll be given a dialogue option to try to make them better. Fan letters also help, and the morning greeting I believe too.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 27, 2011, 10:50:21 PM
Is this any better? (http://i1094.photobucket.com/albums/i449/meltdowner/2-27-201111955PM.png)

If you can't read the text on the left, it says:

かしましい
小躍り
きらり
鼻歌
普通
どん引き
らぶすね
喧嘩
倦怠
ちょー倦怠
ぎすぎす

Yep, much, much better.

Unfortunately even though the text is super clear now, I still can't quite make heads or tails with what you're supposed to do with them... can someone else please shed light and translate this part? They used quite a number of kanji that I'm not too familiar with (will have to look it up), and even then, without having played the game I wouldn't know if my interpretation is accurate or not.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on February 27, 2011, 11:11:44 PM
Something like this I guess.


kashimashii - Everyone in the unit gets along well. Everyone will perform better than usual.
Dancing of joy - Someone in the unit specialises in dance, if you go to a dance lesson then...
Sparkle - Someone in the unit specialises in visual, if you go to a dance lesson then...
Humming - Someone in the unit specialises in vocal, if you go to a dance lesson then...
Normal - A well-balanced team. Everyone will perform normally.
Turn off - Someone's in high spirits, leaving the other 2 behind. The energetic one will be focussed on.
rabusune - Two members in the unit get along well, leaving the remaining idol out. The 2 will perform better than usual.
Quarrel - 2 people in the unit are having a fight and wont perform well, the other member won't behave like usual either.
Fatique - Someone in the unit's tired and won't perform well
Extreme fatique - Worse than fatique, something bad might happen if you continue like this.
Strained atmosphere - All members in the unit don't get along at all and won't perform well either.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 28, 2011, 11:47:40 AM
Ah, okay. I was taking those points as separate things.

... Thought it was a bit odd you were asking about that. ^_^;

Same page, though: For a revival, you have to use a song that's not your latest release. I'm guessing you can choose which song you use, from your current to the first one you ever did. That seems to be the only thing that makes sense to me...


I haven't exactly tried out the Break and Revival stuff yet, but when you decide to produce a new song, there is a 4 week period after you choose your new song until it actually starts selling. So week 2 after you've decided to produce Shiny Smile, your latest release would still be the song that you produced before that. If you understand what I'm saying.

Also, before a performance I've seen it ask me if I want to change the song. I've never tried it, but I assume it might change the song you are producing back to one of the other ones you have.

You guys were right. Actually when Boss Takagi (or was it Kotori? Can't remember) first explains to you the mechanics of announcing and releasing a new single, he/she mentions that from your second song onwards, at any point in time if you choose to do a previous song at a Live/Fes/Audition, then that song becomes the one you're currently producing.

However, if you choose an old song during an encore/quintet live, it doesn't count.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 28, 2011, 11:48:53 AM
Something like this I guess.


kashimashii - Everyone in the unit gets along well. Everyone will perform better than usual.
Dancing of joy - Someone in the unit specialises in dance, if you go to a dance lesson then...
Sparkle - Someone in the unit specialises in visual, if you go to a dance lesson then...
Humming - Someone in the unit specialises in vocal, if you go to a dance lesson then...
Normal - A well-balanced team. Everyone will perform normally.
Turn off - Someone's in high spirits, leaving the other 2 behind. The energetic one will be focussed on.
rabusune - Two members in the unit get along well, leaving the remaining idol out. The 2 will perform better than usual.
Quarrel - 2 people in the unit are having a fight and wont perform well, the other member won't behave like usual either.
Fatique - Someone in the unit's tired and won't perform well
Extreme fatique - Worse than fatique, something bad might happen if you continue like this.
Strained atmosphere - All members in the unit don't get along at all and won't perform well either.

Thanks dude, it's a very handy list to refer to. I still haven't got to the part where I have to start managing the unit's mood status yet, but I tell ya it's gonna be soooo confusing. This'll help.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: airgeneralpong on February 28, 2011, 03:08:55 PM
Yesterday, I had downloaded the patch that comes with the DLC#1; but when I opened my game, I lost my profile along with the save data and all the unlocked contents!
I still have my achievements in my Xbox account, but my save data and profile are just gone :(

Can anyone please tell me what happened to me, and what should I do if the next DLC's patch comes.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on February 28, 2011, 04:13:21 PM
Yesterday, I had downloaded the patch that comes with the DLC#1; but when I opened my game, I lost my profile along with the save data and all the unlocked contents!
I still have my achievements in my Xbox account, but my save data and profile are just gone :(

Can anyone please tell me what happened to me, and what should I do if the next DLC's patch comes.

Did you use a new X360 or something?

The save data is tied to your gamertag AND your X360 console serial number. If it goes RROD, *poof* there goes your save data.

It's been like that since the iMAS1 days.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Pizzaman on February 28, 2011, 06:03:06 PM
That is why making backups on a USB is a good thing, for a long-commitment game like iM@S.

A few more notes on Break/Revival:
You may have noticed stars that spark when you get a Perfect during auditions et al.
The amount of stars determine the chances of triggering a Break/Revival.
ゲーマガ says that equipping an accessory set raises the chances of a star, but that is about it :/
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 28, 2011, 07:46:17 PM
I hope to have a big How To Play ready in the next two days, covering all parts of the game. Should make it so you need no real japanese to play (commus aside but those are always hard). See you then!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on February 28, 2011, 07:58:53 PM
Oh I have an improtant question about the how to play. Does anyone have a video that shows the awards being given at the IA? Like snow white. I want to be specific as to what you need for each, and I did not record mine because I was so excited. :)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 01, 2011, 09:22:52 AM
Is there any  real point in buying bribes amulets? Auditions are really easy, I don't really even need them.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura on March 01, 2011, 09:52:13 AM
Is there any  real point in buying bribes amulets? Auditions are really easy, I don't really even need them.
They're pretty useful. They were for me at least. I'm not sure how far you are/what your image level is. Mine was image level 13 and I used one of the charms that lets me gain, the stuff that allows me to burst, faster and it was very useful for FES battles that were kind of difficult. While for regular auditions I used a charm that caused the depreciation of my multipliers for dance and visual appeals to go down way slower so I always had 1.2 ~ 1.5 x for both of them.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 01, 2011, 12:30:21 PM
Actually that makes me wonder, are image levels the same as the first game? If so, 9-11 should be enough to get through the game without any issues.

Anyway, I started using an amulet which boosts voltage gauge by using a memory. It's really useful, especially since voltage bursts are the only real way to recuperate against rivals.

I still don't have this ranking thing down though. The rigged matches aren't helping either.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Pizzaman on March 01, 2011, 05:52:52 PM
Oh I have an improtant question about the how to play. Does anyone have a video that shows the awards being given at the IA? Like snow white. I want to be specific as to what you need for each, and I did not record mine because I was so excited. :)
Basically, 100k fans in specific area + winning a special Fes for that area is all you need.
Be warned that the special Fes for 首都 area does not impact IA awards in anyway, but enables you to buy the best Amulet in the game.

Actually that makes me wonder, are image levels the same as the first game? If so, 9-11 should be enough to get through the game without any issues.

Anyway, I started using an amulet which boosts voltage gauge by using a memory. It's really useful, especially since voltage bursts are the only real way to recuperate against rivals.

I still don't have this ranking thing down though. The rigged matches aren't helping either.
IA of 9-11 is good enough, but having 16 ensures you good marks from Takagi at the end of the game.

Also, Amulets that slows down Appeal Multiplier losses become important later on in Auditions and Lives.
And スガモちゃん (raises Voltage gain from regular Appeals very greatly, lowers Burst Appeal scores down greatly) is godly in Fes to a point most Producers on Twitter are saying Sugamo-chan is a guardian angel in disguise. Sorta.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 01, 2011, 07:36:02 PM
How many memory appeals do you have end-game (week 40+)?

Having a hard time clearing the 歌姫・歌王子 Fes, which are necessary if you want the IA special category awards.

Basically to win the IA grand award you need to have 300,000 fans + rank in within top 10.

The category awards, you need to get 100,000 fans for each of 5 areas (the capital 首都 doesn't have a category award; but if you get 100,000 fans there and clear the Fes you get a special NamKyara amulet) to make the aforementioned Fes appear. Clear that to win the award.

Btw this is the Japanese wiki I've been referring to for strategy and omamori/jyanken/communication lists, etc: http://www44.atwiki.jp/idolmasterim2/
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 02, 2011, 05:57:13 AM
nd Lives.
And スガモちゃん (raises Voltage gain from regular Appeals very greatly, lowers Burst Appeal scores down greatly) is godly in Fes to a point most Producers on Twitter are saying Sugamo-chan is a guardian angel in disguise. Sorta.

Haha yeah, I just got that a few hours ago and it's really useful.

Can someone explain the flow of the game? Sometimes I do auditions with songs, and they don't change in ranking at all. I don't really get it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura on March 02, 2011, 07:23:03 AM
How many memory appeals do you have end-game (week 40+)?

Having a hard time clearing the 歌姫・歌王子 Fes, which are necessary if you want the IA special category awards.

Basically to win the IA grand award you need to have 300,000 fans + rank in within top 10.

My memories level when I beat it was level 3. I didn't get any of the area awards. The grand award was pretty easy to get though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 02, 2011, 07:26:30 AM
Haha yeah, I just got that a few hours ago and it's really useful.

Can someone explain the flow of the game? Sometimes I do auditions with songs, and they don't change in ranking at all. I don't really get it.

When you announce a new single, it will come out in 4 weeks time at night.

When it comes out, for the next 4 weeks it will sell based on the following formula:

売上枚数=((((購買力÷2)+ハイスコア×4)の小数点以下切捨て)×セールスボーナス×セールス係数)の小数点切捨て

Translated:
Number of sales = ((((Spending power / 2)+High Score X 4) then round down the decimals) X Sales Bonus X Sales Coefficient) round down the decimals again).

Here's how the Spending Power and other stuff are calculated:

購買力 : 各地域の ファン数×注目度 の合計。 注目度は 赤:0.95 オレンジ:0.90 緑:0.85 青:0.80
ハイスコア : その楽曲のハイスコア。
セールスボーナス : 2曲目以降の売り上げボーナス。 2曲目:1.05 3曲目:1.10 4曲目:1.15 5曲目:1.20
セールス係数 : リリース後経過週での売上減衰。 セールス係数= (1-(リリース後経過週数-キープ発生回数)×0.25)

Spending Power: In every area, multiply the Number of Fans with Awareness level (the smiley). For Awareness, pink=0.95, orange=0.90, green=0.85, blue=0.80

High Score: the song's high score.

Sales Bonus: From the 2nd released single onwards, this increases. 2nd=1.05, 3rd=1.10, 4th=1.15, 5th=1.20

Sales Coefficient: Every week after release, the total sales for that week will drop. So Sales Coefficient = (1-(number of weeks released - number of weeks with Keep status)x0.25).

**********

To simply things, basically what I always remember in my head while playing is that:

Sales for that week = more or less the total number of fans you have X Sales coefficient
Sales coefficient= if you did not manage to achieve a Keep, 1st week of release = 1.00, 2nd=0.75, 3rd=0.50, 4th=0.25, 5th week sales will completely stop)
High Score and the other stuff you don't really have to worry because you really can't do much about it to begin with.

So generally after I announce a new single, here's what I do:
-For 4 weeks before the song releases, accumulate as many fans as possible, and maybe do a National Audition the week it releases/the week before it releases to get all your Awareness levels as high as possible. During this time I'd also try for a best possible High Score (so don't go for Fes).

-After the song is released, for the next 3 or 4 weeks, keep going for Live so as to try and achieve a Keep. Note: Quintet Live is not applicable when trying for a Keep.

-When sales are coming to a halt, or if it doesn't seem profitable for you to try for a Keep anymore (i.e. you noticed that sales this week is only about 1/4 of the song's sales in the initial week - this is something you have to manually keep tab as the game only tracks total sales), start preparing for the next song by gathering more fans, accumulating war funds, going for lesson+promotion to up your stats AND Memory Appeals (very important), or try for one of the alternative strategies like Break (chances of it happening is higher the later it is in the game, according to President Takagi's email) or Revival.

You will not be told when you successfully achieve a Keep, Break, or Revival, so just keep track of how much sales increased for that week to see if your efforts are working.

As for the different Live/Fes/Audition/National Audition, you don't really need to worry too much about it. They're pretty much all the same.

National Audition - the hardest damn thing to pass, especially late in the game, but it will increase Awareness for all areas. Very, very useful for just before a song is released or if you have multiple areas with blue Awareness levels. But otherwise, you can just do area-specific auditions/quintet live/fes to bump up Awareness for each individual area (it sticks longer, I think for the latter 3 types, I think).
 
Live - only use if you want to achieve a Keep, as this thing usually gives you less fans than usual, and increases Awareness by just a little bit.

Audition/Quintet Live = gives you the best number of fans + Awareness level normally. In the instruction manual it's said that area-specific auditions don't give you much fans, but in general I've found that it gives just as much, especially late-game.

Fes = gives you best number of fans, but not much Awareness. Use when you want to try for a Break. *Or use to change song.

You can also do lesson+promotion to get a small number of fans + some awareness + parameter improvement + memory appeals.

Some other important notes:
-Doing Area Auditions/National Auditions with an older song will let you attempt a Revival.
-However, most of the time they don't give you the opportunity to change your currently producing song during an audition. *Live/Fes will definitely let you change it though, so you might want to do one of those before going to an audition for a Revival.

*************

Some other important notes in the wiki that needs to be translated:


ブレーク時売上

上記計算式のセールス係数がブレーク発生後既定の値に変動する
ブレーク:1.2→1.0→0.6→0.3
スーパーブレーク:2.5→1.5→1.0→0.5

Sales during a Break
-----------
Keeping in mind the above formula, when the Break happens Sales Coefficient for the next couple of weeks is:
During Break: 1.2 -> 1.0 -> 0.6 -> 0.3
During Super Break: 2.5 -> 1.5 -> 1.0 -> 0.5

ファン人数によるファン数減衰
注目度桃、黄、緑、青をそれぞれS、A、B、Cとすると、
S:-0%
A:-2%
B:-3%
C:-5%

Decay in No. of Fans due to Awareness Level
-------
Awareness levels can be pink, yellow, green or blue (S, A, B, C respectively)
S:-0%
A:-2%
B:-3%
C:-5%

And this following part I'm not too sure what it means... can someone else whose Japanese is better translate?

となった。また、注目度が変化した"後"に減衰が起こっていた。
S→AとB→Cの時に減衰率の増加が激しく、A→Bでは抑え目になってる。
よって、
ファン人数が多くなる中盤以降からは減衰させないことを重視
ファン人数の多い地域は注目度を下げすぎない
注目度Bになってからライブ等で注目度回復させるのが効果的
S→Aの時も割と減衰するので、全体ライブでSをキープするとお得?
と言えるかと思う。
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 02, 2011, 08:05:25 AM
oh god, it's 10x more complex than the original game D:
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 02, 2011, 08:31:39 AM
oh god, it's 10x more complex than the original game D:
100x more complex D: The original barely had any complexity to it at all...not like this.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 02, 2011, 08:58:31 AM
となった。また、注目度が変化した"後"に減衰が起こっていた。
S→AとB→Cの時に減衰率の増加が激しく、A→Bでは抑え目になってる。
よって、
ファン人数が多くなる中盤以降からは減衰させないことを重視
ファン人数の多い地域は注目度を下げすぎない
注目度Bになってからライブ等で注目度回復させるのが効果的
S→Aの時も割と減衰するので、全体ライブでSをキープするとお得?
と言えるかと思う。

Don't know where you got this from, so I'm taking this out of context. Here's my best shot.

... Is how things go. However, even after your Awareness level for an area changes in any way, you'll still be hit with a decrease. (TL: Probably number of fans?)
When it changes from S->A, or B->C, the decrease is pretty harsh (and you will feel it if it keeps on), so try your best not to fall from A to B. (TL: First time I've seen 抑え目, could've gotten the nuance wrong.)
So.
At around mid-game, when you've got a metric boatload of fans, absolutely do not let this happen. Just because you've got a lot of fans in an area doesn't mean you won't lose Awareness.
If you ever hit Lv. B, pump it back up with a Live or something.
The hit from S->A is stupid bad, but I think... full-member Live Stages (TL: 全体ライブ. Totally out of context, no idea what they're referring to. Guessing.) can keep this pegged at an S.
... Something like that.

100x more complex D: The original barely had any complexity to it at all...not like this.

It's just a bunch of small multipliers on top a base number. It looks complex, but it's actually simplicity in disguise, in my opinion.

I am interested in seeing exact numbers for how multipliers increase and decrease, though. In particular...
Rate of decrease (by hitting the appeal).
Rate of recovery (if you don't hit the appeal for a while).
Value multipliers are set to after a Memory or Burst Appeal.
Change of multiplier on Burst Appeal. (I think it's just 2x current.)
Percentage gain of Voltage

EDIT: Rule of thumb, by observation. On release, take 2 times your fans and add 10 times your high score (optionally, add like the 20% bonus from your fifth release or something). In four weeks, you will sell this many CDs, (near) worst case scenario.

EDIT 2: By the fifth week, sales stop. Look for keeps.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 02, 2011, 09:46:07 AM
So I guess my current playthrough is going to end in horrible failure. I'm image level 16, around week 35 or so. and am on my third song and I'm not even in the top 20 yet.

I think I'll just wait for someone who knows what they're doing to upload.

At least I probably won't see hell training this time... but it's not like I will be able to make any fans.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 02, 2011, 10:33:58 AM
So I guess my current playthrough is going to end in horrible failure. I'm image level 16, around week 35 or so. and am on my third song and I'm not even in the top 20 yet.

I think I'll just wait for someone who knows what they're doing to upload.

At least I probably won't see hell training this time... but it's not like I will be able to make any fans.

Oh yeah, very important thing that the game doesn't tell you up-front:

You unlock harder sets of Auditions/Fes/Lives/Promotions etc by ranking in within top 50, and subsequently ranking in within 20.

So if you're looking to get the true ending, the easiest way is to get within top 20 before you even face RK (I did it on the 8th week on my 2nd playthrough). It's possible to get within top 20 by the 6th week at the earliest (basically the VERY FIRST TIME you see Dotop TV).

As the weeks go by it's harder to unlock the 20th-rank-and-above set of Audition/etc, so try and get this done as early as possible.

But even if you don't manage to do so, if you plan well you can still win the IA grand prix award as well as some, if not all, of the special category awards. Once you get within top 20, it's very easy to meet the 300,000 fans requirement for the grand prix award. It's the individual special category awards that'll really kill you (all 5 of them).

On my first playthrough, I realised in the best case scenario I could only get IA grand prix + 4 out of 5 special category awards. And this even though I made a number of scheduling mistakes like focusing on Revive when I should have been trying for Keeps to hit top 20 as soon as possible.

So I went for the Utahime Fes in the capital area so as to get the special NamKyara mascot, and walked away with IA grand prix + 2 out of 5 special category awards for a Good ending. Difference between Good and True ending is that in the True ending you get one more cutscene.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hamuzou961 on March 02, 2011, 10:39:54 AM
man i got licked by RK the first time and barely beat them the second time. hopefully things go better on my second play through now that i have a better idea of the game system.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 02, 2011, 11:38:18 AM
Oh yeah, very important thing that the game doesn't tell you up-front:

You unlock harder sets of Auditions/Fes/Lives/Promotions etc by ranking in within top 50, and subsequently ranking in within 20.

So if you're looking to get the true ending, the easiest way is to get within top 20 before you even face RK (I did it on the 8th week on my 2nd playthrough). It's possible to get within top 20 by the 6th week at the earliest (basically the VERY FIRST TIME you see Dotop TV).

As the weeks go by it's harder to unlock the 20th-rank-and-above set of Audition/etc, so try and get this done as early as possible.

But even if you don't manage to do so, if you plan well you can still win the IA grand prix award as well as some, if not all, of the special category awards. Once you get within top 20, it's very easy to meet the 300,000 fans requirement for the grand prix award. It's the individual special category awards that'll really kill you (all 5 of them).

On my first playthrough, I realised in the best case scenario I could only get IA grand prix + 4 out of 5 special category awards. And this even though I made a number of scheduling mistakes like focusing on Revive when I should have been trying for Keeps to hit top 20 as soon as possible.

So I went for the Utahime Fes in the capital area so as to get the special NamKyara mascot, and walked away with IA grand prix + 2 out of 5 special category awards for a Good ending. Difference between Good and True ending is that in the True ending you get one more cutscene.

How did you even manage getting in before RK? Is it mostly a combination of bought items for stat boosts from the previous run, or something else?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 02, 2011, 12:10:59 PM
How did you even manage getting in before RK? Is it mostly a combination of bought items for stat boosts from the previous run, or something else?

You need one of those super amulets that lowers the 興味rate (中) for two stats.

When you make your debut in the audition on the third week, equip stuff that focuses on those two stats. At the beginning of the audition, fire your memory appeal, make one of the two stats 1.50 (Dance appeals increase voltage for Visual, Visual increases for Vocal, and Vocal for Dance), and concentrate on that stat until you you hit Burst.

For your Burst Appeal make sure you use a character who gives you 1.30 (or at least, 1.19) for your SECOND stat (i.e. Visual if your amulet lowers the kyoumi rate for Dance and Visual, Vocal if it's Visual and Vocal, Dance if it's Vocal and Dance). Pump the rate up from 1.30/1.19 to 1.50, focus on that stat until burst, rinse and repeat.

You should be able to get about 20,000 points using this method.

Anyway, after the debut audition, do the following:
Week 4: Paid Promotion + Lesson
Week 5: Paid Promotion + Lesson
Week 6: Audition/Live on the area you went to for Paid Promotion in week 4 (to try and get two pink Awareness areas and a better high score - over 30,000 if you want to get into top 20 right away; I got 25,000).

You should get into the top 50 AT LEAST in Week 6. Actually the wiki states that it's possible to get within top 20 right away either on Week 6 or 7, but I didn't manage to pull it off

Week 7: Live to try and for a Keep; if possible pick an audition area with reporter 小柴 徹. This provides a boost for lesson results.
Week 8: Lesson + Super Lesson
Week 9: Lesson + Super Lesson
Week 10: Vs RK, 小柴 徹 leaves at the end of the week

Because I didn't get into Top 20 right away, I did Lives during Week 7 and 8, and got into top 20 in the 8th week.

Source: http://www44.atwiki.jp/idolmasterim2/pages/40.html
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hamuzou961 on March 02, 2011, 12:42:05 PM
does it take a few weeks for your newest single to show up on the charts? also, i have trouble getting the Revival bonus becuase I cant change my song during auditions.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 02, 2011, 04:02:20 PM
does it take a few weeks for your newest single to show up on the charts? also, i have trouble getting the Revival bonus becuase I cant change my song during auditions.

4 weeks after announcing it.

I had that problem too. Try doing a Live/Fes first to change it to the one you want.

Not confirmed, but I think maybe local auditions don't allow you to change it, but national does. Give it a shot and see if it works.

Edit: okay, it looks like you can't change songs in Auditions/Live/Fes the moment you announce a new single. You're stuck with it until after it's released.

*****

I just managed to get a Revival for the first time ever (unlike what I previously thought, they do properly indicate that it's a Revival), halfway through my second playthrough. So it's definitely tough. It happened only after I did the song in auditions two weeks in a row - maybe the lucky stars are accumulative.

Also, make sure you equip items accordingly. Equip a set to increase chances of lucky stars appearing. Equip your best items if you're going for hi-score.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sakura on March 02, 2011, 11:17:06 PM
So I guess my current playthrough is going to end in horrible failure. I'm image level 16, around week 35 or so. and am on my third song and I'm not even in the top 20 yet.
Keep in mind your 4th song will sell better than your 3rd and your 5th will sell better than your 4th. Even if you aren't there yet, you could do it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 03, 2011, 12:05:15 AM
Oh man, I barely won that National, the appeal saved me at the end (I was 3/100 n the second-to-last note).

Would it not be wise to cram National auditions (just like the original game) in the 4 weeks of a new song?

You need one of those super amulets that lowers the 興味rate (中) for two stats.


What was the name of the amulet? I'll probably aim for collecting them all.

Also, is FIRE BALL a rigged match? I'm really having issues with it, even with image level 16.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: meltdowner on March 03, 2011, 03:31:41 AM
Also, is FIRE BALL a rigged match? I'm really having issues with it, even with image level 16.

I just beat it with image level 12. The amulets that decrease the 興味rate for two stats (にくワン and リンカモ) really, really help. Unfortunately, I wasn't able to break top 10. The ranking system is hard to get used to.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 03, 2011, 03:44:27 AM
I just beat it with image level 12. The amulets that decrease the 興味rate for two stats (にくワン and リンカモ) really, really help. Unfortunately, I wasn't able to break top 10. The ranking system is hard to get used to.

I literally JUST beat them, 30904 vs. 29700, buuuuuuuuut I actually think losing to them is a GOOD idea, because then the game will loop week 53 again, forcing you to do hell training, which adds to lessons. So, basically, I don't need to grind to image level 16 like I did, as it's possible to reach image level 16 by forcing the game to loop.

It's seriously broken, but whatever, I'm not complaining.

By the way, I was using amulet Pizzaman suggested, which wasn't all that useful here.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: airgeneralpong on March 03, 2011, 04:38:16 AM
Can anyone please tell me, I have some questions;
1) How can I unlock Ryugu Komachi clothes and Ritsuko?
2) How many clothes shops are there, and how to unlock those shops?
3) How can I gain the other rewards from Idol Academy?
4) Is there a way to edit the song singing in S4U mode similar to L4U ?
Thank you.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 03, 2011, 05:26:49 AM
I literally JUST beat them, 30904 vs. 29700, buuuuuuuuut I actually think losing to them is a GOOD idea, because then the game will loop week 53 again, forcing you to do hell training, which adds to lessons. So, basically, I don't need to grind to image level 16 like I did, as it's possible to reach image level 16 by forcing the game to loop.

It's seriously broken, but whatever, I'm not complaining.

By the way, I was using amulet Pizzaman suggested, which wasn't all that useful here.

Why do you need Lv 16 though? You can get an A with Lv 14 (which is what I did on my second playthrough, which I finished with AASSS, overall producer ranking S).

The thing about looping is that the game tracks the number of times this happens. 0 times = S, 1 time = A, etc. It's one of the five criteria when evaluating your Producer Rank.

Those three amulets, にくワン, リンカモ and あわんこ, are seriously the best amulets in the game. The strategy I use in general is to train my unit in ONLY the 2 stats that correspond to the amulet, and equip clothes and songs that only boost those two parameters; with an emphasis on the second parameter.

In the case of あわんこ which affects the Vocal and Dance parameters, this means getting your Dance parameter as high as possible, and then get Vocal up a decent amount. When in Audition/Fes/Live, start with a memory appeal to get every parameter's rate to 1.10, and then do a couple of Vocal appeals to get Dance to maybe 1.30 there around (you don't want to spend too much time doing Voice Appeals, as Dance appeals are your primary weapon). Then just keep doing Dance appeals until Burst Appeal is available, and use a character whose burst appeal mode mostly corresponds to the parameter you didn't pump!

Burst appeals ignore your parameters and give you Unity X 興味rate. So if your strongest parameter is Dance, and you've been doing Dance appeals the whole time, your Visual interest rate will be at 1.50 - which you can cash in with a character that gives you 5 or 6 burst appeals with that genre. Miki gives you 5 Visual, Chihaya gives you 6 Vocal, Yukiho gives you 6 Dance, and Mami gives you 5 Dance bursts.

Then after a burst appeal, use a memory appeal to get everything back to 1.10, rinse and repeat.

Refer to the table here for more info: http://www44.atwiki.jp/idolmasterim2/pages/34.html

With that strategy, in general I only need to use 2 memory appeals per audition/live/fes. To get a good high score, when you fill your voltage gauge for a second time, do not burst appeal yet. Save it for near the end of the song and burst at the last few appeal chances.

The aforementioned strategy mostly works for Live and Auditions, not so much for Fes. But if your parameter is high enough, you can just keep doing appeals of one genre and get like 300+ score per appeal. That was what I did and, at lv 14, and even though I let Jupiter burst twice (or was it once, can't remember), I still beat them by a couple thousand points without even using up all my memory appeals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 03, 2011, 05:38:20 AM
Why do you need Lv 16 though? You can get an A with Lv 14 (which is what I did on my second playthrough, which I finished with AASSS, overall producer ranking S).

The thing about looping is that the game tracks the number of times this happens. 0 times = S, 1 time = A, etc. It's one of the five criteria when evaluating your Producer Rank.

Because I listen to 2ch trolls!!

I'll try your beginning strategy this time.. I really don't understand how people are expected to beat this game without resorting to a guide.

I didn't realize it kept track of the looping.. not surprised.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 03, 2011, 05:50:13 AM
Because I listen to 2ch trolls!!

I'll try your beginning strategy this time.. I really don't understand how people are expected to beat this game without resorting to a guide.

I didn't realize it kept track of the looping.. not surprised.

The problem with this game is that it just didn't tell you a lot of things upfront. Only halfway through my first playthrough, at abut week 28 or so, did I realise that getting into top 50 and subsequent top 20 lets you unlock harder auditions - which are obviously necessary if you want to get all the awards. Seriously, if they told me that you can unlock harder auditions this way - I thought as the weeks go by they will naturally unlock - I would have realised that you need to get to top-20 as soon as possible; not just at week 36.

Anyway, despite realising that late, I was still able to finish my first playthrough with the IA grand prix award and 2 out of 5 special category awards. I could have gotten 4 out of 5, but since I can't get them all I decided to just grind for money and get the special Namkyara amulet instead. Overall producer rank was B though, a little disappoint (I finished the game with Lv12... didn't know it played a part in the overall producer rank!)

Besides, even if you get into the top-20 within the first 10 weeks, it doesn't mean the rest of the game is a cakewalk; it isn't. Because you still have to do a lot of lessons to get to the point where you can clear the Lv8/10 national auditions. In the meantime, you won't be able to raise the Awareness levels of every area simultaneously just because you can't clear the national auditions - leading to huge drops in number of fans ever week.

Suffice to say, on my second playthrough by the time I cleared the special conditions for all IA awards, I was left with only one extra week to do whatever I want (did lessons to level up from 13 to 14). It was too close for comfort; I almost thought I wouldn't be able to make it! If the game decided to not grace my unit with that reporter who gives you extra fans, I would not have achieved a true end in my second playthrough (and looking back, if I did the same thing and went for that reporter, I would probably have achieved a true end in my first playthrough).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 03, 2011, 07:08:44 AM
So, just wondering...

With the dump -> Danketsu strategy, what's the general breakdown of your scores (as in total score, points from combo bonus, points from burst appeal)? It'd be great if these numbers would assume a full Perfect combo, but eh...

Also, numbers for Revival? I assume it continues the same 1.00 -> 0.75 -> 0.50 -> 0.25 -> 0.00 trend.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: airgeneralpong on March 03, 2011, 07:26:10 AM
Can anyone please tell me, I have some questions;
1) How can I unlock Ryugu Komachi clothes and Ritsuko?
2) How many clothes shops are there, and how to unlock those shops?
3) How can I gain the other rewards from Idol Academy?
4) Is there a way to edit the song singing in S4U mode similar to L4U ?
Thank you.
Anyone, please...  :(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 03, 2011, 08:28:24 AM
ok, so I managed to get myself into the Top 50 on week 8, but there's no way I'm getting into the Top 20 at this point, without grinding for amulets. So it's settled, I'll just grind Festivals for money on this run.

Yes, I'm going to use an entire playthrough to grind for money, but it beats resetting.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 03, 2011, 06:47:50 PM
ok, so I managed to get myself into the Top 50 on week 8, but there's no way I'm getting into the Top 20 at this point, without grinding for amulets. So it's settled, I'll just grind Festivals for money on this run.

Yes, I'm going to use an entire playthrough to grind for money, but it beats resetting.

If you want to, make sure you don't get too crappy a rating at the end of your playthrough. Otherwise your producer rank can actually drop.

Also, on your second playthrough onwards you can leave auditions/lessons to your idols (don't have to play them). Whether you beat auditions or not depends on your high score. (45,000 is enough to beat the utahime/utaouji audition which pretty much means you can beat just about all of them except for VESPERIA which takes like 65,000).

But if you leave stuff to your idols and always tell them to go at it with their full force, you'll find that they get tired eventually and have to use 1 week to recuperate at home.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on March 03, 2011, 07:24:16 PM
Kirbysim, can you say exactly what you mean by 'True' ending? I am afraid I do not understand. I am still working on my How To Play, and want to get terms correct in it.

What does True ending mean? what are the exact requirements?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 03, 2011, 07:46:47 PM
Anyone, please...  :(

Can anyone please tell me, I have some questions;
1) How can I unlock Ryugu Komachi clothes and Ritsuko?
2) How many clothes shops are there, and how to unlock those shops?
3) How can I gain the other rewards from Idol Academy?
4) Is there a way to edit the song singing in S4U mode similar to L4U ?
Thank you.


Sorry, I saw your post while eating but I forgot to reply to it. -__-;

1) You need to have good communication with her and RK everytime you speak to her (or just at week 30/40, I can't remember). I unlocked her and the RK clothes the first time without even realising it, simply by picking the most polite response everytime... will have to get back to you on what the responses are though. It's somewhere on the Japanese wiki I posted.

Once you unlock Ritsuko for quintet live, finishing that playthrough will give you the RK costume.

2) Two shops. Lucky Rabbit and BK Maniac. If you buy enough stuff from Lucky Rabbit/visit Lucky Rabbit enough in one playthrough (not sure which) you will unlock BK Maniac in the upper center area. It's two tabs to the left of the capital/Lucky Rabbit area.

3) Have 100,000 (10万) fans in one area to unlock the 歌姫・歌王子 Fes. Clear that to unlock the the special award for that area. There are 5 special awards (Snow White, Forest Green, etc) meaning there isn't one for 首都/capital.

However, if you get 100,000 fans in the capital area there is also a 歌姫 Fes there. Clearing that will give you the chance to buy the Namkyara Dancho omamori (Namco Character leader amulet) for 50,000yen.

Is that what you mean by "IA special rewards"?

4) I'm producer rank 4 and I still don't have it, so I'm guessing, no.

You cannot


So, just wondering...

With the dump -> Danketsu strategy, what's the general breakdown of your scores (as in total score, points from combo bonus, points from burst appeal)? It'd be great if these numbers would assume a full Perfect combo, but eh...

Also, numbers for Revival? I assume it continues the same 1.00 -> 0.75 -> 0.50 -> 0.25 -> 0.00 trend.


I never recorded my auditions so I don't know the exact breakdown, but my total score from week 30 onwards is about 40~45,000. End game is 55,000.

Using that strategy I described, my Dance appeal gave me like 170 per appeal, and I use Dance to bump up my Visual to about 1.30, which gives me like 350 per appeal. During Burst the Vocal Burst with 3.00x is 1000~1200, can't remember.

Just make sure you hold your second burst until near the end of the song and you should get a high score easily. On my first playthrough there were times I couldn't clear the Lv10 National Auditions. But that was because I didn't use the Burst Appeal at the end to "extend" my score.

Don't know what the revival numbers are, but I've had it happened twice now. And each time it's always been roughly 1.00, 0.75, 0.50, 0.25.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 03, 2011, 08:03:57 PM
Can anyone please tell me, I have some questions;
1) How can I unlock Ryugu Komachi clothes and Ritsuko?
2) How many clothes shops are there, and how to unlock those shops?
3) How can I gain the other rewards from Idol Academy?
4) Is there a way to edit the song singing in S4U mode similar to L4U ?
Thank you.


1. I am not 100% sure that every step I am mentioning is required, just telling you what worked for me.
- You have to answer the questions asked by Ritsuko on week 8 and week 30 correctly.
- Between week 8 and week 30, make sure you invite all three 竜宮小町 members to your quintet live at least once.
- If everything goes well, you should be able to invite Ritsuko to your quintet live after week 30.
- I think they have to actually show up to your live to count.

2. 2 shops. Not sure how I unlocked the 2nd shop actually..maybe it has something to do with buying enough stuff from the 1st shop.

3. For EACH area except Tokyo, gain 100k fans, then win the 歌姫・歌王子 Fes that shows up.



Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 03, 2011, 08:09:48 PM

1. I am not 100% sure that every step I am mentioning is required, just telling you what worked for me.
- You have to answer the questions asked by Ritsuko on week 8 and week 30 correctly.
- Between week 8 and week 30, make sure you invite all three 竜宮小町 members to your quintet live at least once.
- If everything goes well, you should be able to invite Ritsuko to your quintet live after week 30.
- I think they have to actually show up to your live to count.

2. 2 shops. Not sure how I unlocked the 2nd shop actually..maybe it has something to do with buying enough stuff from the 1st shop.

3. For EACH area except Tokyo, gain 100k fans, then win the 歌姫・歌王子 Fes that shows up.


I can confirm you don't need to invite them to your quintet live between 8 and 30. The only time I ever did a quintet live in my first playthrough was at week 48, and I invited Ritsuko and Azusa.

The important thing is the communication part. I think if you unlock Ritsuko for quintet live you should be able to get the costume.

Kirbysim, can you say exactly what you mean by 'True' ending? I am afraid I do not understand. I am still working on my How To Play, and want to get terms correct in it.

What does True ending mean? what are the exact requirements?

From what I understand there are four endings. However, I've only seen the Good and True Ends:

Good End = Win the IA Grand Prix award + some of the special category awards (Snow White, Green Forest, etc)
True End = Win the IA Grand Prix award + ALL of the special category awards (Snow White, Green Forest, etc)

For the Good and True Ends, they're pretty much the same EXCEPT True End has one more cutscene after the credits finish, entailing what happens after you leave Japan for Hollywood.

Ending spoilers:
In Chihaya's case, it's that you come back after one year and takes her to Hollywood.
In Miki's case, she takes another flight to Hollywood immediately after seeing you off, and SOMEHOW makes it to Hollywood before you. She basically wants to be your lover/wife and be here with you all the time, so you figure you might as well producer her in Hollywood.


******

The other two ends (let's call it Bad End and Normal End) happens when the following conditions are met:

Bad End = Don't win anything
Normal End = Win some of the special category awards (Snow White, etc)

I have never seen these before, so I can't comment on what they're like. But I hear that the Bad End is more commonly referred to as the "A Capella" end, and in the Normal End something happens to the producer's flight.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on March 03, 2011, 11:52:34 PM
Someone above asked about the Awareness and fans drop. The translation is correct. If awareness (the most smiling face) is not at the highest level, the number of fans in that area will drop.

Note that "number of fans" and "awareness" are not connected - you do not get a smile just because you have many fans. They are two different attributes.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on March 04, 2011, 12:27:08 AM
I have a question.

What are the correct things to say at 8 and 30 weeks to get the rival costumes? I got them, but do not know why, and want to tell others.

Oh I found them!


>→8週目「アイドル時代?」「すごく魅力的だから」
>→30週目「そうだよね」「アイドルに戻りたい?」
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 04, 2011, 01:12:03 AM
Is there any reason to continue a lesson if it's perfect + bonus? What's the difference between perfect and what does bonus add?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 04, 2011, 01:18:06 AM
Is there any reason to continue a lesson if it's perfect + bonus? What's the difference between perfect and what does bonus add?

Doesn't seem so. There's talk that once the bar is maxed out, that's it.

Perfect + Bonus just means it's maxed out I think. Since when you attain a Perfect lesson, it doesn't necessarily mean that the meter is maxed out.

Also there doesn't seem to be a difference between normal and super lessons.

************

Btw here's a video with descriptions on what you need to do to get to top 20 by week 8. If you don't know which are the three super awesome amulets you need, you can see it in the video.

If you don't have the right amulet just keep buying them. The better ones won't show up unless you keep buying crap ones. It's a fixed order for each separate area, I think.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 04, 2011, 01:56:57 AM
Thanks, that's going to save a lot of money now that I don't need to do Super Lessons unnecessarily.

Are there any unlockable songs in this, besides SMOKY THRILL?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 04, 2011, 03:17:28 AM
If you don't have the right amulet just keep buying them. The better ones won't show up unless you keep buying crap ones. It's a fixed order for each separate area, I think.

Actually they're based on prefectures.
If you want one specifically you should aim for auditions etc in a certain prefecture; you have some control over getting what you want.

Someone linked to this map before so I will use this one.
http://i.imgur.com/HvFea.jpg

The Vi one is in 14, Vo is in 20 and Da is in 36 at 27.9k money each.

Also, one could look at the prices; charms with similar effects have the same cost and charms who don't all have different costs.


There's also the list on the JP wiki for reference
http://www44.atwiki.jp/idolmasterim2/pages/15.html

[Edit]
Fix'd incorrectly associated stats and charms.
It was 3am when I was typing that  :|
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 04, 2011, 04:40:59 AM
Actually they're based on prefectures.
If you want one specifically you should aim for auditions etc in a certain prefecture; you have some control over getting what you want.

Someone linked to this map before so I will use this one.
http://i.imgur.com/HvFea.jpg

The DA one is in 14, VI is in 20 and VO is in 36 at 27.9k money each.

Also, one could look at the prices; charms with similar effects have the same cost and charms who don't all have different costs.


There's also the list on the JP wiki for reference
http://www44.atwiki.jp/idolmasterim2/pages/15.html

Thanks so much, I've already managed to get あわんこ and にくワン due to this. So glad they aren't random.

Nikuwan is really useful as I'm currently visual/dance.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 04, 2011, 05:28:16 AM
Even if you keep doing auditions in the same region you should just buy them all when you're there.

There are like, what, 8 prefectures in each region? I'm not sure if they randomly pick an amulet or if it's a fixed order. But in either case, buying all the crap stuff will ensure that you get the good amulets sooner, as buying a crap one removes it from the random pool/fixed order.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 04, 2011, 05:38:02 AM
They aren't random nor in a fixed order; if you win in Kanagawa you'll always be allowed to buy nikuwan and nothing else, unless you have said charm already.
If you do, you'll skip the shopping for souvenirs thing altogether and go back to the office directly.
When scheduling just look for a slightly raised marker, this marker indicates the prefecture the action takes place in.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 04, 2011, 06:12:17 AM
... ... oh yeah, you're right! Huh, interesting. I never realised that the map zooms in when you're picking an activity so you can figure out where you're going to be. :-0

Thanks for the tip!

Now it totally makes sense why they let you toggle event description on/off.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himoto on March 04, 2011, 06:41:36 AM
I have a scenario that has confused me...

To get a Break, it has to have been 10 weeks since the song was released if I am reading the info correctly. In that case, why in god's name did a single that I just got released appear with a Super Break symbol on it?

I haven't even done a Fes with this song!

I am assuming I'm reading something wrong here, but if I'm not then I'm even more confused. Anybody have a clue how I got myself this really nice surprise?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 04, 2011, 06:44:25 AM
... ... oh yeah, you're right! Huh, interesting. I never realised that the map zooms in when you're picking an activity so you can figure out where you're going to be. :-0

Thanks for the tip!

Now it totally makes sense why they let you toggle event description on/off.

Yeah. Make sure you figure out where your promotions are as you take them, and make sure you can identify it on the blocky map of Japan if you need to.

Alternatively, I just noticed that I went to Tohoku for a promotion, but forgot to check my prefecture before I went. However, at the bottom right corner of the screen, before I had to answer where the promotion was, the game told me I was at Iwate.

Someone might want to look into if there's a correlation between the place you go to before you have to answer and the correct answer, because I just guessed Iwate then, and was right. It seems too easy...

Someone above asked about the Awareness and fans drop. The translation is correct. If awareness (the most smiling face) is not at the highest level, the number of fans in that area will drop.

If you're talking about the translation I whipped up real quick, then that's a relief on my side. I was wondering about whether or not I was hammering those things down right.

Oh yeah, and...

The problem with this game is that it just didn't tell you a lot of things upfront.

... Played any SaGa games? They are notorious for this. ^_^;
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 04, 2011, 06:49:32 AM
I have a scenario that has confused me...

To get a Break, it has to have been 10 weeks since the song was released if I am reading the info correctly. In that case, why in god's name did a single that I just got released appear with a Super Break symbol on it?

I haven't even done a Fes with this song!

I am assuming I'm reading something wrong here, but if I'm not then I'm even more confused. Anybody have a clue how I got myself this really nice surprise?

Super break is different from break. It applies only to the song that is going to be released. According to the JP wiki, it seems to have a chance of activating if you managed to have a successful quintet live for that song during the 4-week preparation period of the song. I myself managed to get it to activate once and the song went on to sell over 2 million copies.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on March 04, 2011, 06:59:46 AM
Quick question.

I'm on about Week 30+ is it possible to cause a 'Revival' at this point? The first two songs are my song and Me ga Au Toki, with my unit currently producing 'shiny smile'. Also, how can I tell if a single has triggered any of these special statuses?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 04, 2011, 07:06:11 AM
Oh yeah, translation hints for anyone that needs it.

グー = Rock
チョキ = Scissors
パー = Paper

Quick question.

I'm on about Week 30+ is it possible to cause a 'Revival' at this point? The first two songs are my song and Me ga Au Toki, with my unit currently producing 'shiny smile'. Also, how can I tell if a single has triggered any of these special statuses?

I'd imagine you'd have to do an audition with one of your old songs (10+ weeks after release). If it's anything like getting a Break, there'll be a symbol in the little box on DOTOP TV (the one that tells you the producer and whether or not you can press Y to see a PV for the song) that'll say Revival or something.

Otherwise, you can just look for the song that jumped up in sales.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 04, 2011, 07:21:53 AM
... Played any SaGa games? They are notorious for this. ^_^;


Although iM@S2 evidently wants you to lose a few times and learn the game as you go along, I don't think it's anywhere near as difficult as SaGa games. I recall the developer saying something like "if the bosses can't kill you in a single hit, they're not bosses".

Anyway, I have all amulets suggested in this thread and I've been grinding promotions for money (and using lessons as a bonus, but going at full power) so hopefully my fourth playthrough will actually get me a good ending.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 04, 2011, 10:40:31 AM
However, at the bottom right corner of the screen, before I had to answer where the promotion was, the game told me I was at Iwate.

I use this.
It's pretty easy as well if you get  shown a prefecture and 3 names if you use a cheatsheet :|
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 04, 2011, 12:40:11 PM
Is there a list of all the reporters and what they influence somewhere?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 04, 2011, 08:40:10 PM
JP wiki has it. The game also tell/hint you what their effects are when you have a reporter on you.

安宅 純    increases voltage gauge gain
有明 仁    increases fans number by 40%
小柴 徹    increases lesson effectiveness
金丸 大蔵    increases money gain by 40%
山原 太郎    increases fans number and money gain by 20%
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hamuzou961 on March 05, 2011, 01:51:05 AM
almost done with my first playthrough. i dont think my rank will be that great... looking forward to the second run.

side note: the painting accessory looks ridiculous
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 05, 2011, 08:33:00 AM
Anyone know if Bursting and Memory Appeals really help your Hako-Yure level in Live Stages? If they give the same amount as regular appeals, I'd think you'd just be lowering the amount of beats you can Perfect, so I'd like to know.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 05, 2011, 03:28:27 PM
Is there any use of producer rank other than unlocking achievements?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hamuzou961 on March 05, 2011, 08:19:51 PM
Is there any use of producer rank other than unlocking achievements?

unlock items.
speaking of which, is there a list of unlockables yet? i know you get 961 outfits at rank 2.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 05, 2011, 08:38:52 PM
i know you get 961 outfits at rank 2.
Not true, you didn't perhaps produce dem fairies  when you got said rank now did you?

Pearls of Dragon and Ritsuko are obtained by picking the correct choices during story mode.
Smoky Thrill is obtained by clearing the game once.

[Edit]
And the 3 RK members

Those and that 50k charm are the only things I qualify as unlockables, the rest of the items in game are bought in the 2 stores and at the charm shops in every prefecture.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 05, 2011, 11:19:55 PM
I need some help, everybody. I'm on my first playthrough. My unit has just released their second CD (i) and for some reason, even though I have way more fans and maximum popularity in all areas, the sales have been much less than for my first release. Am I missing something? How can I increase sales? Thanks in advance
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 05, 2011, 11:34:53 PM
I need some help, everybody. I'm on my first playthrough. My unit has just released their second CD (i) and for some reason, even though I have way more fans and maximum popularity in all areas, the sales have been much less than for my first release. Am I missing something? How can I increase sales? Thanks in advance

What's your High Score look like?

I'd go for regular Lives to hit up Keeps. To summarize real quick...

Keep - Sales don't decrease that week. Do a Live with the song you want to do this with.
Break - Your latest release starts selling again. Do a Festa with your latest song, must be 10+ weeks since release.
Revival - Like a Break, except for older releases. Do an Audition with said song, must be 10+ weeks since release.
Super Break - Reports say doing a Quintet Live during the initial promotion period of a song will get you this. Your sales will increase dramatically.

Each time your CDs start selling, they'll decrease linearly for four weeks, then stop selling on the fifth. (Could be off by a week, though.)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 06, 2011, 12:34:34 AM
It's 16764. Should I keep going to Auditions/Lives/Fes-es for the next few weeks or should I go back to doing lessons/Promotions? (I'm currently at Image Level 6) And how long should I wait before trying for a Keep?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 06, 2011, 01:17:15 AM
It's 16764. Should I keep going to Auditions/Lives/Fes-es for the next few weeks or should I go back to doing lessons/Promotions? (I'm currently at Image Level 6) And how long should I wait before trying for a Keep?

If you wanna increase sales, then don't wait.

Your first week, sales will be their normal value. Next week, they'll be 75% of their initial sales. If you manage a keep this second week, the next week sales will be at 75% again, otherwise they'll drop like normal to 50%. I think you can see that Keeps have less and less effect the lower your sales are.

Also note think that you're not even guaranteed that one of these takes place on a successful Live/Fest/Audition - there's a random chance it'll happen, which gets better as you Perfect Appeal.

In general, nothing increases if you leave it alone in this game - you must prevent them from decreasing. The sooner you do it, the less you'll feel any cumulative effects.

KirbySim posted the formula earlier...
(The sum of: (fans x awareness / 2) + (4 x high score)) x (1st/2nd/etc. song bonus) x (sales decrease over weeks)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on March 06, 2011, 05:23:56 AM
By the wya, I'm wondering what the criteria are for the awards at the end? Since this is a gameplay related sort of thing after all...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 06, 2011, 05:38:25 AM
By the wya, I'm wondering what the criteria are for the awards at the end? Since this is a gameplay related sort of thing after all...

Err, get 100k fans in a region and beat the special FES x5
Total CD's sold >3 kk
That's all
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 06, 2011, 07:36:49 AM
Err, get 100k fans in a region and beat the special FES x5
Total CD's sold >3 kk
That's all

Yeah that's what you have to do for the special awards, 100k and beat special Fes x5.

But for the IA grand prix award what I heard was you need to rank in within top 10, and have total fans of over 300,000.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 06, 2011, 07:41:28 AM
Yeah that's what you have to do for the special awards, 100k and beat special Fes x5.

But for the IA grand prix award what I heard was you need to rank in within top 10, and have total fans of over 300,000.

Is this a rank in once, and you're good, or do you have to rank in Top 10 at the end of the game?

Special Fests... beh.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 06, 2011, 08:24:03 AM
Is this a rank in once, and you're good, or do you have to rank in Top 10 at the end of the game?

Think it's probably the latter but can't be sure.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 06, 2011, 08:44:30 AM
I don't think it matters. The 10万 festivals will vanish if the fans go below that amount, but it doesn't matter if you've already obtained them.

I'm pretty sure the grand prize is based on the amount of 10万 festivals you win, I managed to get 3/5 on my last run, along with the IA grand prize.

Edit: What I mean to say is, by achieving 3 IA awards, you will most likely obtain the IA grand prize (because if it's fan based, it'll be corresponding with the fans obtained during the process of obtaining the IA awards)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 06, 2011, 09:25:09 AM
Some observations...

... Are Super Lessons really just as effective as regular ones? I swear it seems like I get a little more from the super lesson than I do for the regular, and that's when both are maxed out. The biggest offender of this phenomena happened when I went from Lv. 2 -> Lv. 3 on the first lesson (regular), then from Lv. 3 -> Lv. 5 on the second right after it (super lesson). I suppose the numbers could've just lined up right, but I haven't yet shook off that feeling...

About how many communications does it take to fill one Heart for a Memory Appeal? I can't remember how many it took for me to get the first, and there are the Secret Communications that don't tell you how well you did but still sometimes give you heart... Maybe five or six Perfects to a heart? Comparatively... ten Normals?

Is it just me looking up at my Voltage at the right time, but does it seem like your Voltage increases more when you switch appeals? Maybe it's affected by the multiplier? And about how many Perfects to a full meter? Around 40? How many Memory Appeals to a full meter? Around 4?

Is there scaling in place for songs without too many beats? (my song vs. Idolmaster 2nd mix) It looks like there could be, but...

Ranking in auditions and Hako-Yure for Lives... seem to be just based on your score? At first it looked like Hako-Yure was just Perfect Attack, but I noticed going for a high score with smarter Bursting increased what seemed to be the amount of Hako-Yure I could throw out in a single song.

Multipliers seem to increase at +3.25% (times current) or so, and decrease at -5% (times current) or so?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 06, 2011, 11:25:51 AM
Is there scaling in place for songs without too many beats? (my song vs. Idolmaster 2nd mix) It looks like there could be, but...

... Are Super Lessons really just as effective as regular ones? I swear it seems like I get a little more from the super lesson than I do for the regular, and that's when both are maxed out. The biggest offender of this phenomena happened when I went from Lv. 2 -> Lv. 3 on the first lesson (regular), then from Lv. 3 -> Lv. 5 on the second right after it (super lesson). I suppose the numbers could've just lined up right, but I haven't yet shook off that feeling...



This is the only thing I know for sure: Yes, there is scaling for different songs.

However, I've also found that your unit's mood affects the voltage increase rate too. Case in point: after losing to RK if you do an audition and don't use any memory appeals, you'll find that you won't be able to get to your second burst appeal (normally you would be able to).

Mood also affects genre interest increase rate, and the amount of bonus points that's added to normal appeals.

Super Dance Lesson and Normal Dance Lesson gave me more or less the same rate of increase with Perfect+Bonus gauge, the reporter, AND the Dancing mood thing. So I'm not sure in your case if it's just the numbers lining up or what. Which week were the lessons done on?

The rest of your queries I have absolutely no idea. To be frank, Lives are so easy there's no way you could fail with or without Burst Appeals. Although if you really need the extra Hako Yure the JP wiki recommended saving your second appeal for the end of the song (which will let you do 10 more appeals) - which you should really be doing in normal Auditions anyway to get the highest score possible.

I don't even use Memory Appeals anymore as I find that I can get a better score just by using normal appeals most of the time. I'll fire one off only if the Audition's initial interest rates are disadvantageous to me (i.e. 0.90 for Vocals and Dance if I plan on doing Vocals and Dance appeals).

Only obstacles in the game I'm not confident about clearing are the special Fes. Which I usually skip by picking アイドルにお任せ and 全力で to clear. As long as my high score for a song is over 45,000, they'll automatically clear.

Anyone found any good strategies for high score? My max so far on 3.5 playthroughs is about 55,000. You need 65,000 to have a chance at clearing VESPERIA with お任せ.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 06, 2011, 01:53:27 PM
I like to think that super lesson improves the mood of your unit better because you can have more attempts but that's a totally unconfirmed and unbased claim, still after a few lesson parts your idol will start talking and acting happy so meh.

Also, while it's true songs with faster beats give less points per appeal; if a song is faster it'll give less points "to balance it out".
NBGI messed up with this cause you can get more points by having a really long combo and the voltage gain for faster songs is just the same as slower songs per appeal, so you can sometimes squeeze out an extra burst.

Memory appeals aren't too interesting to use outside a FES imo, it's only worth it at the very start to raise interests when the combo meter is still at 0 and have a quick voltage gain, I don't think memory appeals are affected by combo bonusses so you'll be missing out several hundreds of points if you do one later on.
That or if you want to squeeze out one more burst at the very end but that's it for usefulness.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kiryogi on March 06, 2011, 02:17:37 PM
Speaking of improving moods. How do you deal with the more irrates moods? Like where one member is unhappy? or they're quarreling. Is it thru communications or they'll eventually go away? It seems like right before the major crucial story moments, they end up acting up somehow...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on March 06, 2011, 03:03:56 PM
Speaking of improving moods. How do you deal with the more irrates moods? Like where one member is unhappy? or they're quarreling. Is it thru communications or they'll eventually go away? It seems like right before the major crucial story moments, they end up acting up somehow...

It usually goes away after a while, but I do know that after being thoroughly wasted by RK during the Fes on Week 10 your unit's morale takes a nosedive for several weeks.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 06, 2011, 03:34:25 PM
Just spent 550k buying that aloha costume, I feel like I've been robbed even though it's probably the best dance costume in the game.


Only obstacles in the game I'm not confident about clearing are the special Fes. Which I usually skip by picking アイドルにお任せ and 全力で to clear. As long as my high score for a song is over 45,000, they'll automatically clear.

I have actually been manually doing 歌姫 festivals and one thing I've noticed is that your opponent will almost always memory appeal constantly once you've hit a certain score. I can't even win with the Sugamo amulet.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 06, 2011, 06:26:11 PM
Speaking of improving moods. How do you deal with the more irrates moods? Like where one member is unhappy? or they're quarreling. Is it thru communications or they'll eventually go away? It seems like right before the major crucial story moments, they end up acting up somehow...

Picking the right choice during night time after viewing the charts  (which you can choose whether to talk to your idols or not) can greatly increase the chance to improve the idol(s)'s mood on the following day.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 06, 2011, 06:37:24 PM


Anyone found any good strategies for high score? My max so far on 3.5 playthroughs is about 55,000. You need 65,000 to have a chance at clearing VESPERIA with お任せ.

I managed to get a high score of 63k during my last playthrough.

Increasing the third stat (usually with the super amulets, we tend to focus on 2 stats only) can greatly improve the burst appeal scores in late game because by then, your idols' 団結力 would be very high and according to p26 of the manual, higher 団結力 means higher burst appeal scores. I find that in late game, burst appeal scores make up about 40% of my total score compared to only 10-20% at the start.

Other than that, you can snag 安宅 純 reporter before challenging for a high score.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 06, 2011, 09:20:46 PM
Super Dance Lesson and Normal Dance Lesson gave me more or less the same rate of increase with Perfect+Bonus gauge, the reporter, AND the Dancing mood thing. So I'm not sure in your case if it's just the numbers lining up or what. Which week were the lessons done on?

My memory could be a bit fuzzy, but I know for a fact I skipped Lv. 4 entirely, and I'm almost positive I did it with a super lesson. I had the lesson reporter, and... two people humming, I think.

Thing is, I think... I've done the reporter/humming combo before on regular lessons, and not gone up a level immediately (can't remember). I may try today if I think it's worth it and if all those factors line up, but if you ever get three people humming/dancing/sparkling with a reporter, do a regular lesson, nail every norma without mistakes, and -don't- gain a level... then by definition, super lessons must give more.

This happened really early game, right after I released my first song (can't remember if it was the same week or if I hit another audition or something afterwards). I popped the reporter (on luck, totally didn't check) and immediately hit the lessons.

EDIT: Just did three people humming, reporter, Lv. 13. No miss clear, maxed + 2 norma. No level gain. Maybe earlier levels are easier to gain?

I have actually been manually doing 歌姫 festivals and one thing I've noticed is that your opponent will almost always memory appeal constantly once you've hit a certain score. I can't even win with the Sugamo amulet.

If that score is always the same, you think it's possible to creep up to that score towards the end of the Fest, then drop the bomb? And do they get more than three?

Also, if you go one-for-one on Memory Appeals, I think both sides still get net gain? Can the computer Memory Appeal faster than you (if you're aiming for Perfect Memory Appeals)?

For what it's worth, I think the one in the Southern area (Fukuoka/Kyuushuu)... happened around 13000 - 14000?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kiryogi on March 06, 2011, 10:05:56 PM
Picking the right choice during night time after viewing the charts  (which you can choose whether to talk to your idols or not) can greatly increase the chance to improve the idol(s)'s mood on the following day.

Speaking of that, what is the one game they're asking you to do when all 3 of them speak up? I know about janken and the whose voice guessing.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Picup on March 06, 2011, 10:24:04 PM
Speaking of that, what is the one game they're asking you to do when all 3 of them speak up? I know about janken and the whose voice guessing.

I'm not 100% sure, but is it the one where you're suppose to pick who didn't speak?  It might sound like all three, but one of them didn't.  Those were the only three games I came across...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 06, 2011, 10:33:45 PM
I managed to get a high score of 63k during my last playthrough.

Increasing the third stat (usually with the super amulets, we tend to focus on 2 stats only) can greatly improve the burst appeal scores in late game because by then, your idols' 団結力 would be very high and according to p26 of the manual, higher 団結力 means higher burst appeal scores. I find that in late game, burst appeal scores make up about 40% of my total score compared to only 10-20% at the start.

Other than that, you can snag 安宅 純 reporter before challenging for a high score.

OMG thank you so much for this!!!

Tried your advice and I managed to jump from 56000 to 71064 just because of that one extra Burst Appeal spurt at the end.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 07, 2011, 01:40:16 AM
I apologize if it seems like I'm concerning myself over little things, but...

... The overflow from a Perfect, a Normal, two actual Perfects, and a Secret Communication which was probably a Perfect (could've been a Good) got me one full heart. So, I'd say four Perfects will give you one heart, or very close. This means in eight or nine weeks, minimum, you can have three Appeals. You can wait for Secret Communications too, I've seen... four or so that give you heart (at week 51). Last one was at... around 45.

EDIT: Memory Appeals seem to give increasing meter if done in succession. The first gives you around 25%, the second will set you at around 65%. The third will give you the rest of the bar.

EDIT 2: Just something I'm thinking having done two Special Fests...

Against an opponent with more memories than you, if they're determined to memory bomb -> burst, I'm not sure if even Sugamo can stop them unless you happen to be sitting on a burst when they start (that way, you can fit in an extra voltage drop). And with Sugamo, if they burst once, that's pretty much it.

So, maybe the strategy is to try to fit in two bursts, while keeping your opponent to one?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Pizzaman on March 07, 2011, 07:57:33 AM
I'm pretty certain that in a high difficulty Fes, it's impossible to lock your opponent out of a Burst.
I think whatever the situation, they'll always manage to get one Burst in.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 07, 2011, 10:24:48 AM
I'm pretty certain that in a high difficulty Fes, it's impossible to lock your opponent out of a Burst.
I think whatever the situation, they'll always manage to get one Burst in.

Yeah, it will just spam memories, and because you can't see your opponent's memories, they can do it as many times as they like.

Also pretty sure that the opponent bursting relates to either your own score, or is done at a set time.

Here's the costume that cost me 550k.

(http://cdn-ak.f.st-hatena.com/images/fotolife/e/elixir68k/20110307/20110307192759.jpg)

More pics and stuff here (http://d.hatena.ne.jp/elixir68k/)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 07, 2011, 10:30:49 AM
Not sure if everyone knows already...If you do a memory appeal, then press LB and do a memory with a different idol consecutively, you get a duo appeal. And if you switch your third idol and do a 3rd successive appeal, you will get a trio appeal. Duo and Trio appeals provide large bonuses to the voltage meter and score. With the reporter and musha charm, you can max out the voltage meter instantly from zero with a duo appeal.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kiryogi on March 07, 2011, 12:18:11 PM
:o Didn't know about that actually and was gonna post my frustration...

Can't seem to beat Jupiter @ Fireball Fes @ all!!! I can't even get off one burst appeal. They keep murdering my voltage, which in the end gives me a dramatically lower score. Currently @ level 3 memories and lv16 image. What am I doing wrong! Oh and not just that, it always seem that the day of something bad goes wrong with the team chemistry. Like one feels worthless, or they quarrel ~_~


edit: I DID IT! EAT IT JUPITER! After grinding to lv4 memories and toying with duo/trio appeals, I finally beat them. At first trio didn't work, next time I tried 2x duo to keep them at bay and it ended in a 35000 to 30000. Pretty close... That said, I think I'm definitely gonna get producer rank D haha.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 07, 2011, 02:21:40 PM
I apologize if it seems like I'm concerning myself over little things, but...

... The overflow from a Perfect, a Normal, two actual Perfects, and a Secret Communication which was probably a Perfect (could've been a Good) got me one full heart. So, I'd say four Perfects will give you one heart, or very close. This means in eight or nine weeks, minimum, you can have three Appeals. You can wait for Secret Communications too, I've seen... four or so that give you heart (at week 51). Last one was at... around 45.

EDIT: Memory Appeals seem to give increasing meter if done in succession. The first gives you around 25%, the second will set you at around 65%. The third will give you the rest of the bar.

EDIT 2: Just something I'm thinking having done two Special Fests...

Against an opponent with more memories than you, if they're determined to memory bomb -> burst, I'm not sure if even Sugamo can stop them unless you happen to be sitting on a burst when they start (that way, you can fit in an extra voltage drop). And with Sugamo, if they burst once, that's pretty much it.

So, maybe the strategy is to try to fit in two bursts, while keeping your opponent to one?


For getting Memory Appeals, I've noticed that even though I get Perfect Communication all the time, there are times when I have to do 5 to level up, and there are times when I have to do 6 to level up (5th one gets me to an almost-complete heart).

When selecting a Fes, you can see in the description whether it says your opponent has a lot of memories or no memories, etc. Regardless, my strategy is still to use the same one I use for Auditions/Lives, pump all lessons into one stat, and just take my opponent down with sheer overwhelming scores, regardless of how many times they Burst. Although if there is a really difficult Fes I should really switch to Sugamo (but more likely I will just Omakase).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 08, 2011, 02:07:11 AM
For getting Memory Appeals, I've noticed that even though I get Perfect Communication all the time, there are times when I have to do 5 to level up, and there are times when I have to do 6 to level up (5th one gets me to an almost-complete heart).

Ah, okay. Maybe I missed one, or maybe Secret Communications can give you more. Maybe unit mood can change this as well?

Next run will likely be the experiment run for me.

Not sure if everyone knows already...If you do a memory appeal, then press LB and do a memory with a different idol consecutively, you get a duo appeal. And if you switch your third idol and do a 3rd successive appeal, you will get a trio appeal.

Oh crap, yeah. Aforementioned 25% -> 65% Voltage for consecutive Memory Appeals is assuming you do this.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 08, 2011, 06:51:57 PM
Only obstacles in the game I'm not confident about clearing are the special Fes. Which I usually skip by picking アイドルにお任せ and 全力で to clear. As long as my high score for a song is over 45,000, they'll automatically clear.

To add to this, with post-game accessories the image level only needs to be 8 for a guaranteed clear of the 歌姫・(ry Festival. I still have no idea how to actually beat them manually though.

By week 20 I had taken out my first special fes, and obtained image level 8. I'll probably never do another lesson this run.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 08, 2011, 07:51:46 PM
To add to this, with post-game accessories the image level only needs to be 8 for a guaranteed clear of the 歌姫・(ry Festival. I still have no idea how to actually beat them manually though.

By week 20 I had taken out my first special fes, and obtained image level 8. I'll probably never do another lesson this run.

Right. Do you remember which area's special fes was it that you cleared with image level 8? Was it the left-most or right-most area?

Cos even though it's the same 歌姫 Fes, each area has its own difficulty level. Left and right-most are difficulty level 7, followed by inner-left and inner-right which are 8, and then the center-most area is at level 9.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 08, 2011, 08:24:57 PM
Right. Do you remember which area's special fes was it that you cleared with image level 8? Was it the left-most or right-most area?

Cos even though it's the same 歌姫 Fes, each area has its own difficulty level. Left and right-most are difficulty level 7, followed by inner-left and inner-right which are 8, and then the center-most area is at level 9.

Left. I'll get the lesson reporter and level up for the others, I'm guessing I'll need level 14 or so for all of them?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: RitsuFan on March 08, 2011, 09:27:03 PM
For getting Memory Appeals, I've noticed that even though I get Perfect Communication all the time, there are times when I have to do 5 to level up, and there are times when I have to do 6 to level up (5th one gets me to an almost-complete heart).
Do you have cell phone bonus?

Cell phone bonus is bonus to gaining memory. watch, it will bubble when you get the "Perfect Communication" notice at end of communication.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 08, 2011, 09:33:03 PM
Oh... does cell phone bonus come only when you buy an idol's email address though?

Cos I didn't buy any.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kiryogi on March 08, 2011, 11:04:45 PM
Oh... does cell phone bonus come only when you buy an idol's email address though?

Cos I didn't buy any.

Yeah, the benefits of having their emails besides the extra pictures and communication is the bonus boost to memories.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 08, 2011, 11:31:56 PM
OK, finally took out the special fes third from the left. I don't actually know how to  take these things without just leaving my idols to it, but it required level 14 (I tried prior image levels as well).

So yeah, since the bottom right fes is unnecessary, I guess this is the hardest one.

Edit: Well, I managed to get all 5 festivals, image level 16, and even took a picture of my results screen... and only half paying attention, accidentally made a new producer over my current save. I think I'm done with this game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Saturos on March 09, 2011, 03:40:01 AM
OK, finally took out the special fes third from the left. I don't actually know how to  take these things without just leaving my idols to it, but it required level 14 (I tried prior image levels as well).

So yeah, since the bottom right fes is unnecessary, I guess this is the hardest one.

Edit: Well, I managed to get all 5 festivals, image level 16, and even took a picture of my results screen... and only half paying attention, accidentally made a new producer over my current save. I think I'm done with this game.

dude... that is outrageously lame.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hamuzou961 on March 09, 2011, 04:05:45 AM
To add to this, with post-game accessories the image level only needs to be 8 for a guaranteed clear of the 歌姫・(ry Festival. I still have no idea how to actually beat them manually though.

By week 20 I had taken out my first special fes, and obtained image level 8. I'll probably never do another lesson this run.

who was your team and what did you have equipped?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 09, 2011, 10:28:53 AM
who was your team and what did you have equipped?

Uhh... Hibiki/Yukiho/Makoto. I had the expensive headset, 550k costume, the あわんこ amulet and.. some other stuff that I can't recall and can't find out any more.

If anyone has a game save they could lend me, I'd appreciate it. I really don't want to reclaim those 55 hours.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 09, 2011, 06:03:04 PM
So I just got past the IA Nomination event thing, I have one song in the Top 2, and I'm at Image Level 12. I'm really confused about what I'm supposed to do to "win" the game. Are there specific events I'm supposed to pass?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 09, 2011, 10:38:44 PM
Does anyone have a list (or general idea, really) of all of the "rigged" Festivals in the game? Or is Vs. RK at Week 10 it?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Magenta Galaxy on March 09, 2011, 10:50:25 PM
Vs. Ryuugu Komachi (Week 10) - Forced Loss
Vs. Ryuugu Komachi (Week 21) - Must Win to Progress
Vs. Touma (Week ...34?) - Forced Draw
Vs. Jupiter (Week 54) - Must Win to Progress
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 09, 2011, 10:52:38 PM
Vs. Ryuugu Komachi (Week 10) - Forced Loss
Vs. Ryuugu Komachi (Week 21) - Must Win to Progress
Vs. Touma (Week ...34?) - Forced Draw
Vs. Jupiter (Week 54) - Must Win to Progress
Alright, thank you! :D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himoto on March 09, 2011, 11:46:20 PM
Got another two questions for y'all, if that's okay!

1. Is there a way of increasing the 'trust' level of Ryuuguu Komachi and Ritsuko for your quintet lives? I assume the playable idols you just have to constantly produce to raise their trust, but if I'm wrong I would appreciate an explanation on exactly how trust works.

2. Those little stars while you are getting perfect chains during auditions e.t.c. are used for increasing the chance of obtaining Keep, Break and Revivals, yes? If so, what would you guys recommend as the best amulet to increase the chance of getting these goddamn lucky stars?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 10, 2011, 03:35:18 AM
So I just got past the IA Nomination event thing, I have one song in the Top 2, and I'm at Image Level 12. I'm really confused about what I'm supposed to do to "win" the game. Are there specific events I'm supposed to pass?

... Aim for whatever ending you want.

Really Bad End - No awards.
Regular Bad (?) End - Don't get the Grand Prix award, but get others.
Good End - Get the Grand Prix award.
True End - Get all awards.

Grand Prix = One song in Top 10, 300k fans.
Others = Get 100k fans in one area, win a special Festival (you get one chance per area).

... I wonder if a sticky would be nice for this sort of stuff. Only if the first post is updated regularly, I guess...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 10, 2011, 03:54:16 AM
... I wonder if a sticky would be nice for this sort of stuff. Only if the first post is updated regularly, I guess...
I'll do my best to keep it updated ^^; But I can't follow half of the algebra-soaked complex info, and I wouldn't know how to put that up there, exactly D: Answered questions and such are cake, though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 10, 2011, 04:35:07 AM
Oh, holy crap! Wow... thanks.

And uh... sorry, I didn't really mean to pile the pressure on...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 10, 2011, 06:29:56 AM
Oh, holy crap! Wow... thanks.

And uh... sorry, I didn't really mean to pile the pressure on...
Actually, a bit of pressure is good ;) Keeps me motivated to keep it updated~

On that note, can I ask about the iM@S2 morning greetings? It seems that your idols come in, and you pick one of them (...for something), they say a little something, and you have a positive / negative answer choice...?

I know the morning greetings in iM@S1 were pure random choice, but what are iM@S2's? A general loose outline of them would be great, if no one minds :)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 10, 2011, 07:58:46 AM
The game makes an absolute distinction between good and bad answers and no matter what was said before, and no matter which idol you're talking to, if one gets the same answers to pick from, the same answer will have the same effect as everytime you pick that answer.

This makes it possible to make a complete list of answers grouped by the answers you can pick from.


Basically everything's either:

Selected char, member, member:
Mood + + + or - - - ; good and wrong answer
or
Mood + - - or - + +; or being nice or being mean to your speaking partner.



This also brings up an observation I posted some while ago on irc, namely the fact that knowing who to anger and who to be friendly to can cut down the time you're stuck at certain moods:
The short version's something like: be mean to happy people and be nice to angry people.
The fastest way to reduce negative moods is by having similar moodvalues between all characters.

I.e. after you lose to RK most people will be stuck with strained atmosphere the most common and the most logical and realistic way to patch this up would be by trying to make everybody happy.
In practice one would notice that this takes way to much time and might not even give the wanted results.

A better and more efficient way would be by reducing the distance between the 3 members by being selective mean to your sub members;
If both your members hate the leader you should alternate between picking the wrong answer for member 1 and 2 untill the distance between the 3 has been reduced or pick a good answer that raises everyones mood.

1 L 2
- + +
+ + -

In other words, alternate between being mean to 1 and 2, thus wrongly answering for member 1 will reduces distance between leader and 2 and increase the distance between 1 and 2
Continue but pick member 2 and repeat untill necessary.

For people who aren't fluent at japanese I would refrain from picking answers at the end of a day when the unit isnt at a positive mood, cause one might make everything worse.

I can get a perfectly compatible unit back to neutral from strained in 2 weeks (after losing to RK) and 3 weeks if they are compatible to some extent this way.

[Edit]
By 2 weeks; I mean the weeks one can actually influence something, sure you start with strained at w10 but you can actually do stuff counting from week 11, so the 2 weeks refer to week 11 and 12.
In week 13 everyone'll be at neutral again.
Don't worry if the danketsu meter changes to a different negative mood, it'll always be be better than a black one.
Continue focussing on who to anger and who to befriend.

[13:34] <k0sm0s> game logic
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 10, 2011, 08:43:51 AM
Well, that does kinda make sense...It seems like it would make better sense to just be agreeable with everyone, but it does kinda have its own logic to it XD I'll link that post on the top page, thanks :3

So, who counts as an "angry" idols? Chihaya, but who else? XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 10, 2011, 08:55:40 AM
So, who counts as an "angry" idols? Chihaya, but who else? XD

With angry idols I'm not referring to the personalities of certain idols, but to their current mood.

An angry idol is someone who's angry at another idol, sometimes there are 2 of them.
You need to pay attention to the idols at the beginning of the week, just look out for sparks etc or idols forming seperate groups in your unit.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 10, 2011, 11:22:39 AM
Does it matter if you isolated the sole idol who's happy/angry and pick the appropriate option (either +--, or -++)?

I've always just picked either the +++ option or the -++ one, and never really had any issues managing their moods.

Cos in real life, if you have someone who's isolated from the group, saying something that will make him/her happy and piss off the rest of the group, or something that pisses him/her off and makes the rest feel good, will only serve to isolate that lone wolf further, am-I-right?

How do you see the individual moods of each idol?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kiryogi on March 10, 2011, 12:49:25 PM
Does it matter if you isolated the sole idol who's happy/angry and pick the appropriate option (either +--, or -++)?

I've always just picked either the +++ option or the -++ one, and never really had any issues managing their moods.

Cos in real life, if you have someone who's isolated from the group, saying something that will make him/her happy and piss off the rest of the group, or something that pisses him/her off and makes the rest feel good, will only serve to isolate that lone wolf further, am-I-right?

How do you see the individual moods of each idol?

Don't think there is any way really outside of the Danketsu and how they react during the morning greeting. Well this was a good bit of insight. I've always tried to pamper the angry girl, but never thought about being mean to the happy ones. Hrm hrm.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 10, 2011, 06:02:11 PM
Does it matter if you isolated the sole idol who's happy/angry and pick the appropriate option (either +--, or -++)?

I've always just picked either the +++ option or the -++ one, and never really had any issues managing their moods.
Sure it might work but personally I dislike having to force a reset just to get a +++ all the time, but the reason why I posted that is because I'm convinced doing that is faster than fixing the mood by being nice to a specific or to all the idols.
I know juggling with mood is easy, especially for those of you who's been playing the game for a while but some people might have problems fixing the mood in the unit after RK and blame their sub-par highscores on that, btw you know who you are :|


Cos in real life, if you have someone who's isolated from the group, saying something that will make him/her happy and piss off the rest of the group, or something that pisses him/her off and makes the rest feel good, will only serve to isolate that lone wolf further, am-I-right?
[13:34] <k0sm0s> game logic
I know it doesnt really make sense cause technically by doing what I mentioned one would just create a 3-way war, but luckily there's no such mood in the game thus it can only get better if you do :|


How do you see the individual moods of each idol?
Don't think there is any way really outside of the Danketsu and how they react during the morning greeting.
This


A fully compatible unit at neutral mood in week 13 using only the morning choices.
(http://img402.imageshack.us/img402/9096/dsc00148hq.jpg)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 10, 2011, 07:57:24 PM
I managed to get neutral mood on week 12 just by picking the right choice during the night on week 11.
JP wiki already has a comprehensive list of the correct answers.
After finishing the game multiple times, I can say for certain you do not really need to care much about the morning choices. Just pick the +++ choice or the -++ choice. Picking the correct answer during the night is far more important. And you do not need to talk to your idols at night if their mood is neutral or positive.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 11, 2011, 12:02:51 PM
I managed to get neutral mood on week 12 just by picking the right choice during the night on week 11.
JP wiki already has a comprehensive list of the correct answers.
After finishing the game multiple times, I can say for certain you do not really need to care much about the morning choices. Just pick the +++ choice or the -++ choice. Picking the correct answer during the night is far more important. And you do not need to talk to your idols at night if their mood is neutral or positive.


Yeah, same. If you use the night-time communication and pick the correct answer (the list on JP wiki is non-exhaustive, there was one I had to figure out for myself), it takes 1, maybe 2 weeks top to get back to peak condition.

Anyway, for those of you who'd rather use the morning communication method, here's a list of the responses I've compiled so far (may have missed one or two):

OK。覚えとく    +++
ふーん・・・・・・  ---

気にするな -++
そうだよな    +--

ちょっと         
どうかと思うぞ -++ 
たまには、そういう
こともあるよ      +--

ムリ言うなよ -++  
いい考えだな  +--

うん、考えとくよ +++  
本当か?             ---

うん、わかったよ       +++ 
なんだ、そうか・・・・・・   --- 

わからないな  -++
よくわかるよ   +--

よし、いい感じだな!      +++
おいおい、空回りするなよ ---

そうか。
俺も同じ気持ちだよ。 +++
えっ。
そうなんだ・・・・・・       ---

期待はずれだよ・・・・・・ -++
考えはわかった         +--

そんなこと言うなよ  -++
そうかもしれないな  +--

そんなこと
言われると困る -++
それでも
いいじゃないか +--

やる気を感じるよ! +++
余計なことは
言わなくていいぞ   ---

そうか、安心したよ  +++
不安だよ                ---
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kiryogi on March 11, 2011, 08:47:21 PM
Curious. What are the facial icons for when you pick guests for the quintet lives? Seems like more you use them, less likely they're going to show up or something?

Also, did I have to include Ritsuko in a quintet live in order to unlock the Ryuugu Komachi outfits? I didn't see any unlock message after my recent playthru where I gave her the proper answers.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 12, 2011, 07:46:42 AM
Also, did I have to include Ritsuko in a quintet live in order to unlock the Ryuugu Komachi outfits? I didn't see any unlock message after my recent playthru where I gave her the proper answers.

I think you might. My friend (I assumed) chose the right answers for Ritsuko as he got to invite her to quintet lives, but didn't get the outfit. He did not invite her to a live though he could have. I did, and got the outfit.

Notes for myself, mainly: In ラブすね (... Lovey/Friendly-Outcasted?): 50 appeals to a full bar confirmed (from all multipliers at 1.00). With a single appeal, 37 appeals to a full bar. Appeals were done Dance -> Visual -> Vocal. No amulet that boosted/lowered voltage gain was equipped. No reporter, no mail boost. Song was i. Two bursts, i has at least 107 beats (plus however many you bypass with a memory appeal, and one for the memory appeal itself).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on March 12, 2011, 08:46:04 AM
Curious. What are the facial icons for when you pick guests for the quintet lives? Seems like more you use them, less likely they're going to show up or something?

Also, did I have to include Ritsuko in a quintet live in order to unlock the Ryuugu Komachi outfits? I didn't see any unlock message after my recent playthru where I gave her the proper answers.

The quintet facial icons rise on characters that you've played through.

Ritsuko unlocks by answering correctly, RK costumes unlock by clearing a 100k festival before week 30.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 12, 2011, 08:59:19 AM
Curious. What are the facial icons for when you pick guests for the quintet lives? Seems like more you use them, less likely they're going to show up or something?

Also, did I have to include Ritsuko in a quintet live in order to unlock the Ryuugu Komachi outfits? I didn't see any unlock message after my recent playthru where I gave her the proper answers.

Actually, the more you use them, the more they're likely to show up. You can "raise" their smiley faces - I did from green to yellow - by repeatedly inviting them.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 12, 2011, 09:02:11 AM
RK costumes unlock by clearing a 100k festival before week 30.

I can affirmatively say this is not the case. I didn't get one Special Fest last playthrough, but I got the costumes.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 12, 2011, 07:20:30 PM
... Aim for whatever ending you want.

Really Bad End - No awards.
Regular Bad (?) End - Don't get the Grand Prix award, but get others.
Good End - Get the Grand Prix award.
True End - Get all awards.

Grand Prix = One song in Top 10, 300k fans.
Others = Get 100k fans in one area, win a special Festival (you get one chance per area).

... I wonder if a sticky would be nice for this sort of stuff. Only if the first post is updated regularly, I guess...


All right, thank you for all your help.

I gotta say, I'm getting frustrated with the Festivals in this game. It seems like my rivals are outright cheating; midway through the song, they'll start spamming Memory Appeals and Bursts, so I can't build Voltage or get a decent score against them...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 12, 2011, 10:12:12 PM
More notes for me...

In the dancing lesson mood: 44 to a full bar on the first appeal, 45 on the second. It took the same 44 for the first bar whether going Dance -> Visual -> Vocal, or Visual -> Vocal. Lesson up moods don't give you increased Voltage for their stat, and neither do multipliers matter in Voltage gain. However, mood does influence Voltage gain (we know this already, though there are numbers now). With one Memory Appeal, it took 33 beats to a full bar. Memory Appeal Voltage boost isn't affected by these two moods, and a single appeal fills 25% of the meter. Also, picking the wrong choice before the audition did not affect the number of Appeals to the first full bar.

Love-Sune: 50 to full. Memory Appeal, 37 to full.
Dancing: 44 to full. Memory Appeal, 33 to full.

Memory Appeals take 6 beats, including the beat you fire it on.

Also, as a slow song, my song has 9 beats per Burst Appeal, as opposed to 10. You lose your last appeal.

Hitting a Good made the first bar take 46, so you lose around two beats every Good you get (since you get a Voltage drop instead of a Voltage boost). I think at certain combo counts, you might get a bit of a bonus to your Voltage.

I gotta say, I'm getting frustrated with the Festivals in this game. It seems like my rivals are outright cheating; midway through the song, they'll start spamming Memory Appeals and Bursts, so I can't build Voltage or get a decent score against them...

Try either Sugamo-chan (スガモちゃん) or Waranabbe the 10th (ワラなっぺぇ10世).

With Sugamo, the idea (I think) is to get a lead by holding them off with a few bursts until you're ahead. Then, hold on to a burst, and when they start spamming, start counter Appealing. The downside is if they manage a single Burst after all that, you're probably not winning. I personally don't find Sugamo very useful.

With Waranabbe, you just want to get two Bursts out, and only let your opponent get one. Elixir noted that enemy Memory Bombs only happen when either (a) you achieve some set score, or (b) when the song gets to a certain point (which one is unconfirmed, and this is from observation only). Remember you can duo/triple appeal for better return (per Appeal) by switching the appeal character between back-to-back Memory Appeals.

Alternatively, there are amulets that... give a hint as to what they do, but don't actually tell you. Fukunoshin's (ふく之進) ability is Voltage Shield. I can guess what this does, but I personally don't know for sure. I have yet to experiment with these.

EDIT: In case anyone needs it, the Japanese Wiki says you only need to memorize one expression for Janken. I haven't seen this mentioned yet, so here's why.

Suppose you know one of two things: (a) your opponent will throw Paper, or (b) your opponent will not throw Paper. In the case of (a), losing and winning is your choice. For (b), you know your opponent must throw either Scissors or Rock.

If your opponent throws Scissors, you win if you throw Rock, and you tie if you throw Scissors.
If your opponent throws Rock, you tie if you throw Rock, and you lose if you throw Scissors.

Therefore, if you throw Rock, you will not lose. If you throw Scissors, you will not win.

So basically, if you throw the thing that beats what you know your opponent will not throw, you cannot win. In this case, if I know my opponent will not throw Paper, throwing what beats it (Scissors) cannot let me win.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: hotsoup on March 14, 2011, 08:09:39 AM
All right, thank you for all your help.

I gotta say, I'm getting frustrated with the Festivals in this game. It seems like my rivals are outright cheating; midway through the song, they'll start spamming Memory Appeals and Bursts, so I can't build Voltage or get a decent score against them...

If you are on your 2nd playthrough onwards, you can let your idols handle the festivals themselves to save some frustration. All you need is a good high score (which you should have if you are planning to have high sales for your songs).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 16, 2011, 04:20:42 AM
I got my copy (after only a day! I never want to pay for slow shipping from HK again) I've been playing it all day ^^; This is so great. I love how easy it is to get into...the only thing I'm having issues with is 1: the evening talks/activities and 2: the idols' tension.

Now that my idols are actually in good spirits I'm avoiding those evening activities...XD

I have to ask, though. Is there any stat/sales benefit to changing your leader over the course of the game? I mean...storyline wise, I'm walking through this game blind XD So I'm not sure if that carries any sort of significance...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 16, 2011, 04:37:30 AM
I have to ask, though. Is there any stat/sales benefit to changing your leader over the course of the game? I mean...storyline wise, I'm walking through this game blind XD So I'm not sure if that carries any sort of significance...
Seeing as how the story actually starts from week 20 and the last chance you get for switching's a bit before that, there won't be any impact on the story.
Imo the game's just trolling you into making you think that mood and tension's something extremely important, though it's not really so.

Benefits 'eh?
Changing the mood back instantly I guess, though I never tried it myself.

Also, you won't get an idol specific achievement after clearing the game if you switched leaders, hurray.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 16, 2011, 08:06:54 PM
Seeing as how the story actually starts from week 20 and the last chance you get for switching's a bit before that, there won't be any impact on the story.
Imo the game's just trolling you into making you think that mood and tension's something extremely important, though it's not really so.

Benefits 'eh?
Changing the mood back instantly I guess, though I never tried it myself.

Also, you won't get an idol specific achievement after clearing the game if you switched leaders, hurray.

I think the last chance for switching leaders happens pretty late in the game, no? Could be wrong, but I sorta remember there being an opportunity to switch after week 41 when the IA nominations are announced and everything.

Anyway it sucks that you don't get an achievement if you switch leaders during a playthrough. At the very least they should give you the one for whoever's ending you get to watch.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 17, 2011, 05:14:55 AM
Also, you won't get an idol specific achievement after clearing the game if you switched leaders, hurray.
Nah, I got Haruka's achievement and she wasn't originally my leader. I guess it's just whoever you end the game with as leader.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Aya Kyunik on March 17, 2011, 07:49:14 AM
My god this thread is helpful.
Thanks to all you guys for the input, the Japanese wiki doesn't have some things I was looking for like the morning communication answers (or I didn't look hard enough...)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 17, 2011, 03:16:18 PM
Nah, I got Haruka's achievement and she wasn't originally my leader. I guess it's just whoever you end the game with as leader.

Stupid NBGI and their vague choice of words :|
So with Select X as leader and produce her to the end they really meant what was written litterally 'eh?
See any of X's ending would've been better imo.


the Japanese wiki doesn't have some things I was looking for like the morning communication answers

After a few months of gameplay every answer and its effect should come out naturally neways.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 18, 2011, 03:52:58 AM
Stupid NBGI and their vague choice of words :|
So with Select X as leader and produce her to the end they really meant what was written litterally 'eh?
See any of X's ending would've been better imo.
Well, let me just make sure this is it.
(http://i770.photobucket.com/albums/xx350/TweenDoriru/DSCN3202.jpg)
tremble in my lack of achievements

Also, though I've got the morning communications down pretty well, is there a complete list for the evening ones, or are those just random? A friend of mine gave me this link (http://www44.atwiki.jp/idolmasterim2/pages/53.html) but I haven't seen any of those come up in the evening at all, just using Mami's and Haruka's.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 17, 2011, 08:36:30 PM
Well, let me just make sure this is it.
http://i770.photobucket.com/albums/xx350/TweenDoriru/DSCN3202.jpg
tremble in my lack of achievements

Also, though I've got the morning communications down pretty well, is there a complete list for the evening ones, or are those just random? A friend of mine gave me this link (http://www44.atwiki.jp/idolmasterim2/pages/53.html) but I haven't seen any of those come up in the evening at all, just using Mami's and Haruka's.

Yea, that's the achievement alright.
Also the evening communication is for when the unit isn't in a positive mood, so most of the time one'd never even use that list.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 17, 2011, 09:51:59 PM
I have never played any of the iDOLM@STER games, though I may play Dearly Stars one day, and I have a question:  Is it okay for someone to start off with iDOLM@STER 2 without ever playing the original or Live For You! ?  I adore the characters and I constantly listen to the songs, so I would love to eventually play the game for real.  orz

The Japanese text itself isn't as much an issue with me because I can read some of it and I can always use the wiki to help me out.  And, of course, if all else fails -- trial and error!  =D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 17, 2011, 09:55:29 PM
I have never played any of the iDOLM@STER games, though I may play Dearly Stars one day, and I have a question:  Is it okay for someone to start off with iDOLM@STER 2 without ever playing the original or Live For You! ?  I adore the characters and I constantly listen to the songs, so I would love to eventually play the game for real.  orz

The Japanese text itself isn't as much an issue with me because I can read some of it and I can always use the wiki to help me out.  And, of course, if all else fails -- trial and error!  =D
None of the games are really connected at all, so it should be fine to start with iM@S2 (though it is a bit more complicated than iM@S1, each really has its own pros and cons, I've come to find out XDD)

Though, from my personal experience playing each game, I wouldn't recommend starting out with DS. It's not like any of the other games when it comes to the actual gameplay, and...it was pretty bad XD

I think that if you can read Japanese, you're at an advantage enough to play (I play it, and I can read more than I can actually comprehend XD). It's not too hard to get a grip on :)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 17, 2011, 09:57:45 PM
Ah, okay, then I should definitely order iDOLM@STER 2 along with a Japanese Microsoft Points card soon.  Very excited!  <3

Also that achievement is:
俺と春香。 = 天海春香をリーダーとして最後までプロデュースしました。
Haruka and I. = Haruka Amami was produced as Leader in the last minute.
SOURCE:  http://www.xbox360achievements.org/game/idolmaster-2/achievements/

My translation may be incorrect.

EDIT:  Oops, pasted the wrong achievement.  =D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 17, 2011, 10:34:42 PM
(http://i770.photobucket.com/albums/xx350/TweenDoriru/DSCN3202.jpg)
Also that achievement is:
俺と竜宮小町 = 竜宮小町の伊織、亜美、あずさをゲストに呼べるようになりました。
Ryuuguu Komachi and I = Was able to invite Ryuuguu Komachi's Iori, Ami, and Azusa as guests.

Err.. no, no it's not.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 17, 2011, 10:55:00 PM
Oops, you are correct I was viewing something else and pasted the wrong thing.  Haha.  *fixes it*
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 17, 2011, 11:34:20 PM
My god this thread is helpful.
Thanks to all you guys for the input, the Japanese wiki doesn't have some things I was looking for like the morning communication answers (or I didn't look hard enough...)

Yeah, they didn't have it because the responses are kinda straightforward to them, I guess. Although I wished there were more information on how picking who to talk to and selecting the +-- or -++ actually affects the unit's moods.

Still. This is a great improvement over the original iMAS where it was pretty much completely random, right? Or was it possible to pick the best communication choice based on some kind of rhyme and reason back in iMAS1?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 18, 2011, 03:30:46 AM
Still. This is a great improvement over the original iMAS where it was pretty much completely random, right? Or was it possible to pick the best communication choice based on some kind of rhyme and reason back in iMAS1?
I'm pretty sure it was always random XD The non-random greetings throw in a little extra pressure (like, say you need a -++ answer, but you're only given a +++ or --- answer, so what do you do?), so I wouldn't put them as a -full- advantage over the random greetings, but hey.

I admit, though, I like having no random choices before auditions, though, where you can't skip through the text or anything. Hooray for easy lip-reading game.

...What's the advantage/disadvantage of doing that right/wrong, by the way? It doesn't seem to actually have an effect on anything.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Ghift on March 18, 2011, 06:23:17 AM
Though, from my personal experience playing each game, I wouldn't recommend starting out with DS. It's not like any of the other games when it comes to the actual gameplay, and...it was pretty bad XD

I liked DS and managed to get through it though I was forever putting off Ai's story Ai please stop screaming at me, I started with it but then recently got SP. The gameplay is really different, to the point I think I may have cocked up my SP playthrough with the DS mindset. Lesson learnt. orz

I've never played any of the Xbox games, but if you manage to start with a portable game I'd make it an SP one first.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 18, 2011, 08:04:19 AM
I liked DS and managed to get through it though I was forever putting off Ai's story Ai please stop screaming at me, I started with it but then recently got SP. The gameplay is really different, to the point I think I may have cocked up my SP playthrough with the DS mindset. Lesson learnt. orz

I've never played any of the Xbox games, but if you manage to start with a portable game I'd make it an SP one first.
Hmm...well, as far as the iM@S games where you play as Producer, SP is the one I'd recommend starting with. You learn how to play the game well because it's easy :D iM@S1 is a lot harder than SP, and then iM@S2 is...well, in the middle, I'd say Though, I never had a problem producing in iM@S1, and my first iM@S2 run was a bad end XDD.

In general, even though the games would be out of order (not that it matters, none of them are connected anyway), I'd recommend going from SP to iM@S1 to iM@S2...and, I guess, throw in DS wherever, if you want to give it a go.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ikuto-sama on March 22, 2011, 05:43:48 PM
My first IM@S game was SP. It's a good game to start with because it's not too hard to understand, and even if you only know a little Japanese you can get by because there's English splattered on the menus everywhere. Communications and raising tension are usually the only hard parts for me, because sometimes I don't know what I'm saying. And there's plenty of info on the forums that can help you out with any of the IM@S games.

Since DS is different than the other IM@S games because it's from the idol's perspective, I wouldn't recommend it for your first IM@S game. Also the fact that it just isn't...as good as the others. I like DS, but it has new characters and until you know all of the 765 idols it might be a bit confusing.

I haven't played any of the 360 games yet. Wish I had a J360 to play them, but I'm broke. I have to wait until I'm able to get a job...1 1/2 more years! XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 22, 2011, 06:24:29 PM
I'm pretty sure it was always random XD The non-random greetings throw in a little extra pressure (like, say you need a -++ answer, but you're only given a +++ or --- answer, so what do you do?), so I wouldn't put them as a -full- advantage over the random greetings, but hey.

I admit, though, I like having no random choices before auditions, though, where you can't skip through the text or anything. Hooray for easy lip-reading game.

...What's the advantage/disadvantage of doing that right/wrong, by the way? It doesn't seem to actually have an effect on anything.

You get less points during normal appeals if you get it wrong, I think. Didn't really look into it but I felt that I was getting significantly less points per normal appeal when I got it wrong (could have been something else though)

Will investigate in my next playthrough.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 22, 2011, 07:35:07 PM
I've been playing a bit of Ellie's story and there are some parts which confuses me. But that's for another topic and I don't want to derail here.

I have a question, I apologized if it has already been asked before because I did not see this when I used the search function:  Does any of the DLC from the original game or Live For You! carry over in IDOLM@STER 2?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 22, 2011, 07:40:00 PM
Short answer: No
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 22, 2011, 08:16:25 PM
Haha, thanks, BT2.  I thought so, but it wouldn't hurt to ask.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 22, 2011, 08:32:32 PM
You get less points during normal appeals if you get it wrong, I think. Didn't really look into it but I felt that I was getting significantly less points per normal appeal when I got it wrong (could have been something else though)

Will investigate in my next playthrough.
thanks :D
I've been playing a bit of Ellie's story and there are some parts which confuses me. But that's for another topic and I don't want to derail here.

I have a question, I apologized if it has already been asked before because I did not see this when I used the search function:  Does any of the DLC from the original game or Live For You! carry over in IDOLM@STER 2?
Well, there are L4U DLC items in iM@S2...a school uniform (roughtime school or laughtime school or whatever it is), the "good sleep pajama", and then several of the default accessories are DLC from L4U (flower boots, pom-poms, baby accessories, etc.).

Nothing outstandingly awesome like Punkish Gothic, though. I bet they're saving that one for us to actually pay for. :(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 23, 2011, 02:36:57 AM
You get less points during normal appeals if you get it wrong, I think. Didn't really look into it but I felt that I was getting significantly less points per normal appeal when I got it wrong (could have been something else though)

Will investigate in my next playthrough.

Tell you one thing, it doesn't do anything for Voltage gain.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 23, 2011, 06:59:49 PM
I got my Japanese Xbox 360 in the mail today, so now I can finally play iDOLM@STER 2.  *happiness*
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Clear Blue on March 25, 2011, 05:10:53 AM
Vs. Ryuugu Komachi (Week 10) - Forced Loss
What?! No, wonder it doesn't work... :/

http://www.youtube.com/watch?v=Z6CkdxvCHfI
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Saturos on March 25, 2011, 05:00:54 PM
What?! No, wonder it doesn't work... :/

http://www.youtube.com/watch?v=Z6CkdxvCHfI

omg, ahahahaha.  :D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Maka on March 25, 2011, 02:21:12 PM
Is Yukiho/Mami/Yayoi still the sinking fleet/worst possible team stat-wise in the game?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 25, 2011, 02:52:15 PM
I got up to Week 6 and failed horribly at the Promotion, THE DEBUT, because I didn't understand the whole button pressing at first.  But now I understand it better so I can do better on my next Promotion.

But somehow when I turned off the game and re-loaded it, it brings me back to Week 4.  So that means I can redo THE DEBUT again.  =D  Hm, I have to figure out how to properly save my game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 25, 2011, 03:36:43 PM
Is Yukiho/Mami/Yayoi still the sinking fleet/worst possible team stat-wise in the game?

Sadly, yes and Yayoi's and Yukiho's bursts aren't exactly top tier either.
Mami has the 2nd best dance burst but it doesn't help with her stats.


The new invincible armada would consist of Chihaya as leader because of her excellent compatibility with other idols, her absurd total base stats of 71 and her excellent 6/2/2 vocal burst. One could also use her as a member cause that compatibility is great too.

And  2 out of these 3:
- Miki for her 2nd best base stats of 63 and decent 5/3/2 visual burst, has decent compatibility as leader or as a member.
- Hibiki has a tied 3rd place with Makoto for highest base stats, both having 62, and has a good compatibility as either leader or a member and has an excellent 6/2/2 dance burst.
- Makoto has good stats and her compatibility with other idols is better than Hibiki's but her 4/3/3 dance burst severely lacks in scoring potential.

By going with Chihaya/Miki/Hibiki one has the best multi purpose team in the game and doing story mode with any leader, Chihaya and Hibiki and by going with either the Da/Vi route or Da/Vo route one should theoretically net the best results.


I should add that compatibility is a neglectable variable and shouldn't really be taken in account in building units seeing as how it barely has any influence on the game.


[Edit]
The reason why Hibiki is a better choice than Miki is because there's only a 1 point difference on total stats between the 2 and because the difference in burst potential will influence once's score by a fair degree.
Because of her base stats of 71 Chihaya should technically always be a member of any unit, regardless of the chosen strategy.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 25, 2011, 09:10:54 PM
I got up to Week 6 and failed horribly at the Promotion, THE DEBUT, because I didn't understand the whole button pressing at first.  But now I understand it better so I can do better on my next Promotion.

But somehow when I turned off the game and re-loaded it, it brings me back to Week 4.  So that means I can redo THE DEBUT again.  =D  Hm, I have to figure out how to properly save my game.
Isn't autosave on by default? If it isn't, then...I do believe you just click "yes" / はい in the window that pops up after the end of each week.
(I have mine on autosave so I don't ever really worry about it XD)
The new invincible armada would consist of Chihaya as leader because of her excellent compatibility with other idols, her absurd total base stats of 71 and her excellent 6/2/2 vocal burst. One could also use her as a member cause that compatibility is great too.
couldn't they have boosted her base stat to 72?
I didn't know certain idols had good/bad compatibility? Which idols don't get along well with others?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: enigmaopoeia on March 25, 2011, 11:01:30 PM
Isn't autosave on by default?

Autosave is indeed turned on by default.  And mines is actually on, hmm -- I guess I don't mind missing a couple of weeks.  Eventually I'll get a hang of where is appropriate to stop playing.  orz

I didn't know certain idols had good/bad compatibility? Which idols don't get along well with others?

I'm not too sure if this is the correct area, but there is a Leader Reaction List in the iDOLM@STER 2 Wiki.  Depending on who is the leader, the members might have a certain reaction:

Chihaya:
- Favorable = Haruka, Hibiki, Makoto, Miki, Takane, and Yayoi.
- Generic = N/A.
- Doubtful = Mami and Yukiho.

Haruka:
- Favorable = Chihaya, Hibiki, Makoto, Mami, Miki, Yayoi, and Yukiho.
- Generic = Takane.
- Doubtful = N/A.

Hibiki:
- Favorable = Chihaya, Makoto, Mami, Takane, Yayoi, and Yukiho.
- Generic = Miki.
- Doubtful = N/A.

Makoto:
- Favorable = Chihaya, Haruka, Mami, Miki, Yayoi, and Yukiho.
- Generic = Hibiki and Takane.
- Doubtful = N/A.

Mami:
- Favorable = Haruka, Yayoi, and Yukiho.
- Generic = Makoto.
- Doubtful = Chihaya, Hibiki, Miki, and Takane.

Miki:
- Favorable = Chihaya, Haruka, Mami, and Yukiho.
- Generic = Makoto.
- Doubtful = Hibiki.
- No reaction = Takane and Yayoi.

Takane:
- Favorable = Chihaya, Haruka, Mami, and Yukiho.
- Generic = Hibiki, Makoto, Miki, and Yukiho.
- Doubtful = N/A.

Yayoi:
- Favorable = Chihaya, Haruka, Makoto, Mami, Miki, Takane, and Yukiho.
- Generic = Hibiki.
- Doubtful = N/A.

Yukiho:
- Favorable = Haruka, Makoto, Takane, and Yayoi.
- Generic = Chihaya, Hibiki, and Miki.
- Doubtful = Mami.

Would this be considered as a compatibility listing?
SOURCE:  http://www44.atwiki.jp/idolmasterim2/pages/19.html
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 25, 2011, 11:19:33 PM
Would this be considered as a compatibility listing?
SOURCE:  http://www44.atwiki.jp/idolmasterim2/pages/19.html
Pretty much.

Also a quick fyi, bursts are stronger near the end of the game, and is strongest when the glowing outline exceeds the black line, because it's dependent on the size of the danketsu circle and seeing as how it grows by an unknown value every week..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 26, 2011, 03:34:06 AM
Yeah, there's no tension to manage this time, so before where there were high stats/low character, and you had to get Goods on those characters to break even on Tension, now you just have high stats. Oh, and easy lessons.

Oh, game balance. You were so cool.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on March 26, 2011, 01:28:59 PM
Autosave is indeed turned on by default.  And mines is actually on, hmm -- I guess I don't mind missing a couple of weeks.  Eventually I'll get a hang of where is appropriate to stop playing.  orz

I'm not too sure if this is the correct area, but there is a Leader Reaction List in the iDOLM@STER 2 Wiki.  Depending on who is the leader, the members might have a certain reaction:

Chihaya:
- Favorable = Haruka, Hibiki, Makoto, Miki, Takane, and Yayoi.
- Generic = N/A.
- Doubtful = Mami and Yukiho.

Haruka:
- Favorable = Chihaya, Hibiki, Makoto, Mami, Miki, Yayoi, and Yukiho.
- Generic = Takane.
- Doubtful = N/A.

Hibiki:
- Favorable = Chihaya, Makoto, Mami, Takane, Yayoi, and Yukiho.
- Generic = Miki.
- Doubtful = N/A.

Makoto:
- Favorable = Chihaya, Haruka, Mami, Miki, Yayoi, and Yukiho.
- Generic = Hibiki and Takane.
- Doubtful = N/A.

Mami:
- Favorable = Haruka, Yayoi, and Yukiho.
- Generic = Makoto.
- Doubtful = Chihaya, Hibiki, Miki, and Takane.

Miki:
- Favorable = Chihaya, Haruka, Mami, and Yukiho.
- Generic = Makoto.
- Doubtful = Hibiki.
- No reaction = Takane and Yayoi.

Takane:
- Favorable = Chihaya, Haruka, Mami, and Yukiho.
- Generic = Hibiki, Makoto, Miki, and Yukiho.
- Doubtful = N/A.

Yayoi:
- Favorable = Chihaya, Haruka, Makoto, Mami, Miki, Takane, and Yukiho.
- Generic = Hibiki.
- Doubtful = N/A.

Yukiho:
- Favorable = Haruka, Makoto, Takane, and Yayoi.
- Generic = Chihaya, Hibiki, and Miki.
- Doubtful = Mami.

Would this be considered as a compatibility listing?
SOURCE:  http://www44.atwiki.jp/idolmasterim2/pages/19.html

Does anyone know if this compatibility thing is good for anything? Cos it seems like you can just randomly pick any three idols (and I pick them entirely based on stats and bursts) and manage the unit's moods just fine.

I'm guessing this compatibility thing come into play when you switch leaders?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 26, 2011, 10:21:25 PM
Rrrrrgh. These Feses.

I'm sorry for asking about this again. -_- I've unlocked one of the special Feses, and I cannot pass it, no matter what I do. I've tried using both Sugamo-chan and Watanappe the 10th. Neither seems to help at all. Even when the rivals don't spam memories, they raise Voltage about twice as quickly as my unit, and when they do Burst Appeals (which they get about three of every Fes!) they get about 10,000 points instantly. I'm seriously starting to wonder if this is even possible. I'm Image Level 13, by the way.

Sorry about the rant, I'm just frustrated. I'm still stuck on my first playthrough because I can't get past these D:
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 26, 2011, 10:23:48 PM
Have a decent highscore and let your unit handle it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 26, 2011, 10:29:52 PM
Don't you need to be on second playthrough for that?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 26, 2011, 10:33:36 PM
You sure do, I missed the stuck on first playthrough part.
Personally I wouldn't bother too much with complicated stuff on your first playthrough, you'll be wasting tons of time on stuff you'll be able to breeze through in a latter playthrough.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Shijou on March 26, 2011, 11:27:52 PM
Yeah, it seems like I'll be settling for the Good End this playthrough. Thanks for your advice :P
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 26, 2011, 11:54:17 PM
Yeah, it seems like I'll be settling for the Good End this playthrough. Thanks for your advice :P

... Some of the amulets whose effects aren't revealed by the game may help. I still have to experiment with some of those, though. Novem@s has been taking up my time instead of Im@s2. ^^;

I'm never really too sure about the whole, play the game and get uber-equipment for wrecking the game in later playthroughs thing. (Or rather, getting the best rewards is practically impossible unless you've got previous saves under your belt rather than pure skill.)

It's only a slight nagging, 'cause I can see why you would want equipment to play a part in the numbers game, but it still gets at me in terms of game design.

Autosave is indeed turned on by default.  And mines is actually on, hmm -- I guess I don't mind missing a couple of weeks.  Eventually I'll get a hang of where is appropriate to stop playing.  orz

I think you may have been hit with a continue. I think the game will rewind to certain checkpoints if you fail certain auditions/fests.

Does anyone know if this compatibility thing is good for anything? Cos it seems like you can just randomly pick any three idols (and I pick them entirely based on stats and bursts) and manage the unit's moods just fine.

I'm guessing this compatibility thing come into play when you switch leaders?

I think the page said that there were no gameplay effects that were observed, at one point in time (keyword being observed). Honestly, I think it's just flavor.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on March 27, 2011, 12:51:14 AM
Do the appeals (or burst appeals) during performances have any effect on the number of fans you get afterward, like they did in iM@S1 and SP?

I meant to ask that like a week ago and forgot. x_x
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 27, 2011, 01:58:38 AM
Does anyone know if this compatibility thing is good for anything? Cos it seems like you can just randomly pick any three idols (and I pick them entirely based on stats and bursts) and manage the unit's moods just fine.
I did mention basing teams based on compatibility's rather pointless because if there was an effect on the game it'd be neglectable.
Though it might be a fluke or a big coincidence but I have a harder time getting to any positive mood from neutral with a non-compatible team and I seem to drop more easily from neutral to a negative mood as well.
Keeping a positive mood is easy enough so even though it might or might not have an influence on dropping it, it would be pointless to try and meassure this imo.
Same thing for raising from any negative to neutral, you'll get out of it with 2 correct choices.


Do the appeals (or burst appeals) during performances have any effect on the number of fans you get afterward, like they did in iM@S1 and SP?
An interesting question, but the answer is no.
You'll get the exact amount of fans as mentioned when you're scheduling unless you use one of the two reporters that raise fan gain.


Also, something I've observed.
If you're aiming for a reporter or don't want a new one because you want to keep your current one:
Though normally the chance of succesfully getting the reporter in a region to notice you is random, the chance you get a reporter if the game gives you extra event after a song seems to be a lot lower:
- The game asks you if you want to do another encore after a live, if you select no you'll have a higher chance getting a reporter
- Your guests succesfully arrived for your quintet live, if they don't you have a higher chance to get a reporter
- You meet a Jupiter member after an audition, though random they will disrupt the chance to get a reporter.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Maka on March 27, 2011, 03:02:56 AM
What are some examples of good/bad compatibility? Do certain idols [coughchihayacough] not get along with anyone, or do certain idols go well together? [I was going to say Azusa and Chihaya if Azusa was still playable lol]
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 27, 2011, 03:07:11 AM
What are some examples of good/bad compatibility? Do certain idols [coughchihayacough] not get along with anyone, or do certain idols go well together?

Would this be considered as a compatibility listing?
SOURCE:  http://www44.atwiki.jp/idolmasterim2/pages/19.html
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on March 28, 2011, 12:47:05 AM
The response you give right before a live/audition/fest seems to only increase Danketsu.

Dance Appeal, Kirame Kirari, No reporter, Normal mood (not that it matters, as long as both were under the same conditions).
On a correct response, Normal x1.0 gave 100 points, Burst x3.0 gave 330 points.
On an incorrect response, Normal x1.0 gave 100 points, Burst x3.0 gave 327 points.
One can conclude that a correct response gives 1 point of Danketsu. Either that, or one can conclude that you take a 1% hit to your Burst score, which doesn't seem likely. I suppose you could test for that too, but I'm pretty confident in the first.

A previous experiment showed no difference in the number of Perfects to full Voltage.

Also, a little tidbit about Voltage gain and songs. i (140 BPM) took 44 beats to a full meter (Normal mood, no reporter), Kirame Kirari (180 BPM) took 57 beats (Normal mood, no reporter). Coincidentally or not, 140 / 180 ~ 44 / 57.

EDIT: Reloaded my save, tried again. It does not affect Memory Appeal gain (both were 43 to a full bar after the appeal), multipliers seemed to increase and decrease at the same rate. I honestly don't think picking the wrong choice affects anything at all, except a point of Danketsu.

One thing I've noticed is that the lower you run the multiplier, the harder it is to get it back up. I think at around x0.50 or so, the multiplier was increasing at a good +0.01 ~ +0.02 (okay, that's not good), while at the higher multipliers (above x1.00?), I was pushing +0.03 ~ +0.04.

EDIT 2: Okay, now I'm confused. What does Mail Boost do?

EDIT 3: Okay, here we go. Waranappe the 10th, Kashimashi: 57 Perfects OR Memory Appeal + 33 Perfects = Full. Same amulet, Mail Boosted Dancing: 57 Perfects OR Memory Appeal + 31 Perfects = Full. Maybe there's a really small Voltage boost you get, it's hardly noticeable if there is. Various old stuff deleted to save space and confusion.

Apologies if it just seems like I'm just too concerned over stuff that doesn't matter much... and dang this got long. Sorry.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on March 30, 2011, 10:43:15 PM
hello everyone^^ I'm new here and I'm kinda new with the 360 version of the game since I only have PSP before..didn't manage to play the xbox360 version of Im@s..

Finished my 1st playthrough with bad ending since I've been focusing on lessons like what I did on the psp though I'm happy I've beated jupiter with 52k score^^ since I've read here that jupiter throws 34k-42k score depending on how you fight them..now I've ended my 2nd playthrough trying to get a true ending but I only manage to pull 3 awards(3rd award pulled after beating jupiter) and the IA award..I guess I still don't have enough items to pull a good way around lvl 8 and 9 fes though I manege to pull my way out of the special fes's that I've won...I manage to beat it in unit lvl12 using project fairy costume, those star acc and smiley earring + anko amulet(please correct my spelling)..can't change the earring because it boosts 2 stats..anybody know the effect of kotori's headgear( I think that's the one that costs 700k+ in lucky rabbit store) and the tiara? I'm aiming for the 500k costume on my 3rd playthrough but I'm also thinking of getting those 2..now I'm wondering which I'll get first..

anybody knows the effect of kotori's headset? I know I'm very very far on getting those..and I think I'll just focus on the good ending for now and start aiming for the true ending when I have the right parts..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 31, 2011, 12:33:16 AM
Yasuko's incom and the tiara aren't really worth the money if you use the dual appeal route charms even if they're the best head accessories in the game.
Tiara  5 6 5. Best Vi headgear ingame, but way too expensive.
Incom 6 5 5. Best dance, and costs like 490k with a 30% discount.

Assuming one goes with the Da/Vi route it's more viable to use the 36k ballroom eyemask with its 5 6 2 stats, it should give pretty much the same results as the tiara.

The 500k/300k costumes in the game also aren't worth their cost.
The texture swap ones only have a total base stat of 14 whereas the best extends of their kind have a base of 17; 7 main+ 2x5.
The reason why the dance extend outfit isnt a viable option if you already play with Visual and/ or you're poor is because the Da/Vo route is the weakest one in the game out of the 3 specialised accessories strategies; Miki has a 5/3/2 burst whereas the other two can use Hibiki or Chihaya for 6/2/2.
Also, the strongest extends for the other two can be obtained for free.

[Edit]
Assuming one only looks at the total stats of every piece of gear the Vi/Vo route has the lowest amount of total statpoints because Vo doesn't have an extreme headgear with 6/5/5 stats.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on March 31, 2011, 02:33:04 AM
well..I'm using the DA/VO route and didn't have any problems beating fes and lives..fes though is a pain if I don't have at least 2 mem appeals since there are fes where your opponent uses an appeal if they saw your burst gauge nearing to max..I haven't got the amulet for the DA/VI yet so I'm holding my odds for the DA/VO one..

Just saw the Ryuugu Komachi outfit after my 2nd playthrough and I found that my DA/VO are already half way after the debut audition using the same set of accessories unlike my second playthrough usin the 961 outfits..I guess the incom is my friend since I'm using the DA/VO route..and I think any stat comination is nice depending on how you'll handle it..I don't find DA/VO to be weak..I just need some lessons to cover for the VI stat..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on March 31, 2011, 01:18:57 PM
oh yeah I wanna ask something..this might sound stupid or already answered but if I loose to jupiter during our showdown on fireball...how many weeks will be given before another showdown? and will my fan count return to it's original count if the week will be reverted after loosing to jupiter? I wanna see what's going to happen since I might use that to get some awards(I don't care about the producer rank for now)..I haven't loose to jupiter on my first and second playthrough and I'm currently in week 11 on my 3rd playthrough (got rank 18 in week 7 accidentally so I have to train to beat lvl 8 fes >.<)..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on March 31, 2011, 01:46:48 PM
Fireball's the one in week 54 right?
If it is you'll only get one, you'll be sent back to w53, and you'll be forced to do hell's training and, your fans will stay the same as before the showdown so you don't have to worry about deterioration.
Mood, stats and memories will be carried over but the stats and memories gained wouldn't exactly help one getting awards or achievements.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on March 31, 2011, 02:23:14 PM
i see..then I guess I better hit the publicity when it's available instead of hitting on promotions to gain some fans and memory..I find publicity to be available often so I keep getting it since it gives 9k fans and I can do one lesson afterwards..now I finally understand why it's there..if I don't want to go to any fes or live since I need training, I only need to wait for a week that had a publicity available..now i need to get that reporter that gives 40% or 20% additional fans to aid my fes/lives which I'll be guessing where and when it'll appear..

thanks for the help^^

EDIT: I've been doing publicities and I'm at week 16  now unit lvl8..I don't know what happened but I got automatic perfect communication 2 times on the TVCM publicity..dunno how it happened..I just lol'ed since I've used 2 weeks doing the same publicity getting auto perfect on both..I wonder if the 3rd time will be the same if it's still available..does producing all members of the unit in a certain area grant this? or random? I have produced the 3 in the same area before this happen so i'm assuming that's the reason behind the auto perfect communication..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 01, 2011, 07:08:05 PM
I think someone asked something similar a bit earlier, but...-what- is the deal with the "trust" or whatever between you and the other members of 765Pro?

Basically...how the heck do you get them to stop ditching quintet lives? :|

(Also, what exactly is the main contributing factor to CD sales? Sometimes before the 5-weeks-after-a-CD-release time hits, my CDs get stuck and won't go any higher in the charts)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 01, 2011, 08:56:18 PM
Basically...how the heck do you get them to stop ditching quintet lives? :|
Though it's random'ish, the chance they'll ditch is based on the smilies you see beforehand and there's not really much you can do about it.

(Also, what exactly is the main contributing factor to CD sales? Sometimes before the 5-weeks-after-a-CD-release time hits, my CDs get stuck and won't go any higher in the charts)
Sales only continue with a decent pace for 4 weeks.
Read up on breaks, super breaks, keeps and revives (http://forum.project-imas.com/index.php/topic,1136.msg23264.html#msg23264) for more info and the formula for sales (http://forum.project-imas.com/index.php/topic,1136.msg23554.html#msg23554)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 01, 2011, 09:42:17 PM
Though it's random'ish, the chance they'll ditch is based on the smilies you see beforehand and there's not really much you can do about it.
Ah, I thought maybe there was some secret way to adjust them XD I skipped out on doing quintet lives for a while thinking they'd level back up or something...I think they could've handled that idea better XD
Sales only continue with a decent pace for 4 weeks.
Read up on breaks, super breaks, keeps and revives (http://forum.project-imas.com/index.php/topic,1136.msg23264.html#msg23264) for more info and the formula for sales (http://forum.project-imas.com/index.php/topic,1136.msg23554.html#msg23554)
Ah, I thought there might've been a "simpler" secret to it (although, this does make a lot more sense now that I've actually been into the game a bit XD)

Although, in reading through it, Lives do give more individual-area fans than Auditions do, oddly enough...

I guess, fan-wise, it goes Fes > Live > Audition
and awareness-wise, it goes Audition > Live > Fes?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 02, 2011, 04:50:48 AM
Fan wise I'll go hit on lives..but if I have sufficient money, I'll hit Pub if available since it gives more fans then additional lesson afterwards..pretty quick to get that 100k fans needed but if I need money, I go for lives..if I'm really broke, I'll hit Fes..

oh yeah I'm also having the some problem in quintet lives..seems the others often have blue smilies..but they sometimes appear even if they have blue smiley..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: airgeneralpong on April 04, 2011, 02:59:05 PM
I have obtained the bad endings for 3 times now. (T_T)
Can anyone please tell me how to deal with these problems ?

1) Why does the idols skip their work in some weeks, eventhrough they are in a very good mood?
    How can I prevent such thing?
2) How can the National Audition that increase fans in every regions appear in the game?
3) How can I deal with large fan's decay rate? (how do I reduce the decay rate ?)

Thank you.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 04, 2011, 04:00:53 PM
1. You've been using auto-commands. Sure, it might've been just once and your unit might not look tired according to the circle, though rarely continueing with a full schedule after doing it once might or might not make your idol take a week off once in one of the following weeks to recover from fatigue.
If you've been abusing it it's your own fault :|
Imo it's best not doing auto-commands at all unless you really need it; special FES'es.

2. It's random just like every other command on the map but it seems the RNG takes the morning greeting in account as well to generate jobs; type and specifications. Reporters are fixed.

3. Keep a smily face up by doing job whenever it starts to turn green or blue, but personally I'm of opinion that if you aren't aiming for a max fans leaderboard ranking or hate nitpicky micro-management and don't want to think of complicated stuff, and just want a good end it's just best to not work on an area until you cleared a special FES for another area first; if you don't have many fans in an area you won't be losing much either.
Managing 2 areas at a time is much easier than 5 or 6.
Or you could go for national auditions whenever you see one, work hard by planning things ahead by balancing doing jobs for awareness and amount of fans.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 05, 2011, 11:04:28 AM
anybody already know how to win vesperia? that's the only fes that I can't win even if I used the "let your idols do it" command...I think we'll need it if we lack 40k fans or more on that prefecture by week 50..my highest score now is 62k and it seems like even using auto doesn't work..tried facing it in my own but what the hell, they can burst quickly..XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 05, 2011, 06:47:51 PM
Interesting article on danketsu on the atwiki.
Rewrote this post based on observation.

In case people forget why danketsu's important; it directly influences burst strength.


Start of the week +4 danketsu or +5 when in kashimashii state.
After beating RK, you'll get one evening of kashimashi and at the start of a new week it'll be back to neutral. region fan deterioration happens before the dotop ranking if you look at the menu, making me believe you acquire danketsu at the end of the week instead.

When tired you'll only acquire half the danketsu during the week.

1st week of new CD sales +2

Fan mail +5
You usually get fanmail randomly at times, but there are some that can be obtained by will.
You'll get some mail if you have 5000, 15000, 30000, 60000, 100000 fans or beat an utahime fes in any region.
Supposedly if you get too many fans at once for a specific region you'll only get +5 once; if you reach 15000 instantly and skip 5000 you'll only get +5


Scheduling
Every activity gives a base of +1 danketsu, this includes; day off, lesson, shopping, promotions and any stage activity.
Stage activities and promotions give you the chance to get another point of danketsu.
When your idol goes wakawakawaka you can get +1 if you answer correctly.
You get a +1 if you select the correct answer during the prefecture quiz.
Note. Supposedly you only get the highest value if you select 2 jobs; lesson+ promo with correctly answered prefecture =2 points, 2 lessons= 1 point
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 05, 2011, 09:45:47 PM
wow, I wonder how they figured that out o.o Thanks for the info, I'll add it to the top page in a bit~

A few mostly-irrelevant questions again;

1) What's the actual point of getting the region of a promotion right? I mean...I mostly aim to do it correctly but on some occasions I schedule promotions and forget to actually pay attention to what specific area it's in, and...well, it still lets you do the promotion, even if you get the area wrong.

2) Is there any actual merit to getting bad communications? The atwiki has answers for bad results on some of the communications on the character pages.

3) I don't have my units do self-lessons that often, but what exactly is the point of making them work at less than full strength? I use that option every time and there doesn't seem to be adverse effects...

4) Is there actually any way to tell when BK MANIAC is having a sale?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 05, 2011, 10:16:32 PM
1. Your idol seems to be irritated when you make them wait, so I guess it might influence mood/ danketsu though it needs confirmation.
2. Some people just like watching them because they might be interesting to watch/ put characters in silly situations. It's just for those who just want to go for that extra mile just so they can learn just a bit more about a character :|
3. It might or might not tire your unit out. They may take a week off out of the blue and you won't be notified beforehand.
4. They have sales? :|
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 05, 2011, 10:24:49 PM
Seems like I need to just keep focusing a bit more XD Oftentimes I schedule promotions like I do auditions and etc., and then don't realize I should've been paying attention to where it was at until after I close down the schedule XDD Thanks for the answers!

and yeah, BK MANIAC actually does have sales. I went there once and they had a 10% off one...not a lot, but better than nothing XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 05, 2011, 10:42:00 PM
and yeah, BK MANIAC actually does have sales. I went there once and they had a 10% off one...not a lot
I do recall BK acting funny after the kid said he turned crazy, not sure if it had anything to do with a sale or not because I didn't pay attention but I do recall having purchased a lot of stuff the week before, leaving the cranky old man with a good mood, though that may just be a coincidence.


Just noticed the first post has info :|

山原 太郎    increases fan numbers and money gain by 20%
I'd like to add that reporter Yamahara also seems to boost voltage gain. Not sure how much it differs from reporter Atake but it's still enough to get a 3rd butst with only 1 mem appeal.

Also, I recall reading somewhere that getting a bonus for a specific type of lesson raises something if your unit's in the corresponding specialised mood.
I forgot the details though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on April 06, 2011, 12:34:11 AM
Yeah I got the BK Maniac discount this one time too. Basically the designer of the shop BK was not around, so his shop assistant (in my mind, BK is a young, huffy designer and the shop assistant is his grandmother or someone who takes care of him) says she's giving you a deal since BK is not around.

I think someone asked something similar a bit earlier, but...-what- is the deal with the "trust" or whatever between you and the other members of 765Pro?

Basically...how the heck do you get them to stop ditching quintet lives? :|

To get your quintet members to not ditch, keep inviting the same 2 people over and over again. Over time you'll build their "trust" and raise their mood (the smiley-face indicator) from blue to green to yellow to pink.

How much you've produced an idol in story mode also has a bearing in the mood indicator. For RK members, the only way to raise them is to keep

Quintet Lives are a good way to earn money, awareness, and fans so do them often if you don't need to try for a Revival/Break/Keep!

This was covered in the Japanese wiki btw.

I think someone asked something similar a bit earlier, but...-what- is the deal with the "trust" or whatever between you and the other members of 765Pro?

Basically...how the heck do you get them to stop ditching quintet lives? :|

(Also, what exactly is the main contributing factor to CD sales? Sometimes before the 5-weeks-after-a-CD-release time hits, my CDs get stuck and won't go any higher in the charts)

Two main factors: you need a good high score, and you need a loyal fan-base (defined by Number of Fans X their respective Awareness Levels).

Decay coefficient and Xth single bonus (5th song has more bonus than 3rd song, 1st song has none) you can't control at all, so forget about them.

***

Once you set a high score / has built up a fan base, it's pretty much impossible to get them to near 0.

So I have a feeling that your problem has nothing to do with you doing something wrong. Seems more likely to me that you didn't realise your competitors on the Dotop charts ALSO sometimes increase their sales numbers over time. They also release new singles sometimes too.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 06, 2011, 11:19:37 AM
anybody manages to hit 140+ sales and reach top 1 on the ranking? been trying but it seems impossible to reach though getting top3 on the first 10 weeks is attainable..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 06, 2011, 11:22:26 AM
I haven't done it (highest I've gotten is 3 OTZ), but it has to be possible...isn't there an achievement for it? XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on April 06, 2011, 12:19:33 PM
anybody manages to hit 140+ sales and reach top 1 on the ranking? been trying but it seems impossible to reach though getting top3 on the first 10 weeks is attainable..

You basically need to achieve 2 Breaks/Revives with a single, er, single to reach the top at the end of the game.

My personal highest for one single is something like 240+ I think. And I had the top three spots back to back to back. Breaks and Revives, with the occasional dose of a Super-Break, are your best friends.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 06, 2011, 05:35:34 PM
You basically need to achieve 2 Breaks/Revives with a single, er, single to reach the top at the end of the game.

My personal highest for one single is something like 240+ I think. And I had the top three spots back to back to back. Breaks and Revives, with the occasional dose of a Super-Break, are your best friends.
No you don't, one is enough. Imo you don't need to worry about sales and position at all, it's not visible on the leaderboards so it's pretty much pointless. Or if you like recording your results you could take a picture with a camera or some screen recorder or so of your results.

This is the lazy "I don't like to plan and/or focus on pointless or annoying details" man's method
You can actually play like you want until week 48, never switched any songs and never gotten any special condition and just go for CD5.
The best part with CD 5 is that if you don't switch it it'll basically be the only CD(assuming you aren't delaying a new release) you'll be producing for more than 10 weeks in a row.
Why is this good?
By playing normally you'll be getting lots of stars by getting perfects or one could even use a set bonus. After week 48 or so keep doing FES's until you get a break.
Assuming you already had 130-145k sales on cd5 and you have 500k+ fans, your end value will at least double after 4 weeks of break.
Pointless story: The first time I got a break with CD5 was in my 2nd playthrough and it was after I beat Jupiter :|
So even if you have bad luck, you technically have up to week 54 for FES's but you'll only get the first week of break sales.
With 130-145k, you'll still have 200-225k or so.

Again, this isn't the best method, but rather the crudest and probably worst though easiest method because you don't need to micromanage, plan ahead, hope luck is on your side and/ or keep track of pointless details.

tldr; don't worry about special conditions up till week 48 if you're lazy or dont like to think too much.
Stick to the same song and keep doing FES's after it's been in the chart for at least 10 weeks.

I've always gotten a break in week 48-53 in all my playthroughs after my 2nd with song 5.

Also, there's in fact an achievement for getting dotop rank 1.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on April 06, 2011, 06:53:50 PM
Yeah you're right, you may or may not need to achieve 2 Breaks/Revives with a single CD to reach the number 1 spot at the end. It really depends on how many fans you've got, etc etc.

I think on my 2nd playthrough I didn't manage to snag the number 1 spot at the end of the game because after achieving a Break with my 4th single I was just 10,000 sales short of no.1 or something. My 5th single's total sales for the first 4 or 5 weeks failed to break that barrier too - and because I had delayed the release of some of my singles, I could not try for a Break for the 5th single.

But if you've got the right strategy, getting to number 1 is quite a cinch really. On my 3rd playthrough I got to no.1 way before week 40, and then I just focused on getting my other singles as high as possible so that I owned the top 3 spots.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 07, 2011, 12:45:00 PM
Here's a really odd question, but...I just want to know XD Has little to do with actual gameplay, but...

whenever I'm in S4U mode (haven't tried it in story mode, though it's probably the same) and use a duo for Smoky Thrill, there seems to be a bit of a glitch with the voices? Where the song goes:

(leader) Sayonara
(other) Otodoioide
(leader) Oh, saraba
(other) Awayokuba mata

Azusa's voice always cuts out to the other person's. Hibiki's does, as well, but...only with some idols...geez, this sounds crazy. Nonetheless, I haven't tried it with everyone, and it seems that...well, if everyone did it, it would've been noticed by now for sure.

(cue super-fuzzy rushed demonstration video (http://www.youtube.com/watch?v=GNioq7tY998))

Seems to be mainly an Azusa issue, but I was trying to make a video with Hibiki as leader and it happened. Small issue, but annoying.

So does everyone's game do this and NBGI is cutting corners?  :(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 07, 2011, 05:13:15 PM
You basically need to achieve 2 Breaks/Revives with a single, er, single to reach the top at the end of the game.

My personal highest for one single is something like 240+ I think. And I had the top three spots back to back to back. Breaks and Revives, with the occasional dose of a Super-Break, are your best friends.

I don't even know if I'm already using Break or Revive after a live..XD when I got another opportunity to perform, I often hit "duet" then select the song that is actually 10 weeks old..though seems like it doesn't work that well in my case..oh well..I'll just go focus getting the true ends..I'm after the story more than the ranking..hehehe and I think there's nothing special with it aside from getting an achievement unless there's an unlockable packed with it..after getting the true ends I'll go replay my Idolm@ster game..I'm still not finished with it..

Oh another thing..no more awakened Miki here or there is?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 07, 2011, 05:45:50 PM
Yeah you're right, you may or may not need to achieve 2 Breaks/Revives with a single CD to reach the number 1 spot at the end. It really depends on how many fans you've got, etc etc.
Assuming one aims for a true end, one should at least have 500k fans so I don't really think one'd need more than 1 break with cd 5 for first place.


[Edit]
It's possible to get 1st without using a special condition, got one a few days ago.


But if you've got the right strategy, getting to number 1 is quite a cinch really. On my 3rd playthrough I got to no.1 way before week 40, and then I just focused on getting my other singles as high as possible so that I owned the top 3 spots.
While it's commendable for doing so, personally I think it's a waste of time. After a few playthroughs one'd get sick of overplanning stuff so imo being lazy's a better option if one doesn't intend to aim for a leaderboard slot.
If one is aiming for a leaderboard slot, going for a true end's technically a waste of time because you'll be wasting weeks you could've used better.

I don't even know if I'm already using Break or Revive after a live..XD when I got another opportunity to perform, I often hit "duet" then select the song that is actually 10 weeks old..though seems like it doesn't work that well in my case..oh well..
Selecting a song for an encore doesn't influence much(anything at all?) and is just there for having a different video for leaderboards pvs imo.
If you succesfully obtained a special condition, it'll be marked accordingly on the dotop charts on the upper right part of the info pane.
You can somewhat measure how many stars you've obtained already for a song but personally I wouldn't bother too much with it; even if it says the song's very popular(すごい人気), you'll still need tons of stars

Oh another thing..no more awakened Miki here or there is?
No
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 07, 2011, 05:50:45 PM
I see thanks..^^
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: KIRBYSIM on April 10, 2011, 12:18:25 AM
You can somewhat measure how many stars you've obtained already for a song but personally I wouldn't bother too much with it; even if it says the song's very popular(すごい人気), you'll still need tons of stars

Hey thanks for this great tip!! Wow I don't know how many times I gave up on a Keep/Break/Revive because I thought it would just never come.

Oh yeah, btw have you ever seen a "Keep" status displayed in Dotop TV ranking? Or are Keeps just not indicated?

And yeah, I agree, it's a waste of time to go for the superfluous stuff unless you're trying to rank in... but it's still kinda fun and basically just mess around to see what I can do, as long as it doesn't take extra time to do it. Like for instance there's no good reason to touch Vesperia at all, but I'd attempt it if I can get a high score of 75,000 and above - might as well, right?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 10, 2011, 12:52:58 AM
I don't think keeps're supposed to be marked but I never got one, nor do I bother watching the numbers on DoTop so what do I know :|

I can't beat Vesperia with a 76,7k score song and image 16; completely filled up main stat and trained to 40% maxed secondary stat to reach said level, for those who forgot; items don't affect image level, so my secondary stat's pretty high as well.

The reason why I'm mentioning the last part is because I've noticed how I can only beat certain special fes's with the auto-command set on full power with an image 13, main stat maxed out only, whereas I tell my unit to preserve their strength with my image 16 one. Both using a similar highscore.
This makes me believe either or both image level or total stats seem to affect the auto-stage commands as well. Selecting my weaker set-bonus set-up tends to make me lose more often as well.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 10, 2011, 05:14:06 AM
I don't think keeps're supposed to be marked but I never got one, nor do I bother watching the numbers on DoTop so what do I know :|

I can't beat Vesperia with a 76,7k score song and image 16; completely filled up main stat and trained to 40% maxed secondary stat to reach said level, for those who forgot; items don't affect image level, so my secondary stat's pretty high as well.

The reason why I'm mentioning the last part is because I've noticed how I can only beat certain special fes's with the auto-command set on full power with an image 13, main stat maxed out only, whereas I tell my unit to preserve their strength with my image 16 one. Both using a similar highscore.
This makes me believe either or both image level or total stats seem to affect the auto-stage commands as well. Selecting my weaker set-bonus set-up tends to make me lose more often as well.

can you translate those auto commands? I can't understand those so I often select the one with the "!" in it..hehehe

oh yeah.. just noticed..after getting the top 1 on DoTop, my idols tend to take day-offs automatically...is there a way to prevent them from doing it? they're doing it every other week and I'm week 47 now and I need to max my image lvl...

the way I did to get top 1 is to reserve the special fes's..I just maintained the 100k fans for each prefecture and hit the special fes in 5 consecutive weeks..I found it raises the salesquicker than doing special fes's quickly after getting 100k fans..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: airgeneralpong on April 11, 2011, 06:02:07 AM
I have completed up to level 3 and have my office changed.
But wonder why does the game allow only my 2nd Unit to have the new office ?

Before I complete my 1st Unit, I have 5 units on my list. But once I complete my 1st Unit, the other units do not have the new office except the 2nd unit. Does anybody know why ?

Actually, I also would like to know what the game actually asks at the end after showing the playing stats and comes back to main menu (asking like if I would like to save or something).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 11, 2011, 06:46:51 AM
can you translate those auto commands? I can't understand those so I often select the one with the "!" in it..hehehe
For both stage and lessons, left is strongest and most tiring, right is weakest and less straining whereas the upper choice is somewhere between the two.


oh yeah.. just noticed..after getting the top 1 on DoTop, my idols tend to take day-offs automatically...is there a way to prevent them from doing it? they're doing it every other week and I'm week 47 now and I need to max my image lvl...
Stop abusing auto-commands, especially the go all out one.
Having an interval between usages will give your idols some time to recover but if it gets serious, look at the danketsu circle, give them a week off. It's a lot better than them taking one themself.
It seems to recover more, also you get 1 point of danketsu for the  day off command and 4/2 danketsu in the morning.

I have completed up to level 3 and have my office changed.
But wonder why does the game allow only my 2nd Unit to have the new office ?

Before I complete my 1st Unit, I have 5 units on my list. But once I complete my 1st Unit, the other units do not have the new office except the 2nd unit. Does anybody know why ?
Clear the other units?
It's probably something designed so you can only see the new building skit once per upgrade or just some poor coding thus saving building data in an unit slot, but saving the "trigger the new building event" flag in the producerdata. The game probably only checks the building level at the start of a new game and it only checks for said flag once and afterwards unflags it, thus showing the event only once.


Actually, I also would like to know what the game actually asks at the end after showing the playing stats and comes back to main menu (asking like if I would like to save or something).
Isn't it obvious?
Do you want to save clear data blabla, clear data won't be usable anymore blabla.
It's nothing special.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 11, 2011, 10:24:31 PM
*totally ignored!* ; ;

anyway...is there any way to turn off the lyrics in performances? I'm hoping it's just something really obvious that I missed, but I remember you could just hit 'Y' in L4U performances to shut 'em off.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: HeavenS on April 12, 2011, 05:05:11 AM
Does anyone know the exact dates the BK Maniac has their 10% off sales at all?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 12, 2011, 09:56:32 PM
Something I wrote when my internet died.
Note. values mentioned below are mostly exagerated or unconfirmed but should still give a decent view on why something is or isn't awful.
Though unscientific it should still shed a new light on certain aspects people tend to forget.



Scoring and me
iM@S2's scoring system is needlessly complicated and badly worked out. NBGI programmers in charge of it should be sacked.

There are many songs one can select in the game, though it might seem that it doesn't matter which one one should select, it's in fact wrong.
There's a great difference in scoring potential between songs with a high bpm and songs with a low bpm.

Songs with a high bpm give less score and voltage, but has more appeal chances when compared to a song with a low bpm.
NBGI poorly thought up a way to counterbalance the difference between the amount of appeal chances and scoring;



Combos and bursting1
Songs with a bpm of 120 earn 1.5 times the amount of points a 180bpm song gets. NBGI doesn't use exact differences as modifiers but uses some other vague value.
While this sounds fair on paper; 150 chances to appeal with a 1 multiplier vs 100 x 1.5 multiplier it doesn't because NBGI forgot to factor 2 elements in, namely combo bonuses and burst appeals.

Because the combo bonus is calculated as combo+5, having a longer combo will give more points, in the long run it'll be a difference of a few thousand points.

The biggest problem however's burst appealing. Bursting score is based on a special stat called "danketsu"(and nothing else!) times the stat multipliers x2 times character based bursts.
The way danketsu can be acquired is mentioned in an earlier post.
The biggest problem is that because bursting eats up approx 10 appeal chances AND because danketsu doesn't get offsetted by the low bpm bonus multiplier, you'll basically be spending 1.5 times more time to get the same amount of score as a faster bpm song.



Memory appealing and bursting2
For dual route users who use a special charm, there's nothing more pointless than memory appeals outside of fes's with the exception of bumping up your multiplier after a burst.
Using a memory appeal will give a good amount of points but it eats up 6 or so appeal chances after your initial usage and gives out a mediocre amount of points during those missed chances. Not only do you lose the chance to raise your combo bonus with 6 but you've missed out 6 chances to get more score by using your main stat.

Characters with a 6/2/2 burst, Chihaya and Hibiki, set your multipliers to 0.9 0.9 1.3
Using a secondary stat to raise your main stat back from 0.9 to 1.1 takes 0.2/0.036 or approx 6 appeals. Using a memory appeal not only gives you a good amount of points initially but also sets your main and sub stat back to 1.1
Though it's also usable on Miki with 5/3/2, you'd be losing out a 3x multiplied burst chance so Miki isn't really recommended anyways.

I'll laugh at you if you use a char with a 4/3/3 burst, not only won't they need the mem appeal because they'd be faster off doing 3 regular secondary appeals, you'd be losing out tons of points on bursts.
You're a fool if you burst with anyone other than Chihaya, Hibiki or Miki and the latter's already debatable. Mami sucks too if you can have Hibiki instead.




Multipliers.
Assuming one uses a dual appeal route, one'd use approx 0.08 secondary stat multiplier to bump up main's with 0. 36, but is it really worth it?
CaelK already showed us that one'd need approx 32% of a song to max out one voltage bar.
What this tells us is that assuming one bursts immediately, one needs to win back the difference between the scores gained from secondary and the gained difference with main.
Or, assuming appal chances= 0.85x bpm (this is a rough number, don't take it too seriously) we'll see that a 180bpm has 153 appeal chances and a 120bpm 102.
Again, these values aren't correct but are a quick mock-up for easier calculations.

It takes 14 secondary appeals to get main to 1.5
For slower songs that mean they need to spend 14 out of 120*0.32 or 38-14(38 in incorrect but let's use this number because I didn't feel like looking for the actual one), meaning they have 24 appeals left to win back the lost stats.
For faster songs this means 180*0.32 or 58'ish to get a full bar. 58-14=44 appeals to win back te difference.

How much you'll need to break even depends on the difference between your main and secondary stat; assuming your main's on 250 and secondary on 90, after one secondary appeal you'll bump the main multiplier with approx 0.036. In case of 250 it means you gain 250*0.036 or 9 points per appeal. This means you win back the 160 in 18 appeals (160/9).

For a 180bpm song this means that you'll win back the costs after 18 appeals, thus leaving you with 26 appeals with 9 profit.
For a 120 bpm song assume you have the same stats, but you get the 1.5 multiplier. This means you'll spend 18 appeals out of 24 to break even, thus giving you a profit
of 13.5 for 6 appeals.

Doing more secondary appeals to bump up main should produce similar results, faster good, slower bad but with far greater value differences.


When wanting to burst more often one needs to determine the hotspot between secondaty and main, cost and profit.


Tldr; faster songs have better scoring potential than slower ones.



Bursting, the early weeks.
Because you start out the game with 20 danketsu, one doesn't need to be a rocketscientist to notice it sucks early in the game.

For people who're using specialised dual route gear it means that bursting early on in the game's just retarded.
Don't burst because I've seen many people doing bursts that give less score with the 3 multiplier than just using their main appeal on yt and livestreams.
For a quick reference, assuming one wants to break the charts by getting in the top 20 asap, one has approx 33 danketsu in week 3.
Bursting with 33x 3 would be stupid if your main stat gives 200 with a 1.5 multiplier when using a slower song.
In week 6 you shouldnt've shortened the distance between the 2 by a whole lot, you'd have approx 45-50 danketsu by then and it should give 150 at most with the highest multiplier..
Because bursting also lowers your multipliers not only do you lose out on points, you also will be killing your multiplier.
Many people seem to have a hard time getting 30k only because they burst.
Assuming one uses up their slow songs asap, there's even less reason to burst!
Only burst near the end of the song!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 12, 2011, 11:12:47 PM
Does anyone know the exact dates the BK Maniac has their 10% off sales at all?
I think it's actually just random, unfortunately. While Yasuko is nice to us and has 30% off sales the same weeks every time you play...it seems you only get the BK 10% discount when BK himself is not there.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on April 13, 2011, 03:30:08 AM
... danketsu doesn't get offsetted by the low bpm bonus multiplier, you'll basically be spending 1.5 times more time to get the same amount of score as a faster bpm song.

Oh what the, really?!? That's so incredibly broken... makes sense (i.e. it could've been inferred earlier), when I think about it, but dang.

Memory Appeals do give you 3 combo and score in each of the three appeals, but I've found the auto-points it gives actually... (so far) less than any of my stats at around x1.0. I don't know what it's based off of either. Of course, the palsty 3 combo it gives you for the 6 appeals they eat up mean only one thing to me: it's only worth it if you can squeeze an extra burst out of it. It gives you mad voltage, but the score ain't so hot, and it resets your multipliers. In fact, Voltage UP anything is only worth it if you can get an extra Burst from it.

Personally, I don't know how I feel about Danketsu totally overrunning every single stat in Burst, as it leads to abuses where you can totally ignore a stat. Off hand, maybe Danketsu as a multiplier to your stats would've been better.

Oh, yeah. Keeps are not marked as far as I remember. You'll have to remember the numbers.

EDIT: Just tested. i is 122 beats. In Dancing with the reporter (and mail boost, if it matters) 31 combo to full, plus one to fire the Burst, 10 for the Burst itself, and 4 for the pose, for a grand total of 46 beats for a full meter -> immediate Burst loop. 122 - (46 * 2) = 30. I refrained from Memory Appealing and yes, I was two beats off another Burst (one to fill, one to fire).

For completeness, Normal mood, with Reporter, no Mail Boost gives me 31 to a full meter as well.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 13, 2011, 04:41:53 AM
Yea, I forgot a mem appeal initially's a better tri-appeal so it gives a 3 combo.

Here's some new nonsense I thought up when watching animu and semi-playing the game at the same time. Again, below isn't accurate but is meant to inform people on why it's not smart to burst during a song in the early weeks of the game.

Bursting, is it worth it?
A burst is only worth it if you can offset the difference to regain the 1.5 modifier with the gained extra points.

Assuming one bursts with a specialised 6/2/2 character with a 3.0/ 2.7/ 1.8 modifier and has 250/90/90 scoring potential for regular appeals; image 13 fully maxed main, others untouched.

Assuming one uses a faster song with maxed main at 1.5 modifier and untouched secondary stat, one will get 375 points per main and approx 90 secondary.


What we know is that burst only checks for raw danketsu points and that it takes 10 appeals.
Assuming the current danketsu is 200, we'll be getting 6*600+ 2*600+ 2*360 points= 5430 points

If we look back at the previous stats we'll see that we can get approx 1.46*10*250points=3650 points
Why 1.46? Most stages have a decay of 0.04 per 5 appeals or 0.008 per single one and 1.46 is the average of 10 appeals.

5430-3650=1780 points difference.


Now in order to get back to 1.5 you'd need 11 secondary appeals and a memory appeal or 17 secondary appeals.
This means that you'd need 17 appeals too get back that 1.5 multiplier.
Let's assume we used 17 secondaries  for ease, we'll see that we get approx 1500 points for these.
If we look back at the score we gained, 1780 and add the 1500, and divide it by the amount of appeals we need to get 1.5 back we'll get 3280/17 approx 193 points.
This means we've been gaining a mere 193 points after our burst for 17 appeals after we broke even.

Assuming we're doing regular appeals and we start from the 1.42 we had left from before and we'd been doing regular main appeals we would've gotten 17*(1.42-0.068)*250=338 points

This means that even though we gained a good amount of points from a burst, we lost a lot of them in order to stabilise our strength afterwards.

Of course, having the multiplier below 1.50  doesn't make sense unless you can't break even from the secondary used, usually occuring in the last 30 or so appeals.


Again, if the difference between main and secondary's lower, regaining the 1.5 will be less taxing.


Or the simplified inaccurate version for dummies:
Don't burst if 27*1.30*main> 27.5*danketsu+17*secondary


If we look at this simplified formula and the other values we had, we'd learn that we'd be better of using regular appeals unless we had 265 danketsu.
27*1.3*250=8775
27.5*265+ 17*90=8816

65 danketsu difference is quite a lot and takes approx 2 months to gain.
If we assume one makes 9 danketsu points a week on average, it means we'd better not burst during a song before week 27 or so with our dumb level 13 unit.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on April 13, 2011, 07:34:21 AM
Speaking of which, there've been some numbers on score/voltage bonuses up on the Japanese wiki, but some of those numbers I can't corroborate, strangely enough.

EDIT 2: Page in question is here.
http://www44.atwiki.jp/idolmasterim2/pages/15.html

Regular Appeal Voltage UP, in particular, I can't verify - I'm getting different numbers, but it's possible they're doing it in a different mood than me (probably Kashimashi). Even still, I don't think... it'd be that different. My numbers for Mid and Large are x1.3 and x1.5 respectively. Visual Appeal Voltage UP is also around x1.25, but I'm thinking All Regular Appeals Voltage UP (small) will be less than this.

Reporter Boost seems to be x1.4. If you've got multiple bonuses, they seem to stack multiplicatively (Reporter and Regular Appeal Voltage UP (medium) looks like 1 x1.3 x1.4 ~ 1.82, rather than 1 + .3 + .4 = 1.7).

For what it's worth, Memory Appeal Voltage UP seems to be x1.05 for Mid and x1.375 for Super (approximately). Numbers... look strange, honestly, but it's what I got, though the only thing I have to go on right now are regular Lv. 1 Appeals. The only amulet with a Large bonus to this is... the Danchou. Laugh with me here.

EDIT: Can I request a link to the Japanese wiki on the OP?
http://www44.atwiki.jp/idolmasterim2/
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 13, 2011, 09:00:01 AM
For both stage and lessons, left is strongest and most tiring, right is weakest and less straining whereas the upper choice is somewhere between the two.

Stop abusing auto-commands, especially the go all out one.
Having an interval between usages will give your idols some time to recover but if it gets serious, look at the danketsu circle, give them a week off. It's a lot better than them taking one themself.
It seems to recover more, also you get 1 point of danketsu for the  day off command and 4/2 danketsu in the morning.
the event only once.


I'm not abusing the auto..what I mean is..after I got top 1 on dotop having 277 total sales..my unit somewhat became lazy and tends to day-off often..seems like they're confident enough that their rank won't be defeated..that made my battle with jupiter really hard since I'm having a hard time due to my vocal stat being so low..

another thing..I'm currently at lvl 7 producer rank and I kinda noticed that getting rank 20 in my second song became really hard unlike on my 1st,2nd and 3rd playthroughs..at week 15 the rank 1 song is already at 151 sales...seems like reaching a higher producer rank makes it more difficult..I'm still using the same tactic on this 4th playthrough but it's not working anymore..the worst thing also comes when I often encounter the reporter that gives bonus to lessons so I often lost the rporter tht gives 40% fans..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 13, 2011, 10:41:23 AM
I'm not abusing the auto..what I mean is..after I got top 1 on dotop having 277 total sales..my unit somewhat became lazy and tends to day-off often..seems like they're confident enough that their rank won't be defeated..that made my battle with jupiter really hard since I'm having a hard time due to my vocal stat being so low..
The game decides your unit gets tired from working too hard from time to time and as far as I know it they only take a week off themself if you've been using an autocommand regularly, again it might've just been accumulated stress you've been building up over a period of time so it might just look random to you if you haven't been using such a command for a few weeks or so but it might not be so random.

another thing..I'm currently at lvl 7 producer rank and I kinda noticed that getting rank 20 in my second song became really hard unlike on my 1st,2nd and 3rd playthroughs..at week 15 the rank 1 song is already at 151 sales...seems like reaching a higher producer rank makes it more difficult..I'm still using the same tactic on this 4th playthrough but it's not working anymore..
As far as I know it the game should be pretty much the same on all levels but tbh if you're on your 4th playthrough why aren't you in the top 20 with your first song yet? With items and knowledge on the game gained, your mastery on the gameplay should still be in an upwards curve, until you get tired of it and decide to cut corners.
Also, I don't have the actual values on hand, nor do I know them by heart, but even though Maou Angel have an absurd 1.5kk sales, I don't recall them having that actual value untill around the release of 3rd song, they should have 580k or so during 2nd, also if I recall correctly number 2's only at 430k or so and a spot in the top 20's like what 320k or so at that point of the game and should also be easy enough to get, even when only doing trainings.
Again, these numbers are inaccurate because I don't have any reference data on me.

anotherthe worst thing also comes when I often encounter the reporter that gives bonus to lessons so I often lost the rporter tht gives 40% fans..
Don't enter an area with Koshiba? If you don't want a different reporter, don't enter their area or if you really want to be in an area, do a paid promotion. Reporters only stick around jobs with stage performances. Still, temporarily doing a job in a different region's the more obvious choice; you'd need the fans later on anyway and assuming the amount you have in that area is low'ish I'd ignore it for a couple of weeks or in case you have a decent amount of fans there do a regular audition to raise awareness or you could go for a national one to bump every area up slightly; it's not like the game forces you to overwrite your reporter boosts because you still have alternatives.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 13, 2011, 12:25:11 PM
Eh, what reporters are in what areas, anyway?

Maybe I should know from playing through the game but I never actually paid it that much attention ^^; I just do work where it needs to be done and everything else is a side effect...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 13, 2011, 03:53:11 PM
Also, I don't have the actual values on hand, nor do I know them by heart, but even though Maou Angel have an absurd 1.5kk sales, I don't recall them having that actual value untill around the release of 3rd song, they should have 580k or so during 2nd, also if I recall correctly number 2's only at 430k or so and a spot in the top 20's like what 320k or so at that point of the game and should also be easy enough to get, even when only doing trainings.
that's where I'm wondering..I should've reached top 20 by week 17 since I'm doing publicities and fes but I don't know why it's like that..I have pics of my current playthrough at week 22..I'll show you what I have on it..sorry for the blurry image..I don't have my cam with me..oh and sorry I misslead that..it's not 155 by week 15..it's 141..in my 2nd and 3rd gameplay, I'm only on pubs while this 4th I started hitting fes for some money..on my 1st playthrough well it's a total dissaster so I don't wanna remember it..

week 22..
(http://img.photobucket.com/albums/v293/sortis/Picture067-4.jpg)
this is my current stats on the areas
(http://img.photobucket.com/albums/v293/sortis/Picture068-4.jpg)
here's the ranking after the week:that's my 3rd song release Shiny Smile
(http://img.photobucket.com/albums/v293/sortis/Picture070-4.jpg)
Current Top 1..this is where I was surprised..144 at week 22.top 20 is 50+..I was wondering why my sales are too low eventhough I'm only doing fes and pub until my battle at week 20 or 21 if I recall..
(http://img.photobucket.com/albums/v293/sortis/Picture071-4.jpg)


Don't enter an area with Koshiba? If you don't want a different reporter, don't enter their area or if you really want to be in an area, do a paid promotion. Reporters only stick around jobs with stage performances. Still, temporarily doing a job in a different region's the more obvious choice; you'd need the fans later on anyway and assuming the amount you have in that area is low'ish I'd ignore it for a couple of weeks or in case you have a decent amount of fans there do a regular audition to raise awareness or you could go for a national one to bump every area up slightly; it's not like the game forces you to overwrite your reporter boosts because you still have alternatives.

aren't they random?? I was thinking he's really following me everywhere I go..hehehehe
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 13, 2011, 04:13:34 PM
Eh, what reporters are in what areas, anyway?
aren't they random?? I was thinking he's really following me everywhere I go..hehehehe

Sigh, people should really pay attention to the interface when they schedule.
It's Q&A time

Look at the lower left part of the screen during scheduling, what do you see there?
_*Ah, it's a pen icon thingy, what's that for anyways?
Good question, next to the little pen icon in the box next to it it'll show the name of the reporter who's currently in the region.
_*Does that mean I can always spam Ariake if I stalk him?

No, you can not, a reporter only stays with your unit for 4 weeks and their boost starts the moment you encounter them including the initial week, in case of Koshiba the lesson reporter you can only use his boost for 3 weeks because lesson boost is useless during a stage, Antaku with his voltage boost is also useless on the initial week, so his effect'll only be useful for 3 weeks as well.
Also, after a reporter leaves you, it takes at least 3 weeks for him to reappear on the map again.
In case you need fans or money, Yamahara is a decent substitute because he gives a 1.2 multiplier on acquired money and fans and also raises voltage gain speed.

Also, like I mentioned in an earlier post, whereas you can manipulate the available jobs in an area by reloading and selecting a different morning greeting, reporter locations are saved.

If you always get the exact same reporters in exactly the same weeks, you'll always get the same reporters in every playthrough because there seems to be a connection between obtaining and leaving reporters.
The regions the reporters are in however seem to be random per playthrough.

Also, because a reporter is in an area doesn't mean they will attach themselves to you.

that's where I'm wondering..I should've reached top 20 by week 17 since I'm doing publicities and fes but I don't know why it's like that..I have pics of my current playthrough at week 22

What's the 2 most important elements for sales, excluding special states again?
Fans and highscore.

Assuming one uses a dual route build one should easily be able to reach top 20 before w9.
A highscore of 32k+ should easilly be doable and with the 2 paid promotions done earlier getting in should be a piece of cake.I should say that doing jobs before reaching top 20 is a waste of time and shouldn't be done.
You're way better of spending all your time training, training and more training.
Assuming you did the paid promos and failed ranking in the top 20 and are stuck in 50'ish , doing a stage and get Koshiba in w7, losing to RK in w10 and reobtaining Koshiba in w13 and train all the time. You should have plenty of fans left, even if you let them deteriorate, and have a good amount of stats to get a decent score.

Also, take a look at my article on bursting in the early months of the game if you're having trouble getting a decent highscore early on.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 13, 2011, 04:36:09 PM
well..I don't pay attention to that side of the schedule screen..hahaha all I do is keep what I'm used to like in Idolmaster 1 and SP..hahaha time to change..XD

Thanks a lot^^ I'll try to re-explore this game as I progress..time to hit another way/s..tried the national auditions and it jumped my sales from 21-58..just what I need..now i can finally grind some money for the items..^^

Oh yeah..read your article about the HS..Love to try it on my next playthrough^^ for now I'll use what I'm used to^^..my own play style..hehehe
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on April 18, 2011, 05:09:53 AM
Some more apparent numbers.

All Regular Appeals Voltage UP (small): x1.15.
All Regular Appeals Voltage UP (super): x3.25.
Specific Appeal Voltage UP (medium): x1.35.

Specific Appeal Score UP (small): x1.1.

Values are approximate.

Also, amulets.
Fukunoshin (Voltage Shield): Your enemy can't reduce your Voltage (even with Bursts?). At best, it hiccups for a beat when they appeal. For those of you confident in your high scoring abilities.
Komekama-kun (Voltage Cutter, Explosion): Burst and your rival's Voltage drops to zero. Might be good for Burst lockout, but probably hard.

EDIT: Might be wrong about Fukunoshin. At least he might reduce the Voltage reduced?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 18, 2011, 01:53:28 PM
Some more apparent numbers.

All Regular Appeals Voltage UP (small): x1.15.
All Regular Appeals Voltage UP (super): x3.25.
Specific Appeal Voltage UP (medium): x1.35.

Specific Appeal Score UP (small): x1.1.

Values are approximate.

Also, amulets.
Fukunoshin (Voltage Shield): Your enemy can't reduce your Voltage (even with Bursts?). At best, it hiccups for a beat when they appeal. For those of you confident in your high scoring abilities.
Komekama-kun (Voltage Cutter, Explosion): Burst and your rival's Voltage drops to zero. Might be good for Burst lockout, but probably hard.

EDIT: Might be wrong about Fukunoshin. At least he might reduce the Voltage reduced?

what's he look like? I know I got an amulet that will not drain your entire voltage whn the enemy burst appealed..in other words, "burst appeal score higher while enemy BA voltage damage reduced" I think..I used it during my second playthrough and using that amulet it will remain 1/4 or less of your total voltage when the enemy bursts before you though I don't know if there's an amulet that can shield the voltage bar completely..

BTW I've noticed certain events that didn't happened while I'm using that character as leader..when I used Yayoi as leader and Miki as member, there was a scene where I met both miki and azusa in a mall..I wonder why didn't it happen when I'm using Miki as leader..same for Hibiki, there was a night when she gave me a quiz which will test if I know certain Okinawan words that didn't happen when she was member...are there any explanation for that? I'm getting a headache reconstructing and remembering Miki's story just to put that scene on the line....

And one more thing..I keep spotting Yukata/Kinomo outfits in some promotion/publicity..is that the last extend outfit? I'm missing one more extend outfit(lowest right)..I love the Aloha one though...hehehehe
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 18, 2011, 03:42:39 PM
what's he look like? I know I got an amulet that will not drain your entire voltage whn the enemy burst appealed..in other words, "burst appeal score higher while enemy BA voltage damage reduced" I think..I used it during my second playthrough and using that amulet it will remain 1/4 or less of your total voltage when the enemy bursts before you though I don't know if there's an amulet that can shield the voltage bar completely..
Imo, shielding and bomb modifieing charms are a waste of time, seeing as how you waste a valuable slot you could've used on something else;
While it's true they might or might not be useful the game's rather dumbly put together in a way that FES's are either too easy or too hard.
For easier ones you wouldn't need those charms and for those harder ones they'd be nearly useless because your opponent will just trample you with sheer strength.
Shielding is more pointless than burst effect modifiers simply because you're technically waiting passively for an opponent to attack while you should be the one doing the attacking.
That aside, getting a highscore and FES'es are an oxymoron neways.
Also, before w35-40'ish bursting during a song is moot anyways, scorewise, so shielding voltage'd be pointless as well.

BTW I've noticed certain events that didn't happened while I'm using that character as leader..when I used Yayoi as leader and Miki as member, there was a scene where I met both miki and azusa in a mall..I wonder why didn't it happen when I'm using Miki as leader..same for Hibiki, there was a night when she gave me a quiz which will test if I know certain Okinawan words that didn't happen when she was member...are there any explanation for that? I'm getting a headache reconstructing and remembering Miki's story just to put that scene on the line....
It's based on the mood of a single idol; if you get enough + modifiers you'll have a chance to see a skit. However, you won't get to see any of those after-commus after w18; the last chance you get to switch leaders.

And one more thing..I keep spotting Yukata/Kinomo outfits in some promotion/publicity..is that the last extend outfit? I'm missing one more extend outfit(lowest right)..I love the Aloha one though...hehehehe
No, it's the DLC schooluniform that was free till the beginning of april.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 18, 2011, 05:10:30 PM
Imo, shielding and bomb modifieing charms are a waste of time, seeing as how you waste a valuable slot you could've used on something else;
While it's true they might or might not be useful the game's rather dumbly put together in a way that FES's are either too easy or too hard.
For easier ones you wouldn't need those charms and for those harder ones they'd be nearly useless because your opponent will just trample you with sheer strength.
Shielding is more pointless than burst effect modifiers simply because you're technically waiting passively for an opponent to attack while you should be the one doing the attacking.
That aside, getting a highscore and FES'es are an oxymoron neways.
Also, before w35-40'ish bursting during a song is moot anyways, scorewise, so shielding voltage'd be pointless as well.


shield amulet saved my butt many times on fes's specially those lvl 8 special fes and vs jupiter where the enemy can burst really quick..it's a good amulet if you don't have sufficient level since you won't be able to increase your voltage that quick...tactic wise amulets are good to get some advantage if you have a low stat..otherwise it's really useless if you have a very high lvl stat already and can burst in about 30-40secs or halfway of the song..I'm currently exploring the amulets and so far I don't see the effect of that amulet that costs 50000+
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Tatsumiya on April 18, 2011, 06:44:24 PM
Im on week 50 and this is my first play of IM@S2 , I got 2 appeals and ranked 2 in cd sales , i just need around 3000 more to be no.1 but my cd sales come to a halt.

I already tried to do a live and national audition but there's no effect. Should I do a fes, but the rivals are all top stars who have lots of appeals.

What should I do to increase my sales?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 18, 2011, 08:30:52 PM
I already tried to do a live and national audition but there's no effect. Should I do a fes, but the rivals are all top stars who have lots of appeals.
Interestingly, you're doing jobs that are pointless at that stage of the game; lives only give you keeps and it's unknown whether national auditions trigger revivals at all.
Your best bet at week 50 is by trying to get a break with your last song, assuming you haven't been switching your songs around all the time, and try for a break.
If you haven't been switching around all the time you should've accumulated a good amount of lucky stars already and your final chance to get a break would be in week 54.

An alternative would be to go with a revive, select your 4th or so song and keep doing regular region auditions. 4th because it'd be your 2nd highest sales and because you should be using this song 2nd most often.


For reference:
Do a Fes to get a Break, obtainable at earliest on 6th week of sales, or 10 weeks since selecting the song. Only works on latest song, this allows your latest song to sell for 4 weeks again.
Do a Live to get a Keep, works only on your latest song and only keeps your sales coefficient from dropping too much, useless after a few weeks.
Do an Audition to get a Revival, only possible if the song you're producing isn't your latest. Basically a break for anything other than your latest song.
Do S. Lives to get a Super Break: Only obtainable by doing special lives and before the sales actually starts; the 4 weeks gap between selecting and selling. Greatly increases sales coefficient for the initial 4 weeks.

It should be noted that special lives aren't the same as regular ones and won't trigger keeps.
It's unknown whether national auditions trigger revives.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Tatsumiya on April 19, 2011, 01:19:46 AM
Interestingly, you're doing jobs that are pointless at that stage of the game; lives only give you keeps and it's unknown whether national auditions trigger revivals at all.
Your best bet at week 50 is by trying to get a break with your last song, assuming you haven't been switching your songs around all the time, and try for a break.
If you haven't been switching around all the time you should've accumulated a good amount of lucky stars already and your final chance to get a break would be in week 54.

An alternative would be to go with a revive, select your 4th or so song and keep doing regular region auditions. 4th because it'd be your 2nd highest sales and because you should be using this song 2nd most often.


For reference:
Do a Fes to get a Break, obtainable at earliest on 6th week of sales, or 10 weeks since selecting the song. Only works on latest song, this allows your latest song to sell for 4 weeks again.
Do a Live to get a Keep, works only on your latest song and only keeps your sales coefficient from dropping too much, useless after a few weeks.
Do an Audition to get a Revival, only possible if the song you're producing isn't your latest. Basically a break for anything other than your latest song.
Do S. Lives to get a Super Break: Only obtainable by doing special lives and before the sales actually starts; the 4 weeks gap between selecting and selling. Greatly increases sales coefficient for the initial 4 weeks.

It should be noted that special lives aren't the same as regular ones and won't trigger keeps.
It's unknown whether national auditions trigger revives.

Ok I'll try to do a break, and no I havent switching my songs for the moment. Luckily I keep my backup savedata from week 42, at worst I just reload that again.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 19, 2011, 07:29:48 AM
Im on week 50 and this is my first play of IM@S2 , I got 2 appeals and ranked 2 in cd sales , i just need around 3000 more to be no.1 but my cd sales come to a halt.

I already tried to do a live and national audition but there's no effect. Should I do a fes, but the rivals are all top stars who have lots of appeals.

What should I do to increase my sales?

you don't really need to focus getting rank 1 since it won't unlock anything in-game and your on your first playthrough..just focus on beating jupiter on your first run then worry the rest on your 2nd playthrough and so on since it'll be easy afterwards specially if you manage to unlocked the RK outfit..just take it easy..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Tatsumiya on April 19, 2011, 08:31:32 AM
you don't really need to focus getting rank 1 since it won't unlock anything in-game and your on your first playthrough..just focus on beating jupiter on your first run then worry the rest on your 2nd playthrough and so on since it'll be easy afterwards specially if you manage to unlocked the RK outfit..just take it easy..

Is that so? Wow I thought I have to gain rank 1 to get some award or other bonus?
And how to unlock RK outfit? I already get ritsuko in S4U but I dont see their outfit.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 19, 2011, 05:04:52 PM
Is that so? Wow I thought I have to gain rank 1 to get some award or other bonus?
And how to unlock RK outfit? I already get ritsuko in S4U but I dont see their outfit.
You have to invite Ritsuko to a Quintet Live before you get the outfit XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Magenta Galaxy on April 19, 2011, 05:28:01 PM
You get the outfit upon completing the game after having Ritsuko successfully perform at a Quintet Live. Make sure you invite someone else alongside her who's likely to turn up. XD

Honestly the best thing to do is use your first play to farm a ton of money, get Beyond the Stars and Palace of Dragon, and then buy a ton of good accessories from the shops. Chances are you're not getting a best ending on that playthrough anwyay D:
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 19, 2011, 05:32:14 PM
Oh, but don't you have to complete the game with a Project Fairy member before you get Beyond the Stars? I know I didn't get Palace of Dragon or Beyond the Stars (didn't invite Ricchan to a quintet live during my first playthrough, and Haruka was leader), but I got both my second playthrough (after inviting Ricchan and having Miki as leader).

Just want to make -sure- XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Magenta Galaxy on April 19, 2011, 05:34:05 PM
Yup, that's true. But that's the thing - your first playthrough is essentially automatically bunk, so you might as well get as much 'worth' out of it as possible. XD

I picked Hibiki first time through unaware of the stat curve and was very annoyed the game was essentially forcing me to play through as her again to actually see her best ending. It worked out though cause I got Beyond the Stars so not really complaining. XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on April 19, 2011, 05:45:05 PM
Yeah, I think iM@S2 is kinda rough in that aspect...I mean, the first time I played iM@S1 and SP I did fine, and yet iM@S2 turns out to make the first playthrough...well, the way it is XD

Then again, SP and iM@S1 were a lot...easier XD I know when I played both of those I wouldn't load up my idols with accessories unless I needed to and would always hit A or S rank...and now in iM@S2 I tend to use them all the time, from the get-go XD

Thanks for confirming that info, btw :3 added it to the top post~
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 22, 2011, 01:25:29 AM
the first playthrough is basically for learning the game for first time players while it probably means gaining money for those who already played the first games..all I did there was earn as much money as I could and some outfit and accessories for my second playthrough since I didn't know about amulets back then until I found this forum..it's also a good start to get items/amulets you'll probably need to get your hell out of lvl 9 festivals and lvl 8 national audition on your next game..I can't even win a lvl 7 fes even if my stat is already lvl 16 back then..XD

well a preparatory start in short..and I just fought RK in a lvl 9 festival..it's a very hard battle unlike when I fought them in a lvl 6 fes..

@tweendoriru
you can get PR outfit on yor first playthrough..I got mine on my first using miki as leader..I guess that's the trick getting the PR..I guess that you can get both PR and RK outfits on your first run..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Tatsumiya on April 22, 2011, 03:38:58 AM
You get the outfit upon completing the game after having Ritsuko successfully perform at a Quintet Live. Make sure you invite someone else alongside her who's likely to turn up. XD

Honestly the best thing to do is use your first play to farm a ton of money, get Beyond the Stars and Palace of Dragon, and then buy a ton of good accessories from the shops. Chances are you're not getting a best ending on that playthrough anwyay D:

I dont include Ritsuko on my first play so i just get  Beyond the stars outfit (cause i used Miki). Actually after I beat Jupiter, my sales climb to no.1 .So in the end i  got a good ending  ;D

Now this is my second play, I wonder what is the factor that will make appeal multiplier points to decay more slowly? Is it the outfit/Acc/Amulet?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 22, 2011, 05:01:54 AM
Nikuwan, Rinkamo or Awanko charm and random stage multiplier modifiers, that's it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on April 22, 2011, 07:17:29 AM
I dont include Ritsuko on my first play so i just get  Beyond the stars outfit (cause i used Miki). Actually after I beat Jupiter, my sales climb to no.1 .So in the end i  got a good ending  ;D

Now this is my second play, I wonder what is the factor that will make appeal multiplier points to decay more slowly? Is it the outfit/Acc/Amulet?

it depends on what strategy you're planning to use..there are different sets for different strategies so I would advice you to explore the items yourself so that you can build your own set..if you need amulets but don't know where to get them, look at the first page, there's a list there I think on where and what amulet you can get on each prefecture.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on April 22, 2011, 07:39:56 AM
make appeal multiplier points to decay more slowly
it depends on what strategy you're planning to use..there are different sets for different strategies so I would advice you to explore the items yourself so that you can build your own set..
Not true, only the 4 things mentioned earlier influences multiplier decay and assuming one uses one of the 3 charms, there's only 1 viable strategy to use with it and it'll be the same for all 3 dual appeal routes.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on May 01, 2011, 07:57:29 PM
Just a thought that occurred to me...

Using Naranappe the 10th, with Reporter boost. Lv. 5 Memory Appeal. With Naranappe, a Single -> Duo Appeal will fill the meter. Subsequent Trio Appeals will also fill the meter by themselves. Furthermore, you can fit a burst inside Memory Appeal chains without breaking them. So...

Single Appeal -> Duo Appeal -> Burst -> Trio Appeal -> Burst -> Trio Appeal -> Burst -> Trio Appeal -> Burst, regular appeals to the end, burst if you can.

For an upbeat song like Do-Dai, I think you'll hit five easily. For my song, well... that fourth burst is all you get I think. i will have just enough beats to pull this off... maybe. Wondering how this'll affect scoring, as opposed to dual-routing for two or three bursts. Haven't tried it out, since I've never gotten Lv. 5 Memory Appeals.

Also, for special fests - Ran into one that maxed out at four Memory Appeals. So...
Regular Appeals until I know I'll fill I'll fill the bar with a Memory Appeal, then fire it off and Burst.
Regular Appeals until they start spamming, then go one-for-one. They'll use three, I'll use two, they Burst, and top it off with their last Memory Appeal. I'll still get to my next burst faster than they'll get to theirs.
Regular Appeals until I get a full bar. Hold the Burst until they get close to a full bar, then Burst.

I don't know why holding the burst stopped their next burst (as opposed to firing it immediately, where they could get in a final burst and win), since by the end of my burst the song was still going, but that did it for me. (Once.) For completeness, this was the Lv. 8 Fest in the west (in Chuugoku/Shigoku). Just shy of Lv. 16 I think, Lv. 3 Memory Appeal, Reporter boost, Mail boost (not sure if that matters). Naranappe the 10th, less than optimal equipment (as in, no top-tier equips since I don't have them yet).

Didn't see anyone saying how they won a special fest without letting the idols rock house by themselves, so I thought I'd toss it out.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on May 01, 2011, 10:20:45 PM
Cause the AI tends to not burst near the end of a song most of the time, just to give the player a chance.

I thought up a strategy on paper that should be able to beat some of the Vesperia fes's normally, but I haven't found any motivation to test it cause there's no real reason left for me to play the game anymore :|
On paper it should be able to net one a 85-100k score, depending on the bpm, on a regular, non fes, stage.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on May 01, 2011, 10:31:13 PM
Cause the AI tends to not burst near the end of a song most of the time, just to give the player a chance.

I thought up a strategy on paper that should be able to beat some of the Vesperia fes's normally, but I haven't found any motivation to test it cause there's no real reason left for me to play the game anymore :|
On paper it should be able to net one a 85-100k score, depending on the bpm, on a regular, non fes, stage.

If you're saying that the AI tends not to burst even when they have meter at the end of a song, that's not quite what happened.

Firing my second burst immediately, the opponent topped off their meter and bursted less than ten beats to the end. Holding the Burst, the opponent didn't get a full bar despite having a few beats at the end of the song to get it. I don't know if that's what you're talking about.

In either case, the number of beats they had to get meter was the same, and it's not... like I drained the meter entirely when I bursted immediately (I don't think). If bursting took out a percentage of the opponent's meter, I could see this, but I'd have to experiment to find out.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on May 02, 2011, 02:29:17 AM
Just a thought that occurred to me...

Using Naranappe the 10th, with Reporter boost. Lv. 5 Memory Appeal. With Naranappe, a Single -> Duo Appeal will fill the meter. Subsequent Trio Appeals will also fill the meter by themselves. Furthermore, you can fit a burst inside Memory Appeal chains without breaking them. So...

Single Appeal -> Duo Appeal -> Burst -> Trio Appeal -> Burst -> Trio Appeal -> Burst -> Trio Appeal -> Burst, regular appeals to the end, burst if you can.

Didn't see anyone saying how they won a special fest without letting the idols rock house by themselves, so I thought I'd toss it out.

the trio appeal is useful on the lvl 9 fes when I take it without prep or if I noticed that they fill their voltage faster and I also put my own prayers with it that I wish I would win specially tht lvl 9 fes vs RK....if I don't have takane/yayoi or yukiho on my team, I often expect a quick burst from the opponent since thats one thing I often notice when I battle with them on fes's..there are also times that the opponent doesn't burst appeal even if their voltage is full..I've encountered it many times and you can even win without using burst/mem appeal on that battle..kinda weird really..

oh yeah..does the songs have their own effects? I found "My Best Friend" to give much more score than "Shiny Smile"...now I'm thinking if I'll use that song for my 5th release on my next playthrough though it's kinda slow..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on May 02, 2011, 03:08:04 AM
According to the Japanese wiki, faster songs (with more beats) tend to give less stats than slower ones. Whether or not this is related to score scaling, I don't know. Voltage gain decreases as BPM increases, and I think it's that way for score too... I just think that if the wiki is true, you don't get good stat bumps either.

That being said, previously in the thread, we talked about Burst scores not scaling. Since Bursting really helps out your score late-game, faster songs will give you more points generally even with scaling in place.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iDOL15 on May 02, 2011, 03:12:55 AM
Stupid question: Do you have accidents in the game?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on May 02, 2011, 03:14:14 AM
Yeah, when you get to see your idols on stage after a successful audition, fest, etc. It's kinda random as far as I can tell, just hit the appeal button (A), and you might see an accident.

Of course, it doesn't affect anything, I don't think. Unless the number of times you appeal and stuff give you bonus lucky stars? I doubt it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on May 02, 2011, 05:35:11 AM
oh yeah..does the songs have their own effects? I found "My Best Friend" to give much more score than "Shiny Smile"...now I'm thinking if I'll use that song for my 5th release on my next playthrough though it's kinda slow..
Err, no. BPM's are pretty much the key to score high. If you think you scored better it's because you got more danketsu or because you're playing a stage with modified multiplier settings.
You should listen to Cael.

According to the Japanese wiki, faster songs (with more beats) tend to give less stats than slower ones. Whether or not this is related to score scaling, I don't know. Voltage gain decreases as BPM increases, and I think it's that way for score too... I just think that if the wiki is true, you don't get good stat bumps either.

That being said, previously in the thread, we talked about Burst scores not scaling. Since Bursting really helps out your score late-game, faster songs will give you more points generally even with scaling in place.

Pretty much, songs with 180 bpm give approx 50% more points when compared to 120 ones to offset the difference in beats, with the same stats I get 375 per beat or 250 with the same modifiers for 120 and 180 respectively, and gained voltage is also scaled in the same way.
Then again, like I mentioned before I never bothered comparing, or observing, gained scores etc with songs with beats in between those 2 values cause I'm lazy so 170 and 130 bpm songs might produce unexpected results.
Also, like mentioned way before NBGI made a boo-boo with the way combo bonuses are calculated and with the bursting thing.

Of course, it doesn't affect anything, I don't think. Unless the number of times you appeal and stuff give you bonus lucky stars? I doubt it.
They don't, stages are only for showing off your scores imo.
For accidents during a fes battle, play Haruka's story. You'll get accidents all the time though it'll only annoy you and not break your scoring and combo iirc but that doesn't matter neways.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on May 07, 2011, 12:44:46 AM
Buaggh!! Music Time Audition! Can't get past Rank 50, what's the recommended skill level for that?

Though ugh, I don't know if it's the song or audition or what, but the multiplier divebombs pretty quickly.

Thanks for the assistance!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on May 07, 2011, 01:29:34 AM
Buaggh!! Music Time Audition! Can't get past Rank 50, what's the recommended skill level for that?
Err... 4-6?
Should be enough to get in the top 20 in them early weeks.

Though ugh, I don't know if it's the song or audition or what, but the multiplier divebombs pretty quickly.
Go dual route and get a specialised charm?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Soth on May 07, 2011, 11:51:54 PM
I beat VESPERIA Fes!

I used the Danchou charm and the reporter boost with a Level 16 unit (Takane-Hibiki-Miki) with 5 memory appeals... and even with that is a pure luck showdown between your burst and your rival's.

And I found by mistake in one of the retries that the unit can beat it by themselves with a song score of 80,000.

Using Naranappe the 10th, with Reporter boost. Lv. 5 Memory Appeal. With Naranappe, a Single -> Duo Appeal will fill the meter. Subsequent Trio Appeals will also fill the meter by themselves. Furthermore, you can fit a burst inside Memory Appeal chains without breaking them. So...

Single Appeal -> Duo Appeal -> Burst -> Trio Appeal -> Burst -> Trio Appeal -> Burst -> Trio Appeal -> Burst, regular appeals to the end, burst if you can.

I tried this, but it doesn't work. After a trio appeal, the next appeal is a solo one even after a burst... unless Naranappe follow diferent rules than Danchou or I was doing something wrong. Anyways, Naranappe scoring is too low for VESPERIA, when the rival can rack up to 70,000 points.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on May 08, 2011, 07:13:17 PM
Err... 4-6?
Should be enough to get in the top 20 in them early weeks.
Go dual route and get a specialised charm?

Ah... perhaps there is a slight misunderstanding there. I'm referring to a specific National Audition called Music Time, or at least that's what it says in Katakana. 4075 fans for all regions if successful, 1 spot out of 100. I was saying that I could not get past place 50 in the audition. I was wondering if I was getting a little in over my head by attempting it at Idol Rank 12. Though, if there's a charm that can help, that would be helpful.

I managed to get the Top 20 for DoTV just fine.

Edit: Also noted in this Audition that the Points Multiplier drops alot more quickly than the other Auditions.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on May 08, 2011, 08:15:56 PM
Ah... perhaps there is a slight misunderstanding there. I'm referring to a specific National Audition called Music Time, or at least that's what it says in Katakana. 4075 fans for all regions if successful, 1 spot out of 100. I was saying that I could not get past place 50 in the audition. I was wondering if I was getting a little in over my head by attempting it at Idol Rank 12. Though, if there's a charm that can help, that would be helpful.

I managed to get the Top 20 for DoTV just fine.

Edit: Also noted in this Audition that the Points Multiplier drops alot more quickly than the other Auditions.

Ah, my bad then.

According to the atwiki page (http://www44.atwiki.jp/idolmasterim2/pages/42.html) it's a rank 50 difficulty 8 audition and you need a score of 26k or so to pass it.

Some auditions tend to have modified multiplier settings, some change it for the better but most decrease it but finding out which one does is a pain, some times you start with a higher multiplier for one stat and 2 lowered multipliers and sometimes you'll have both.
As far as I know this only happens on auditions and national ones.

Assuming a level 4-6 unit can get 33-34k in week 7, passing the 26k mark doesn't sound too hard even with a negative multiplier modifier.
If you're still early in the game I recommend not bursting during the song to have a better chance at winning.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on May 09, 2011, 01:25:03 PM
According to the Japanese wiki, faster songs (with more beats) tend to give less stats than slower ones. Whether or not this is related to score scaling, I don't know. Voltage gain decreases as BPM increases, and I think it's that way for score too... I just think that if the wiki is true, you don't get good stat bumps either.

that's one thing that I've spotted..Smokey Thrill give a much higher boost and score than The World is All One with only a few BPM difference...And my producer rank went down from lvl 9 to lvl 7 after getting a B at the end..>.< didn't know getting a low rank will affect my rank..XD

BTW have anybody encountered what I've encountered recently? It's about their Outfits..regularly at the start of the game we'll see a random idol wearing their regular outfit..I was totally surprised when I started a new produce when I saw Yukiho wearing her winter outfit..then after I chose my leader she's also wearing the winter outfit...I don't know what happened there..also during my playthrough before that, my unit started wearing their winter outfit at week  40 instead of week20  or something.....with that said I guess everybody know already what happened during the good ending..and yup Ryuguu Komachi is wearing winter outfit..XD

I remembered I did something at the options but I don't know which one affected the in-game season..XD Ijust love tweeking the options..hehehe guess I'll try to default it later on..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on May 09, 2011, 02:57:40 PM
And my producer rank went down from lvl 9 to lvl 7 after getting a B at the end..>.< didn't know getting a low rank will affect my rank..XD
It's not like it really matters unless you're nearing your 9th playthrough.
You can only get rank 10 if you get an S at rank 8 or 9 at your 9th playthrough, assuming you used a different leader every time.
At rank 10 you'll lose a rank if you score lower then an S.

BTW have anybody encountered what I've...

8< ---- snip
..XD Ijust love tweeking the options..hehehe guess I'll try to default it later on..
That's nothing special. The game clearly marks the costume options for non-stage events in the options.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: kasmichan on May 09, 2011, 05:07:06 PM
It's not like it really matters unless you're nearing your 9th playthrough.
You can only get rank 10 if you get an S at rank 8 or 9 at your 9th playthrough, assuming you used a different leader every time.
At rank 10 you'll lose a rank if you score lower then an S.
That's nothing special. The game clearly marks the costume options for non-stage events in the options.

so there was something in the options..hehehehe Now I need to see how to write jap in my xbox360 in order to write jap on my moded unit instead of english for unit name..

anyway back to the game..^^
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Katsuyuki-P on June 20, 2011, 10:39:36 PM
I'm kind of wondering, I did two 15,000 Promotions and the event was an Automatic Perfect,

I'm just wondering if there is a particular condition to trigger it or if it just happens because they ran out of stuff to do.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on July 25, 2011, 05:35:12 AM
Has anyone figured out if there's a pattern to when BK Maniac has their 10% sales, or if it is random? I got a 10% off sale during week 44 in my last game, but I don't know if it's every time there or not.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: HeavenS on July 25, 2011, 01:29:31 PM
Has anyone figured out if there's a pattern to when BK Maniac has their 10% sales, or if it is random? I got a 10% off sale during week 44 in my last game, but I don't know if it's every time there or not.

This question has already been answered and is in the very 1st post
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zeda12123 on August 02, 2011, 08:15:53 PM
I have a question... would Makoto/Chihaya/Hibiki be a good team? I've scaneed the thread and learned they all have pretty high stats and Makoto is my favorite so I was hoping to produce her.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on August 02, 2011, 08:59:21 PM
Any team with Chihaya and Hibiki are great; those 2 have top-notch stats and their bursts are the best in the game and work great with the dual appeal routes. I should mention that if you want to use MakoChihaHibi I'd reccommend going with Hibiki as leader in your first playthrough.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zeda12123 on August 03, 2011, 12:21:28 AM
Hrm, thats good to know! I'll give Hibi-chan a try for my first play through.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on August 03, 2011, 08:57:38 AM
This site, and specifically this thread, has been very helpful, but I've realized there's still very little info in English out there. For those who don't know Japanese, looking at the Japanese wiki through Google Translate can be a bit... difficult.

Anyway, I and another person have this longer term project to translate the Japanese wiki into English. These are *real* translations, using a combination of Japanese knowledge and playing through the game. This is not some BS translation through what I like to call "the fog of Google Translate".

So! Here's our first page. I hope this helps some people. This is the translation of the page on the Japanese wiki about charms. There's a few minor things we'll have to correct/update, but it should be, well, done. If I have time at some point, I'll take screenshots of the charms to show what they look like, to help further.


http://imas.wikia.com/wiki/Charm_Effects (http://imas.wikia.com/wiki/Charm_Effects) - Our translated page.

http://www44.atwiki.jp/idolmasterim2/pages/15.html (http://www44.atwiki.jp/idolmasterim2/pages/15.html) - The original Japanese wiki page, for reference.

I'm hoping we can finish 1 page every 1-2 weeks. Unfortunately, there will not be another for this week since my project partner is off the island until next week (we live in Hawaii).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ~Lyssa~ on August 04, 2011, 08:54:41 PM
I have a question regarding the moods... the girls moods are fluctuating and I have no idea what to do... it just went from a broken heart symbol to 2 lightning bolts.. can anyone explain to me how exactly I can fix this? Dx
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on August 04, 2011, 10:24:59 PM
So! Here's our first page. I hope this helps some people. This is the translation of the page on the Japanese wiki about charms. There's a few minor things we'll have to correct/update, but it should be, well, done. If I have time at some point, I'll take screenshots of the charms to show what they look like, to help further.


http://imas.wikia.com/wiki/Charm_Effects (http://imas.wikia.com/wiki/Charm_Effects) - Our translated page.

I know that my appreciation isn't going to help you with the work, but thank you so much for translating all of this. It will be helping a lot when I'll get this game!

Now I would have question about my future unit. I think someone said at one point that we shouldn't try to equalize each stats, but I just want to make sure...If none of the idols in my unit has high vocal stats, should I compensate by doing a lot of vocal lessons, make them wear the Floral outfit and take an amulet that increases vocal or should I concentrate on their highest stat (Visual)? I wanted to produce Yukiho, Miki and Mami (Miki being the Leader) but I wasn't sure on which stat I should work. Also quick one, is "Visual" as worth as "Dance" and "Vocal"? Just wondering because I don't recall seeing any player having a unit that is specialized in Visual and I wouldn't like to mess up by putting efforts into it if it's not worth the two others.

Thank you in advance,
I hope my questiosn were clear!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on August 04, 2011, 11:11:25 PM
I have a question regarding the moods... the girls moods are fluctuating and I have no idea what to do... it just went from a broken heart symbol to 2 lightning bolts.. can anyone explain to me how exactly I can fix this? Dx
The fastest way to fix a foul mood is by making all members happy, during the morning greeting pick the choice that gives +++ and during the evening speak to your unit and pick the correct answer. There's a page on the jp wiki with the correct answers. (http://www44.atwiki.jp/idolmasterim2/pages/53.html)
When done correctly you should be able to raise the unit's mood from strained to neutral in 1 week.

If you don't feel like checking a guide or something all the time there's also the reversing mood aka dumb game-logic strategy.
First determine who's the problem maker in your unit; if one member's being singled out or is acting annoyingly happy you'd want to comprimise the tension of your members without making them hate eachother's guts but slowly divide their anger among the other member.
This method doesn't really make sense in real life but it works fine in game. Also because this method doesn't use evening commu it's slower than the one mentioned before but it's nice for lazy people.
Let's say Member 1 and 2 hate leader.
By setting up 1 and 2 to dislike eachother, reducing surplus unity of these two, and making them bond with leader again it'll create a neutral mood again.

TLDR; Morning commu:
Select member 1, pick -++ answer, member 1 will dislike member 2 a bit, 1 and leader bond
Next week pick member 2 and select -++ answer,  member 2 will dislike member 1 a bit, 2 and leader bond
Repeat if/when necessary, and if you can pick +++ you should.

Should take 2-3'ish weeks. By continueing this you shorten the distance between leader and the individual members. Note, this method also works for building up mood. Focussing on one member with plusses will make the member obnoxious, focussing on two will make one feel isolated.
By effectively dividing plusses and minusses your unit won't easily break apart, though if you play games with them during evening commu you can cancel out negative morning commus.


Now I would have question about my future unit. I think someone said at one point that we shouldn't try to equalize each stats, but I just want to make sure...If none of the idols in my unit has high vocal stats, should I compensate by doing a lot of vocal lessons, make them wear the Floral outfit and take an amulet that increases vocal or should I concentrate on their highest stat (Visual)? I wanted to produce Yukiho, Miki and Mami (Miki being the Leader) but I wasn't sure on which stat I should work. Also quick one, is "Visual" as worth as "Dance" and "Vocal"? Just wondering because I don't recall seeing any player having a unit that is specialized in Visual and I wouldn't like to mess up by putting efforts into it if it's not worth the two others.
iM@S2 is different than 1 in the aspect that you can fight others with your stat of choice; iM@S1 likes to shift trends and points were gained per stat.
iM@S2, however, adds up the amount of points you got, but to prevent one from spamming a single appeal type it reduces the score multiplier on the used appeal type. Using one type of appeal raises another's multiplier.

Though equalising might make more sense, people use specialised dual route appeal charms most of the time because it makes the game a lot easier. These charms significantly reduce multiplier decay on 2 stats. Usually balancing makes sense because you want to preserve the individual multiplier bonusses but with one of those it becomes moot. You'd be focussing on secondary appeals to raise primary modifier and afterwards spam that.


You're saying that you don't see many Visual units, I find this somewhat weird from a technical point of view; Visual is the strongest primary out of the 3 dual appeal routes;

Vi/Da. Vi has easiest lesson though it takes most time. After playthrough 1 you could get the strongest Vi costume for free if you played your cards correctly during playthrough 1. It has the strongest full set non-dlc set statwise though the tiara is expensive as heck and overrated. Chihaya for burst and extra stats, nuff said. Vi has 2nd best song line-up, based on bpm and appealing chances from a score-based technical pov w/o DLC. 150, 150, 121, 120, 103(assuming you have LMG). LOBM has 140 but is DLC.. This point is moot if you dont intend to revive older songs though seeing as how you wouldn't have enough danketsu to use more bursts for songs 1-2 though 3 might or might not be able to use it effectively seeing as how it's near the tresshold of using more bursts pay off score-wise.

Vo/Vi. Unforgiving lesson with little slack. After playthrough 1 you could get the strongest Vo costume for free if you played your cards correctly during playthrough 1. Weakest full set because of lack of specialised extreme headgear amd slightly weaker body accessory will slightly reduce your scoring potential. Hibiki for burst and extra stats, good but not as great as Chihaya. Worst line-up with songs from a technical pov: 150, 120, 120, 120, 88 appeal chances with free songs. Silly hamburger song has 150 and vampire 124 but DLC costs money.. 120 really hurts 4th song..

Da/Vo. Da lesson easy enough but can be hard'ish at times. Strongest Da costume costs a ton of money. Same amount of total stat points with expensive incom and other items as Vi/Da set. Miki has awful burst. Best line-up of songs for scoring though.. Appeal chances 150, 150, 136, 126, 120. HHB is 120 as well and makes no difference score-wise. Da needs a slower song for 1st song though imo.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on August 06, 2011, 11:48:13 AM
Now I would have question about my future unit. I think someone said at one point that we shouldn't try to equalize each stats, but I just want to make sure...If none of the idols in my unit has high vocal stats, should I compensate by doing a lot of vocal lessons, make them wear the Floral outfit and take an amulet that increases vocal or should I concentrate on their highest stat (Visual)? I wanted to produce Yukiho, Miki and Mami (Miki being the Leader) but I wasn't sure on which stat I should work. Also quick one, is "Visual" as worth as "Dance" and "Vocal"? Just wondering because I don't recall seeing any player having a unit that is specialized in Visual and I wouldn't like to mess up by putting efforts into it if it's not worth the two others.

Thank you in advance,
I hope my questiosn were clear!

If you look at my translated charm page, it'll help you find where to get 3 charms that are pretty helpful for doing well. These are the Niku-Wan's Charm (Da + Vi multiplier slowdown), Rinkamo's Charm (Vo + Vi multiplier slowdown), and Awanko's Charm (Vo + Da multiplier slowdown). These are the ones that BT2 referenced.

It doesn't really matter which girls you pick so much *most of the time*. It only really matters for bursts.

My first and second playthroughs I didn't do go great. I only got in the top 50 both times. But my third time through all 5 of my singles were in the top 20, and I ended with one on #1 and one on #3.

What did I do?

1) First I used the respective charm for the stats I wanted to be the highest. In my case, that was Vo + Da.
2) I focused on Vo + Da for stat raising.
3) I equipped the best items I had for raising Vo + Da.
4) I had a slightly higher focus on Da, and so I always picked Da oriented songs.
5) I would switch to my character that was highest in Vi for bursts. Why? Because Vo + Da gave me most points during regular appeals, and so I would ignore Vi. Vi ended up having the highest multiplier when it came to bursts due to that, and the Vi stat character would get a lot of points during the Vi parts of her burst.
6) I took full advantage of keeps, breaks, and revivals.

Once your single is officially released, immediately start doing keeps to boost your sales. At some point, sales will still stop even with keeps. That's what breaks and revivals are for later on.

Keep in mind that even with this system I still didn't get S rank or all of the awards. Maybe there's something else I could be doing to improve there. But doing something like that should still get you the "normal" ending (which is still much better than the "bad" one!) and songs up high on DoTop TV at least.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on August 06, 2011, 03:17:26 PM
6) I took full advantage of keeps, breaks, and revivals.
A waste of time imo, you only need one at song 4 or 5 if you're missing some fans and getting one for one of these is easy because you'll be using those most of the time.
Also you don't actually need one to win the game.

Keep in mind that even with this system I still didn't get S rank or all of the awards. Maybe there's something else I could be doing to improve there.
Break the charts early.

BT2 got tired of micromanaging stuff early on and got lazy, thus thought of a way to get S evaluation while keeping pointless game mechanics out as much as possible.

W1-7 iirc, break the charts and rank in the top 20 asap, enough on this all over the internet already.

W8-18. Train primary only and obtain Koshiba as often as possible, don't bother with secondary as it only increases points marginally and you'd be wasting weeks. Quit if primary is maxed. Rank 12-14'ish. Don't bother getting image 16, more on this later on.
The reason why you'd want to finish training early on is because you only have a few fans and you don't really need to bother with decay too much.

W19+ Switch songs whenever the game nags but stick to the song you're using. Don't bother with lucky stars and set bonusses.
Focus on two areas and at most at one time and get the required amount of fans for the special fes's. Best to leave the harder ones for later because of lack of danketsu. Always go out of your way and obtain Ariake and Yamahara. Do a paid promotion if you don't want to lose your current reporter and want to stay in one of the 2 areas. When you're finished you can ignore the area imo but you could always do a national audition at times to prevent a cleared area from decaying too much if you want though it doesn't really matter. Repeat for the other areas.
Don't bother with stability when focusing on one area and just aim for a high amount of fans, focussing on keeps and actively trying to get one is a waste of time imo.

You should be finished at around w45'ish. Just focus on getting money or so.
Get Kanemaru and do high paying jobs, lose to Vesperia etc.
Around now your amount of fans should be decaying like crazy and national auditions stop appearing but it doesn't really matter.

Assuming you never switched songs, you should've obtained quite a large amount of lucky stars with your 5th song even without trying. You could change to a set and do do whatever you want if you're very popular in the chart, getting a break should be easy enough, even without trying but remember that you can only get a keep when competing in fes's and the battle with Jupiter's your final chance to get one.
I should point out that even though it says that a song should be released for over 10 weeks, the game actually starts counting the week you first switched songs; or cd release week 6 so you have 10 weeks of passively trying for a break.

Remember that I mentioned that you should stop training after maxing primary, and stop at around image 12-14?
The reason for that is because the extra amount of fans, and thus sales, you obtained will allow you to get top 1 without getting any special condition during the whole game. Sure you'll be losing an S for image level but you don't need it neways.

You should get a decent highscore for most songs.
Also, as a rule of thumb I never bother bursting twice during the same song and only do it near the end until it's the 4th release.

Managing your unit's mood is easy enough, you do the evening commu correctly and your unit will never get angry so you can pick whatever you want during the morning, though it's best to build it up with spread out -++ and +++ answers to get more danketsu early on.
Acting is easy enough, and RPS is so as well if you find someone you're familiar with and stick to this idol till the end.
Most idols have 1 obvious face they make if they want to throw out something so losing to this one should be easy enough. For the other 2 it tends to be harder cause the face they make look similar. Just focus on getting a tie or losing.
For Chihaya it'd be something like this
(http://img864.imageshack.us/img864/9206/rpsc2.png)
She's obviously smiling when she wants to throw out paper, so you'll do rock.
In case of R or S, you'll pick Rock; you'll either lose or get a draw. Getting 3 draws is a good thing neways.


TLDR, or the way I remember it when playing iM@S2 and doing something else at the same time;
W1-7 Break charts
W8-18 Train primary, quit early when maxed.
W19-45 Farm fans in 2 areas at a time max, do special fes's
W46+ Farm money or stick to doing fes's if you really need to, don't bother actively getting break, though you have 10 weeks.

Don't burst during a song with early ones.
Obtain Reporters when you see them

Grats, you should have an S on all criteria except for image level, won all awards and got best end.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on August 06, 2011, 07:05:02 PM
For Chihaya it'd be something like this
(http://img864.imageshack.us/img864/9206/rpsc2.png)
I lol'd.

There's also a list of expressions they make on the Japanese wiki (じゃんけん (http://www44.atwiki.jp/idolmasterim2/pages/38.html)), though I've heard Mami's are wrong. I (almost) always have either Haruka or Makoto in my unit, and they both frown when they're going to play rock, so that's all I need to know :>
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on August 07, 2011, 12:23:08 AM
Thanks BT2. I'll see how something like that will work out for me. It doesn't bother me that I didn't get S rank last time. I did so much better in lots of other ways, that even the amount I managed to accomplish felt amazing!  :) This time around, at a minimum, I'd like to get more awards. I only got the IA Grand Prix award last time. If I can get all of the awards *and* S rank on my 4th playthrough, that'll be fantastic.

I personally don't have issues with the idols' moods. The only time I do is when their mood massively drops after the forced loss to RyuKoma. But that doesn't take me too long to raise up combining morning and evening communication. I think I've only played Janken once. It was my first game through and all I remember is I made Chihaya really mad with it.

Edit: Okay, I started my 4th game today. I'm on week 33 or so. I have beaten 3 out of the 6 special festivals. I just need another 2 weeks and I'll have the 4th. Definitely going to be able to get all of the awards. Not sure what ranking I'll get yet. I did get a song to #3 without trying, not sure if I can get to #1 without trying. Since I've pretty much mastered breaks and revivals, I'll try to get a song to #1 with the leftover weeks I'll have after guaranteeing I get all of the awards.

Edit 2: I got all of the awards, but I didn't get S rank. Oh well. It wouldn't of gotten me anything anyway. Either A or S at the producer level I was would give 2 producer ranks. I know how I can improve, so hopefully I can get S next time. At least I got the best end for Yayoi. YAY!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: GreyToshiaki on August 19, 2011, 10:25:49 AM
Having an english manual would be a great help to "halfly" understands the game. I've scanlated (poorly) the page 40 and 41 based on KIRBYSIM translation.

Its here if you want it.
(http://i23.photobucket.com/albums/b371/greator/p40.jpg)
(http://i23.photobucket.com/albums/b371/greator/p41.jpg)

Usually, Asian ver of the game will have English manual (like SP). But Asian ver will be release on Oct 2011. Someone should get that.
I was hoping if someone could translate the whole manual, so I can scanlated it and you guys can print it like a real english manual.

And the last thing, What is this AUTO-COMMAND thing that you guys talking about??
Is it something you set in the option menu?
What does it do? This is why an english manual is needed.


 
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on August 19, 2011, 07:03:42 PM
Usually, Asian ver of the game will have English manual (like SP). But Asian ver will be release on Oct 2011. Someone should get that.
I was hoping if someone could translate the whole manual, so I can scanlated it and you guys can print it like a real english manual.

And the last thing, What is this AUTO-COMMAND thing that you guys talking about??
Is it something you set in the option menu?
What does it do? This is why an english manual is needed.
Thanks for the scanlations~ The Asian version of (Xbox 360's) iM@S2 actually came with a Japanese manual as well, no English papers included whatsoever XD

Auto-commands would be when you tell your idols to do something themselves. i.e. before you go to a audition/lesson, the 2 commu-boxes pop up. The blue one on the left is to do it yourself, the right one is to leave it to your idols.
(http://i770.photobucket.com/albums/xx350/TweenDoriru/iMAS%20and%20iMAS2%20screenshots/bluevsred.png)
like that but in 1080p :D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: GreyToshiaki on August 19, 2011, 09:05:26 PM
Auto-commands would be when you tell your idols to do something themselves. i.e. before you go to a audition/lesson, the 2 commu-boxes pop up. The blue one on the left is to do it yourself, the right one is to leave it to your idols.

I'm already at week 36, it never happened to me.

After performing Live, there's an extra encore where you can perform as duo. Is there any way to change who will be performing?
Is there any effect of doing this encore? I can change the song but does it affect my KEEP?

And, is the PV in the ranking affects the rank? Can we change the PV?

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on August 19, 2011, 10:55:34 PM
I'm already at week 36, it never happened to me.
Unlocked after 1st playthrough

After performing Live, there's an extra encore where you can perform as duo. Is there any way to change who will be performing?
Not really, for Solos the game'll use member lined up at slot 1 and members 2 and 3 for duos. You can change the member line up before starting the rhythm game part of stages after 1st playthrough iirc.

Is there any effect of doing this encore? I can change the song but does it affect my KEEP?
This affects nothing in the game, gameplaywise, but people use it for uploading solo, duo or quintet replays on the leaderboards.

And, is the PV in the ranking affects the rank?
No

Can we change the PV?
Select save replay after a stage performance. The game uses your last saved replay, made with that unit, for that song.

Imo unless you want a spot on the leaderboards, pvs are a waste of time in story mode. You'll be skipping it most of the time neways. You can save some time by disabling it in the options menu.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on August 20, 2011, 06:56:22 AM
I wanted to go ahead and put another link to the English language im@s wiki project. Again, it's different from this site's wiki. It's more of a translation/strategy guide project. My "partner-in-crime", SakuraSylph, has actually added a ton of pages in the past almost 2 weeks. He's doing almost all of the work.  :P

Current pages include:
- Amulet (Charm) Guide
- Costume / Accessories Guide
- Evening Communications Guide
- Unlockables
- Achievements Guide
- Story Timeline/Calendar Guide

...and the general game strategy page. This latter one is my own personal project that I'm working on right now. It's very, very, very incomplete and not very good yet. But the rest should hopefully be useful! Link is below.

http://imas.wikia.com/wiki/The_Idolm@ster_Wiki (http://imas.wikia.com/wiki/The_Idolm@ster_Wiki)

We are focusing on im@s 2 right now. We're probably going to go back to im@s 1 360 and im@s SP at some point. Live 4 You is extremely low priority since you don't really need any Japanese for that except for possibly menu navigation.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on August 20, 2011, 07:20:19 AM
In case it helps.

Speaking of which, there've been some numbers on score/voltage bonuses up on the Japanese wiki, but some of those numbers I can't corroborate, strangely enough.

Code: [Select]
(Didn't get all of these.)

small medium large super
Regular Appeal Voltage UP x1.15 x1.3 x1.5 x3.25
Regular Appeal Voltage DOWN x0.85 --- --- ---
Specific Appeal Voltage UP x1.25 x1.35 --- ---
Specific Appeal Voltage DOWN --- --- ---
Memory Appeal Voltage UP --- x1.05 x1.8
Burst Appeal Score UP ---
Burst Appeal Score DOWN ---
Regular Appeal Score UP ---
Regular Appeal Score DOWN --- --- ---
Specific Appeal Score UP x1.1 ---
Specific Appeal Score DOWN --- --- ---
Memory Appeal Score DOWN --- ---

(Reporter) Ataku x1.4

Reporter Boost seems to be x1.4. If you've got multiple bonuses, they seem to stack multiplicatively (Reporter and Regular Appeal Voltage UP (medium) looks like 1 x1.3 x1.4 ~ 1.82, rather than 1 + .3 + .4 = 1.7).

I also have no clue what mail boost does, it didn't seem to affect the number of beats to a full Voltage meter for me.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: GreyToshiaki on August 22, 2011, 01:51:44 AM
I wanted to go ahead and put another link to the English language im@s wiki project. Again, it's different from this site's wiki. It's more of a translation/strategy guide project. My "partner-in-crime", SakuraSylph, has actually added a ton of pages in the past almost 2 weeks. He's doing almost all of the work.  :P

Current pages include:
- Amulet (Charm) Guide
- Costume / Accessories Guide
- Evening Communications Guide
- Unlockables
- Achievements Guide
- Story Timeline/Calendar Guide

...and the general game strategy page. This latter one is my own personal project that I'm working on right now. It's very, very, very incomplete and not very good yet. But the rest should hopefully be useful! Link is below.

http://imas.wikia.com/wiki/The_Idolm@ster_Wiki (http://imas.wikia.com/wiki/The_Idolm@ster_Wiki)

We are focusing on im@s 2 right now. We're probably going to go back to im@s 1 360 and im@s SP at some point. Live 4 You is extremely low priority since you don't really need any Japanese for that except for possibly menu navigation.

Great!
But the one that I really needed is the menu translation (especially option menu). Can someone translate the manual?
I still dont know about those danketsu meter.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on September 04, 2011, 09:02:37 PM
Current pages include:
- Amulet (Charm) Guide
- Costume / Accessories Guide
- Evening Communications Guide
- Unlockables
- Achievements Guide
- Story Timeline/Calendar Guide

...and the general game strategy page. This latter one is my own personal project that I'm working on right now. It's very, very, very incomplete and not very good yet. But the rest should hopefully be useful! Link is below.

http://imas.wikia.com/wiki/The_Idolm@ster_Wiki (http://imas.wikia.com/wiki/The_Idolm@ster_Wiki)

Woah, these are really helpeful! I got the feeling I will be using it often when I get my Idolm@sterc copy. Thank you for your hard work!

I have a tiny question about the gameplay ; I know at some point in the game you get to invite two of Ryuugu Komachi's idols for a quintet live, and there are possibilities to get ditched by them. I already know I have to invite Ritusko so I can unlock Ryuugu Komachi's outfit, but who is the other one I should choose? I wanted to invite Azusa simply because she is one of my favorite, but then I remembered about her terrible sense of direction and thought it wasn't a good idea. So, is there really a better choice (like Iori or Ami) or are the possibilities of getting ditched are just random?

On that topic, I have another question that may sounds silly ; to do this quintet live, one of your released song has to be one of the song that can be performed in quintet, right? Or do you have the possibility to choose one when you decide to do the concert?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on September 04, 2011, 11:50:16 PM
I have a tiny question about the gameplay ; I know at some point in the game you get to invite two of Ryuugu Komachi's idols for a quintet live, and there are possibilities to get ditched by them. I already know I have to invite Ritusko so I can unlock Ryuugu Komachi's outfit, but who is the other one I should choose? I wanted to invite Azusa simply because she is one of my favorite, but then I remembered about her terrible sense of direction and thought it wasn't a good idea. So, is there really a better choice (like Iori or Ami) or are the possibilities of getting ditched are just random?
Does not matter at all. Character traits aren't a factor in this game, unlike iM@S1 where we had downwards spirals, end of the week regenerating tension and happy go lucky members.
Gameplay wise the first time you invite an idol they will pretty much always appear for the encore. Afterwards it depends on how well you get along with the individual idol and how often you invited an idol for quintets. For producable idols this reflects on how often you used them in units, commus etc.
Although you don't actually need to invite any of the RK unit members, there's an achievement associated with inviting all of those.

On that topic, I have another question that may sounds silly ; to do this quintet live, one of your released song has to be one of the song that can be performed in quintet, right? Or do you have the possibility to choose one when you decide to do the concert?
Quintet performances are mere encore songs and encores don't affect anything gameplay wise. For regular encores the game allows you to select any song you've produced with your current unit but for quintet ones you're allowed to select any song that's compatible for quintet use.
Because encores happen after the actual scoring game, it's pretty much pointless wasting too much time on deciding on who you want to use. Just leave that for S4U, just go with RK members first and afterwards you could pick who you want.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on September 05, 2011, 09:50:41 PM
Does not matter at all. Character traits aren't a factor in this game, unlike iM@S1 where we had downwards spirals, end of the week regenerating tension and happy go lucky members.
Gameplay wise the first time you invite an idol they will pretty much always appear for the encore. Afterwards it depends on how well you get along with the individual idol and how often you invited an idol for quintets. For producable idols this reflects on how often you used them in units, commus etc.
Although you don't actually need to invite any of the RK unit members, there's an achievement associated with inviting all of those.
Quintet performances are mere encore songs and encores don't affect anything gameplay wise. For regular encores the game allows you to select any song you've produced with your current unit but for quintet ones you're allowed to select any song that's compatible for quintet use.
Because encores happen after the actual scoring game, it's pretty much pointless wasting too much time on deciding on who you want to use. Just leave that for S4U, just go with RK members first and afterwards you could pick who you want.

I see.
I had pretty much guessed it wouldn't be that important, but I wanted to make sure. Thank you for the answers!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on September 05, 2011, 10:07:45 PM
So I ran into something weird last night. I'm working on my 8th play through and this is the first time I've seen this happen.

I thought Super Breaks worked similar to normal Breaks, where you could only get it around 10 weeks after a song had been out, but it just made your song jump up higher on the chart than a normal Break. I had been doing auditions/lives every single week with Kyun! Vampire Girl since choosing it. I had a pretty decent score (over 50k) and I had good fan awareness in several places on the map. The week that Kyun! Vampire Girl debuted on the charts... BAM! I got a Super Break and it debuted at #2 on the chart with an insane amount of sales. The Super Break status made it easily go to #1 the next week. Now that it is done gaining sales, the #2 on DoTop TV isn't even close.

How common is it to get a Super Break on the very first week something is released? Also, is it possible to debut at #1, or do you always start at #2 at the highest?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on September 05, 2011, 10:27:49 PM
I thought Super Breaks worked similar to normal Breaks, where you could only get it around 10 weeks after a song had been out, but it just made your song jump up higher on the chart than a normal Break.

8<----------snip

How common is it to get a Super Break on the very first week something is released? Also, is it possible to debut at #1, or do you always start at #2 at the highest?

Actually, you can only get super breaks at sales week 1 and it doubles the sales coefficient iirc. I'm not sure if it's possible to get 1st spot in week 1 even with doubled sales, it's been months since I last played this game so I don't recall the approximate numbers one gets and the amount of sales the current #1 has.

For reference:
Do a Fes to get a Break, obtainable at earliest on 6th week of sales, or 10 weeks since selecting the song. Only works on latest song, this allows your latest song to sell for 4 weeks again.
Do a Live to get a Keep, works only on your latest song and only keeps your sales coefficient from dropping too much, useless after a few weeks.
Do an Audition to get a Revival, only possible if the song you're producing isn't your latest. Basically a break for anything other than your latest song.
Do S. Lives to get a Super Break: Only obtainable by doing special lives and before the sales actually starts; the 4 weeks gap between selecting and selling. Greatly increases sales coefficient for the initial 4 weeks.

It should be noted that special lives aren't the same as regular ones and won't trigger keeps.
It's unknown whether national auditions trigger revives.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on September 06, 2011, 06:09:59 AM
Great!
But the one that I really needed is the menu translation (especially option menu). Can someone translate the manual?
I still dont know about those danketsu meter.

We're working on the manual and other options. It's just slow because Sakura is a perfectionist and keeps wanting to make Photoshopped translations.  ;)

Here's our page for Danketsu. We took pictures of all of the statuses (well, minus two - but we hope to get them at some point) and will post them next to the statuses. But if you need the pic now, compare to your manual. It's in the same order.

http://imas.wikia.com/wiki/Danketsu_Status_Indicators (http://imas.wikia.com/wiki/Danketsu_Status_Indicators)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: faythz on September 12, 2011, 11:59:51 AM
I have a question
how can I change My Mood unit?
It's been a three week and My unit still had a Demoralized mood because They lose to RK
How can I fix that? I try to give them OFF but still didn't work
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on September 12, 2011, 12:25:22 PM
Freetime's only useful for recovering from fatigue caused by self commands.
The best way to restore the bonds in your unit is by selecting the correct answer during evening commu, though for people who don't like looking up things when playing one could always try tactically selecting answers during morning commu.
Buying a lot of items at once/ spending a lot when shopping also improves mood but depending on this is silly because shops will eventually run out of items :|
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: faythz on September 12, 2011, 12:59:34 PM
Freetime's only useful for recovering from fatigue caused by self commands.
The best way to restore the bonds in your unit is by selecting the correct answer during evening commu, though for people who don't like looking up things when playing one could always try tactically selecting answers during morning commu.
Buying a lot of items at once/ spending a lot when shopping also improves mood but depending on this is silly because shops will eventually run out of items :|

for correct answer during Morning commu which expression is the Right one ?
I always get 1 Girl Happy but 2 of them seems mad is It this correct one or 3 girls must happy?
btw I can't read moonrune sorry.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on September 12, 2011, 03:34:14 PM
Imo the "not being able to read moonrune" excuse is moot seeing as how the game only has a certain amount of prefixed questions with prefixed answers that affects your unit in the same way everytime a certain answer's picked.
The same questions always produce the same +++ and --- answer or the same -++ and +-- answer.
After 15-25 weeks of game time one should be farmiliar with the questions and their associated answers.

Anyways, for me a correct morning commu involves the least amount of angry faces you'll see when you pick an answer; 2 happy 1 mad or 3 happy.
I've been referring to such answers as -++ and +++ answers for some time now.

Ideally the quickest way to get out of strained is by selecting a +++ answer in the morning and selecting the correct answer during evening commu, most people might not like having to look up everything on the internet all the time when playing a game so there's the morning commu method.

For ease of explanation I've made these illustrations in ms paint for the morning only method. Note. images are for illustrative purposes and aren't accurate, though they should still give some insight on how juggling mood works for iM@S2. Also, the game doesn't give you a clear indication on the individual tension between your idols but that doesn't really matter neways.


Assuming you'd just lost to RK, member 1 and 2 will be angry at Leader.
(http://i1135.photobucket.com/albums/m631/bakat2/st_1.png)

The fastest way to get back to neutral would be to balance the tension between the 3 idols; we want to make L happy while retaining or lowering 1 and 2 evenly.
Assuming yo get unlucky and get +-- and -++ answers, obviously pick ++-, if you can pick +++ go for that one.

Here I'm picking an answer that negatively impacts 1 while raising L and 2 (-++)
(http://i1135.photobucket.com/albums/m631/bakat2/st_2.png)

See how the distance between 1 and L decreased?
Now do the same but for member 2
(http://i1135.photobucket.com/albums/m631/bakat2/st_3.png)
The tension between the 3's somewhat balanced by now and the overall status should be back to neutral now.
Though 2 weeks should be enough, repeat when necessary if it's not back to neutral yet.




While we're still talking bout plus and minusses, because unity's the game's main theme one can't randomly raise tension.

Assume one's been focusing plusses on one idol
Nothing wrong yet but..
(http://i1135.photobucket.com/albums/m631/bakat2/h_2.png)


With the surplus of plusses the other 2 will think the happy idol's annoying and/or can't cope with their stupidity/sillyness which'll turn the overall mood to Turnoff [Sweatdrop]
(http://i1135.photobucket.com/albums/m631/bakat2/h_3.png)

Onoz [lightning bolts], if you don't fix this soon we'll have a falling out soon..
(http://i1135.photobucket.com/albums/m631/bakat2/h_4.png)

This also applies to getting surplusses for 2 idols and leaving one out, we'll get the [broken heart] instead of a sweatdrop then.


Also, I know I picked horibad colors but I'm too lazy to redo those images. Just squint a bit if you're having a hard time differentiating pastel yellow from white.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on September 12, 2011, 05:20:26 PM
for correct answer during Morning commu which expression is the Right one ?
I always get 1 Girl Happy but 2 of them seems mad is It this correct one or 3 girls must happy?
btw I can't read moonrune sorry.

Anyway, for those of you who'd rather use the morning communication method, here's a list of the responses I've compiled so far (may have missed one or two):

OK。覚えとく    +++
ふーん・・・・・・  ---

気にするな -++
そうだよな    +--

ちょっと         
どうかと思うぞ -++ 
たまには、そういう
こともあるよ      +--

ムリ言うなよ -++  
いい考えだな  +--

うん、考えとくよ +++  
本当か?             ---

うん、わかったよ       +++ 
なんだ、そうか・・・・・・   --- 

わからないな  -++
よくわかるよ   +--

よし、いい感じだな!      +++
おいおい、空回りするなよ ---

そうか。
俺も同じ気持ちだよ。 +++
えっ。
そうなんだ・・・・・・       ---

期待はずれだよ・・・・・・ -++
考えはわかった         +--

そんなこと言うなよ  -++
そうかもしれないな  +--

そんなこと
言われると困る -++
それでも
いいじゃないか +--

やる気を感じるよ! +++
余計なことは
言わなくていいぞ   ---

そうか、安心したよ  +++
不安だよ                ---
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: faythz on September 12, 2011, 05:53:02 PM

Imo


wow That was a nice explanation , thank you very much good Sir

a

thanks gotta save and print this
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: faythz on September 15, 2011, 10:11:14 AM
Finally finishing my first playthrough and got a good end , but why did my last Save data disappear?
for amulet and money It still exist
Is it because after Credits song end there is a Save prompt and I choose Yes (left option) ? or what
I want to begin my second playthrough to achieve True ending but I'm afraid of losing My last save data again
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on September 15, 2011, 10:34:06 AM
Like in any iM@S game you're supposed to "lose" your savedata like that. It's not like there's still anything to do post-game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on September 15, 2011, 10:00:28 PM
You don't lose your producer rank or money earned or anything you bought/unlocked. That's the only parts that matters because, like BT2 said, they don't make anything to do after the 55 weeks of each idol unit.

If you want to get the True End for an idol, you just have to play through the game again with them as leader at some point and do well enough in that game to meet the True End requirements.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on September 25, 2011, 08:49:58 PM
Hi people!
I'm back with another question :B

So I'm on the process of making my own little Im@s manual so I can have quick reference when I'll be playing the game, and I'm using the Gameplay Wiki for that matter. As I was browsing the "Songs" page (http://imas.wikia.com/wiki/Songs_in_iM@S2), I've noticed the sections "BPM" and "Appeals", with both numbers written in it. Can somebody explain to me what are these exactly? Is it like the multipliers of Burst and Appeals?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on September 25, 2011, 08:52:11 PM
Hi people!
I'm back with another question :B

So I'm on the process of making my own little Im@s manual so I can have quick reference when I'll be playing the game, and I'm using the Gameplay Wiki for that matter. As I was browsing the "Songs" page (http://imas.wikia.com/wiki/Songs_in_iM@S2), I've noticed the sections "BPM" and "Appeals", with both numbers written in it. Can somebody explain to me what are these exactly? Is it like the multipliers of Burst and Appeals?
BPM = beats per minute = how fast the song is.
Appeals = number of appeals in the song, like how many you can potentially get from the beginning of the audition until the game cuts you off when using said song?

For the best score you can possibly get, I think, you need to keep your burst appeal until the last possible appeal in auditions.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on September 25, 2011, 08:57:17 PM
BPM = beats per minute = how fast the song is.
Appeals = number of appeals in the song, like how many you can potentially get from the beginning of the audition until the game cuts you off when using said song?

Ah, I see, so I was wrong on all the way xD (I thought "BPM" stood for "Burst-(Something)-Multiplier")
Thank you for the quick answer!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on September 25, 2011, 09:43:11 PM
BPM = beats per minute = how fast the song is.
Appeals = number of appeals in the song, like how many you can potentially get from the beginning of the audition until the game cuts you off when using said song?

For the best score you can possibly get, I think, you need to keep your burst appeal until the last possible appeal in auditions.

Yeah, that's exactly it. But for bursts, I've noticed that you should be able to burst twice. Three times if you have the reporter who makes your voltage meter gain faster and/or if you have the amulet equipped that makes your voltage meter gain faster. So you can go ahead and burst the first time it becomes available, but when it fills up the second time, you'll want to wait until as close to the last possible appealing point as possible. That's why I included the lyrics on that page where the last appeal is, so you can try to learn the song and time out when you want to do your last burst.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zeda12123 on October 22, 2011, 08:11:03 PM
So, you know how before you start a festival, etc. Your Idol's  go "3! 2! 1! *insert cheer here*" Is there a way to tell which cheer they're going to shout? I'm pretty sure it has to do with the blinks/facial experssions of your leader, right?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Rihsa on October 22, 2011, 08:45:17 PM
The mouthing. Basically how long their mouths move, any pauses there are, etc. I never really miss the cheer they do. Facial expressions and blinks can be an indicator too, I suppose, but mainly for characters like Miki. Seriously, her eyes get wide, sometimes she'll open her mouth without smiling like everyone else does, her eyebrows are raised. She particularly gets intense, man.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on October 22, 2011, 09:53:36 PM
The mouthing. Basically how long their mouths move, any pauses there are, etc. I never really miss the cheer they do. Facial expressions and blinks can be an indicator too, I suppose, but mainly for characters like Miki. Seriously, her eyes get wide, sometimes she'll open her mouth without smiling like everyone else does, her eyebrows are raised. She particularly gets intense, man.

Miki makes the weirdest facial expressions. I love her but she ways looks high or seriously surprised.
I look for mouth gaps. That indicates multiple words.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on October 23, 2011, 12:15:40 AM
So, you know how before you start a festival, etc. Your Idol's  go "3! 2! 1! *insert cheer here*" Is there a way to tell which cheer they're going to shout? I'm pretty sure it has to do with the blinks/facial experssions of your leader, right?
For several characters, you can go by the blinks/facial expressions (often on "ei! ei! o!"s they blink inbetween each) but the best way, in fact, is go by the mouths. Like, it just has the general "my mouth is moving and not actually matching what I'm saying" lipsynch but essentially, by the spacing in between them you can tell, like animagic4u said.

The Japanese Wiki has them like this (if you can imagine it, I think they have it done pretty well):

◯◯◯-◯ = ターッチ ("touch!" a la high-five)
◯◯-◯◯◯ = トップアイドル ("top idol!")
◯-◯-◯◯◯◯ = エイ!エイ!オー! ("ei! ei! o!")
◯◯--◯◯◯◯ = ファイト!オー! ("fight! o!")

really, it's only hard to tell between "touch" and "top idol" if you're not paying attention closely. The latter two are giveaways~
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zeda12123 on October 23, 2011, 12:40:13 AM
Oh, I see. Thanks for that!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheBluePhone on November 05, 2011, 04:35:20 PM
So I need advice on how to deal with appeal spamming AIs.

I'm trying to do one of the FES's for one of the IA Awards and this one is the only one that's causing me trouble.  :-\
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 05, 2011, 05:07:47 PM
If it's your 1st playthrough or you don't have a good plan, don't bother.

If not then go with a dual appeal route, make sure you're primary's high and spam that.
The AI doesn't tend to burst away from the start so if you get enough danketsu you can get a head start with a good 6/2/2 burst.

Another option would be to go with Sugamo and go counter bursting, though this idea is flawed in that if you let the opponent get a burst in, you won't have a way to retaliate.
You can try getting Antaku or Yamahara beforehand to slightly make it easier.

A 3rd option would be leaving it to your unit..
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheBluePhone on November 05, 2011, 05:27:23 PM
If it's your 1st playthrough or you don't have a good plan, don't bother.

If not then go with a dual appeal route, make sure you're primary's high and spam that.
The AI doesn't tend to burst away from the start so if you get enough danketsu you can get a head start with a good 6/2/2 burst.

Another option would be to go with Sugamo and go counter bursting, though this idea is flawed in that if you let the opponent get a burst in, you won't have a way to retaliate.
You can try getting Antaku or Yamahara beforehand to slightly make it easier.

A 3rd option would be leaving it to your unit..

It's my 3rd playthrough but I'm still not sure how to manage time.  ::)

Not sure what you mean by dual appeal though...

Also I don't think you can leave this FES to units but I should double check that.

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 05, 2011, 05:50:20 PM
I'm assuming you're not playing in hyper mode, because I'd then have to get really technical (To beat rank 11/12 events and how much cheating the AI does) but here's a few pointers.

- If you're finding that they can appeal twice during your appeal as a counter, your song is too slow. It's a REALLY bad idea to take along 'My song' as the song in question. I'd say you'd struggle with anything under 140-150bpm because you run the risk of the AI being able to appeal during your appeal (locking you out of anything) then appealing again (locking you again.)

Then again, an extreme example I had was a level 11, where Haruka appealed as an appeal counter to mine, appealed again, burst, appealed twice MORE, then burst, before I was allowed to make a move. I was using My Song. Let that be a warning to all of you. My song is a good scoring song, but don't EVER take it to a festival, at least on Hyper.

- If you're not using a multiplier gaining charm (ie, you make a net gain in multiplier, as opposed to a loss) your best appeals bet is as follows:

Appeal so that you'll hit burst when you finish the appeal - switch characters once.
Burst, then when the burst is over, appeal for the double (Bursts don't count for actions taken) then appeal with a trio.

If you have ANY appeal or voltage modifiers, you should be able to burst (or get close enough to it) twice in rapid succession, shutting the AI out for about 20 seconds of scoring (and the AI isn't permitted to appeal for a little while after you burst meaning the other 5 seconds they can't counter) so you can if you're fast enough shut them out for a while. (And if you got 4 hearts, you SHOULD be able to appeal a third time, basically either outscoring or even doing a complete shutout.)

If you ARE using something that gets you a net multiplier, you want to burst early (basically early enough to near zero out their bar), then multiply gain and burst before they realise what's going on for the first hit. (A single usually)

You then want to let them burst 3 times (They always seem to do 3 if you successfully burst first), then after their fourth, do a double or a triple and shut out their second burst attempt.

On Hyper mode, it is nearly impossible to pull of a perfect shutout (I've done it a total of once) although there's a bit of satisifaction in a full denial.

If you ever get caught in an appeal war, make sure you can win it - appeals are set on timer, so if in doubt, play through once, and look at their bar and when they'd appeal, then time it so that they go FIRST.

That way when you double or triple, they end up with a nearly full bar, and you end up with a full one, and then you burst, denying them.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheBluePhone on November 05, 2011, 05:57:26 PM
I'm assuming you're not playing in hyper mode, because I'd then have to get really technical (To beat rank 11/12 events and how much cheating the AI does) but here's a few pointers.

- If you're finding that they can appeal twice during your appeal as a counter, your song is too slow. It's a REALLY bad idea to take along 'My song' as the song in question. I'd say you'd struggle with anything under 140-150bpm because you run the risk of the AI being able to appeal during your appeal (locking you out of anything) then appealing again (locking you again.)

Then again, an extreme example I had was a level 11, where Haruka appealed as an appeal counter to mine, appealed again, burst, appealed twice MORE, then burst, before I was allowed to make a move. I was using My Song. Let that be a warning to all of you. My song is a good scoring song, but don't EVER take it to a festival, at least on Hyper.

- If you're not using a multiplier gaining charm (ie, you make a net gain in multiplier, as opposed to a loss) your best appeals bet is as follows:

Appeal so that you'll hit burst when you finish the appeal - switch characters once.
Burst, then when the burst is over, appeal for the double (Bursts don't count for actions taken) then appeal with a trio.

If you have ANY appeal or voltage modifiers, you should be able to burst (or get close enough to it) twice in rapid succession, shutting the AI out for about 20 seconds of scoring (and the AI isn't permitted to appeal for a little while after you burst meaning the other 5 seconds they can't counter) so you can if you're fast enough shut them out for a while. (And if you got 4 hearts, you SHOULD be able to appeal a third time, basically either outscoring or even doing a complete shutout.)

If you ARE using something that gets you a net multiplier, you want to burst early (basically early enough to near zero out their bar), then multiply gain and burst before they realise what's going on for the first hit. (A single usually)

You then want to let them burst 3 times (They always seem to do 3 if you successfully burst first), then after their fourth, do a double or a triple and shut out their second burst attempt.

On Hyper mode, it is nearly impossible to pull of a perfect shutout (I've done it a total of once) although there's a bit of satisifaction in a full denial.

If you ever get caught in an appeal war, make sure you can win it - appeals are set on timer, so if in doubt, play through once, and look at their bar and when they'd appeal, then time it so that they go FIRST.

That way when you double or triple, they end up with a nearly full bar, and you end up with a full one, and then you burst, denying them.

I'm using the song i right now but it's my last release so I could switch to READY! or Meisou Mind...

I'm using Mushaharu's Secret Crest (Large Increase in Voltage Gauge fill rate from all three general appeals, Large Increase in Voltage Gauge fill rate from MEMORY appeals.)

I'll try your strategy though.  ;D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 06, 2011, 12:45:57 AM
I'm using the song i right now but it's my last release so I could switch to READY! or Meisou Mind...

I'm using Mushaharu's Secret Crest (Large Increase in Voltage Gauge fill rate from all three general appeals, Large Increase in Voltage Gauge fill rate from MEMORY appeals.)

I'll try your strategy though.  ;D

Actually, that strategy works best (The dual lockout) WITH that crest - a double + triple appeal is JUST enough to get you a full bar from zero.

You single appeal, burst, double appeal, triple appeal, then finish it off with a second burst. It doesn't matter who bursts, since your multipliers should be set to 2.2 for every beat in burst mode.

http://www.twitch.tv/alaylle/b/299233544

WARNING - This is a Miki Playthrough. If you don't want to see Miki spoilers (or you don't like Miki driving camera crew insane, or the producer while we're on the topic) don't watch, I guess.

If you want to see some of the antics I've tried to pull off, look at part 5 and 6 of the playthrough I was doing yesterday. If you watch the festivals, you'll see what I mean by the timing.

Bear in mind this is strictly a Hyper playthrough, so the error of margin is somewhere in the vicinity of a single note. On normal, I think you get a bit more error to work with.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheBluePhone on November 06, 2011, 01:45:37 AM
Actually, that strategy works best (The dual lockout) WITH that crest - a double + triple appeal is JUST enough to get you a full bar from zero.

You single appeal, burst, double appeal, triple appeal, then finish it off with a second burst. It doesn't matter who bursts, since your multipliers should be set to 2.2 for every beat in burst mode.

Yeah I actually ended up doing that but I only won because while Miki was bursting the song hit the cut-off point and her points stopped going up.  ::)

Now I just need to get better at time managing...

Thanks for the help though. :V
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: shinn87 on November 06, 2011, 02:32:15 PM
Second run and I'm beginning to think that Strategy posted on the Wiki is impossible. No matter how hard I try, I can't seem to break into the top 20 by end of week 8 www
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 06, 2011, 02:49:16 PM
Second run and I'm beginning to think that Strategy posted on the Wiki is impossible. No matter how hard I try, I can't seem to break into the top 20 by end of week 8 www

In normal mode, it still is in theory, in Hyper mode, you have got to be kidding.

If you ARE in normal mode, it requires a couple of things that from memory aren't mentioned in the X360 walkthrough (Which most people don't have set up.)

- A ludriciously good (usually DLC) costume setup. A set would be best to get more stars to come out to trigger the super break.
- Enough patience to manipulate all the paid promotionals to ONE spot (it used to be two, but it's really really hard to do two now apparently)
- The ability to play a festival at about idol level 4-5 (To attempt the super break)
- Perfect all lessons between weeks 4 to 7
- Select a song that the leader is associated with (To improve chances of super break)
- Gear the team to be an avalanche at the start (in short, how they get along with each other be damned, due to the requirements below)
- Super Break week 7, and score about 25k. (Don't think it'll work all the time. it CAN work though)
- perform a Keep in week 8 for good measure.

Variations on it include performing week 4 to nail the +40% fan booster if he's around, then following the above plan.

This will (in theory) make your now about 10000 fans behave like they were closer to 50000, and should net you the sales necessary to sell enough to net you a 20th spot.

... Now why you'd want to do that is another story, really. It requires manipulation of the scheduling grid to get you what you want where. (Which can be done via who you talk to and WHAT response you give them.)

As well, a super break can be committed to the week the single comes out, except of course, the odds of THAT happening are incredibly low.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: shinn87 on November 06, 2011, 03:12:12 PM
In normal mode, it still is in theory, in Hyper mode, you have got to be kidding.

If you ARE in normal mode, it requires a couple of things that from memory aren't mentioned in the X360 walkthrough (Which most people don't have set up.)

- A ludriciously good (usually DLC) costume setup. A set would be best to get more stars to come out to trigger the super break.
- Enough patience to manipulate all the paid promotionals to ONE spot (it used to be two, but it's really really hard to do two now apparently)
- The ability to play a festival at about idol level 4-5 (To attempt the super break)
- Perfect all lessons between weeks 4 to 7
- Select a song that the leader is associated with (To improve chances of super break)
- Gear the team to be an avalanche at the start (in short, how they get along with each other be damned, due to the requirements below)
- Super Break week 7, and score about 25k. (Don't think it'll work all the time. it CAN work though)
- perform a Keep in week 8 for good measure.

Variations on it include performing week 4 to nail the +40% fan booster if he's around, then following the above plan.

This will (in theory) make your now about 10000 fans behave like they were closer to 50000, and should net you the sales necessary to sell enough to net you a 20th spot.

... Now why you'd want to do that is another story, really. It requires manipulation of the scheduling grid to get you what you want where. (Which can be done via who you talk to and WHAT response you give them.)

As well, a super break can be committed to the week the single comes out, except of course, the odds of THAT happening are incredibly low.

Thanks for the detailed explanation, Setsuna. I am indeed in normal mode at the moment. Speaking of which, I heard it's not possible to attain S rank in normal but instead has to be done in Hyper?

This is one game I am hellbent on getting all achievements and it's kind of frustrating to know how much preparation which has to be put in for the opening weeks alone, with key ones seem to occur by chance.

And it's not like I want to do it, but it seems like certain achievements, such as getting all the awards in a single run would require this much work

(http://i.imgur.com/Cq65T.gif)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 06, 2011, 03:47:48 PM
Thanks for the detailed explanation, Setsuna. I am indeed in normal mode at the moment. Speaking of which, I heard it's not possible to attain S rank in normal but instead has to be done in Hyper?

This is one game I am hellbent on getting all achievements and it's kind of frustrating to know how much preparation which has to be put in for the opening weeks alone, with key ones seem to occur by chance.

And it's not like I want to do it, but it seems like certain achievements, such as getting all the awards in a single run would require this much work

(http://i.imgur.com/Cq65T.gif)

That is true - in normal, you cannot accumulate any S ranks. You're still free to get any true ends though.

I imagine that the above is literal overkill for normal (but to be blunt, you only really need to make top 20 by song 3 and you'll be fine, making it song one is literally murder), but in Hyper mode, there's no such thing as overkill - By the time the 4th song rolls around, you need 220 0000  (or however they count it, their numbering system confuses me) sales to claim number 1, and by the 5th song, it's uh, 250 0000.


In short, hold onto your hats.

What really sucks in Hyper mode (Which wasn't present in the X360 version) is the fact that you MUST score all S to get S rank. One A and you fail to get it.

There the general strategy is to break top 50 with song 1 (If you can get a 20, I'll be surprised, even with what I outlined above) then break top 20 with song 2 or 3.

Best method is to do the above, but on a sustained basis - You train only with 1 time unit and perfect that, and do a paid promotion (a bottom tier paid gets you about 10000 fans, or similar to say, a live performance, but sets you back from memory 35000?). The memory gain's nice, but the real benefit is the fact you can level up and still keep up with your fanboosting.

Then run up the fan count to the moon. Then pray like hell you break #1 with a super break, regular break or a revive. Hopefully with a million fans or more, and you'll most likely have in reach at least 4 of the 5 IA regionals, if not claimed them outright by week 41. In short, the IA regionals are the LAST thing you need to worry about.

Actually, my bad, they're the second last thing you need to worry about. The last is of course, needing to loop and do any hell training. Given we're being a torrent of destruction on the idol industry of Japan, I doubt the regular fights would be anything other than speed humps (if only because claiming the IA regionals require some tactical considerations well above the scheduled fights.)

Then once you hit number 1, you score the 60k to get the S rank scoring (which is a mean feat in itself) and then make sure you have idol level 16.

Hit that in hyper mode, and that elusive S rank (and an achivement) are yours. But it IS hard to get.

Oh, and turn off autosave in the options if you want to try that.

I'll just note quickly - Yes, the later (and more expensive) accessories work - you just don't generate the sorts of money required to buy the headset or the crown (or some of the other lavish accessories) off the bat, and usually a DLC (As in store bought) set will do better than any you could salvage in the end of a single run - And the set is fairly important programming wise.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 06, 2011, 09:55:13 PM
In normal mode, it still is in theory, in Hyper mode, you have got to be kidding.

If you ARE in normal mode, it requires a couple of things that from memory aren't mentioned in the X360 walkthrough (Which most people don't have set up.)

- A ludriciously good (usually DLC) costume setup. A set would be best to get more stars to come out to trigger the super break.
- Enough patience to manipulate all the paid promotionals to ONE spot (it used to be two, but it's really really hard to do two now apparently)
- The ability to play a festival at about idol level 4-5 (To attempt the super break)
- Perfect all lessons between weeks 4 to 7
- Select a song that the leader is associated with (To improve chances of super break)
- Gear the team to be an avalanche at the start (in short, how they get along with each other be damned, due to the requirements below)
- Super Break week 7, and score about 25k. (Don't think it'll work all the time. it CAN work though)
- perform a Keep in week 8 for good measure.

Variations on it include performing week 4 to nail the +40% fan booster if he's around, then following the above plan.

This will (in theory) make your now about 10000 fans behave like they were closer to 50000, and should net you the sales necessary to sell enough to net you a 20th spot.

... Now why you'd want to do that is another story, really. It requires manipulation of the scheduling grid to get you what you want where. (Which can be done via who you talk to and WHAT response you give them.)

As well, a super break can be committed to the week the single comes out, except of course, the odds of THAT happening are incredibly low.

-Nonsense, you don't need good items at all. I'm currently on my first real playthrough on normal mode and ranked in the top 20 with my first song just fine. I'm not using any DLC or any uber items, just some regular 3750 money ones and a Starry costume I bought with a discount. You don't need Lucky Stars either
-Manipulating paid promotions to 2 spots might be better but assuming one lets their fans decline until they're finished leveling up, the extra 10k fans you had before'd mostly be gone. Just do 2 paid promotions in 2 different locations.
-You don't need perfect lessons per se, but it makes it easier, also lessons aren't hard neways.
-Selecting a song the leader likes doesn't make sense either; like mentioned before you don't need any special conditions to rank in the top 20 with your first song. Also, you don't need to select a song your leader likes per se, it works for the other 2 members as well.
-There's no such thing as manipulating the unit in getting along better at that point in the game.
-Super Break is pointless, 25k'ish score and 2 paid promotions at any location are enough.
-You don't need a keep either, you can just spend all your time training, though it's best picking Koshiba in week 7 and 15 first.


The reason why I said "real" playthrough before was because that's not actually my first. Everyone knows that buying items in an actual playthrough is a waste of time, you could've spent that time slot on lessons, one should make a dummy file for buying items neways. It's even better making a dummy file for the Lucky Rabbit discounts for when you intend to buy the really expensive items later on.
Instead of playing first, fail and get items and money and afterwards buy items like people did on the 360 version, I decided to make the shopping file first. Just start out a game and scroll through all text, do regular commus for money, don't bother answering correctly cause you don't need danketsu, mood or memories anyways. If you do want to do stuff, just use auto commands. By the time you lost to RK you should have made 40-60k money. Ideally you should've spent some of it on a dual appeal charm somewhere before 10. I got the nikuwan charm in week 9 myself. Buy some accessories and items you can use in week 11. Save and quit.
This should take around 60-75 mins in total.
Afterwards I started producing a unit for real. Dual appealing works even better in normal mode than in the 360 ver because the game's so much easier.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Jarte on November 06, 2011, 10:10:46 PM
So I'm on my first playthrough on Hyper mode, and it's my first playthrough on the PS3 version, so I don't have a lot of stuff, and I'm stuck on the last FES against Jupiter. I can't seem to beat them no matter what, the song I'm using is Honey Heartbeat, which I now realize was a terrible choice, it doesn't seem possible for me to get a burst in until they have gotten at least two, and I literally can't do anything to stop them. I have 4 memory appeals and my dance is maxed, vocal's only about halfway, and I'm using the amulet that reduces multiplier drain rate for vocal and dance.

Is it still possible for me to beat them, or do I need to start a new file at this point?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 07, 2011, 01:49:00 AM
-Nonsense, you don't need good items at all. I'm currently on my first real playthrough on normal mode and ranked in the top 20 with my first song just fine. I'm not using any DLC or any uber items, just some regular 3750 money ones and a Starry costume I bought with a discount. You don't need Lucky Stars either
-Manipulating paid promotions to 2 spots might be better but assuming one lets their fans decline until they're finished leveling up, the extra 10k fans you had before'd mostly be gone. Just do 2 paid promotions in 2 different locations.
-You don't need perfect lessons per se, but it makes it easier, also lessons aren't hard neways.
-Selecting a song the leader likes doesn't make sense either; like mentioned before you don't need any special conditions to rank in the top 20 with your first song. Also, you don't need to select a song your leader likes per se, it works for the other 2 members as well.
-There's no such thing as manipulating the unit in getting along better at that point in the game.
-Super Break is pointless, 25k'ish score and 2 paid promotions at any location are enough.
-You don't need a keep either, you can just spend all your time training, though it's best picking Koshiba in week 7 and 15 first.


The reason why I said "real" playthrough before was because that's not actually my first. Everyone knows that buying items in an actual playthrough is a waste of time, you could've spent that time slot on lessons, one should make a dummy file for buying items neways. It's even better making a dummy file for the Lucky Rabbit discounts for when you intend to buy the really expensive items later on.
Instead of playing first, fail and get items and money and afterwards buy items like people did on the 360 version, I decided to make the shopping file first. Just start out a game and scroll through all text, do regular commus for money, don't bother answering correctly cause you don't need danketsu, mood or memories anyways. If you do want to do stuff, just use auto commands. By the time you lost to RK you should have made 40-60k money. Ideally you should've spent some of it on a dual appeal charm somewhere before 10. I got the nikuwan charm in week 9 myself. Buy some accessories and items you can use in week 11. Save and quit.
This should take around 60-75 mins in total.
Afterwards I started producing a unit for real. Dual appealing works even better in normal mode than in the 360 ver because the game's so much easier.

You note 'Real playthrough.'

Most people are usually requesting their first. The requirements get harder simply because you DON'T get to set up your file like you want.

(if we're talking that, we then go - Buy items from BK - Get the two or three charms you need, then go. You don't even need the super break because the odds of you scoring well are high. Most of what you cover makes it easier simply because it becomes trivial to score. You need better items to compensate for the likelyhood you a) don't know every song to know when to burst at the last moment which in the first seven weeks will net you very little (but just enough) and b) you can compensate with a lower level with higher overall stats.)

Without them, you don't get the crutch that is the charm you get out of the Tokyo Prefecture, OR the charms that reduce multiplier loss.

You might note I asked 'Why do you need to do that?' because strictly speaking, shooting to the top 20 first song is more or less unnecessary, particularly on normal mode. You should be able to A rank the entire set without quite going that far. Usually at single or even four is sufficent.

I'll also note that you're mostly correct (Although a standard playthrough usually nets you a chance to go shopping on week 44 at Lucky Rabbit - if you're good enough at single block lessons, you should have enough time if you used your promotions correctly to just drop a lesson and go shopping) due to the fact I noted that it's more or less unneccessary.

Hyper mode S rank? Well, lthat's a completely different scenario...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 07, 2011, 04:48:14 AM
You were replying to Shinn at first, and he/she mentioned it being his/her 2nd playthrough, also pretty sure the good people at the english wiki mentioned it not working for first playthroughs. If I can get the resources for a dual appeal playthourgh in 11 weeks on a shopping save, I don't see why people who are actually on their second playthrough can't.
BK MANIAC items would be overkill, cheap'ish LUCKY RABBIT ones should be enough. My personal item budget was 20k.
I agree that it's overkill to rank in the top 20 on normal but I refused to watch another i ~and you~ scene.

Shopping in week 44 sounds like a waste of time, I don't know how much you earn on later Hyper mode jobs but for normal standards you could've spent your time losing to Vesperia and get a good amount of money. Remember that Fes's work differently than other stage jobs in that you always get the money and half the fans if you lose. That'd be 101'ish k with Kanemaru and unlike the 360 ver it's not once per playthrough.
For that reason alone I'd still prefer parking a save at week 11.

Haven't started hyper mode yet, but if bumco modified the sales formula or increased the sales of others or added more rivals; haven't seen Maou Angel and other rivals in normal mode chart and Jupiter rose way too slow. If they did, dual appealing'd be rather pointless seeing as how it's just a flawed, though effective early on strategy without any real strength after w30'ish.

[Edit]
Nvm the Maou Angel part, their sales have just been reduced greatly.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 07, 2011, 05:13:19 AM
You were replying to Shinn at first, and he/she mentioned it being his/her 2nd playthrough, also pretty sure the good people at the english wiki mentioned it not working for first playthroughs. If I can get the resources for a dual appeal playthourgh in 11 weeks on a shopping save, I don't see why people who are actually on their second playthrough can't.
BK MANIAC items would be overkill, cheap'ish LUCKY RABBIT ones should be enough. My personal item budget was 20k.
I agree that it's overkill to rank in the top 20 on normal but I refused to watch another i ~and you~ scene.

Shopping in week 44 sounds like a waste of time, I don't know how much you earn on later Hyper mode jobs but for normal standards you could've spent your time losing to Vesperia and get a good amount of money. Remember that Fes's work differently than other stage jobs in that you always get the money and half the fans if you lose. That'd be 101'ish k with Kanemaru and unlike the 360 ver it's not once per playthrough.
For that reason alone I'd still prefer parking a save at week 11.

Haven't started hyper mode yet, but if bumco modified the sales formula or increased the sales of others or added more rivals; haven't seen Maou Angel and other rivals in normal mode chart and Jupiter rose way too slow. If they did, dual appealing'd be rather pointless seeing as how it's just a flawed, though effective early on strategy without any real strength after w30'ish.

Hyper mode is uh, scary now.

If you want to check the full details of what a chart would roughly look like on the last scorable week of the game in Hyper mode check this compiled list. Each five slots have been snapshotted, from number 1 down to number 100.

http://www.mediafire.com/?ucjax69lvn70g

Be warned, 1-5 may contain spoilers, so if you don't like being spoilt, you'll avoid them. If you dislike ANY spoilers, you may decide not to look at any of them, if you can disern the color anyway.

As well:

http://www.mediafire.com/i/?yy682y5i233tjl2
A S rank run I completed with Miki just earlier. I ended up with 2 time units spare. Not days. Time units.

A friend's managed to successfully clear it with a day in hand. I don't believe you'll find more than two days free though.

http://www.mediafire.com/i/?i7r0ugzq9kssrwj
A not quite S rank run - This was done by a friend, who was caught off guard (even though his stats are about the same or even better than mine) by a note.

A summary of that set of screenshots is:

- 10th is now higher than 1st in Normal (It clocks in at 1.62 million by game end). In fact, the top 20 is above first place in normal.

If you have the Miku extend, Miku has 2.26 mill on number 3. If not, it'll be one of the shadow girls I think.

Jupiter land 2.5 million sales with Alice or Guilty now. That's Number 2.

Number ONE lands 3 million. (But who is a spoiler)

Break your fifth or bust, basically. (I broke with 4.25 mill in sales as per the screenshot.)

To S rank, you MUST score S in all catergories (Top song place, Total Sales, High score, IAs gained, Number of repeats, Idol total level) You can't skimp out on any of the catergories in Hyper mode.

As shown with the two report cards, you'll see what a single A will do to you.

Generally what happens is that you'll most likely hit Memory level 5 before you hit idol level 16 or the other way around. Due to this, you normally have a break in your schedule (and since this is hyper mode you're forced to accept the fact you must clear idol 16).

This in turn makes it viable to go shopping if you use a double time period for a lesson (or even a single, although you may find a regular promotion and 44000 may be more useful, although 44000 may not be worth it if you're at memory level 5 and you're constantly in Hyper mode. It depends.)

As for the double burst tactic - you'll need it later on due to the fact there's level 11 and 12 events - In short, if you DON'T shut them out, they'll score anything between 80 to 100k (No, not kidding. I let the level 12 one run once, and she scored 100k while I just watched (They'll burst 4 times)) so shutting them down and out is a piority.

But you can see that you'll find that time isn't any sort of luxury. It's much easier to play normal for the money though, since S ranking everything takes time, and you don't have to gear up certain reporters for some of the harder events.

You are NOT permitted to use the 'Auto option' in Hyper either, meaning all play must be manual (At least if how they handle it now works.)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Byuusan on November 07, 2011, 10:36:02 AM
after seeing those screenshots, i feel less motivated to attempt platinum on this :<. my scores aren't nearly as high as yours and that is normal mode. (You can see it at the very end of this vid here. (http://www.youtube.com/watch?v=0J_3t1aiuKo&feature=relmfu))

So what would be the breaking point between S and A for all the catagories?

something like

 lvl 16 idol image
65000 max points
??? CD Sales
1 (Well tbh i dunno what this is, i jsut know it has something to do about losing at proformances)
0 rewind time

???
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 07, 2011, 11:45:38 AM
after seeing those screenshots, i feel less motivated to attempt platinum on this :<. my scores aren't nearly as high as yours and that is normal mode. (You can see it at the very end of this vid here. (http://www.youtube.com/watch?v=0J_3t1aiuKo&feature=relmfu))

So what would be the breaking point between S and A for all the catagories?

something like

 lvl 16 idol image
65000 max points
??? CD Sales
1 (Well tbh i dunno what this is, i jsut know it has something to do about losing at proformances)
0 rewind time

???

In Hyper mode, the minimum requirements (apparently) are:

Idol level 16.
High score of 65000 or more
6.5 million total CD sales
You must score a number 1 during the 55 weeks.
0 rewind trips (namely Hell training then repeat. Retrying the current stage does not count.)


Most of the tactics to gain high scores revolve around understanding when to trigger off bursts. Early on, your bursts score little, so you generally try to burst only at the end of the song.

Late game you burst as much as you can, then make sure the last note you're allowed to play is to burst to get 'extra notes'.

In festivals, you burst to do as much damage to the other side so they can't burst you back. There's theory and other stuff, but it amounts to 'If you go into an appeals war, make sure you can win it. If not, appeal second.'

There's other reasons why it seems crazy to platinum it - one of the achievements is to score 76500 points or better (And I can't figure out how to do that, although I've got an idea...) among other things.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: blake307 on November 07, 2011, 02:14:30 PM
From what I have seen in the trophy list it looks like it will be kind of a challenging platinum. With that said however, I probably won't let that discourage me from attempting to get the platinum trophy yet.

I was looking at the gameplay of vesperia festivals though and they look tough as hell. But whatever, I won't let that discourage me yet.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: shinn87 on November 07, 2011, 04:06:33 PM
Still pretty clueless as to how the Keep, Revival and Break mechanics work.

From what I gathered, I'm supposed to attempt a Keep on the week the single is released and in the interim between song releases, I should just commit to promotional events to bump up the fans. After the singles stop selling I should try for a Revival/Break on it.

Am I on the right track or am I missing something? Still song in and I'm still hovering in the earlier 20's in the chart. Also, are there any prompts whatever that lets me know I have successfully achieved a Keep, Revival and Break?

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on November 07, 2011, 04:16:25 PM
Still pretty clueless as to how the Keep, Revival and Break mechanics work.

From what I gathered, I'm supposed to attempt a Keep on the week the single is released and in the interim between song releases, I should just commit to promotional events to bump up the fans. After the singles stop selling I should try for a Revival/Break on it.

Am I on the right track or am I missing something? Still song in and I'm still hovering in the earlier 20's in the chart. Also, are there any prompts whatever that lets me know I have successfully achieved a Keep, Revival and Break?

The status will show up as an icon on that song saying which one occurred (at least for revival and break, not sure about keep).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: shinn87 on November 07, 2011, 04:42:15 PM
The status will show up as an icon on that song saying which one occurred (at least for revival and break, not sure about keep).

Thanks but am I really doing the whole Keep, Revival and Break thing right though? Sales are oddly stagnant even though I've been spending in interim weeks gaining fans.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 07, 2011, 05:23:03 PM
In Hyper mode, the minimum requirements (apparently) are:
Just looking at the requirements I'd say some of the requirements don't seem to look too bad.

I just took a quick look at hyper but I don't have the necesary funds to complete it so I'll be parking my unit at week 11 again, though I've sped up the weeks a bit by taking a few weeks off to spy on the 2nd release chart requirements.

With the old dual appeal route it's possible to rank in the top 50 easilly, if you continue with the usual schedule you should be able to get 56k fans with your 2nd song in week 17 without obtaining any of the special states, thus ranking in the top 20.

Getting idol rank 16 should be easy enough, training stats seems to be as fast as normal and 360 ver though actually raising in image level seems to be slower, this however shouldn't be too much of a problem assuming you have money to burn, which I don't, I can't spare 15x 30k money yet..
If I had the money I'd be doing paid promotions, I'd also be able to somewhat continue training, get memories and obtain more fans than usual, meaning getting an S rank would involve a lot of funds. Might be better for people at later playthroughs, but assuming you can't reach producer rank 10 before finishing with all the idols I'd say it's rather pointless trying so.

As for scoring I've gotten 70k with megare on the 360 ver before using dual appeal, so 65k should be easy enough. With a proper set up getting 76.5k should be possible.


Of course the weakness for dual appeal is it's inability to score well so we need to ditch it somewhere along 3rd-4th song.


Below is untested but should work in theory.
Because we have tons of extra memories due to spamming paid promos we should be able to replicate the strategy used by certain Vesperia units; spam bursts.
This is where switching to May Queen comes in. Some Vesperia units seem to be using an Ataka or Yamahara voltage boost, do a couple of regular appeals and afterwards refresh their modifiers and do a clean 2.2/2.2/2.2 burst
Though it seems like it doesn't matter who you use to burst I'd reckon using Hibiki would be best as she leaves you with a 1.3 multiplier for Da. Chihaya got nerfed from 1.3 to 1.2 Vo so she'd be a 2nd choice just like Miki with 1.2 Vi. We can do a couple of appeals with the declining 1.3 modifier and refresh it with a mem appeal again.

If we assume we want to make Hibiki our main attacking force and if we don't want to make our earlier training go to waste I'd guess it'd be something like


Unit Hibiki/ Miki/ Any though I'd just go with Chihaya
W1-7 Rank in top 50, obtain Koshiba in w7. Go with Awanko charm and go Vo/Da dual route. Miki for burst. Train Da.
W8-16 Train Da, obtain Koshiba in w15.
W17 Rank in top 20 with 2nd song
W18-? Farm fans by doing paid promotions and a training. Train Vo until reaching image 16 if Da is maxed.
W3x switch from dual appeal to May Queen.

Because we trained Da back when using dual appeal we have a pretty high stat for that, Vo should be pretty nice as well, so do a couple of Vo and Da appeals, reset with memory, Burst, repeat. You should get around 16-19k points per burst like this if you obtain more danketsu. Also, seeing as how you bounce back to neutral after w10 and you don't lose kashimashii in w21 if you already had it, I'd say one can obtain 10 danketsu or so more than on the 360 ver making bursts slightly stronger.

Some Vesperia units seem to use mushaharu+reporter voltage boost. This seems more effective when playing Fes's whereas the above seems to be better for everything else.


Still, I don't know how the above schedule would actually work out when actually playing though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: CStar123 on November 08, 2011, 12:49:34 AM
Does anyone know if you have to unlock Nanairo Button and the Princess Melody outfits in-game? Or are they already availible?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 12:57:47 AM
Thanks but am I really doing the whole Keep, Revival and Break thing right though? Sales are oddly stagnant even though I've been spending in interim weeks gaining fans.

With Revival, Break and Keeps (And super breaks which aren't listed) there's only a percentage chance it'll work.

As well, how your fans feel will determine how many will actually go shopping. It also determines the rate of 'fan decay' on a week by week basis.

If a region is all in red excited faces, all the fans will apply towards the calculation. As they go down in colour intensity towards blue, only a percentage of them will actually go buy your single.

This is why early on, focusing your fan gains in one or two areas is a lot easier - Any action that involves fans will bring up their happiness level, so consequently, if you focus in 1 or 2 areas, it should be easier to get a decent amount of fans that are highly motivated to buy your stuff.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 01:12:10 AM
Just looking at the requirements I'd say some of the requirements don't seem to look too bad.

I just took a quick look at hyper but I don't have the necesary funds to complete it so I'll be parking my unit at week 11 again, though I've sped up the weeks a bit by taking a few weeks off to spy on the 2nd release chart requirements.

With the old dual appeal route it's possible to rank in the top 50 easilly, if you continue with the usual schedule you should be able to get 56k fans with your 2nd song in week 17 without obtaining any of the special states, thus ranking in the top 20.

Getting idol rank 16 should be easy enough, training stats seems to be as fast as normal and 360 ver though actually raising in image level seems to be slower, this however shouldn't be too much of a problem assuming you have money to burn, which I don't, I can't spare 15x 30k money yet..
If I had the money I'd be doing paid promotions, I'd also be able to somewhat continue training, get memories and obtain more fans than usual, meaning getting an S rank would involve a lot of funds. Might be better for people at later playthroughs, but assuming you can't reach producer rank 10 before finishing with all the idols I'd say it's rather pointless trying so.

As for scoring I've gotten 70k with megare on the 360 ver before using dual appeal, so 65k should be easy enough. With a proper set up getting 76.5k should be possible.


Of course the weakness for dual appeal is it's inability to score well so we need to ditch it somewhere along 3rd-4th song.


Below is untested but should work in theory.
Because we have tons of extra memories due to spamming paid promos we should be able to replicate the strategy used by certain Vesperia units; spam bursts.
This is where switching to May Queen comes in. Some Vesperia units seem to be using an Ataka or Yamahara voltage boost, do a couple of regular appeals and afterwards refresh their modifiers and do a clean 2.2/2.2/2.2 burst
Though it seems like it doesn't matter who you use to burst I'd reckon using Hibiki would be best as she leaves you with a 1.3 multiplier for Da. Chihaya got nerfed from 1.3 to 1.2 Vo so she'd be a 2nd choice just like Miki with 1.2 Vi. We can do a couple of appeals with the declining 1.3 modifier and refresh it with a mem appeal again.

If we assume we want to make Hibiki our main attacking force and if we don't want to make our earlier training go to waste I'd guess it'd be something like


Unit Hibiki/ Miki/ Any though I'd just go with Chihaya
W1-7 Rank in top 50, obtain Koshiba in w7. Go with Awanko charm and go Vo/Da dual route. Miki for burst. Train Da.
W8-16 Train Da, obtain Koshiba in w15.
W17 Rank in top 20 with 2nd song
W18-? Farm fans by doing paid promotions and a training. Train Vo until reaching image 16 if Da is maxed.
W3x switch from dual appeal to May Queen.

Because we trained Da back when using dual appeal we have a pretty high stat for that, Vo should be pretty nice as well, so do a couple of Vo and Da appeals, reset with memory, Burst, repeat. You should get around 16-19k points per burst like this if you obtain more danketsu. Also, seeing as how you bounce back to neutral after w10 and you don't lose kashimashii in w21 if you already had it, I'd say one can obtain 10 danketsu or so more than on the 360 ver making bursts slightly stronger.

Some Vesperia units seem to use mushaharu+reporter voltage boost. This seems more effective when playing Fes's whereas the above seems to be better for everything else.


Still, I don't know how the above schedule would actually work out when actually playing though.

The good news is that if you're going for first place, the only ones you REALLY need to worry about are making a number 1, getting the IA regionals, and making idol image level 16.

Essentially, the charts show your number one MUST be half of the minimum requirements. (You simply won't beat the reigning number 1 otherwise, and the numbers run away from you early on to try taking number 1 prior to the 5th song) Making top 20 will give you another 1.25 million. Making top 50 requires about another 600k.

So with the remaining two, you only need to make about 2 million sales, which isn't TOO hard, if you fire off one revive in the last 10 weeks of the game.

In regards with funding, I walked in with 300k, bought every charm not bolted to the floor (I think about 20 of them, so we'll say 20x25k? so we'll just say hafl a million?) and still walked out with 500k after all expenses were covered (I think I blew about 11 out of the 12 possible paid promotions, at an average cost of 40k so we'll just say about 400k in promotional expenses per (I think I used only one post top 20, which is charged at 50k).

Your turnover should be pegged in the 1.5 million to 2 million range. Expenses are front loaded in early weeks, due to the paid promotionals.

Thing is though, the lack of ability to get your idols to do it, as well as the increased difficulty make normal mode pay better if you measure it in a time/yen perspective, particularly now how for some odd reason, reporters like haunting festivals, probably to make losing actually cost you. (It's also annoying when you're trying to hold onto a reporter)

I'd note that the premiere event is now Xillia (Rank ??, and is the hardest event in the game), and it's an Audition, not a Festival. Pays 75000 + 10k fans in all areas + the usual happiness boost.

It also (oddly enough) doesn't appear every week - apparently it has a chance of NOT showing up in the target region if you have the voltage reporter with you. It's like it knows...

I'd like to note that it's entirely possible to finish it with just about anyone now - Mami's appeal spread has shortened, and Chihaya's appeal spread has widened. I think the appeal modes are a little more balanced now. Then again I've been talking with someone who's been taking Yayoi everywhere he goes and proving that it can be done, with relative ease, notably.

Edit:
Also noted that you stated 67k was the 2nd song's requirement for top 20. It's actually from memory closer to 80k. (I had a 68k and what happens is they charge in a series of risers to prevent you creeping over the previous line)

Basically, if you saw my chart, you'd note how low the first two songs are, even though they do (in theory) make the cutoff on the char as you first see them. The first two songs (if replicated on normal) would make top 50 and 20 (1st would be a top 20 if I edged it a bit more) respectively. 3 made top 20 and 4 made top 10, except they were booted out of the the top 20 in its entirety.

My song in particular would have been a number 1 in normal mode, but it doesn't even rate a mention in hyper.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 01:15:01 AM
Does anyone know if you have to unlock Nanairo Button and the Princess Melody outfits in-game? Or are they already availible?

These can be unlocked via playing the extra episodes of the game. You'll need to finish the game once to unlock the episodes, then through their modes to unlock the various aspects of their costumes.

It also explains what happens in Hyper mode, amusingly enough.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 08, 2011, 01:16:44 AM
Umm, since I just got the game I have a question.  :-[


For the S4U!, can you make PVs or only take pictures?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 01:39:54 AM
Umm, since I just got the game I have a question.  :-[


For the S4U!, can you make PVs or only take pictures?

Of course - where did you think the specialised request videos came from? It'd be a lot more difficult if we had to memorise all the camera angles and where were without the ability to play them back.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 08, 2011, 01:47:19 AM
Quote
Of course - where did you think the specialised request videos came from? It'd be a lot more difficult if we had to memorise all the camera angles and where were without the ability to play them back.

LOL I know it was a stupid question...

Could you tell me how exactly?

UGHHH!!! Iori just yelled at me to get her juice...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 01:55:31 AM
LOL I know it was a stupid question...

Could you tell me how exactly?

UGHHH!!! Iori just yelled at me to get her juice...

Tell her to get lost and shove her in a closet (Okay, the meeting room but you know, the initial 765 offices aren't that big...) It's just a tutorial about how to use the interaction system, if you're wondering.

Anyway, after you record in S4U (Finish a song) and you SAVE on leaving S4U...

You want the 5th option from the main menu, then in that subsection you want the 2nd of the two options. (The first is the camera shots you took.)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 08, 2011, 01:56:55 AM
I'd note that the premiere event is now Xillia (Rank ??, and is the hardest event in the game), and it's an Audition, not a Festival. Pays 75000 + 10k fans in all areas + the usual happiness boost.

It also (oddly enough) doesn't appear every week - apparently it has a chance of NOT showing up in the target region if you have the voltage reporter with you. It's like it knows...
Heh, bumco's getting smarter though I still think they messed up with money farm Vesperia in normal.


I'd like to note that it's entirely possible to finish it with just about anyone now - Mami's appeal spread has shortened, and Chihaya's appeal spread has widened. I think the appeal modes are a little more balanced now. Then again I've been talking with someone who's been taking Yayoi everywhere he goes and proving that it can be done, with relative ease, notably.
Ye, I noticed how the multipliers after a Chihaya burst seems to be worse than before if you don't go duo appeal, that's why I mentioned Hibiki before seeing as how she isn't balanced out like Chihaya.


Also noted that you stated 67k was the 2nd song's requirement for top 20. It's actually from memory closer to 80k. (I had a 68k and what happens is they charge in a series of risers to prevent you creeping over the previous line)
56k, though it should be 560k but for some reason I tend to write out them mans as k.
I sped up a bit and slacked off some jobs to quick forward to week 17 and it's a song with 558k sales. Even with slightly lowered score due to missing a few lessons I made 559k and entered top just barely.


My song in particular would have been a number 1 in normal mode, but it doesn't even rate a mention in hyper.
I understand fully well that the actual opposition in the charts are raised but I believe we were talking about ranking in the top 20 with your first 2 releases in order to get better earning jobs.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 08, 2011, 02:03:30 AM
Quote
Tell her to get lost and shove her in a closet (Okay, the meeting room but you know, the initial 765 offices aren't that big...) It's just a tutorial about how to use the interaction system, if you're wondering.

Anyway, after you record in S4U (Finish a song) and you SAVE on leaving S4U...

You want the 5th option from the main menu, then in that subsection you want the 2nd of the two options. (The first is the camera shots you took.)

Thanks! I'm gonna try it now!

Also I got Iori her damn juice....she still yelled at me though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 02:07:04 AM
Heh, bumco's getting smarter though I still think they messed up with money farm Vesperia in normal.

56k, though it should be 560k but for some reason I tend to write out them mans as k.
I sped up a bit and slacked off some jobs to quick forward to week 17 and it's a song with 558k sales. Even with slightly lowered score due to missing a few lessons I made 559k and entered top just barely.

I understand fully well that the actual opposition in the charts are raised but I believe we were talking about ranking in the top 20 with your first 2 releases in order to get better earning jobs.

I mess up the counting too, Japanese counting confuses me for the entirely of one reason - it groups the last FOUR digits, then groups the 3s like everywhere else. I have no idea WHY either, and I've studied linguistics.

I couldn't get my second in, even though I sold 680k for song 2. Odd. Maybe the game variates? I had to wait until song 3 to get into the top 20 because I was denied at 21 (Then taken down several notches immediately after).

It may be a timing thing. I think they geared it so that any opportunity windows to sneak up to a rank close in a week.

This would suggest that any sort of keep tactics would backfire in your face.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 08, 2011, 02:14:25 AM
I did what you said and it didn't record......

FAIL.


Um, how do I record in S4U! again? I finished the song but t didn't record. :-[
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 08, 2011, 02:17:57 AM
I did what you said and it didn't record......

FAIL.


Um, how do I record in S4U! again? I finished the song but t didn't record. :-[

You probably missed the bit where I said you had to save the recording.

You will need to go to S4U, set up and execute a song as per normal.

You will then get promoted 'Do you want to save the performance?' You want to say yes (for one)

Then you will need to exit S4U.

You will get asked 'Do you want to leave?' (Yes)
It will then ask 'Do you want to save everything you did in S4U?' You MUST answer Yes to this question.

It will then punt you back to the main menu. You go from there.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 08, 2011, 02:22:11 AM
OMG!! It worked!!!


Thank you Setsuna~ :D :)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 08, 2011, 03:31:01 PM
Um, also I have another question. I don't know if any of you know this but...

Does anyone know which store (BK Maniac or Lucky Rabbit) has the I Like Hamburger Extend outfit? :-\

I REALLY WANT IT!!!!!

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 08, 2011, 03:51:32 PM
Clear the game with Yayoi in your unit and you'll get it for free. The accessories associated with it however requires you to play hyper.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 08, 2011, 04:11:21 PM
Clear the game with Yayoi in your unit and you'll get it for free. The accessories associated with it however requires you to play hyper.
Do you know if all of the DLC costumes are like that, and with who?

edit: and Nanairo Botan / Princess Melody, too. Or is that just doing the Ritsuko-thing and completing the game on Hyper mode?

I want to add some non-situational stuff to the PS3-section on the top post...^^;
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 08, 2011, 04:27:17 PM
Info stolen from atwiki.

The 'free' items in the game are:

Snowflake lilypad- Yukiho
The Best Schoolmate- Chihaya
Street Hopper- Hibiki
Burger Skater- Yayoi
For the other 5 idols you get a former 360 DLC pattern.
^fix'd typo

Accessories associated with the extends and extra ones are obtained by increasing in producer rank
Rank 2: Missing pieces from the School set
Rank 3: Shiro Neko set
Rank 4: Some items of the Street Hopper set
Rank 5: Some items of the Street Hopper set

Clearing Hyper gives you the burger skater items

Extra Mode gives you the Ryuuguu Komachi set, 4x former DLC patterns, Princess Melody, the tri-burst charm and a song if you get a perfect for everyone.
Extra Mode itself is unlocked after 1 playthrough.

Beyond the Stars can't be obtained in your first 3 playthroughs, but statwise Princess Melody is just as strong.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 08, 2011, 04:30:28 PM
Info stolen from atwiki.

The 'free' items in the game are:

Snowflake lilypad- Yukiho
The Best Schoolmate- Chihaya
Street Hopper- Hibiki
Burger Skater- Yayoi
For the other 5 idols you get a former 360 DLC patterns.


Accessories associated with the extends and extra ones are obtained by increasing in producer rank
Rank 2: Missing pieces from the School set
Rank 3: Shiro Neko set
Rank 4: Some items of the Street Hopper set
Rank 5: Some items of the Street Hopper set

Clearing Hyper gives you the burger skater items

Extra Mode gives you the Ryuuguu Komachi set, 4x former DLC patterns, Princess Melody, the tri-burst charm and a song if you get a perfect for everyone.
Extra Mode itself is unlocked after 1 playthrough.

Beyond the Stars can't be obtained in your first 3 playthroughs, but statwise Princess Melody is just as strong.
Thanks a lot!

Though, why can't you get Beyond the Stars in the first 3? Did they change it from just needing to complete the game with Miki/Hibiki/Takane?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 08, 2011, 04:37:44 PM
Though, why can't you get Beyond the Stars in the first 3? Did they change it from just needing to complete the game with Miki/Hibiki/Takane?
That's because you need to produce all 3 as leader instead of any of them.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 08, 2011, 05:06:33 PM
That's because you need to produce all 3 as leader instead of any of them.
I get it. It makes sense since they unlock different things individually...can't believe I didn't think of it before I asked XD

Anyway, thanks for the info, BT2~ Going to link to this in the top post since it comes out a bit long:

Catalog 01
Snowflake Lilypad: Complete the game with Yukiho in your unit.
The Best Schoolmate: Complete the game with Chihaya in your unit.
Fortune Clover (Floral): Complete the Extra Episode with Ritsuko.
Fire Opal 76ct. (Luxury): Complete the game with Miki in your unit.
PleadesM45 (Starry): Complete the game with Mami in your unit.
(accessories)
Sports Bag & Warm Boots Cover: Reach Producer Rank 2.
Pretty Mittens: Reach Producer Rank 4.


Catalog 02
Street Hopper: Complete the game with Hibiki in your unit.
Sakura Storm (Floral): Complete the game with Haruka in your unit.
Baby Blue Jaguar (Luxury): Complete the game with Makoto in your unit.
Puzzle Del Sol (Starry): Complete the Extra Episode with Ami.
(accessories)
Chemical Light Collar: Reach Producer Rank 4.
Heartbeat Sunglasses & Chemical Light Anklet: Reach Producer Rank 5.


Catalog 03
Burger Skater: Complete the game with Yayoi in your unit.
Saint Iris (Floral): Complete the Extra Episode with Iori.
Desert Traveler (Luxury): Complete the Extra Episode with Azusa.
Orion Nebula (Starry): Complete the game with Takane in your unit.
(accessories)
Burger Headset, Burger Mitts, & Burger Kneepads: Complete the game on "Hyper" difficulty.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 08, 2011, 05:11:36 PM
I couldn't get my second in, even though I sold 680k for song 2. Odd. Maybe the game variates? I had to wait until song 3 to get into the top 20 because I was denied at 21 (Then taken down several notches immediately after).
I think I understand why you're having problems ranking in there. Could it be because Miku's in the top 20 thus essentially dropping #19 to #20. To be honest I haven't paid attention to #19 when I checked the charts and I'm too lazy to check it again but #19 might have 680k+ sales in w17.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 08, 2011, 09:22:54 PM
I get it. It makes sense since they unlock different things individually...can't believe I didn't think of it before I asked XD

Anyway, thanks for the info, BT2~ Going to link to this in the top post since it comes out a bit long

Thank you Doriru and BT2 this is really helpful!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DJStarstryker on November 09, 2011, 06:17:22 AM
Second run and I'm beginning to think that Strategy posted on the Wiki is impossible. No matter how hard I try, I can't seem to break into the top 20 by end of week 8 www

Unless you have good stats on the outfits, accessories, and amulets you have, you most likely won't be able to do it. Honestly, this is something you can't really expect to do after a few playthroughs under your belt due to trying to learn strategy and getting stuff to put on your girls.

Now that that's out of the way...

Those of us who put together the English im@s 2 wiki still do NOT have the PS3 version. So anything for Hyper or the Extra Episodes will not necessarily be there for a long time (if ever?), unless someone else wants to add pages for that. Treat any strategy suggestions/advice there for the normal mode.

I am hoping to put together something about unlocks and changes up in the future, based on what I can find on the Japanese wiki and such.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 09, 2011, 07:49:42 AM
Well I did my first playthrough....didn't win any awards... :'(

I felt sooooooo bad for my team!!!!!!! :'(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 09, 2011, 05:43:50 PM
What we know is that burst only checks for raw danketsu points and that it takes 10 appeals.

From BT2 of the future to BT2 of the past: That's untrue.
A burst always takes 10 seconds and another second or so to restart with the appeal circles, thus effectively wasting more time depending on BPM.


I've also made a couple of new interesting observations, namely another BPM/ appeal one.

First lets start out with my original observation: Some songs end sooner than others.
2nd observation during a Fes: The AI stops appealing when your song is over, even if they just started bursting. They sure are polite for stopping.
3rd observation: Bursting takes around 11 seconds.


Because I'm a Visual unit user I'll be using the three 150 appeal Vi songs as examples.
First I clocked the time your final appeal chance happens for Ai LIKE HAMBURGER and MEGARE! starting from when the appeal circles start pulsating. It was around 1:34 and 1:40'ish respectively. With these values known it's easy figuring out the formula for final appealing being: (60(bpm/2))*appeals= time. We'll get 1:33.75 and 1:40.00 for both songs. Shiny Smile would take 1:45.88 with the formula.

Now back to observation 2 and 3. The AI stops appealing when your song's over and bursting takes around 11 seconds.
If you're playing a Fes and your opponent is Shadow★Mars, Hibiki using Shiny Smile, you'll know that her song takes 1:46'ish. If you're using Ai LIKE HAMBURGER your song ends at 1:34 so if you can do a burst at 1:23 you effectively stop the AI from appealing for 23(!) seconds.
If we modify the earlier formula we can make a formula for lost chances; ((appeals/2)/60)*seconds= appeals lost or ((150/2)/60)*23=28.75 appeals. For a song with 150 appeals that's around 19% scoring potential lost at best.

Also, Shiny Smile is a mere 170bpm song, whereas Hamburger is 192 even though they have the same appeal chances. We already know voltage rise is based on the amount of appeals during a song and the max appeals it possesses. Or 192/170*100-100=13% faster. What this tells us is that Hamburger gains voltage faster than SS with the same conditions and can do a burst when SS is still stuck at 170/192*100= 89% voltage.


Back to the formula ((appeals/2)/60)*seconds= appeals lost.
If we want to see how many appeal chances you lose during a burst we'll use 11 seconds (I don't have the actual value, so let's assume 11 is correct)  and we'll get the following results:
Shiny= 15.6, Megare= 16.5, Hamburger =17.6
This means that even though they have around the same scoring potential without using bursts, Hamburger loses 2 extra appeals when compared to SS because it's faster.

With the knowledge we obtained with final appeal chance time, appeals, bursting and voltage it means that songs with the same appeals and a higher bpm is more suited for Fes's but for general scoring purposes the same amount of appeals and a lower bpm is better for general scoring purposes because its relative bursting time is less, thus wasting less appeals.


Useless info:WaO loses 23.3% of scoring potential when GMW bursts at 1:19, though no AI opponent uses WaO as their song.
Code: [Select]
GO MY WAY!! 1:30.67
relations 1:41.41
Me ga Au Toki 1:40.14
Kiramekirari 1:40.00
Kosmos, Cosmos 1:41.31
Meisou Mind 1:34:74
Do-Dai 1:45.26
My Best Friend 1:31.72
Shiny Smile 1:45.88
my song 1:41.54
i 1:42.86
LMG 1:31.56
Hamburger 1:33.75
Nanairo Botan
SMOKY THRILL 1:38.63
THE IDOLM@STER 1:30.00
MEGARE! 1:40.00
WaO 1:47.78
Honey Heartbeat 1:41.41
READY!!
Kami SUMMER!!
Vampire Girl 1:42.62
L.O.B.M 1:38.82
Colorful Days 1:30.57
I Want 1:41.12
Shiny Smile 1:45.88
MEGARE! 1:40.00
Hamburger 1:33.75
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Byuusan on November 09, 2011, 08:15:48 PM
i been talking to a friend and now we're both confused about revival, break, superbreaks and keeps.

this is what we have atm.

{Day 01} - Pick Song
{Day 04} - Song Released, Pick a festival (Super Break)
{Day 05} - Normal Live (Keep)
{Day 15} - National Audition/ Festival (Revival/Break)
{Day 16} - Normal Live (Keep)

Does this seem right?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 09, 2011, 08:33:49 PM
Does this seem right?

No it doesn't.

{Week 01} - Pick Song
{Week 04, CD release week 1} - Song Released, Pick a S. Live(Super Break)
{Week 05-07} - Normal Live (Keep)
{Week 10+, CD release week 6} - Festival (Break) or if you switched songs this'll be the first day you can obtain a revive by doing a non-national audition.

Pretty sure you can't get a keep during another special condition, also pretty sure keep can only trigger when you actually still have a sales coefficient, though it is possible to get multiple ones.
Also, just because it's possible to obtain a special condition doesn't mean you'll get one.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 09, 2011, 08:35:02 PM
The schedule looks something like this (Times may be wrong, I'm sort of running from memory.)

Week 1 - Pick song.

Week 3 - Single gets released - This is the first point where you can attempt to apply any modifiers. If you try a festival, you CAN attempt to super break it. Don't expect it to work, but if it does, the sales will go through the roof.

Week 4 - From here on, Lives can be performed to attempt a repeat of the sales modifier. Every successful keep extends the sales period by repeating the modifier that it was activated in. (In absolute theory, you could run a keep forever at the 1.0x multiplier, but probably not a good idea even if it did work.)

Week 8 - Sales stop. For every successful keep, an additional week is added to this.

During the sales period, ONLY keeps can be applied. Attempting to apply a revival will HALT the sales of the single that was on sale (And if you're lucky it MAY apply the revival. If you try to apply a Revival during a successful break, the reverse can happen, but the halting is a guranteed action - in short, don't unless you know what you're doing.)

Week 15+ - Single is eligible (This is NOT subject to how long the sales period is) for Revival as long as a) it is NOT the last single and b) you haven't started producing another single.

If successful, you get a second sales period, which keeps can be applied from the next week onwards.

Week 15+ - Single is eligible (This is again, not subject to how long the sales period is) for Break as long as a) it IS the last single you released and b) you haven't started producing another single.

If successful, you get a second sales period, which keeps can be applied from the next week onwards.

Super breaks are special - they can happen during the regular break, but they also (oddly enough) can happen if a festival is successfully won the week the single is released or maybe the week before, my memory's fuzzy.

The odds are low, of course, but if you pull it off, the sales multiplier is effectively 2.5x normal for that sales period. However, no other actions can be applied to it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 09, 2011, 08:38:45 PM
To Setsuna, song release week 10 equals CD sales week 6.
You can obtain a break 2 weeks after your sales stop if you're lucky.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 09, 2011, 08:45:26 PM
To Setsuna, song release week 10 equals CD sales week 6.
You can obtain a break 2 weeks after your sales stop if you're lucky.

My times are off. (Then again I'm sort of tapping this in while writing up an assignment, so all sorts of errors are probably in play.) I'm fairly sure there's a timing error or two, but the flow looks about right.

I have seen a successful revival after 3 keeps were made, effectively making the song releases back to back. It's a poor strategy, but it was done just to prove a point.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Byuusan on November 09, 2011, 08:47:15 PM
ok i see, maybe i should really go to the source of my friend's and my arguement, which trigger superbreaks, festival or S.lives? Really i think this the only thing that we're really confused about. If i take both Setsuna and BT comment, it still conflicts on which one should trigger the break since BT say S.Lives and Set say Festivals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 09, 2011, 08:51:33 PM
BT say S.Lives and Set say Festivals.

Festivals trigger breaks, the final battle vs Jupiter is the last chance you can obtain a break and I've gotten it a couple of times there.
S. Lives, or quintet lives trigger Super Break.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 09, 2011, 08:58:00 PM
Festivals trigger breaks, the final battle vs Jupiter is the last chance you can obtain a break and I've gotten it a couple of times there.
S. Lives, or quintet lives trigger Super Break.

I can confirm a super break CAN be triggered by a festival (on X360 anyway), since I was busy doing a chain of IA regionals, and one of them coincided with the IA regional. It then super broke by accident, resulting in it scoring about 1.3 million. (edit: it's 130*1000. Lousy Japanese numbering system) in its first week. (It was song 4.)

This resulted in me having half the IA regionals AND the IA main award before being nominated at week 41, which was amusing to say the least.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 09, 2011, 09:17:47 PM
in its first week. (It was song 4.)
You might've done a Quintet Live in one of the 4 weeks before the release and forgot about it. People have gotten a Super Break by doing a S. Live in the 1st week only.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 09, 2011, 09:25:59 PM
You might've done a Quintet Live in one of the 4 weeks before the release and forgot about it. People have gotten a Super Break by doing a S. Live in the 1st week only.

Not likely - I don't generally do quintet lives in my games. (They pay well and all, but I generally end up doing those at week 40+ since I'm usually either using paid promotion, National Audition or doing the festivals themselves for IA regionals to show up although in PS3, beating up Miku in Festivals is a good place for 40000 fans at a time.)

That's why I'm sure that a festival can do it. It may be that the IA regionals themselves (I did 3 in a chain) are classified as special. It wouldn't surprise me TOO much if they did.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 11, 2011, 08:19:18 PM
I heard that for the PS3 version, you can have your team do the dancing lessons in the Honey Heartbeat extend outfit.

Is that true? And if it is, how do you do it?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on November 12, 2011, 02:12:40 AM
I heard that for the PS3 version, you can have your team do the dancing lessons in the Honey Heartbeat extend outfit.

Is that true? And if it is, how do you do it?
For any alternate costume/outfit, it is applied in the options menu (the second section of the menu on the 360). The options go as follows:
1. Summer outfit
2. Winter outfit
3. Swimsuit
4. School (Uniform)
5. Lesson (aka Training outfit)

Therefore just change the last option until Street Hopper (In Japanese, of course) appears.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 12, 2011, 04:30:22 AM
Thanks!

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 12, 2011, 05:17:06 AM
Is there a way to get the PVs or pics that you put in your albums in the game online? Like on Youtube or somewhere else?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 12, 2011, 05:45:28 AM
Is there a way to get the PVs or pics that you put in your albums in the game online? Like on Youtube or somewhere else?
Sure, you get a capture card, the extra cable and fork out the extra couple of hundred for good equipment and then split-

Okay, that was pretty silly. No, they wouldn't make it that easy. But essentially, you can't just upload it to youtube - If it was really that easy I wouldn't have needed to spend the money required for it.

There is an internal network which you can share PVs, with others with the game. They however need the same DLC if you have DLC in use if you want to watch it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 12, 2011, 05:48:35 AM
...oh.

Thanks setsuna. I probably won't try because it's too confusing.

Do you think they will put Kyun! Vampire Girl for DLC for PS3?

Also, I know you guys have already explained it to me, but CAN you by the Burger Skater outfit or can you only get it by having Yayoi as a leader and finishing the file?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 12, 2011, 05:58:05 AM
...oh.

Thanks setsuna. I probably won't try because it's too confusing.

Do you think they will put Kyun! Vampire Girl for DLC for PS3?

Gotta protect my monopoly, or something. If anyone can just get in on it, I'd be out of busiess...

Except I don't make any money.

On a serious note - if you did run a direct to youtube service, you run the (Very real) risk that you'd actually invalidate your IP because you have to give them permission to upload the material.

Realistically, you'd have to put it up on your own network, with their own T&C (one which says that you can't claim any material as your own.) which is what the im@s PV internet essentially is.

Other games that do this include Skate, from memory.

Kyun Vampire girl will be released as a full priced DLC at some point. I don't know the exact timing though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 12, 2011, 06:15:12 AM
Quote
Gotta protect my monopoly, or something. If anyone can just get in on it, I'd be out of busiess...

Except I don't make any money.

On a serious note - if you did run a direct to youtube service, you run the (Very real) risk that you'd actually invalidate your IP because you have to give them permission to upload the material.

Realistically, you'd have to put it up on your own network, with their own T&C (one which says that you can't claim any material as your own.) which is what the im@s PV internet essentially is.

Other games that do this include Skate, from memory.

Kyun Vampire girl will be released as a full priced DLC at some point. I don't know the exact timing though.

Thanks Setsuna.

LOL CHANGE will probably be DLC soon as well!


Also, I know you guys have already explained it to me, but CAN you by the Burger Skater outfit or can you only get it by having Yayoi as a leader and finishing the file?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 12, 2011, 06:38:37 AM

Also, I know you guys have already explained it to me, but CAN you by the Burger Skater outfit or can you only get it by having Yayoi as a leader and finishing the file?
I guess your question got skipped so you're asking it again?

Either you get it as soon as you finish your file with Yayoi-leader, or you can only buy it after you finish your file with Yayoi-leader.

I don't own the PS3 copy, but it's a pretty safe bet you won't get your hands on it in any way until you complete the game with Yayoi as leader.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 12, 2011, 06:41:41 AM
Quote
I guess your question got skipped so you're asking it again?

Either you get it as soon as you finish your file with Yayoi-leader, or you can only buy it after you finish your file with Yayoi-leader.

I don't own the PS3 copy, but it's a pretty safe bet you won't get your hands on it in any way until you complete the game with Yayoi as leader.

Aw Darn it!!!! >:(

Thanks though~
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 12, 2011, 04:45:24 PM
Clear the game with Yayoi in your unit and you'll get it for free. The accessories associated with it however requires you to play hyper.

She doesn't need to be the leader nor is it a shop unlock, you'll directly get it after the credits and the evaluation screen.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 12, 2011, 04:53:51 PM
She doesn't need to be the leader nor is it a shop unlock, you'll directly get it after the credits and the evaluation screen.
oops. Does that go for all of the other Extend stuff, too, that they just have to be somewhere in your unit and not necessarily leader?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on November 12, 2011, 05:27:53 PM
oops. Does that go for all of the other Extend stuff, too, that they just have to be somewhere in your unit and not necessarily leader?

Personnally, I finished the game (normal mode) with Miki as my Leader and I unlocked the Burger Skater, the Little Match Girl extend, the Dragon Palace and some luxury recolor. I did have Yayoi in my unit, though.

Between, I know in the Xbox version, you'd unlock the Beyond Stars extend by finishing the game with either Miki, Takane or Hibiki as your leader, but apparently it does not apply to the ps3 version, or at least not with Miki.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on November 12, 2011, 05:39:56 PM
Can someone explain to me what the selections I have to choose mean? Like, during Lessons auditions & concerts I sometimes get two or 3 selection choices. I kinda think that one of them is like to do it yourself which is usually the red box. But the blue & yellow just have me very confused.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 12, 2011, 05:46:53 PM
Personnally, I finished the game (normal mode) with Miki as my Leader and I unlocked the Burger Skater, the Little Match Girl extend, the Dragon Palace and some luxury recolor. I did have Yayoi in my unit, though.

Between, I know in the Xbox version, you'd unlock the Beyond Stars extend by finishing the game with either Miki, Takane or Hibiki as your leader, but apparently it does not apply to the ps3 version, or at least not with Miki.
You need to beat the game with all 3 of them to get Beyond the Stars in the PS3 version instead of just one of them. If you don't need to have the character as your leader, then you just need to do a produce with Hibiki & Takane in the unit. Or maybe you need to still use each as leader. Not sure DX

Can someone explain to me what the selections I have to choose mean? Like, during Lessons auditions & concerts I sometimes get two or 3 selection choices. I kinda think that one of them is like to do it yourself which is usually the red box. But the blue & yellow just have me very confused.
When you first arrive at an area:
left (blue) choice: do audition/live/fes yourself
right (red) choice: have the idols do it themselves

Immediately before audition/live/fes:
left (blue) choice: change your idols' stage positions
top (yellow) choice: change the song you're using out of songs you've produced
right (red) choice: proceed with the audition/live/fes

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on November 12, 2011, 06:28:49 PM
When you first arrive at an area:
left (blue) choice: do audition/live/fes yourself
right (red) choice: have the idols do it themselves

Immediately before audition/live/fes:
left (blue) choice: change your idols' stage positions
top (yellow) choice: change the song you're using out of songs you've produced
right (red) choice: proceed with the audition/live/fes

Thank you! At least now the game is easier for me to get through now.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 12, 2011, 09:49:56 PM
You need to beat the game with all 3 of them to get Beyond the Stars in the PS3 version instead of just one of them. If you don't need to have the character as your leader, then you just need to do a produce with Hibiki & Takane in the unit. Or maybe you need to still use each as leader. Not sure DX

All character based unlocks are obtained by having the idol in your unit so you can get all of those former DLC costumes as gifts in 3 playthroughs if you add a bit of variety to your units.
Beyond the Stars however requires you to use the 3 as leaders, hence why you can't obtain and use it in your first 3 playthroughs.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 12, 2011, 09:59:35 PM
All character based unlocks are obtained by having the idol in your unit so you can get all of those former DLC costumes as gifts in 3 playthroughs if you add a bit of variety to your units.
Beyond the Stars however requires you to use the 3 as leaders, hence why you can't obtain and use it in your first 3 playthroughs.
Roger. Thanks, fixed the info in that one post @.@
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on November 13, 2011, 10:28:22 PM
How do I upload photo's that I've taken from the game onto my PC? I have a USB stick and copied to the Save data onto it and tried to open on my computer but that doesn't seem to be the way to do it.

Edit:
Forgot to mention I'm on the PS3 version of the game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on November 13, 2011, 10:56:25 PM
How do I upload photo's that I've taken from the game onto my PC? I have a USB stick and copied to the Save data onto it and tried to open on my computer but that doesn't seem to be the way to do it.

Edit:
Forgot to mention I'm on the PS3 version of the game.
The save data probably only holds the information for the game engine to reproduce the image; A computer can't read that properly. You probably need a capture card to take a screenshot.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on November 13, 2011, 11:01:16 PM
The save data probably only holds the information for the game engine to reproduce the image; A computer can't read that properly. You probably need a capture card to take a screenshot.

So that's why the files in the PHOTODATA folder were showing up as .PHT files? Is there no program that can open those kind of files?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 14, 2011, 01:26:30 AM
WAHHHHHH!!!!!! :'(

I did my second playthrough and I didn't get any awards again!!!!

Can anyone tell me how I can win at least one award?!?!?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 14, 2011, 02:11:41 AM
WAHHHHHH!!!!!! :'(

I did my second playthrough and I didn't get any awards again!!!!

Can anyone tell me how I can win at least one award?!?!?
Win 100,000 fans in any area (except Tokyo) and then win the 歌姫・歌王子 Festival that appears to get one of the general awards (differs per area).

To get the IA Grand Prix award, have at least one song in the top 10 on the charts, and have 300,000 fans. The fans part should be cake if you're winning the other awards. As for getting in the top 10 in the charts, well...follow any of the strategies posted in this topic, pretty much. If you can make it into the top 20 by week 8 (or at any point before your last release, really) getting a song into the top 10 should come pretty effortlessly.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 14, 2011, 04:46:04 AM
Quote
Win 100,000 fans in any area (except Tokyo) and then win the 歌姫・歌王子 Festival that appears to get one of the general awards (differs per area).

To get the IA Grand Prix award, have at least one song in the top 10 on the charts, and have 300,000 fans. The fans part should be cake if you're winning the other awards. As for getting in the top 10 in the charts, well...follow any of the strategies posted in this topic, pretty much. If you can make it into the top 20 by week 8 (or at any point before your last release, really) getting a song into the top 10 should come pretty effortlessly.

Thanks! :)

Also, I think I have all the stages, but I don't have the stage that's on the yacht when you go to the IA qualification party. Are you able to get that stage?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on November 14, 2011, 04:53:55 AM
Thanks! :)

Also, I think I have all the stages, but I don't have the stage that's on the yacht when you go to the IA qualification party. Are you able to get that stage?
I know that's a stage on the 360 version of S4U and it shows up for Lives/Festivals, so you should be able to unlock it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Byuusan on November 14, 2011, 06:17:01 AM
how many stages are there to start with? at the moment i have 31 unlocked, i know im missing one which is the beachside one, so i know there at least 32
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 14, 2011, 06:31:02 AM
how many stages are there to start with? at the moment i have 31 unlocked, i know im missing one which is the beachside one, so i know there at least 32

There's in the 360 version 34 stages. No new ones have been added supposedly, so you're at least 2 down.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Corinth on November 14, 2011, 06:32:53 PM
I have a question!  Couldn't seem to find any information even when searching in Japanese...

I bought the mail pack.  Sometimes after reading an email, a little pink cell phone icon with a heart in the middle appears on the left side of the status bar section that appears in the top right of the game screen.  Anybody have an idea of what that does?

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on November 15, 2011, 02:38:14 AM
I have a question!  Couldn't seem to find any information even when searching in Japanese...

I bought the mail pack.  Sometimes after reading an email, a little pink cell phone icon with a heart in the middle appears on the left side of the status bar section that appears in the top right of the game screen.  Anybody have an idea of what that does?

Mail Boost. Supposed to increase Voltage gain or something, but it doesn't really do anything on the XBox360 version. At least, the gain is so small, it doesn't do anything.

On the PS3 version, it supposedly gives you a Voltage bonus when you Memory Appeal. Maybe it does this in the XBox360 version, I never checked.

http://www44.atwiki.jp/idolmasterim2/?cmd=word&word=%E3%83%A1%E3%83%BC%E3%83%AB%E3%83%96%E3%83%BC%E3%82%B9%E3%83%88&type=normal&page=%E3%82%88%E3%81%8F%E3%81%82%E3%82%8B%E8%B3%AA%E5%95%8F
http://www44.atwiki.jp/idolmasterim2/?cmd=word&word=%E3%83%A1%E3%83%BC%E3%83%AB%E3%83%96%E3%83%BC%E3%82%B9%E3%83%88&type=normal&page=PS3%E7%89%88%E3%81%A7%E3%81%AE%E5%A4%89%E6%9B%B4%E7%82%B9
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Alrin Kharr on November 15, 2011, 04:52:14 AM
Has anyone gotten the special amulet from the RK scenario and figured out what it does? I can't read Japanese very well, and I can't puzzle out what the wiki says about it, except for something about using all three girls and changing Burst Appeals in some way.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 15, 2011, 04:58:55 AM
Has anyone gotten the special amulet from the RK scenario and figured out what it does? I can't read Japanese very well, and I can't puzzle out what the wiki says about it, except for something about using all three girls and changing Burst Appeals in some way.

Ryuuguu no Tsukai amulet burst (http://youtu.be/C3L5TJtqTJI)

I don't know what that burst is called in technicality, though. And I don't know if the amulet does anything besides allowing you to use that burst. XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Alrin Kharr on November 15, 2011, 05:05:04 AM
Ryuuguu no Tsukai amulet burst (http://youtu.be/C3L5TJtqTJI)

I don't know what that burst is called in technicality, though. And I don't know if the amulet does anything besides allowing you to use that burst. XD

It seems to increase voltage from regular appeals as well, now that I look at it again. Seems unverified how large the increase is, though.

I need to finish my playthrough so I can get it and check it out, I guess. I wonder if it changes which appeals you get during the Burst, or if it still uses the appeal spread for whichever girl you have selected at the time.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 15, 2011, 07:58:42 AM
It seems to increase voltage from regular appeals as well, now that I look at it again. Seems unverified how large the increase is, though.

I need to finish my playthrough so I can get it and check it out, I guess. I wonder if it changes which appeals you get during the Burst, or if it still uses the appeal spread for whichever girl you have selected at the time.

For most part, there's a voltage boost, and the ability to have 3 people to participate in a special appeal.

It's not that useful compared to the other charms, although this hasn't been benchmarked, so it might be the replacement for the charm you can win in the Tokyo IA event (which isn't technically a regional, but has similar requirements)

There's only ONE formation for this though (Namely, no matter who you use, the actions are exactly the same for all 3), and it will only use 3 people even in a quintet.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Corinth on November 15, 2011, 06:46:20 PM
Mail Boost. Supposed to increase Voltage gain or something, but it doesn't really do anything on the XBox360 version. At least, the gain is so small, it doesn't do anything.

On the PS3 version, it supposedly gives you a Voltage bonus when you Memory Appeal. Maybe it does this in the XBox360 version, I never checked.

http://www44.atwiki.jp/idolmasterim2/?cmd=word&word=%E3%83%A1%E3%83%BC%E3%83%AB%E3%83%96%E3%83%BC%E3%82%B9%E3%83%88&type=normal&page=%E3%82%88%E3%81%8F%E3%81%82%E3%82%8B%E8%B3%AA%E5%95%8F
http://www44.atwiki.jp/idolmasterim2/?cmd=word&word=%E3%83%A1%E3%83%BC%E3%83%AB%E3%83%96%E3%83%BC%E3%82%B9%E3%83%88&type=normal&page=PS3%E7%89%88%E3%81%A7%E3%81%AE%E5%A4%89%E6%9B%B4%E7%82%B9

Ohhhh interesting!  Thanks for the wiki links.  I tried searching there but since I only had the cell phone icon to go off of, I couldn't find anything.  Some of the comments there say that if you check your unit information while the icon is active, it explains the boost on that screen so I'll have to verify that. 

Edit:  I'm on my second playthrough now and just got a Mail Boost.  On the unit info screen above all of their faces, it does says MAIL BOOST!! and then an increase to voltage when doing an Omoide (Memory) Appeal.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 15, 2011, 08:43:14 PM
It's not that useful compared to the other charms, although this hasn't been benchmarked, so it might be the replacement for the charm you can win in the Tokyo IA event (which isn't technically a regional, but has similar requirements)

There's only ONE formation for this though (Namely, no matter who you use, the actions are exactly the same for all 3), and it will only use 3 people even in a quintet.


How important are the amulets?
I never get them (I see them sort of as a waste of money).

I'm on my first playthrough and doing pretty awful which I expected because I didn't understand the certain gameplay aspects at first such as publicity.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 15, 2011, 09:00:48 PM
How important are the amulets?
I never get them (I see them sort of as a waste of money).

I'm on my first playthrough and doing pretty awful which I expected because I didn't understand the certain gameplay aspects at first such as publicity.
Most of them (so -I- find, anyway) aren't that useful. The only ones I use are the strong rate-reducers (Rinkamo, Nikuwan, and Awanko...but really just Awanko because Vocal/Dance stuff is all I ever do). There's another one which raises the voltage per appeal/burst appeal which I use during Festivals but it doesn't seem to make -that- much of a difference. I forget the name of it. It's yellow and in the last Amulet slot in the 360 version :s
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on November 15, 2011, 09:03:55 PM
There's only really 4 Amulets that are important, and can be acquired easily:
Niku-wan, Rinkamo, Awanko (the 3 best multiplier slowdown amulets), and Sugamo-chan (Voltage Booster)

They make the game much easier, and you can pretty much skip every other amulet. They were the only 4 amulets I had when S Ranking Hyper Mode multiple times.

EDIT: TweenDoriru beat me to it. XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 15, 2011, 09:51:51 PM
How important are the amulets?
I never get them (I see them sort of as a waste of money).

I'm on my first playthrough and doing pretty awful which I expected because I didn't understand the certain gameplay aspects at first such as publicity.

You heard them.

They also serve a secondary purpose - It sort of helps in tracking where you've been. Since you can get half decent stuff from the extra episodes, and/or DLC, I actually spend a LOT more on the charms than most, since every stage needs to be manually unlocked.

It's because of the fact that there's one for every region of the game - consequently, if you buy every charm, you know you've been everywhere, and consequently you've unlocked every stage in the game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on November 16, 2011, 01:09:21 AM
How important are the amulets?
I never get them (I see them sort of as a waste of money).

I'm on my first playthrough and doing pretty awful which I expected because I didn't understand the certain gameplay aspects at first such as publicity.

I think you should get the amulets mentioned by the others, unless you're a DJ Max player and never miss a beat.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on November 16, 2011, 06:42:04 AM
Alright, I appear to not understand how counter appealing works.  If you use a memory appeal right after the opponent uses a memory appeal, it knocks the opponent's voltage meter down by a lot, right?  Because Jupiter keeps pulling this stunt on me.  I can't really watch the bars and the appeal circles at the same time, so I'm having trouble recognizing what's happening (might need to hit youtube).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 16, 2011, 06:55:02 AM
Alright, I appear to not understand how counter appealing works.  If you use a memory appeal right after the opponent uses a memory appeal, it knocks the opponent's voltage meter down by a lot, right?  Because Jupiter keeps pulling this stunt on me.  I can't really watch the bars and the appeal circles at the same time, so I'm having trouble recognizing what's happening (might need to hit youtube).

I tend to broadcast all my games. If you want to see an actual game in Hyper mode (and the consequent requirements) from week 42 to 54 (and yes, this S ranked) there should be a number of auditions and festivals.

http://www.twitch.tv/alaylle/b/299372003

You can study it, and you'll probably see me do some rank 11 and 12 events more than a few times, which should demonstrate that at the top end of town, the timings and the attacks can be... interesting.

Essentially, BT2 does most of the math, although you can 'shut down' an appeal gain if you appeal at just the right spot (and furthermore, send it backwards) but this requires absurd timing.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on November 16, 2011, 06:59:33 AM
I tend to broadcast all my games. If you want to see an actual game in Hyper mode (and the consequent requirements) from week 42 to 54 (and yes, this S ranked) there should be a number of auditions and festivals.

http://www.twitch.tv/alaylle/b/299372003

You can study it, and you'll probably see me do some rank 11 and 12 events more than a few times, which should demonstrate that at the top end of town, the timings and the attacks can be... interesting.

Essentially, BT2 does most of the math, although you can 'shut down' an appeal gain if you appeal at just the right spot (and furthermore, send it backwards) but this requires absurd timing.

I did watch one of the hour-long streams a few weeks ago.  At the time, I didn't understand the nature of the gameplay and couldn't make the connection between the button presses and the results.  Thanks, I guess I'll give it another whirl.

edit: the "absurd timing" is what I needed to know most.  Guess I won't be going that route.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 16, 2011, 07:10:21 AM
I did watch one of the hour-long streams a few weeks ago.  At the time, I didn't understand the nature of the gameplay and couldn't make the connection between the button presses and the results.  Thanks, I guess I'll give it another whirl.

edit: the "absurd timing" is what I needed to know most.  Guess I won't be going that route.

Well, basically, you can shut down their entire gain, if you appeal IMMEDIATELY after their appeal. When it does, it halts their gain, then docks the full loss. The odds on that are pretty low, and should be considered more of a bonus.

See the second part of the video (I think the first half is me trying to pull off an audition and failing) if you need to see scorings for festivals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Byuusan on November 16, 2011, 11:05:38 AM
went between both atwiki and the english wiki  (lastly the manual) but i didnt seem to find any info on it.

Is the bright dot on the start of the voltage bar mean anything? Sometime it there, sometime it not. You cant really miss it if ti shows up, it so bright i might as well go blind on it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 16, 2011, 12:05:00 PM
went between both atwiki and the english wiki  (lastly the manual) but i didnt seem to find any info on it.

Is the bright dot on the start of the voltage bar mean anything? Sometime it there, sometime it not. You cant really miss it if ti shows up, it so bright i might as well go blind on it.

No, it happens every beat (but most people don't pay attention to it cause they're too busy trying to win) every time voltage adjusts for that side. It'll 'not complete' if the scoring period ends and it's part of the way through the animation.

There's not much to say about it, apart from the fact I've seen it happen on both sides, it doesn't mean much.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Ekureiru on November 16, 2011, 02:03:24 PM
I've been meaning to ask, is their some way to unlock S4U? Appears to be shown as three question marks for me.

I'm guessing it requires one playthrough to beat, but my playthroughs thus far have been... horrid.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on November 16, 2011, 02:10:38 PM
I've been meaning to ask, is their some way to unlock S4U? Appears to be shown as three question marks for me.

I'm guessing it requires one playthrough to beat, but my playthroughs thus far have been... horrid.

S4U should be a 'off the bat' thing. If anything it's the extra episodes that should be locked out.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 16, 2011, 03:32:39 PM
I've been meaning to ask, is their some way to unlock S4U? Appears to be shown as three question marks for me.

I'm guessing it requires one playthrough to beat, but my playthroughs thus far have been... horrid.
Sorry if this sounds super obvious, but S4U is written as ステージフォーユー!on the menu and not S4U! or Stage For You!. If you can't read kana, maybe you missed it? Either way, it's the option on the main menu right under プロヂュース / Produce.

Anyway, like Setsuna said, it's unlocked from the get-go. So it should already be on your menu.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 16, 2011, 04:16:00 PM
On the same topic what is that ? ? ? thing.
I haven't beaten my first playthrough yet so I was curious.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 16, 2011, 04:19:51 PM
On the same topic what is that ??? thing.
I haven't beaten my first playthrough yet so I was curious.
Ryuuguu Komachi Extra Episode?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 17, 2011, 12:17:49 AM
Quote
Ryuuguu Komachi Extra Episode?

Yep! I've beaten my first playthrough and once you do as well, it will unlock and you can play them! :D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 26, 2011, 03:46:49 AM
Hey guys! Quick question...
what does "offer" mean on a 5 girl live?

 :'( No one is in the mood today except Yukiho.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Crisu on November 26, 2011, 03:56:25 AM
Is that the counter that keeps track of how many times you've asked them to perform with you thus far in the game?  In my first run, I only did 5 quintets, enough to use each girl exactly once.  So I haven't experimented with asking a girl more than once, but I would assume that spreading it out as evenly as possible would prevent a girl from wanting to ditch the quintet.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 26, 2011, 03:57:46 AM
Nope because my brother just unlocked RK and both Azusa and Ami have offer 1 with the blue emote face.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on November 26, 2011, 04:07:44 AM
Nope because my brother just unlocked RK and both Azusa and Ami have offer 1 with the blue emote face.
I think it was said earlier in the thread that it's something of a "trust" level with them. The more you invite them, the more likely they are to show up and (I think) the face will eventually turn back to a smiley face.

I'm not on my Xbox right now and I haven't played the actual game anytime recently so I don't have a concrete example with the faces. But I always invite Ami and Ricchan and they -always- show up.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 26, 2011, 04:11:03 AM
I think it was said earlier in the thread that it's something of a "trust" level with them. The more you invite them, the more likely they are to show up and (I think) the face will eventually turn back to a smiley face.

I'm not on my Xbox right now and I haven't played the actual game anytime recently so I don't have a concrete example with the faces. But I always invite Ami and Ricchan and they -always- show up.

Thanks! We'll try this!


Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: nyachan on November 26, 2011, 09:35:50 PM
Okay, I have a question.

I've been having a really tough time with the Utahime-Utaoji Fes in the upper region (上方, for Phoenix Red), but I haven't really had any trouble with the others. I don't exactly have a lot of memories (and the AI does seem to spam the 5 it has), should I go and spam promotions to get more? I only have memory level 2 right now so...

Oh, and other info that might help: unit is Takane (L), Haruka, Yukiho; song is Kiramekirari; Image level is 16 with Dance focus (and a fairly decent vocal stat as well, Visual is basically untouched); have tried using Awanko and Sugamo amulets (usually I use awanko for obvious reasons, but the AI gets bursts really fast so I tried sugamo but it doesn't really help either). Oh and I usually have been using Takane for bursts?

yeah, uh, what should I be doing different or am I just being bad at this? ;w; I had trouble with this one in my last run too (Yayoi/Mami/Makoto, Vis focus, READY!! and rinkamo/sugamo both didn't help), but I gave up since it was the end of the game anyways and just went on with something else.

*edit: oh and their status is the color-changing glowing one (enthusiastic on the wiki).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on November 26, 2011, 09:37:47 PM
Maybe you should try gaining more hearts (appeals) and lessons.
How much are you usually losing by? If I only lose by a bit I usually retry. ;)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: nyachan on November 26, 2011, 09:41:51 PM
Maybe you should try gaining more hearts (appeals) and lessons.
How much are you usually losing by? If I only lose by a bit I usually retry. ;)
I've been loosing miserably (10k+ ish? I forgot to look last time I tried) because the AI either gets bursts way too fast (because of the memories for the most part and I don't have enough to push it back down all five times they use one). Even with Sugamo, I can't burst fast enough. Admittedly, I haven't put too much focus in getting memories so these last two runs I haven't had many, but in my first I only got to level 3 but still was able to clear Ocean Blue and Snow White fairly easily even without sugamo and just using Rinkamo...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BT2 on November 26, 2011, 10:10:03 PM
That'd be a waste of money imo, unless you're playing hyper.
Just pick up Ataka or Yamahara and abuse the increased voltage gain whenever you think you can't win with 2 mem appeals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on November 27, 2011, 07:10:39 AM
That'd be a waste of money imo, unless you're playing hyper.
Just pick up Ataka or Yamahara and abuse the increased voltage gain whenever you think you can't win with 2 mem appeals.

I agree with this, as Jun can make the difference against any opponent.  Sometimes it seems he's necessary, and if you're lacking Memory Appeals... he's the guy to get.  Otherwise you could so some regular Promotions (not those you have to spend money for), unless you're really crunched for time.  I always tend to think of it as trying to gain a Memory Appeal per 10 weeks, that way you should be ready for just about anything past Week 41.  Up to you if you stop gaining Memories at that point, as four seem to get the job done for the most part.

You may even be able to drop Sugamo-chan with him in tow, as the decrease in Burst Appeal score really hurts.  Perhaps try Mushaharu (if you have it) or Ryuuguu no Tsukai instead?  The RK amulet, for some reason I'm not aware of yet, gives a bit more score if your Danketsu is really high.  I don't know how or why, I just know it's provided higher scores in later weeks over Mushaharu for me.

Good luck!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 28, 2011, 04:35:54 AM
Major question!!!!

One of my songs is currently at a keep! Do I use the song or do I just leave it be?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Crisu on November 28, 2011, 05:03:15 AM
[ Disclaimer: I might be totally wrong on this.  :P  I'm still familiarizing myself on the keep/break/revival system myself, explained in the first few pages of the thread. ]

I think keeps only last one week -- and you get them by clearing a Live of your currently produced song.  It means your sales numbers stay high for a longer period of time and don't start dropping off.  If you keep doing Lives, you can probably keep earning Keeps until you reach #1 on the charts. (???)  A high score would be important, too, in affecting the "total score" you get for the song, which I think is your score multiplied by whatever values exist for the number of fans you have in the area you do the Live, plus the fan-awareness factor (that smiley face that ranges from blue to pink).

Are you early or late in the game?  One of the game's goals is to get a song in at least the Top 10 (even if your other 4 are very low in the charts), so keep sticking with it until it gets there.  And then move on to the next song.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 28, 2011, 05:19:25 AM
Quote
[ Disclaimer: I might be totally wrong on this.    I'm still familiarizing myself on the keep/break/revival system myself, explained in the first few pages of the thread. ]

I think keeps only last one week -- and you get them by clearing a Live of your currently produced song.  It means your sales numbers stay high for a longer period of time and don't start dropping off.  If you keep doing Lives, you can probably keep earning Keeps until you reach #1 on the charts. ()  A high score would be important, too, in affecting the "total score" you get for the song, which I think is your score multiplied by whatever values exist for the number of fans you have in the area you do the Live, plus the fan-awareness factor (that smiley face that ranges from blue to pink).

Are you early or late in the game?  One of the game's goals is to get a song in at least the Top 10 (even if your other 4 are very low in the charts), so keep sticking with it until it gets there.  And then move on to the next song.

I'm on week 45 and I do have one of my songs in the top 10.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 28, 2011, 05:28:05 AM
Now I have two songs at the top 10.

Megare at 8 and Do-Dai at 6.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on December 15, 2011, 12:01:11 AM
Sorry if someone has already said this before, I kind of lost the track of the posts in this topic...

So I just finished my first Hyper Mode run, and...Well first, when I got 10 000 fans on my first area, the Uta-hime festival didn't unlock, and I thought maybe these fes didn't exist in Hyper Mode, and that you had to keep your fans number high. So that's what I did, and I had 10 000 fans in 3 areas, but in the end...I got a bad ending.

Is the number of fans required for Hyper Mode higher? If so then how much?

Well...At least I unlocked these Burger accessories ._.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on December 15, 2011, 12:57:29 AM
It's apparently 150k fans per area (since the fan gains are much greater on Hyper) to unlock the area festivals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: waterblaze123 on December 15, 2011, 08:20:43 PM
Is there any way to re-name your producer name or are you stuck with it...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on December 16, 2011, 12:21:35 AM
I think you have to delete all your data to change it. :( Sorry
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on December 16, 2011, 05:24:18 AM
GODDAMMIT.  I cannot beat my 5th super FES for a True Ending, on week 52, which only gives me one week to spare.  It's the third region from the left.  There's no voltage reporter in sight, I'm already at image level 15, and I've got the best gear I can get.  The enemy charges up faster than I do and has 5 appeals to my 3, so trying to counterappeal is pointless.  I've been using a dual-multiplier amulet- I tried the secret crest amulet and it didn't help.  This save file is toast.

I'm just steamed that after all this playing time, I'm still getting screwed over by the AI.  Namco Bandai, I hate you and your single stupid save file, and your lazyass AI programming that can never ever be beaten by counterappeals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on December 16, 2011, 06:00:24 AM
Actually it shouldn't be all that hard to fix. Are you playing on normal? (I assume you are, since the requirement is 15 on normal, not 16)

It's not actualy 'true rubber band AI'. It actually deploys different AI routines, however they're ALL scripted. Basically, it DOES have a 'recover sequence' but only at certain points, and you can in fact shut it out. Hyper is a different story though.

The first question really should be 'How many appeals do you have?'

If it's 3 or 4, the Tokyo IA crest should help you try a shutout. If you're attempting a festival with 3. you'll struggle. Doable, but you'll struggle.

The next questions are as follows:

1) What SONG are you using?
2) Are you familiar with a double and triple appeal?

Generally you'll find that you'll need a 170 or better BPM song - Just don't use Kami Summer (if you have it) as it does some strange stuff at the beginning of the song (namely give your opponents a headstart.

Basically, faster songs can score slightly less (more notes) but they help you build voltage faster.

Another thing to note is that if you know how the single/duo/triple appeal works, and you have the Tokyo IA charm this next bit of information will help you A LOT.

If you have 3 hearts on hand, this attack becomes possible:

1. From open - build up voltage to just get close enough to appeal.
2. Appeal once, and get voltage to full. You MUST make the appeal be the last thing before you burst. If you're fast enough you will open burst mode before or JUST as they appeal. You'll probably have to jam the burst key.
3. Burst as per normal.
4. Immediately switch character, then appeal to force a duo, then switch character again and appeal again to get a trio appeal.
5. You then should get a second burst, REGARDLESS (and usually in spite of) the AI counter appealing once or twice. Shut them out with the burst.

If executed correctly, that should give you about 1/2 the song where their ability to score has been severely crippled.

If you have spare appeals, use it to shut down their voltage metre, but ONLY after they appealed once, unless you are CERTAIN you can score a third burst.


You'd struggle with this strategy with 3 appeals (namely, you spent them all to do a two pronged shutout) although it should normally be okay. With 5, you basically need Yukiho to cheat through her teeth (by accidently invoking her Vesperia Hyper AI) to lose reliably.

What usually ends up happening is you walk away with 3 bursts, and they walk away with 2. On week 50+, this should (assuming a good sized combo) mean you will win due to sheer burst score.

The game isn't as hard (or as cheating) as it first leads you to believe at least on normal - You're actually permitted to queue up a burst even though your bar appears to have dropped to 66% of full, for instance if you're fast enough.

If you think normal is bad, you WILL faint at hyper mode's festivals. THAT is when they start cheating.

(
GODDAMMIT.  I cannot beat my 5th super FES for a True Ending, on week 52, which only gives me one week to spare.  It's the third region from the left.  There's no voltage reporter in sight, I'm already at image level 15, and I've got the best gear I can get.  The enemy charges up faster than I do and has 5 appeals to my 3, so trying to counterappeal is pointless.  I've been using a dual-multiplier amulet- I tried the secret crest amulet and it didn't help.  This save file is toast.

I'm just steamed that after all this playing time, I'm still getting screwed over by the AI.  Namco Bandai, I hate you and your single stupid save file, and your lazyass AI programming that can never ever be beaten by counterappeals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on December 16, 2011, 07:11:25 AM
Thank you, that was very informative- especially the parts about the scripting, voltage bar damage lag, and chaining pre-burst appeals to post-burst appeals.  I did not realize it was possible.

To answer your questions, the fastest song I have access to is READY! - I have Vocal as my highest stat- (I did most of my attempts with World Is All One, which is slightly slower), I have 3 memory appeals, access to Mushaharu's secret crest, and I can chain double/triple appeals (though I often receive a BAD because of timing issues).

So I guess I need to work on getting my voltage meter mostly charged before the opponent bursts.  I gave up on Mushaharu early on, but I was using my 1st appeal early to increase the multipliers instead of saving it to complete the burst.  I'll try your strategy after I've dealt with some work issues/slept.  Won't be playing Hyper except to get the Burger accessories.  I whiff on too many appeals to make Hyper matches feasible.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on December 16, 2011, 07:39:39 AM
Hmm, is it important to get your unit to the highest level in Hyper mode? Also, would 2 memory appeals cut it in Hyper?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on December 16, 2011, 07:54:57 AM
Hmm, is it important to get your unit to the highest level in Hyper mode? Also, would 2 memory appeals cut it in Hyper?

If you want S rank, the minimum idol requirement is 16. This is what BT2 and I were talking about earlier - that you're going to waste a little time for S rank because it's incredibly unlikely you'll have both image 16 and level 5 memory at exactly the same time, if you stick to a single lesson + promotion tactic.

In fact, the total requirements for S rank are:

True ending (All IA regions and the IA grand prix award)
Image level 16
Number 1 on the charts
6.5 million single sales total or above
No repeats

You're probably not going to win the IA regional awards if you have 2 memory appeals, since they all seem to cheat (Usually, they can outvolt you without appeal alterations).

Personally, I can't do it on 3 except if I get lucky with the IA contestant at least early on. I generally get 4 memory appeals before week 30, and start playing whack a IA regional on week 20-22. I don't generally lose IAs (or other festivals) after week 30.

You generally don't use appeals in audition mode, though. In Hyper mode, festivals take a bigger role, only because it's an easy way to score 40000 fans in a single week and still get paid for it. Namely, beating up Miku for fans and profit.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on December 16, 2011, 08:04:16 AM
If you want S rank, the minimum idol requirement is 16. This is what BT2 and I were talking about earlier - that you're going to waste a little time for S rank because it's incredibly unlikely you'll have both image 16 and level 5 memory at exactly the same time, if you stick to a single lesson + promotion tactic.

In fact, the total requirements for S rank are:

True ending (All IA regions and the IA grand prix award)
Image level 16
Number 1 on the charts
6.5 million single sales total or above
No repeats

You're probably not going to win the IA regional awards if you have 2 memory appeals, since they all seem to cheat (Usually, they can outvolt you without appeal alterations).

Personally, I can't do it on 3 except if I get lucky with the IA contestant at least early on. I generally get 4 memory appeals before week 30, and start playing whack a IA regional on week 20-22. I don't generally lose IAs (or other festivals) after week 30.

You generally don't use appeals in audition mode, though. In Hyper mode, festivals take a bigger role, only because it's an easy way to score 40000 fans in a single week and still get paid for it. Namely, beating up Miku for fans and profit.

S Rank reqs:
-I thought as much.
-How much weeks would you have to spend on training?
-Oh man, haven't got number 1 on the Dotop TV charts so far...ugh.
-For 6.5 million fans (I would think that's 65, then 0000), festivals and paid promotions are the way to go?
-As for no repeats, is that the screen where you can try again if you lose an event?

Man, I should also prepare to go through some playthroughs just getting money to buy sets from both Lucky Rabbit and Bk Maniac.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on December 16, 2011, 08:48:09 AM
S Rank reqs:
-I thought as much.
-How much weeks would you have to spend on training?
-Oh man, haven't got number 1 on the Dotop TV charts so far...ugh.
-For 6.5 million fans (I would think that's 65, then 0000), festivals and paid promotions are the way to go?
-As for no repeats, is that the screen where you can try again if you lose an event?

Man, I should also prepare to go through some playthroughs just getting money to buy sets from both Lucky Rabbit and Bk Maniac.

To answer the questions...

On hyper, it's more practical to do as many paid promotionals with single slot lessons until you get the fanbase to make an endrun at an IA, hit image level 16, or you know you'll be fine. (Regular promotions net you about 1/3 the paid, but considering that paid ones cost like 30-50k, and regular promotions give you 20-40k, you can see that tapering off can help)

That number 1 can happen at any time (although I very much doubt you'd get into the top 10 until the thrd release without a super break). It is incredibly unlikely that you'll sneak in a number 1 on hyper mode without either revivals or a break.

(In normal, a good player should be able to nail a number 1 by song release 3 or 4.)

(The two common opportunities are either 4th song revival after your last song stops selling, or barring that, breaking the your last song before the end of the game. You'll probably need 3 million sales at this point though, so don't break too late.)

The sales reqiuirement is NOT the number of fans, it is the total number of CD sales you need to make. Having a good happy (red) fan count is important here, but it's important to also have the count.

At top tier, the highest fan gainer is in fact the quintet lives, but you don't always get to pick where they end up. Festivals that permit a 40000 fan gain are available at ALL the areas at all times, so it makes a more flexible option, when you need to get 150000 fans in a region in a specific area.

Paid promotionals give slightly more than the festivals (Assuming top 20 status is gained) but they cost 50000 per use. They however automatically set that region to its highest happy state, so it's a good idea if you've already scored (you need to score once before the song hits the charts, don't forget that) and you can't find a national audition to boost happiness that week.

No repeats explictly refer to the second IA match against RK, and the week 54 match against Jupiter, and you end up using the time warp. Essentially, no hell training allowed. (I believe this applies to the IA elimination week, if you fail to hit the top 20 by week 37 or so, but I don't think I've EVER had that happen to me.)

I've got to resume my Chihaya Hyper run, but I also got to do L4U stuff before that too. I've pretty much exclusively decided to stick to Hyper runs. It's more interesting than the regular game, to be honest, but I DID play the X360 game to death.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on December 16, 2011, 09:03:27 AM
To answer the questions...

On hyper, it's more practical to do as many paid promotionals with single slot lessons until you get the fanbase to make an endrun at an IA, hit image level 16, or you know you'll be fine. (Regular promotions net you about 1/3 the paid, but considering that paid ones cost like 30-50k, and regular promotions give you 20-40k, you can see that tapering off can help)

That number 1 can happen at any time (although I very much doubt you'd get into the top 10 until the thrd release without a super break). It is incredibly unlikely that you'll sneak in a number 1 on hyper mode without either revivals or a break.

(In normal, a good player should be able to nail a number 1 by song release 3 or 4.)

(The two common opportunities are either 4th song revival after your last song stops selling, or barring that, breaking the your last song before the end of the game. You'll probably need 3 million sales at this point though, so don't break too late.)

The sales reqiuirement is NOT the number of fans, it is the total number of CD sales you need to make. Having a good happy (red) fan count is important here, but it's important to also have the count.

At top tier, the highest fan gainer is in fact the quintet lives, but you don't always get to pick where they end up. Festivals that permit a 40000 fan gain are available at ALL the areas at all times, so it makes a more flexible option, when you need to get 150000 fans in a region in a specific area.

Paid promotionals give slightly more than the festivals (Assuming top 20 status is gained) but they cost 50000 per use. They however automatically set that region to its highest happy state, so it's a good idea if you've already scored (you need to score once before the song hits the charts, don't forget that) and you can't find a national audition to boost happiness that week.

No repeats explictly refer to the second IA match against RK, and the week 54 match against Jupiter, and you end up using the time warp. Essentially, no hell training allowed. (I believe this applies to the IA elimination week, if you fail to hit the top 20 by week 37 or so, but I don't think I've EVER had that happen to me.)

I've got to resume my Chihaya Hyper run, but I also got to do L4U stuff before that too. I've pretty much exclusively decided to stick to Hyper runs. It's more interesting than the regular game, to be honest, but I DID play the X360 game to death.

Ah, thanks for the help then, Setsuna. Hope you do well on that Hyper run.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: waterblaze123 on December 20, 2011, 03:43:26 PM
Can anyone please take a picture of their schedule screen and point out how many fans are in the area? I am trying to get to 100k but I have no idea how many I have at the current moment...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on December 20, 2011, 03:54:11 PM
Ripped from my iDOLM@STER 2 Let's Play (To actually begin in January):
(http://i1134.photobucket.com/albums/m619/TheTanStar/Areas-1.png)
With badly drawn arrows to indicate where the fan counts are. I don't see why it's so hard to find them.

Edit: Missed an arrow. How stupid of me.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Crisu on December 20, 2011, 03:58:17 PM
For a mini Japanese lesson, the 人 character is a counter for people.  So 6131人 means 6,131 people in that area are fans.

万 represents 10,000.  In the West, we separate numbers every 3 places.  For example, one million is written as 1,000,000.  In Japan, numbers are separated every 4 places.  If you look in the southernmost region in TheTanStar's image, the fan count is 1万0884人.  This means 10,884 fans.

So you want to get 10万0000人 in a region for 100k fans.

(Towards the top of the image is 3万3727人 which is the total fans you have across the nation.)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on December 20, 2011, 04:05:28 PM
For a mini Japanese lesson, the 人 character is a counter for people.  So 6131人 means 6,131 people in that area are fans.

万 represents 10,000.  In the West, we separate numbers every 3 places.  For example, one million is written as 1,000,000.  In Japan, numbers are separated every 4 places.  If you look in the southernmost region in TheTanStar's image, the fan count is 1万0884人.  This means 10,884 fans.

So you want to get 10万0000人 in a region for 100k fans.

(Towards the top of the image is 3万3727人 which is the total fans you have across the nation.)
Or if you want really basic (this is how I always did it because I didn't know what the kanji were orz), you can just ignore the symbols and you have the number of fans you need anyway XD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: waterblaze123 on December 20, 2011, 04:28:12 PM
Thank a lot for that really! I always wondered about that front number. I thought I had only 8k fans in one area thinking I would never reach 100k fans haha!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on December 20, 2011, 10:40:03 PM
Ripped from my iDOLM@STER 2 Let's Play (To actually begin in January):
(http://i1134.photobucket.com/albums/m619/TheTanStar/Areas-1.png)
With badly drawn arrows to indicate where the fan counts are. I don't see why it's so hard to find them.

Edit: Missed an arrow. How stupid of me.

I'm wondering, there's some text with a paper and a number next to where a reporter's name would be. Is that anything significant?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on December 20, 2011, 11:14:57 PM
Looking at the source footage, I think that's just the number of things that can performed in that region.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on December 20, 2011, 11:38:03 PM
Looking at the source footage, I think that's just the number of things that can performed in that region.

Oh man, that makes total sense.  I thought it was some sort of event level indicator. -.-
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on December 20, 2011, 11:43:09 PM
Level 9 on week 8? I'd be in some serious trouble with that sort of rating!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Crisu on December 21, 2011, 01:07:07 AM
お仕事数 = Number of jobs
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on December 21, 2011, 01:14:17 AM
I couldn't read the last character for that, I knew the first part read as Oshigoto(Job/Work). I had reason to believe it meant number, though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on December 21, 2011, 03:12:02 AM
Ah, okay. Thought it was some sort of thing where you have to an event with this number in order to acquire a reporter...now it's just a matter of luck.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on December 21, 2011, 04:34:26 PM
Ok so something really weird happened to me yesterday as I was playing Im@s.

I was about to do a Prom with Takane (I can't remember the exact name but it had ''TV CM'' in it) and just when Takane started to talk, Producer-san blinked two times (Well the screen became black as if he was closing his eyes), the Prom ended and I got a Perfect Communication...But I didn't even have to choose any answers, and it lasted something like 10 sec!

Did that ever happen to any of you?
I'd doubt that this is specific to this this Prom, because the answers were there on the Communication Guide...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on December 21, 2011, 05:27:58 PM
There are two paid promotions with no answers required. They are "ファンイベントのお仕事" and "地方TVCMのお仕事". Just select the correct region, and you get a free Perfect Communication. However, these don't show up until late game to balance it out.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on December 21, 2011, 09:11:39 PM
There are two paid promotions with no answers required. They are "ファンイベントのお仕事" and "地方TVCMのお仕事". Just select the correct region, and you get a free Perfect Communication. However, these don't show up until late game to balance it out.

Oh, I see!
Thank you, it's nice for people like me who can't read Japanese xD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on December 22, 2011, 11:40:28 PM
Would anyone mind doing a small translation of the schedule selection screen? It annoys me that I sign my idols up for lives, festivals and auditions each week and not knowing which ones they are.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on December 22, 2011, 11:40:52 PM
There are two paid promotions with no answers required. They are "ファンイベントのお仕事" and "地方TVCMのお仕事". Just select the correct region, and you get a free Perfect Communication. However, these don't show up until late game to balance it out.

Not entirely correct - The 'non answer' paid promotions can show up early, although the odds of it showing up first thing are nearly zero. See the last paragraph for how early this can happen.

You can only do an answered paid promotion once.

You can however, do unanswered promotions multiple times. Never seen a poor one, but I suspect this has to do with your idols' mood level.

It doesn't happen too often, although in hyper mode, it happens more often than not, surprisingly (since you live and breath paid promotions as a method of training up your image level while maintaining fan count)  and since it isn't actually uncommon for a hyper run to have just two performaces in a 10 week period, (namely, 4 weeks of promotion and lessons, performance to score, then another 5 weeks of promotion and lessons) and there's only 12 promotional events, you can probably can guess what's going to happen.

Due to that setup, it isn't actually THAT abnormal to see image level 8 or 9 before the 10th week, either. I've successfully closed out on S rank Hyper mode image level 16 by week 27 or so.

My games extensively use paid promotional events in Hyper mode, mostly as a method of destroying the competition via an abnormal buildup of fans. the number of fans, as well as the full reversal of fan mood make it a useful tool, if very expensive to deploy.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on December 23, 2011, 12:32:36 AM
Would anyone mind doing a small translation of the schedule selection screen? It annoys me that I sign my idols up for lives, festivals and auditions each week and not knowing which ones they are.

It doesn't actually say you have to look at the icons.
The microphone with the cone spotlight over it is an audition.
The sparkly microphone is a live.
The two micropohnes clashing is a festival.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on December 23, 2011, 12:48:24 AM
It doesn't actually say you have to look at the icons.
The microphone with the cone spotlight over it is an audition.
The sparkly microphone is a live.
The two micropohnes clashing is a festival.

Okay I'll keep that in mind! Thanks.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on December 26, 2011, 09:03:56 PM
I just have one other question. When I do go into the schedule selection, some of the audtition icons have a glow around them. What does that mean? Is it like, something I need to compete in? Or can I just ignore it?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on December 26, 2011, 09:11:19 PM
I just have one other question. When I do go into the schedule selection, some of the audtition icons have a glow around them. What does that mean? Is it like, something I need to compete in? Or can I just ignore it?

If it's yellow and not the usual colour, it denotes a national audition. The number of fans gained are lower, except that it will be broadcast on national TV, instead of just in the area you're participating in. This also influences nation wide how fans see you. Areas with more excited fans will buy more CDs if it is in the sales period, and more of them will stay with you as the weeks go on.

If it sounds like a good thing, it is, except there are only so many of these national auditons available, so don't use them all up at once. Ideally, you want to use them to boost fan sentiment (The closer to red faced (really excited) the fans are, the more CD sales you'll net) before you proceed to sell, and maybe once during the sales period, to keep them happier.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on December 26, 2011, 09:42:17 PM
If it's yellow and not the usual colour, it denotes a national audition. The number of fans gained are lower, except that it will be broadcast on national TV, instead of just in the area you're participating in. This also influences nation wide how fans see you. Areas with more excited fans will buy more CDs if it is in the sales period, and more of them will stay with you as the weeks go on.

If it sounds like a good thing, it is, except there are only so many of these national auditons available, so don't use them all up at once. Ideally, you want to use them to boost fan sentiment (The closer to red faced (really excited) the fans are, the more CD sales you'll net) before you proceed to sell, and maybe once during the sales period, to keep them happier.

So these auditions are ones I SHOULD take part in to get better results then?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on December 26, 2011, 09:55:36 PM
Only if there's a point to doing so - If you're not in or nearing a selling period, there's no point in using it - as I said, there's only 2-4 per rank up (Although if you advance (top 50 - top 20), you lose the ability to access the previous set) so if you particularly make a mad dash to the top 20, you'll need to conserve those national auditions to get the maximum effect out of them.

As well, if you're early game, having a small group of fans means that you'll have to be in more places at once to maintain the numbers. Since fan decay is based on how excited they are and is based on a percentage of the fanbase, early on, focusing all your efforts in one or two areas is much better than spreading them out, because you'll lose more fans every week.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on December 26, 2011, 11:44:02 PM
I had no idea you could lose fans. Maybe that's why the fan count suddenly dropped a couple times in a few regions. (And I was so close to getting 100,000 fans in one of the regions too one time. Dangit!)

Thanks for answering my question!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on January 01, 2012, 11:51:30 AM
the game just got me confused right now

i always thought you need to do a normal live to do a keep.
but i just did a quintet live, the 2 additional idols didn't show up, and charts show a keep for the current song now (which is already on its 7th week and doesn't have any sales to keep)...
does that mean a quintet live counts as a trio live if the 2 guest idols don't show up? thus if you attempt a super break they need to show up in order to get the super break?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on January 01, 2012, 11:57:37 AM
the game just got me confused right now

i always thought you need to do a normal live to do a keep.
but i just did a quintet live, the 2 additional idols didn't show up, and charts show a keep for the current song now (which is already on its 7th week and doesn't have any sales to keep)...
does that mean a quintet live counts as a trio live if the 2 guest idols don't show up? thus if you attempt a super break they need to show up in order to get the super break?

That's unfortunately correct from what I can tell - I've never seen a Super Break actually work unless the Quntet happens. I didn't know about the super break converting back to a live though - super breaks only should work if the song isn't listed on the charts yet (Namely, prior to release) but I might be wrong.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: karto on January 03, 2012, 02:53:21 AM
I just completed my first run of the game (My unit was Haruka, Miki & Chihaya).
I'm pretty certain it didn't go all that well (0 awards), though I believe I have gotten the hang of a good amount of the game (I sadly am one of those people who has the game but can't read Japanese.  I just really wanted to have a go lol).  ;D

Though I would like to know a few things;
Is there any sort of new game+ or does everything reset?
The main menu still calls me Plv 1, how does this go up?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Reosaur on January 03, 2012, 03:41:57 AM
Haha I'm one of those people who can't read japanese either, but I plan on self studying sometime in the near future lol.
"New game plus" would be costumes/accessories and money will transfer. I think to level up from Producer level 1 you need to get at least a C or A on your final rating at end game.. Which I think requires at least one award or maybe a good high score from performances? Someone correct me if I'm wrong!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AkinaSumora on January 03, 2012, 03:47:39 AM
I got a C on my first playthrough and it says I made level 2... didn't win any awards.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on January 03, 2012, 04:03:03 AM
I just completed my first run of the game (My unit was Haruka, Miki & Chihaya).
I'm pretty certain it didn't go all that well (0 awards), though I believe I have gotten the hang of a good amount of the game (I sadly am one of those people who has the game but can't read Japanese.  I just really wanted to have a go lol).  ;D

Though I would like to know a few things;
Is there any sort of new game+ or does everything reset?
The main menu still calls me Plv 1, how does this go up?

New Game+ is here, it just transfers whatever money and clothes/accessories that you may have gotten in previous playthroughs.

As for Producer level, you need at least a C rank to level up. The determining factors are probably:
-Number of fans
-Image Level of your Unit at the end of the game
-CD sales for total unit
-Highest score in a live, audition, or festival (I'm assuming 50,000 is a C)
-Highest rank on the Dotop TV charts
-How many times you failed in a story-related event and had to be forced back into Hell Training.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on January 03, 2012, 04:45:29 AM
Hey, btw, do you get one hidden week after a playthrough?
I unlocked the top 10 achievement after Idol Academy (it showed up when the game went back to the title screen) even though my song wasn't in the top ten.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on January 03, 2012, 05:19:55 AM
Hey, btw, do you get one hidden week after a playthrough?
I unlocked the top 10 achievement after Idol Academy (it showed up when the game went back to the title screen) even though my song wasn't in the top ten.

Strange, I wouldn't think that there would be a hidden week. It might have been it. Or it might have been a glitch.

That reminds me, I should get back to playing IM@S 2, the mobile game is really taking up my time.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on January 03, 2012, 08:23:52 AM
Hey, btw, do you get one hidden week after a playthrough?
I unlocked the top 10 achievement after Idol Academy (it showed up when the game went back to the title screen) even though my song wasn't in the top ten.

I suspect on the PS3 Week 55 is 'scored' namely, the charts get affected, since the numbers at the end of week 54 and my final numbers don't always match up, but that's in my case due to me trying to always run a break at the last minute. This doesn't happen on the 360 version.

It could be that.

As for the requirements, I think I outlined them for Hyper mode, although regular mode is a little more forgiving, but you will be stuck on an A as the highest scoring of any catergory.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on January 03, 2012, 08:58:32 AM
Hi!

i bought Jibun Restart and kokoro no marioneto by the 765 shop but they are not showing up.

Could someone explain what went wrong?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on January 03, 2012, 09:01:52 AM
Hi!

i bought Jibun Restart and kokoro no marioneto by the 765 shop but they are not showing up.

Could someone explain what went wrong?

In the Catalogs, there should be some items before the folder, which contains the songs and accessories and whatnot. One of them is a video, the other are necessary files that you need to download in order to access them. It should be free.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on January 03, 2012, 09:06:35 AM
Hi!

i bought Jibun Restart and kokoro no marioneto by the 765 shop but they are not showing up.

Could someone explain what went wrong?

Are you using a Japanese or Asian Copy of the game?

I know there are issues where Asian copies of the game won't see the songs, since they aren't released on the Asian version of the game.

If you bought them you'd have paid 1800 yen and 1200 yen respectively, in which case the only idea I have is redownload the catalog. The Asian version to accept the Japanese DLC I'm told is a lot harder to deal with.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on January 03, 2012, 09:14:06 AM
Quote
In the Catalogs, there should be some items before the folder, which contains the songs and accessories and whatnot. One of them is a video, the other are necessary files that you need to download in order to access them. It should be free.

Thanks I'm doing it now.
 ;D

First time I've ever gotten any Idolmaster 2 DLC!!!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on January 03, 2012, 09:21:19 AM
Ok another problem...

The file to get the song Kokoro no Marionetto is done. i went to the game but it's still not there.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on January 03, 2012, 09:33:39 AM
In the Catalogs, there should be some items before the folder, which contains the songs and accessories and whatnot. One of them is a video, the other are necessary files that you need to download in order to access them. It should be free.

Did you grab the entire Catalog in question? If you downloaded (after paying for) the song, it's only the licence key to open it.

To use that licence key, you need to download the Catalog it was designed to be used with.

From where you got the key, go back a step.

There should be a few icons. folders with the catalog number on them. You'll ALSO see another file with the catalog number on it. It'll also say 'Free' (it's a bar in white) on the info bar along with the description.

It should be anything between 130-190MB.

That's the file you want to grab. You'll need the catalog to use the licences.

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on January 03, 2012, 09:37:48 AM
I got now! LOL

Derp. Thank you.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on January 03, 2012, 09:40:25 AM
Did you grab the entire Catalog in question? If you downloaded (after paying for) the song, it's only the licence key to open it.

To use that licence key, you need to download the Catalog it was designed to be used with.

From where you got the key, go back a step.

There should be a few icons. folders with the catalog number on them. You'll ALSO see another file with the catalog number on it. It'll also say 'Free' (it's a bar in white) on the info bar along with the description.

It should be anything between 130-190MB.

That's the file you want to grab. You'll need the catalog to use the licences.

Huh, didn't know the folder was the license itself. At least I learned something. And you're better at explaining things than me.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on January 03, 2012, 09:57:15 AM
Huh, didn't know the folder was the license itself. At least I learned something. And you're better at explaining things than me.

Edit: I should note it should be good practice to download the catalogs since if nothing else, you can't even preview performances if you don't have the catalogs they were based off so you can look at something in the field before forking over the money.

Basically the folder contains all the licences (They're 100kb each) which unlocks the items in the catalog for use.

You DO need to go there for 2 reasons:

a) Sometimes the 'bundle packs' don't execute from the catalog correctly (or in my case, one glitched) so you can just go into there and go shopping there instead.

b) If you complete a catalog, the 'catalog complete' item will list there, and you will have to get the licence from there to enable the complete item.

It WILL NOT show up until all the items are bought (Namely, everything except the money and any icons, basically) but you won't get access to the catalog complete item (Although you're entitled to it) until you well, pick up the licence. This is unique to the PS3 version.

The X360's better that way where you don't actually have to pick it up seperately - if you buy everything and trigger it, the catalog will automatically unlock the item.

Neither tell you about that bonus by the way.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on January 04, 2012, 04:24:34 AM
Hi again :D

Wondering cause I have never sen this accessory before.

Does anyone know what the accessory on Makoto's right thigh is?

http://www.youtube.com/watch?v=rJ5wBHONSkk
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on January 04, 2012, 06:26:31 AM
Catalog 07 Xbox 360's leg piece. The reason you don't see it all that much is because well, it's pretty late on in the X360 lineup.

It is not part of the PS3 lineup yet. (Although amusingly, it IS listed on the compendium as of a while ago.)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on January 04, 2012, 11:04:20 AM
Quote
Catalog 07 Xbox 360's leg piece. The reason you don't see it all that much is because well, it's pretty late on in the X360 lineup.

It is not part of the PS3 lineup yet. (Although amusingly, it IS listed on the compendium as of a while ago.)

Thanks Setsuna!  :D

I wish Kyun! Vampire would come on PS3 already, if at all as well as that Jupiter extension!!!!

I LOVE JUPITER!!! ;D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: furix on January 29, 2012, 12:02:11 PM
Forgive me if this has been asked before, but... When do I know when a stat is maxed? I keep doing dance lessons, but my level won't go above 12. I have a dance set up equipped, and my unit's dance stat goes all the way a little bit before the dot on the DA.
Something like this
[|==============DA|.]

EDIT: http://s8.postimage.org/hmzxmocmb/2012_01_29_07_02_22.jpg picture
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on January 29, 2012, 02:47:42 PM
well, the stats are maxed when they don't increasy anymore after a lesson. i know this doesn't help too much, but for me it's the only reliable way.
You can also use the picture here http://imas2.wota.info/unit-statistics/image-level (http://imas2.wota.info/unit-statistics/image-level) as a reference. only look at the bright part of the stat bar, the dark part is equipment and song
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: furix on January 29, 2012, 02:57:48 PM
Ohhh I see, that image helps a lot, actually. I knew it could only achieve 60%, but I wasn't too sure if I had hit that yet or not. Thanks a lot!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zzZerozz on January 30, 2012, 04:52:29 AM
Got a question. Is there any penalty or achievement missable if I don't buy Iori her drink?

I am stuck at the first vending machine getting Kotori's drink. What do you press for the coffee to come out?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on January 30, 2012, 05:11:26 AM
No, there isn't any penalty/achievement. I like to skip it simply because Iori's dialogue is funny (FF style hold the shoulder buttons to flee!).
Anyway, to complete the tutorial, I believe you do the following in order:
Select the juice button.
Press the less sugar button multiple times until it works (The left circular button).
Press and hold the coffee button.
Wipe the coffee spill.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ikuto-sama on January 30, 2012, 08:30:14 AM
I remember my first playthrough it took me forever to get through the coffee scenario because I didn't know you had to press the less sugar button multiple times. It took me an hour to figure it out. I always skip it because of those bad memories xD
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: furix on January 30, 2012, 08:43:16 AM
Actually, is there any reason to actually do it? I don't think there's any penalties for skipping it, right?

I've done it on my play throughs that I've gone through my game, but I skip it for when I am doing a run just to buy stuff.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on January 30, 2012, 01:02:40 PM
Actually, is there any reason to actually do it? I don't think there's any penalties for skipping it, right?


I personally always do it because I'm afraid if I don't get good communications with Iori, she wouldn't come to my quintet live if I ever invite her...But I might be wrong on that.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on January 30, 2012, 01:28:29 PM
i did it on my first playthrough and never since. i can't stand Iori at all and i welcome every opportunity to mess with her
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on January 30, 2012, 02:56:15 PM
You don't have to do it. And I skip it because I hate that carpet stain. o.o;;

Also where and how do you get Ami and Mami puppets in ps3?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on January 30, 2012, 05:54:05 PM
You don't have to do it. And I skip it because I hate that carpet stain. o.o;;

Also where and how do you get Ami and Mami puppets in ps3?
The AmiMami puppets are the free thing you get for buying everything it Catalog 03 (Marionette no Kokoro's stuff).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on January 30, 2012, 07:17:52 PM
The AmiMami puppets are the free thing you get for buying everything it Catalog 03 (Marionette no Kokoro's stuff).

Oh thanks. ^^ Darn they're so cute but I don't like everything in the catalog. I don't like the song too much.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Gibbedboy on February 06, 2012, 04:08:05 AM
Hey guys, going through my first play time here and kinda hit a snag.
Since week 12 Miki in my unit has been depressed compared to the other girls, and I've done everything I could to try and bring her back to the other girl's level. Between agreeing with her complaints in the morning communication, succeeding the evening communications, and doing promotions with her I can't seem to get her happy again. It's now week 16, and the danketsu icon is still a broken heart.
I'm at my wits end and don't know what else to do. Help out a fellow producer?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on February 06, 2012, 04:32:14 AM
This happened to me. The only thing that worked for me is time.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: iTiffany21 on February 16, 2012, 10:19:17 PM
I have a question. I'm currently producing Yukiho as leader and I have Miki & Hibiki as backup. I'm focusing on the Visual Image with Dance being backup (if that makes sense). What would be the best charm/amulet to use to get more points for having high Visual? I'm still confused with the whole 'decay' thing so I'm not sure. (I mainly switch to Miki when doing lives and auditions for burst appeals since she has higher visual, but I keep Yukiho as leader during performances.)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: chikorita157 on February 16, 2012, 10:51:53 PM
I have a question. I'm currently producing Yukiho as leader and I have Miki & Hibiki as backup. I'm focusing on the Visual Image with Dance being backup (if that makes sense). What would be the best charm/amulet to use to get more points for having high Visual? I'm still confused with the whole 'decay' thing so I'm not sure. (I mainly switch to Miki when doing lives and auditions for burst appeals since she has higher visual, but I keep Yukiho as leader during performances.)

You want to use an amulet that lowers decay for visual and dance. For that, Nikuwan's Amulet (にくワンのお守り) is what you are looking for, which will give a large decay decrease of the multiplier for Dance and Visual. When using it, do a dance appeal until visual multiplier goes up to 1.5x and then keep spamming visual until you get a burst appeal (also adjust accordingly to get a high burst rate appeal for that)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Garraboa on February 21, 2012, 07:59:32 AM
I have a question. On the PS3, does it explicitly show you when you achieve a keep on the rankings? The thing is, I'm on my 1st hyper run (12th run overall) and following this guide: http://imas2.wota.info/strategy/the-path-to-all-s-rank-on-hyper  I wasn't expecting to break into top 20 with my 2nd song since it didn't show any icon of the sort, yet, on the third week, i was already on top 20. Weird.

Something similar happened on my last normal run. I THINK I achieved two Keeps, because my first song made it's way to the top 10 by week 8 (or 9, I don't remember). I did two lives just after the national audition to get every area happy, but never once I saw a keep icon on the rankings (even though the wiki says it does on PS3 only). It's confusing the hell outta me :s

Also, any pointers on getting an S Ranking? I'm not really in the mood of doing more money runs for Hyper only. That mode eats money like crazy ;A;
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on February 21, 2012, 09:12:19 AM
yes, it does show a keep, i'v seen it several times

about eating money: it does at the beginning, but you also earn much much more when you do performances later on. so you'll probably walk away with more money than you started with
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on February 21, 2012, 12:07:37 PM
I have a question. On the PS3, does it explicitly show you when you achieve a keep on the rankings? The thing is, I'm on my 1st hyper run (12th run overall) and following this guide: http://imas2.wota.info/strategy/the-path-to-all-s-rank-on-hyper  I wasn't expecting to break into top 20 with my 2nd song since it didn't show any icon of the sort, yet, on the third week, i was already on top 20. Weird.

Something similar happened on my last normal run. I THINK I achieved two Keeps, because my first song made it's way to the top 10 by week 8 (or 9, I don't remember). I did two lives just after the national audition to get every area happy, but never once I saw a keep icon on the rankings (even though the wiki says it does on PS3 only). It's confusing the hell outta me :s

Also, any pointers on getting an S Ranking? I'm not really in the mood of doing more money runs for Hyper only. That mode eats money like crazy ;A;

S rank is Hyper mode only - if you want to be sneaky about it, consider this - when you LOSE a festival, you still get paid for turning up.

This is fairly simple - if you can rank up to S rank in hyper mode in a hurry, it's 75k per week (as long as you don't end up getting the money boosting reporter, in which case you'll only get 40k, and if that's the case, you might as well do any of the other Level 11-12 events and win for the money)

That all being said, if you want to actually S rank hyper mode:

- Paid promotional events should be all you'll ever do, always coupled with a single time unit lesson. It's not uncommon to perform once per song release, and paid promotioning all the rest of the way.

- Early on if you can, focus your paid promotions on one or two regions. Later on you can use them to push a single region to its highest state.

- Don't bother with keeps, since you probably won't have the time for them, and it can mess with your attack order. When a Keep is in play, it freezes the counter for when you can release the next single. You can't release a single during certain weeks, so if you manage to push back the next available time to produce a single onto a week you can't produce, you have effectively a dead week. Do it too many times, and you won't have enough time tomake a break work at the tail end of the game.

- The week before release from the second song onwards, drop a national audition.

- You should break top 50 with song 1 (I wouldn't worry TOO much if you don't) and should break 20th with song 2 (at spot 20. Remember, if you're a thousand or so sales short, that a paid promotion will chip at sales of singles that have just released!). Just remember to do well at the performance prior to the song releasing.

- Either revive the 4th release, or break the 5th.

- Don't expect to make much. You'll spend a lot of money early on, and should if done right, recoup it with some cash on top at the very end.

Remember the requirements:

- Take out the Charts with a number 1 at any given time (You'll either need a revival or a break. If you luck out on a super break, all the better, but I've NEVER seen it work in Hyper mode)

- Sell at least 550k sales (This is the hardest, since it requires either a revival or a break to make the numbers)

- Image level 16 (So remember to train them up until you see 16.)

- No repeats at forced events (Although you should not have any trouble at this point. If you can do normal, hyper's story events are a walk in the park.)

- Score over 60000 points at any given event (You do get until week 53, so line up a good reporter and run an event over.)

- Take out all the regionals (Barring Tokyo's IA special event)

To do the last, you'll need 150000 fans before the regional in question will open. It is possible to open up a regional before the week 40 nomination. It's in fact possible to take out 3 regionals prior to week 40, although you will probably struggle winning one before week 20 (due to your Dankestsu being too low) and requires a fair bit of luck with the paid promotions to focus on one or two regions.

That should cover it I suspect. Bring lots of money, and until you're sure you've hit the requirements, spend until you make it.

Then rake in all the money and trounce everyone, on principle.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on February 21, 2012, 07:30:39 PM
- Take out the Charts with a number 1 at any given time (You'll either need a revival or a break. If you luck out on a super break, all the better, but I've NEVER seen it work in Hyper mode)

- Sell at least 550k sales (This is the hardest, since it requires either a revival or a break to make the numbers)

Super Breaks work

I played hyper mode twice, once to test waters and once for the S rank. Both times i did a quintet live in the release week of song 5. When i didn't get a super break i reloaded, until i got the super break. It took around 10 to 15 tries to get one, but it's definitely possible. Doing that you'll take the top in the charts and keep it until the end, also the 550k sales become easy with this.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on February 22, 2012, 08:06:18 PM
Super Breaks work

This is absolutely good to hear.  I've retried a number of times for a Super Break, then eventually gave up and moved on.  Which is pretty disappointing in Hyper where every performance counts.  With this I won't give up so easy, many thanks on the info!  Right in the nick of time (Naryoril of time?... sounds neat) as I was about to start a new game today.

Again, that confirmation is a Live saver.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on February 22, 2012, 08:35:07 PM
This is absolutely good to hear.  I've retried a number of times for a Super Break, then eventually gave up and moved on.  Which is pretty disappointing in Hyper where every performance counts.  With this I won't give up so easy, many thanks on the info!  Right in the nick of time (Naryoril of time?... sounds neat) as I was about to start a new game today.

Again, that confirmation is a Live saver.

They are a royal pain in the backside to trigger on Hyper though.

I've never seen it fire, and I've only ever seen someone else do it after 15 attempts in a row. I'm convinced they reduced the odds of a Super Break to be a lot lower in Hyper mode compared to normal (where I could fire one off in the space of say 4 attempts).

In comparison, I've forced breaks and revivals to trigger on a 1/5 chance, which beats 23 attempts at a super break (quintet triggering of course) before falling back to something else.

Basically, if you CAN get one to go off, you're set, since one of those should more or less fill both the number 1 charting and the 5.5 million (I made a typo in the previous post) single sales you'll need if you manage to fire it off for the 3rd, 4th or 5th singles.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Garraboa on February 25, 2012, 03:30:51 AM
I DID IT! I was so ecstasic when I triggered the quintet live that I almost didn't do anything for the next three weeks (then I rememberd about breaks only doable on the 10'th week and stuff :p).

IT didn't take me as much as what you people are posting here. Only seven tries (and two were because of the idols not appearing). Gotta say, with that super break you can kick back and relax on the finishing details of your S rank (my final sales were about 9 million O_O)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on February 25, 2012, 05:31:41 AM
The "MARK ALL MESSAGES AS READ" button sometimes is not so kind to me, apologies on the late reply!

I've never seen it fire, and I've only ever seen someone else do it after 15 attempts in a row. I'm convinced they reduced the odds of a Super Break to be a lot lower in Hyper mode compared to normal (where I could fire one off in the space of say 4 attempts).

This is also awesome confirmation, as I have been having the exact same problem.  I spent an entire day (well, game-playing-session-throughout-a-day) trying for a Super Break before I gave up and moved on.  All while using an image song, image song's owner at center (why not I figured?), with an item set on to boot.  It just didn't happen, some of my hair almost involuntarily left their follicles.

Quote
In comparison, I've forced breaks and revivals to trigger on a 1/5 chance, which beats 23 attempts at a super break (quintet triggering of course) before falling back to something else.

Basically, if you CAN get one to go off, you're set, since one of those should more or less fill both the number 1 charting and the 5.5 million (I made a typo in the previous post) single sales you'll need if you manage to fire it off for the 3rd, 4th or 5th singles.

This gives me some values to shoot for then.  I haven't had much trouble with Keeps, but doing those endlessly in Hyper causes one to lose out on so much scheduling.  Revivals and Breaks I've had some trouble with, but with your input I shall keep on trying in the future when I run into this problem.  I had such little issue gettin' these statuses in Normal (without sets), so Hyper's "eccentricities" are... interesting.

Thanks for the info, this current run shall be amusing!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Garraboa on February 29, 2012, 06:09:16 AM
*GASP* My heart just skipped a beat. Upon installing catalog # 5 on PS3 I went to check out the new accessory and... it tells me there's no saved data!  :o First thing I do, I turn off the PS3, turn it back on again and back up my save data on a USB. I fired the game up again and there was no problem this time. Just to be sure though, I turned autosave off. I guess this is the nasty save glitch that everyone gets from time to time. How does one recover from it if you lose the data but have a backup on a USB? You just copy it back again, or is there something else you gotta do?

Man, I almost die there for a second!  :'(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ribonbon on February 29, 2012, 09:28:49 PM
This may be a stupid question, but if I were to erase my file from the saved data utility folder, would I have to redownload all my DLC again? (I'm sick of my producer name... :-\ )
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on February 29, 2012, 09:42:50 PM
This may be a stupid question, but if I were to erase my file from the saved data utility folder, would I have to redownload all my DLC again? (I'm sick of my producer name... :-\ )

It shouldn't, although if you REALLY want to test this, just make a new profile and make a new save file that way. That's how a new game will end up being like. DLC is shared on the PS3 installed.

You'll lose access to all items bought in game though (not DLC, as in in game currency) as you'll have to do those all over again.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ribonbon on February 29, 2012, 09:45:52 PM
^
Good idea. I'll make a new profile and see what happens.

I understand that I'll lose what I unlocked in the game, but that doesn't really bother me since I haven't unlocked much.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: PrinceLandon on March 19, 2012, 02:40:32 AM
Yay, I just finished Hyper Mode for the first time with a S ranking.  I went from producer lv. 8 to 10.  Now that I got the trophies for it, I just want to do Normal mode from now on.  But, I'm sad that my producer ranking will drop back to 8 if I do.  I'm torn.   :'(

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on March 19, 2012, 09:47:32 PM
So I lost my American ps3 account (The one that had all my saves data on it, which means something like 75% of Im@s trophies unlocked, and 7 playtroughs achieved on 9) and I can't do ''recovery password'' because I had put a random birthdate...OTL At least I didn't lose my DLC (since my Japanese account works fine).

So anyway, not trying to make you feel sorry for me, I just wanted to ask a question about amulets, since I'm starting all over. I already bought the 3 most important ones (Dance-Visual-Vocal appeals thingy), but there was that one amulet I used for Fes, I think it was a kind of bird, and it made the voltage bar increases super quickly. Can somebody tell me where I can find it? It was not that special one you get in the capital area, by the way.

Thanks to anyone who can help me!

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: chikorita157 on March 19, 2012, 09:57:00 PM
So I lost my American ps3 account (The one that had all my saves data on it, which means something like 75% of Im@s trophies unlocked, and 7 playtroughs achieved on 9) and I can't do ''recovery password'' because I had put a random birthdate...OTL At least I didn't lose my DLC (since my Japanese account works fine).

So anyway, not trying to make you feel sorry for me, I just wanted to ask a question about amulets, since I'm starting all over. I already bought the 3 most important ones (Dance-Visual-Vocal appeals thingy), but there was that one amulet I used for Fes, I think it was a kind of bird, and it made the voltage bar increases super quickly. Can somebody tell me where I can find it? It was not that special one you get in the capital area, by the way.

Thanks to anyone who can help me!

That amulet is the Mushaharu's Secret Charm (which greatly increases voltage for perfect appeals and memory drives), which you can only obtain by getting 10,000 fans in the capital area, winning the Utahime-Utaōji Festival and then buying it for 100,000 money.

If you talking about the other one, I think it's the Nashida-san's Amulet...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on March 19, 2012, 10:08:49 PM
I think you're referring to Sugamo. Unfortunately, it becomes useless on higher difficulty festivals as one burst will make you lose (and they will burst at least once).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: chikorita157 on March 20, 2012, 02:36:46 AM
I didn't realize that amulet... but I never got it since I won the Tokyo festival and didn't bother with it since the secret charm largely raises voltage from general and memory appeals without hampering the burst score. Sure the super increase in general appeal voltage is nice, but if your rival manages to get a burst, you're basically screwed.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: MissDeidara on March 21, 2012, 10:09:53 PM
I think you're referring to Sugamo. Unfortunately, it becomes useless on higher difficulty festivals as one burst will make you lose (and they will burst at least once).

Yes, this one!
Well, I managed to finish 6 of my playtroughs with a good ending by using this one at every Fes (Though some of them WERE hard), but now that you mention it, maybe I should just buy that special one from the Tokyo Festival...

Thanks to both of you!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: tomhoangle on April 18, 2012, 09:56:47 PM
I hope I'm posting in the right thread, if not i apologize.

I recently got into idolm@ster 2, i was wondering if anyone know where we can find Japanese script for event in the game? Especially the story related part so i can at least use machine translation to understand some of it while playing the game. Thank you.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on April 18, 2012, 10:03:14 PM
I hope I'm posting in the right thread, if not i apologize.

I recently got into idolm@ster 2, i was wondering if anyone know where we can find Japanese script for event in the game? Especially the story related part so i can at least use machine translation to understand some of it while playing the game. Thank you.

An actual script? Haven't found any at all.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: tomhoangle on April 18, 2012, 10:40:36 PM
Well something like this http://d.hatena.ne.jp/Sugio/20070801

They got most of the event from Idolm@ster 1 which is awesome to run through machine translation like google while playing. I was hoping they might have done for sequel too but no luck finding so far.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: furix on April 18, 2012, 10:42:47 PM
Hmm... something like that would just be awesome. I'd love to see such a thing for imas2.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 22, 2012, 06:23:29 PM
Quick question: The English guide site's Beginner's Guide mentions a change in tactics between the first and second halves of the game. What's the turning point? I just finished week 21.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on April 22, 2012, 08:25:05 PM
Not sure what the guide tells you for tactics since I've never used it myself, but around that point of the game, I switched from heavy lessons, to mainly performing (or training + paid promotion, depending on which playthrough/how much money you have). Week 22-ish is where I switched what I did.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on April 22, 2012, 10:28:47 PM
Quick question: The English guide site's Beginner's Guide mentions a change in tactics between the first and second halves of the game. What's the turning point? I just finished week 21.

It's usually training from the week where you do the first debut, at week 4, to week 18 (with the exception of 1 week after you get your second song to do a nation-wide audition to keep interest). You should reach group level 16 when you're done. After that, it's just finishing up area fan counts and the festival to secure that area.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 23, 2012, 07:00:25 AM
Well I tried switching it up from where I was, which has worked... well enough. I'm at week 42 now. Having a hard time breaking into the top 10. Closest I've been was 12.

Is there any way to know whether or not you've triggered a break or revival or something? My understanding is that it's like a status, so I guess I'd see it in the rankings? And is there any more to triggering a break other than spamming festivals? Does it matter what kind it is? (The low difficulty kind vs. the high difficulty against Shadow units?)

If this stuff is answered here already, I'll track it down if someone lets me know. I couldn't see it immediately in the wiki or the table of contents in this topic.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on April 23, 2012, 07:49:16 AM
It'll be marked in the black box on the top right of the chart, when you highlight your song. There'll be either a pink emblem with Revival written in it, or a green one with Break written in. You can't miss it.

And don't worry if this run doesn't go as well as you thought it would. The subsequent runs will always be better. ;)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on April 23, 2012, 08:25:17 AM
The icon is really obvious when you get it. I would like to note that it is possible to get a true end on your very first run using only Miku/Ai/Eri/Ryo as your only paid DLC. I should record that sort of run one day.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on April 23, 2012, 08:36:31 AM
It'll be marked in the black box on the top right of the chart, when you highlight your song. There'll be either a pink emblem with Revival written in it, or a green one with Break written in. You can't miss it.

And don't worry if this run doesn't go as well as you thought it would. The subsequent runs will always be better. ;)

By chart, you mean the Dotop TV chart?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on April 23, 2012, 08:55:48 AM
Oh, yeah. Yes I do. Sorry 'bout that.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on April 23, 2012, 09:21:50 AM
The icon is really obvious when you get it. I would like to note that it is possible to get a true end on your very first run using only Miku/Ai/Eri/Ryo as your only paid DLC. I should record that sort of run one day.

Is that before or AFTER you abuse a loophole in how 'new games' are calculated?

For those who don't know, it's possible to unlock 98% of the first store, (the other 2% requires you to finish the game once first, which is of course the 765 headset) with a single run. You don't go into New Game+ mode until BK is available (Because until then, none of the 'Items on sale which require a loop' will be available to you), something which I found out the hard way )

Why is that note relevant?

In theory, if you have enough time on your hands, a game doesn't count as completed as a new game until you well, actually complete week 55 and force BK to unlock. The game WILL not recognise you've even finished it the FIRST time until both conditions happen.

In turn, this means if you deliberately stall BK's unlock, and NEVER post a producer score (namely, complete the game at week 55, just run to week 54, then start over as many times as it takes), you can buy out one entire store, and have everything accessible to you (charms included) for a single shot (Hyper if you so wish) True end S rank right off the bat, and the game will note it as your first run.

You don't even need any DLC for this to happen.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on April 23, 2012, 04:23:31 PM
What I meant was from absolutely nothing -- Like you started a new profile then played the game from beginning to end without aborting/starting a new run. I've come close to achieving it on 360 and PS3 Normal, ending up one or two weeks short due to not forcing reporters.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 23, 2012, 05:58:24 PM
That's some interesting info. I'll see what I can do to push to the top 10. I can avoid a bad end on this run for sure, but a Good end would be better than the Normal I'm headed for.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 24, 2012, 11:20:38 PM
A new day, a new set of questions. I managed to get into the top 10 last night, so I secured a Good end.

I'm having some problems with scoring, though. I'm barely squeaking by in a lot of festivals (by less than 200 points in some cases) and my highest score so far is 45000. I know you need 76500 for one of the trophies, so that worries me a bit. I mostly have questions on tactics.

One tactic seems to be to hit 1.50x in the main stat and try not to let it fall below about 1.45 or 1.46x. The other seems to be to hit 1.50x and use it until a Burst. The first seems like an early game tactic before you have high danketsu and the latter seems like the tactic to use after Bursts start giving good points. Does that sound right?

Should I start with a Memory Appeal every time to boost base modifiers or only in Festivals to get an early lead?

I can only assume it's going to come down to 2nd cycle+ equipment or something to boost the points I get per appeal.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on April 24, 2012, 11:38:30 PM
A new day, a new set of questions. I managed to get into the top 10 last night, so I secured a Good end.

I'm having some problems with scoring, though. I'm barely squeaking by in a lot of festivals (by less than 200 points in some cases) and my highest score so far is 45000. I know you need 76500 for one of the trophies, so that worries me a bit. I mostly have questions on tactics.

One tactic seems to be to hit 1.50x in the main stat and try not to let it fall below about 1.45 or 1.46x. The other seems to be to hit 1.50x and use it until a Burst. The first seems like an early game tactic before you have high danketsu and the latter seems like the tactic to use after Bursts start giving good points. Does that sound right?

Should I start with a Memory Appeal every time to boost base modifiers or only in Festivals to get an early lead?

I can only assume it's going to come down to 2nd cycle+ equipment or something to boost the points I get per appeal.


For festivals:

Use a song that has a fast BPM. There's an amulet that really increases your voltage meter, but lowers the amount of points you get on burst. It's mainly used as a voltage stopper. There's a tactic, but that involves having 2 to 3 hearts.

-Get voltage meter to near full, use an appeal, then burst
-Switch the character with L1/LB, then use a memory appeal
-If you have a 3rd heart, switch to another character, then use the last memory appeal.

That increases the voltage meter more than if you used all of them on one person. And tap R1 as fast as you can when you both you and the CPU have full voltage meters; it's possible to beat the CPU in activating it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 25, 2012, 12:48:06 AM
Yeah, I have the amulet from the Tokyo area. Not really impressed with it due to the score gimping. I'm one festival away from being able to get the other one, though. The one that also boosts Memory Appeals.

I guess I'll be okay if I have it for festivals. Will song scoring just improve by better stats? I'm probably at my limit for this run.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on April 25, 2012, 12:58:53 AM
Yeah, I have the amulet from the Tokyo area. Not really impressed with it due to the score gimping. I'm one festival away from being able to get the other one, though. The one that also boosts Memory Appeals.

I guess I'll be okay if I have it for festivals. Will song scoring just improve by better stats? I'm probably at my limit for this run.

To my knowledge, it does. Better to set up clothes that power up your main stat.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 25, 2012, 01:19:41 AM
Okay. I think I'm limited by first cycle wardrobe. I bought the most expensive stuff there was. I'll hit up the Extra Episode and the new cycle shop next run. Thanks!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on April 25, 2012, 01:24:25 AM
Okay. I think I'm limited by first cycle wardrobe. I bought the most expensive stuff there was. I'll hit up the Extra Episode and the new cycle shop next run. Thanks!

Hey, no problem at all.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on April 25, 2012, 07:11:44 AM
Just wanted to take a second to thank everyone that offered advice. I finished my first cycle.

I pulled off a break on week 52 that put me at #1, turned off auto-save and lost on purpose to Jupiter to get the hell training trophy then reloaded and beat them first try, and scored the Ocean Blue and Grand Prix awards. (I cleared the capital area too for the amulet and passed up another area that I was less than 10k fans short of for another amulet after a low-fan performance, so I could have gotten 3 area awards if I wanted). These were my results:

Image Level - A
High Score - A (55892)
Total Sales - B (3762332)
Top Chart Position - A (1)
Rewinds - A (0)

Overall - B

My top seller song by the end of the game was 2393185 units.

Now I'll grab the Princess Melody and start a second cycle :3
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 02, 2012, 07:34:46 PM
What would you guys recommend for the third song? Should I do what I did with the second and just do lessons up through Fujisan Rock and use the release week to do a national audition and just forget about it, or should I bother trying to do well with it at the cost of some lessons?

I was thinking I'd let the third song go like I did the second (the second hit #22 with only a shoddy performance on release week at a national audition) and focus on doing lessons so that after the third song's release I can focus on building fans and focus on sales for the last two songs. Is there a better strategy?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on May 02, 2012, 08:13:58 PM
What would you guys recommend for the third song? Should I do what I did with the second and just do lessons up through Fujisan Rock and use the release week to do a national audition and just forget about it, or should I bother trying to do well with it at the cost of some lessons?

I was thinking I'd let the third song go like I did the second (the second hit #22 with only a shoddy performance on release week at a national audition) and focus on doing lessons so that after the third song's release I can focus on building fans and focus on sales for the last two songs. Is there a better strategy?

You might need to drop the lessons at this point and go for fans with your third song.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 02, 2012, 09:44:39 PM
Is image level 12/13 going to be sufficent for that? When should I try to pick up the remaining levels?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on May 03, 2012, 01:02:05 AM
Is image level 12/13 going to be sufficent for that? When should I try to pick up the remaining levels?

If you're aiming for an A rank in Normal, you need Image Level 14 at least. You could use the two(?) weeks between the top 20 getting into Idol Academy and that week when you get on the boat to train, assuming you manage to get to the top 20 by that time.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 03, 2012, 01:55:18 AM
I hit top 20 on the first single. It fell to 21, but I'm still set for IA, right? Just as long as it was there historically?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on May 03, 2012, 02:31:14 AM
I hit top 20 on the first single. It fell to 21, but I'm still set for IA, right? Just as long as it was there historically?

I don't know, actually, since that never happened to me. I made sure I was at least above #20. I'm guessing it registers, though. You should get another song to top 20, just to be sure.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 05, 2012, 05:15:50 AM
Hey, guess what? More questions.

Is there a penalty for retrying if you lose a festival? That doesn't count against your producer ranking does it? Only the rewinds when you lose a story event that make you do hell training?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: satty on May 06, 2012, 04:25:11 AM
Hey, guess what? More questions.

Is there a penalty for retrying if you lose a festival? That doesn't count against your producer ranking does it? Only the rewinds when you lose a story event that make you do hell training?

Yep, retries don't count. And even on the story festivals; they only count when you actually continue on to hell training.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 21, 2012, 02:59:55 AM
You guys love my questions, right? Right.

So if I'm playing Hyper (which I totally am) and I'm trying to push Paid Promotions + Lessons on a two-area schedule, what do I do if I can't get a promotion to show up in one of those areas by reloading? Should I take a normal promotion just to keep interest rates up and build some money back or should I take a paid in another area? Also, is it advisable to do one in the same area twice in a row if that's my only option or should I do a normal to maintain interest rate or something?

If it were Normal, I'd just do a Festival or something that week and try again the next week, but with Hyper it's important that I'm keeping up with my lessons...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 21, 2012, 03:47:21 AM
I used to reload and retry... even answering negatively to the trio in order for the Paid Promotion I needed to show up in a specific area.  Then the last run I just went with the flow, taking Paid Promotions wherever they showed up.  Unless they were in the capital or already highly attentive areas, then I'd reload and try for somewhere else.  I found it worked quite well in the long run.   The Utahime/ouji Festivals were finished by Week 40, opening up the last 12 weeks to finish out lessons and go for regular Promotions money.

I've been doing it on the current playthrough as well, and it seems to still be working.  It feels as if Hyper is built in a way that you're concentrating on all areas instead of just two or three.

I could be wrong, but so far it's worked A-OK in my experience.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 21, 2012, 04:18:39 AM
Wait, wait. That's news to me. The way the morning greetings affect the idols changes how/where promotions show up?

Also, what's the downside to ticking off idols, anyway? I mean, I know it affects a few things, but what's the worst that could happen? Could morale drop or fights start or something?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 21, 2012, 07:58:43 AM
I myself also have a some questions.  I know you can skip Iori's Vending machine scene, but does the decision to skip or not to skip happens every single week?

Second,  There are 3 methods: Raising all three Stats, Raising just one stat, or Raising just 2 stats.  Which method is the best way to get a high score in the Concerts?  I do want to raise all three stats, but I am worried that I will not get a high score in the Concerts.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on May 21, 2012, 08:12:46 AM
I myself also have a some questions.  I know you can skip Iori's Vending machine scene, but does the decision to skip or not to skip happens every single week?

Second,  There are 3 methods: Raising all three Stats, Raising just one stat, or Raising just 2 stats.  Which method is the best way to get a high score in the Concerts?  I do want to raise all three stats, but I am worried that I will not get a high score in the Concerts.

It's one-time only.  Good god, I would hate to repeat that request every week.  You're the producer, not her personal servant.

It's standard practice to raise 2 stats, because of the amulets that decrease voltage decay for 2 stats.  You begin concerts by hitting the button for the third stat to pump up one of the other two, then work from there (since the other two stats will decrease more slowly, you wind up with a net gain).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 21, 2012, 08:39:04 AM
@Daverost

It's based upon what they say and how the Producer responds, to some degree at least.  I've tried it on a reset binge a few times before, and at the very least the Promotions and National Auditions follow this pattern.  I haven't kept track of every event before though, so there may be a deviation in there I've not paid attention to.  The schedule information is probably in this topic somewhere, though this is a pretty meaty beast of a thread.

The lovely strategy site has some info on affection/intimacy (http://imas2.wota.info/unit-statistics/affection-and-intimacy-score) and unit status (http://imas2.wota.info/unit-statistics/unit-status).  Try not to be exclusively positive or negative to one idol.  Being so to one isn't always a bad thing if she's had a lot of attention lately.  It can affect Unity (and Burst Appeal scores), so try to keep the three as even as possible.  Love 'em all, love 'em equally!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 21, 2012, 07:18:45 PM
So for the Decay amulets do I want the one that says "General appeal multiplier decay UP" or "General appeal multiplier decay DOWN"?

I'm only on week 4, so should I go to the shop?  Apparently it takes up 2 time slots. 
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on May 21, 2012, 08:59:56 PM
So for the Decay amulets do I want the one that says "General appeal multiplier decay UP" or "General appeal multiplier decay DOWN"?

I'm only on week 4, so should I go to the shop?  Apparently it takes up 2 time slots.

Down.

I don't think you have the cash for anything useful at week 4.  You should be able to get by for a while.  Honestly, my main concern in the early game was figuring out that you press one button at a time, not all three.  -_-

The amulets are sold after competitions, not in the shop.  Each prefecture owns a particular amulet, so you'll need to visit the right one.  We have a listing on one of the threads.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 22, 2012, 12:57:14 AM
I have a few questions

1.   Do I get a higher score if I DON'T let idols do the festival by themselves?

2.   What is that 3-choice decision, it happens after you choose to let the idols do it themselves for a festival.

3.  For the Lessons, Do I get a higher score if I DON'T let the idols do it themselves?

4.  I want to get all the scenes with my leader Chihaya, I am worried that if I make it to the Top 20 too soon, I might miss those scenes and decision that happen if you are in the Top 50.


Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 22, 2012, 02:43:54 AM
2.   What is that 3-choice decision, it happens after you choose to let the idols do it themselves for a festival.

4.  I want to get all the scenes with my leader Chihaya, I am worried that if I make it to the Top 20 too soon, I might miss those scenes and decision that happen if you are in the Top 50.

2. I've never let the idols do it themselves, but if it's the same as the other options, it's about whether or not you want to do one of three things: Re-arrange the unit positions (I think just swapping the members), picking an older song to perform instead of the current song... and I forget the third. Just going with the current song? I don't remember. I never go for revivals, so I don't really do anything with the older songs.

4. You'd be hard pressed to get every scene. The ones that happen at the end of a week are random and you're lucky to see even one of them per playthrough. If you focus heavily on doing normal promotions for the other scenes, you're probably not going to have a successful run. I mean it's doable, but it's not easy. You'd probably be all over the map and wouldn't be generating a lot of fans or money.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 22, 2012, 03:30:10 AM
1.   Do I get a higher score if I DON'T let idols do the festival by themselves?

Ideally if you're good at performing a song and know how to manage your appeals, bursts, and memories... then absolutely you will.  Making your idols work by themselves fatigues them, and you risk negative effects by using it too much.  If it continues they'll eventually take a week off by themselves.

Quote
3.  For the Lessons, Do I get a higher score if I DON'T let the idols do it themselves?

Even if you tell the idols to work as hard as possible, they will never come out with a Perfect + Bonus.  At most they'll get to the very end of Perfect.  So yes, if you can reliably get to the "Bonus" status in any lesson it's better for the Producer to manage the lessons.  Telling them to handle it themselves also causes fatigue.

There are ways of circumventing fatigue to some degree.  I believe if you get them to the point they will take a week off, but the next playable week is a story-related week, they won't take the week off.  I've never tried it, so I'd experiment a bit to see what works before relying on it too much.

Quote
4.  I want to get all the scenes with my leader Chihaya, I am worried that if I make it to the Top 20 too soon, I might miss those scenes and decision that happen if you are in the Top 50.

Daverost is absolutely on the money.

If you're worried about Promotions, then this is a possible outcome.  I wouldn't worry about activating all of Chihaya's scenes from the get go.  There will be chances in later plays where she can be selected for Promotions, even if she's in a support role.  If you concentrate solely on Chihaya the rest of your unit will quickly start to feel alienated.

That or you could simply reset after doing Promotions and select whatever else is available!  It won't count in the long run, but if the aim is to see... that'll do the trick.

If you're worried about non-story After Communications, there's a real possibility you  may not see all of them in a particular play through.  If they do appear, they may be centered on your support instead.  I won't say they're random, but I have no real idea how they come about and what the triggers are.  It wasn't until recently that my leader had all of theirs occur in a single game (all three in a row), and my support only had one each the rest of the game.

I suppose it's their way of encouraging using the idols repeatedly in your units, be they your leader or support.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 22, 2012, 08:43:59 AM
Wow! Thank you very much everyone!  Sorry for asking, but the guide does not answer my questions.

1.  The guide does not explain how to do a memory bomb.  How do you do a memory bomb?

2.  In this link, http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya , Towards the bottom of the where it says Normal Work, the Japanese text is highlighted in blue and next to it it says "Bad".  What does it mean by "Bad"

3.  I'm stuck in Week 4 because there are so many things to do like lives, festivals, promotions, shop.  Where do I begin?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 22, 2012, 04:47:17 PM
2.  In this link, http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya , Towards the bottom of the where it says Normal Work, the Japanese text is highlighted in blue and next to it it says "Bad".  What does it mean by "Bad"

3.  I'm stuck in Week 4 because there are so many things to do like lives, festivals, promotions, shop.  Where do I begin?

I have a follow-up question to 2: What does it mean when it's red? I never really figured out the color coding.

3. Up to you. It's always a good idea to build fans and money, so normal promotions and performances (but not national auditions, save those for release week for your song (week 6)) are a good way to go. Try to pair promotions with lessons so you can maximize your efforts. When you pick a new song, the best thing to do is usually promotion (paid on later runs when you have the money) + lesson for the first three weeks and then a national audition aiming for the highest score you can manage on the fourth week (which will be week six in this case). Once you hit level 16 in stats (the highest level), you can just start doing festivals or something instead of promotions/lessons.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 22, 2012, 07:30:52 PM
Thank you very much. 

Yeah, Question #2 still puzzles me, as the guide never explains what those colored text mean.

In addition:

4.  I looked through this topic and guide, and those do not specify the requirements or conditions to get to the Top 50 or Top 20.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on May 22, 2012, 08:01:52 PM
Thank you very much. 

Yeah, Question #2 still puzzles me, as the guide never explains what those colored text mean.

In addition:

4.  I looked through this topic and guide, and those do not specify the requirements or conditions to get to the Top 50 or Top 20.

We'll go backwards.

The reason why they generally don't specify the conditions for a top 50 or a top 20 is because it's literally dependant on the charts. The Tokyo Pop top 100 will tell you how many single sales you need to make a rank.

As the game goes on, the competition heats up, meaning although your team will perform better, so will the competition.

Wow! Thank you very much everyone!  Sorry for asking, but the guide does not answer my questions.

1.  The guide does not explain how to do a memory bomb.  How do you do a memory bomb?

2.  In this link, http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya , Towards the bottom of the where it says Normal Work, the Japanese text is highlighted in blue and next to it it says "Bad".  What does it mean by "Bad"

3.  I'm stuck in Week 4 because there are so many things to do like lives, festivals, promotions, shop.  Where do I begin?

1. A memory bomb I think refers to a specific strategy applied (mostly) in festivals.

It goes like this:

Voltage build until 66% to 75% (Depends if you have a charm that boosts memory appeals)
Memory Appeal. This should get you into the ability to burst the moment the appeal's scoring finishes.
The first chance you get, convert your burst.


The first note you get after the burst, Memory appeal again, making sure you change the appealing character from the first appeal.
What will happen is the game will give you a duo appeal (instead of a standard.) You can further capitalise this by appealing with the third unused person, creating a trio appeal chain.

This is commonly used in festivals, since with two appeals in short succession, (Assuming you went first) you'll shut out the opposition from scoring for a good 20-30 seconds.

2. In regard with specific communications, you can in fact go backwards (Not in the memory appeal count though). Bad is when you go out of your way to upset them. Granted, the results can be funny (or disturbing) but they impose a morale penalty on the idol (And I suspect the group) if you execute it.

3. For places to begin (I assume you're playing on normal) you'll probably want to pick a location, and focus on getting fans happy (namely, from blue face to red) while building up the levels of the team you selected. Ideally that means a fair number of weeks with 'lessons + promotions', and perform as necessary.

Don't spread yourself too thin (Japan's a big place) and get an area of core fans. To sell singles (which is what affects your goal) you need fans, and just as importantly, you need them to be motivated fans so they'll buy your stuff, so you need to carry out activities to raise your profile.

Once you get a handle on the game, you'll find your own pattern that works. It's unlikely your first game will net you a good ending. It's actually more likely than not that you'd get the bad ending, but that's expected.

In Hyper mode, I personally perform about once every 6 weeks (You MUST perform a song (basically post a score) before the single hits the shelves, as the highest score you make is part of the sales formula), until the group has 5 memory appeals and is level 16 then proceed to conquer Japan, but that's because I drop somewhere between a quarter and half a million in paid promotions around the clock, and can get perfect + bonus on all the lessons without looking.

Before you ask, the only advantage with the super lessons is the fact you get an extra 15 seconds, meaning it's more likely you'll perform better (but it costs you two units of time, instead of one), but if you can get the minigames down pat, you can get maximum benefits out of a normal lesson (saving you 900 yen, and a time unit)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 22, 2012, 09:10:50 PM
Thanks for your help Setsuna!  As for the Super Lesson, in this post by KIRBYSIM, http://forum.project-imas.com/index.php/topic,1136.msg23265.html#msg23265, it seems you get a bigger benefit if you do a super lesson.  Not sure if it is because the lesson lasts longer, so there is more time to get a perfect.

Also, You said that the Tokyo Pop Top 100 will tell you how many single sales you need to make a rank, but do you know where I can find this chart in the game?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on May 23, 2012, 07:43:40 AM
Thanks for your help Setsuna!  As for the Super Lesson, in this post by KIRBYSIM, http://forum.project-imas.com/index.php/topic,1136.msg23265.html#msg23265, it seems you get a bigger benefit if you do a super lesson.  Not sure if it is because the lesson lasts longer, so there is more time to get a perfect.

Also, You said that the Tokyo Pop Top 100 will tell you how many single sales you need to make a rank, but do you know where I can find this chart in the game?

The chart will appear once you post your first song to the charts. That's week 7 or 8 off the top of my head.

From there you'll get a week by week breakdown (barring any week where the idols take a week off (either by you instructing them, or by them deciding to on their own) of what the charts look like.

The main reason I don't advise on relying on super lessons is that getting time to communicate WHILE boosting up their stats is always a good idea. This in particular is particularly potent when you used paid promotions. (For an idea, a paid promotion usually lands you between 2x and 3x the number of fans compared to a regular one, and after you exhaust the scenarios, they're instant perfects but put on repeat.)

On hyper this is really useful (arguably crucial) as you'll get 20000 fans or so per communication, compared to about 8000, and it'll do a mood adjustment for that region to max.

As well, it's entirely possible to max out the memory appeals (at 5) and max out their idol level at 16 at about the same time with a single + promotion chain, meaning if you're good enough, there's actually little point, even if there was a benefit, which I haven't seen since it's uncommon for me to run a game where I don't perfect chain everything.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 23, 2012, 04:24:03 PM
I can't remember if I asked this before, but I still don't know, so I guess I didn't.

When do sales effects show up on the charts? I know Super Break has to be done before the song releases, so it shows up on release week. What about Keeps, Breaks, and Revivals? Do they show up on the week of the event (Live/Fes/whatever) that triggers them? Or do they show up the week after?

I've decided it's not worth killing myself for a perfect score on Megare just to get the points I need for Top 20 on my second song. I'll just take a slightly lower score which is more than doable and aim for a Keep. I won't miss a single week of Paid Promotion/Lesson.

EDIT: This page (http://imas2.wota.info/strategy/sales-state-changes) seems to indicate that it's the same week as the activity. Anyone want to confirm/deny?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 24, 2012, 03:03:41 AM
Well hell, nevermind. I complain enough and I guess I'll get it. I still botched it by missing a step (someone was talking to me while I was trying to play and of course you can't pause), but I still got about 47.5k score, which according to the S.Rank/Hyper guide is enough to hit Top 20 without a Keep. So uhh... yay.

But if anyone knows the answer to that question, that would be awesome.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 24, 2012, 05:03:52 AM
When do sales effects show up on the charts? I know Super Break has to be done before the song releases, so it shows up on release week. What about Keeps, Breaks, and Revivals? Do they show up on the week of the event (Live/Fes/whatever) that triggers them? Or do they show up the week after?

Same week indeed.  They have their own icons, so they're difficult to miss as well.  I think Super Breaks can be performed on the week of release, though I've yet to bother to attempt one yet.

Quote
...(someone was talking to me while I was trying to play and of course you can't pause)...

Oh yar, that's how it goes.  Awesome performance?  Interruptions are ready to pounce.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on May 24, 2012, 05:45:59 AM
Just for reference, this is what a Super Break looks like on Dotop TV:
(http://db.tt/L3AX3QBU)

Also, if something interrupts you while an audition/live/festival is playing and you mess up, remember: The game only saves at the end of each week.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on May 24, 2012, 05:59:01 AM
Thanks for the super break reference image.

*still doesn't understand gameplay*
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 24, 2012, 06:31:07 AM
Same week indeed.  They have their own icons, so they're difficult to miss as well.  I think Super Breaks can be performed on the week of release, though I've yet to bother to attempt one yet.

Thanks. I've only ever gotten a Keep and a Break one time. The Keep was after two lives in a row (after several failed attempts to get it on a single week, so I wasn't sure anymore) and the Break was after multiple festivals in a row. Never gotten a Revival, but never tried for one.

As for Super Breaks... yeah, they could I guess. I always do a National Audition on release week, so I guess I've never thought to check. Besides, I do three for the fifth release anyway, so it's impossible for me to know which one even gave it to begin with.

Also, if something interrupts you while an audition/live/festival is playing and you mess up, remember: The game only saves at the end of each week.

Sometimes I just quit playing and let it fail so I can retry without all of that reloading mess. Unfortunately, sometimes you hit the score requirement prior to botching the whole thing...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 24, 2012, 09:23:07 AM
Hyper seems especially torturous towards affecting sales state changes.  I had little problem getting any of the changes to go off in Normal, even without using item sets.  I guess it's not all that unexpected despite the tediousness.  I know Lucky Stars factor into the equation somehow.  However one run with 8 did nothing, while another with only 4 did the trick.  I know it wasn't helping by using Me ga Au Toki... but I thought with Chihaya being the leader it wouldn't be as much of a problem.  The stars are named appropriately at the very least.

It is worth seeing a Super Break though, if even once.  Watching it release at such an impressive spot is amusing.  Toss a Keep on there the following week and it will destroy anything else on the charts.  RK probably wouldn't be able to dent it in Hyper.

Some games have "Retry" buttons even if you succeed at whatever the objective is.  I'd be up for one of those.  I miss final-beat Burst Appeals on occasion, and lacking thousands of points stinks at any point during the game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on May 24, 2012, 10:01:24 AM
I think Super Breaks can be performed on the week of release, though I've yet to bother to attempt one yet.

Yes, you can get a super break in the week of the release. In my 2 hyper playthroughs i "forced" a super break on my last song by repeating a quintet live over and over until i got the super break icon in the charts.
Btw: i assume you can only get a super break if the guests show up, so it's best to pick guests you have a high affinity with. I assume this because i once got a keep after performing a quintet live where the guests didn't show up which makes it look like a quintet live without the guests counts as a normal live.


@TheTanStar: Can i use that picture an put it in here (https://sites.google.com/site/imas2strategy/strategy/sales-state-changes)? I think it would help a lot of people.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 24, 2012, 03:08:24 PM
According to the strategy site, a quintet live where the guests don't show up gives a Keep, so yes, it counts as a normal Live.

I actually haven't forced any state changes in Hyper yet. I haven't needed to. I almost did on that second song. The trouble I had with Keep was actually in Normal. I couldn't get a Super Break in my first run, either, so I just kinda let that one go.

Honestly, Hyper's been a lot more forgiving so far.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on May 24, 2012, 03:37:22 PM
According to the strategy site, a quintet live where the guests don't show up gives a Keep, so yes, it counts as a normal Live.

Well, i'm the one who wrote that part on the strategy site according to my experience. There were rumors that you can only get a super break when the guests show up for a long time. But proving something does NOT happen is incredibly hard, since you could just have had bad luck. That's also why it's not written as a fact on the site but more as "it looks like".

The startegy site basically is a translation of the japanese wiki (i was not involved with the translation). The guy who made the translation and i then restructured several things and added our own experiences and some new features (for example the sound files to show the last beat of a song were a pain to make). Some things are also inspired from the old english wiki. The information on there is great, but not very comprehensive, like it doesn't list any of the correct answers in the visual novel parts of the game. We also adapted the content to a PS3 default, while the japanese wiki uses the XBox version as default.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 24, 2012, 04:25:50 PM
Oh, you wrote that XD

Well, I guess it's worth further experimentation, but it'll be a while before I try to chip in. I've also never failed to have a guest show up. *Fingers crossed*
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 24, 2012, 09:39:16 PM
The information on there is great, but not very comprehensive, like it doesn't list any of the correct answers in the visual novel parts of the game.

Woah! Wait a minute! Naryoril you said the those correct responses in the guide are not actually the correct ones?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 24, 2012, 11:00:57 PM
Every one I've tried so far has been correct. Maybe they meant the ones for the general story? The ones that don't affect anything? Even if they don't affect the outcome, there are still "right answers", like whether or not you get Touma's name right.

The only one I remember having trouble with was one of Chihaya's. The answers for the bad communication on one job were there, but not the correct answers. This has since been fixed.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on May 24, 2012, 11:53:56 PM
Woah! Wait a minute! Naryoril you said the those correct responses in the guide are not actually the correct ones?

No worries, they are correct as far as i know. They were taken from the japanese wiki (assuming those on the japanese wiki were correct).

I meant the "old" english wiki (http://imas.wikia.com/wiki/The_Idolm@ster_Gameplay_Wiki) doesn't list the correct answers, or rather, it doesn't list any answers in the story sequences at all. It lists the correct answers for the daily communication though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 25, 2012, 12:59:52 AM
I had a friend tell me that since that old one was for the Xbox 360 version that there were apparently morning communication answers in the PS3 version that were new and that it didn't cover them all.

Honestly, I never cross-checked them.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on May 25, 2012, 03:31:32 AM
I didn't notice any difference between the two versions of morning communications... but then again, I played both versions so much that most of my memories blended together anyways. >_>
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 25, 2012, 04:52:33 AM
Every one I've tried so far has been correct. Maybe they meant the ones for the general story? The ones that don't affect anything? Even if they don't affect the outcome, there are still "right answers", like whether or not you get Touma's name right.

The only one I remember having trouble with was one of Chihaya's. The answers for the bad communication on one job were there, but not the correct answers. This has since been fixed.

I'm sorry, But when you said Chihaya, do you know which decision was giving you trouble?  My leader right now is Chihaya.

Also, How do I know which is the correct decision if you are talking to Touma since the guide doesn't say anything about it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 25, 2012, 06:24:24 AM
I'm sorry, But when you said Chihaya, do you know which decision was giving you trouble?  My leader right now is Chihaya.

Also, How do I know which is the correct decision if you are talking to Touma since the guide doesn't say anything about it.

Normal promotion, bottom tier, the only one that says "Bad" next to it, the one in blue.

As far as the Touma one, it's not important. You can screw it up and nothing happens. He just walks up and you're supposed to remember his name. If you get it wrong he just gets a little upset and the conversation moves on like nothing happened. Kinda funny, honestly. Worth screwing up on purpose. I was just using it as an example of questions that probably didn't have answers on there because they didn't need to be there, even though there was a "right" answer.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 25, 2012, 08:07:12 AM
Normal promotion, bottom tier, the only one that says "Bad" next to it, the one in blue.

I think the blue texts events are the same events as the one above it.  I think Setsuna said that the ones in blue are just there if you really want to make the idol very angry.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 25, 2012, 03:38:37 PM
They are, but there were no Perfect Communication answers at the time I came across it initially.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 26, 2012, 08:38:12 PM
This may be a dumb question but... How do you save in the game?  It seems the only way to save is when the entire week is over.  Is there a way to save in the middle of he week, so that I come back and continue from where I left off?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 27, 2012, 02:37:21 AM
No, there is no way to save except at the end of a game Week.  One may also skip saving on any week and play as many as they wish.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 27, 2012, 06:35:29 PM
Anyone know what that little light is that sometimes appears in the Voltage meter?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on May 27, 2012, 07:55:06 PM
When does that light appear?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 27, 2012, 08:32:35 PM
No idea. I've only noticed it after you can't appeal anymore because it's kinda hard to keep a constant eye on the Voltage meter. I've seen it in auditions and festivals, but I'm not sure if it shows up in lives or quintet lives. It just pops up in the middle of the song at some point under some condition on the far left side of the Voltage meter.

EDIT: I took a picture. This one showed up in a festival.

http://img.photobucket.com/albums/v640/daverost/5af7a0c8.jpg
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 28, 2012, 01:06:04 AM
Separate issue: I know I'm not doing anything wrong, but it feels like I am. I've done something like 20-25 Lives and can't trigger a Keep to save my life. I'm using a member's personal song (Haruka/GO MY WAY!!) and I'm using a set of matching accessories to boost lucky star gain. I know we already cleared it up, but I'm seriously starting to wonder if it shows up on the week I perform the Live or the week after, because this is ridiculous. But I'm trusting you guys that it happens on the week I perform the Live.

Also, I just saw that light in the Voltage bar in a Live, so I guess it shows up in any performance. I lost that one, though, and had to retry (the accessory set is killing my point gain), so I didn't see if it did anything.

Honestly, my assumption from the start has been that that thing indicates a sales effect, but I usually don't quality for whatever it is at the time I get one.

EDIT: Totally unrelated, but I'll need it for the next song: When you're doing Quintet Lives, what affects the intimacy of the available guests? It seems like the only ones above the lowest level are Ritsuko, Ryuugu Komachi, and the idols I used in my unit in the previous game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: chikorita157 on May 28, 2012, 02:42:34 AM
Separate issue: I know I'm not doing anything wrong, but it feels like I am. I've done something like 20-25 Lives and can't trigger a Keep to save my life. I'm using a member's personal song (Haruka/GO MY WAY!!) and I'm using a set of matching accessories to boost lucky star gain. I know we already cleared it up, but I'm seriously starting to wonder if it shows up on the week I perform the Live or the week after, because this is ridiculous. But I'm trusting you guys that it happens on the week I perform the Live.

Achieving a Keep is done by luck just like a Revival and a Break, I think. You have to keep resetting until you get it.

As for the starts in the voltage meter, they appear when you get a perfect appeal... not for any other ones

(http://skitch.chikorita157.com/Live_Recording_-_2012_05_22_8_07%E5%8D%88%E5%BE%8C-20120527-205224.png)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 28, 2012, 02:53:10 AM
I'm still at it. I've been doing about 10 an hour, and I think I'm up to about 70 resets. Is this normal, even for Hyper? <.<
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 28, 2012, 04:50:04 AM
As for the starts in the voltage meter, they appear when you get a perfect appeal... not for any other ones

http://skitch.chikorita157.com/Live_Recording_-_2012_05_22_8_07%E5%8D%88%E5%BE%8C-20120527-205224.png

Nah, not those. This one is static (it doesn't go away and is always in the same place) and lasts even after the scoring part of the song is over. That screenshot I posted was from when I couldn't appeal anymore but before the song finished.

Still no Keep, but I discovered something about that darned light in question. It will never show up when you finish a song on a Burst. You have to finish with a normal appeal. Haven't tested a Memory Appeal. It also only shows up after the very last appeal, never before.

And of course, it has nothing to do with a sales status, because I still don't have a Keep. That does raise the question of just what it does/means, though.

EDIT: The final appeal can be a Memory Appeal. The Voltage gauge cannot be full. Best as I can tell, whether or not you have a perfect chain by the end of the song doesn't really matter.

This thing is... weird.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 28, 2012, 06:29:12 AM
Separate issue: I know I'm not doing anything wrong, but it feels like I am. I've done something like 20-25 Lives and can't trigger a Keep to save my life. I'm using a member's personal song (Haruka/GO MY WAY!!) and I'm using a set of matching accessories to boost lucky star gain. I know we already cleared it up, but I'm seriously starting to wonder if it shows up on the week I perform the Live or the week after, because this is ridiculous. But I'm trusting you guys that it happens on the week I perform the Live.

Welcome to pain, it's really awful.  I'm in the same rut currently, though only up to the 15th attempt.  It's not a personal song (Jibun REST@RT), but Lucky Stars still pop up pretty often.  Out of all the sales statuses I've gone for in Hyper, Keep seems to be pretty difficult to activate.  Granted I've not forced a Super Break before in Hyper, and it sounds even rarer according to posts in this thread.

I've only had this much trouble this time around though.  Before this I was able to get a Keep with under 10 attempts.  The accessory sets are a pain, I didn't use them until Hyper.  At times it's irritating to use one and only a small amount of Lucky Stars pop up.  Though that's not an indication of success, as I've had many pop up with no sales state change where just a few otherwise did the trick.

Chihaya also can't make up her mind if she likes the Pac-Man set or not.  Mami and Makoto seem to like it, so too bad... you're wearing it.

It does indeed appear on the same week.  Stay at it, or try a different tactic in a later week if it grates too much on your nerves.

Quote
EDIT: Totally unrelated, but I'll need it for the next song: When you're doing Quintet Lives, what affects the intimacy of the available guests? It seems like the only ones above the lowest level are Ritsuko, Ryuugu Komachi, and the idols I used in my unit in the previous game.

I think it's how often you've produced the idol (be it as leader or support) and how often they've been invited in previous units.  Who's in the unit does to a degree as well it seems.  When using Yayoi for the first time Iori seemed to have around 10 invites on her tally when she was made available.  This unit is the first time I've had pink faces with invites and one of them hasn't been used all that much (in a unit or just simply invited).  I've only completed the Extra Episodes once each, so I'm unsure how much that will affect invites.

I don't have any blue statuses anymore, so as time goes on it gets much easier to invite anyone it seems.

As for the light, could it indicate that you have Voltage you couldn't fill prior to the song ending?  I'm just guessing, I really don't know.  I've seen it before as well, I'm just at a loss as to what it may specifically mean.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 28, 2012, 06:42:03 AM
Trying not to constantly bump this, so I waited on someone else to post >.>

Those with Hyper experience: If I hit Top 50 in the first song and Top 20 in the second, should I kill myself over a Keep on the fourth release or will I survive just going along as normal and then busting out a Super Break and either a Keep or regular Break (or both?) on the fifth song? I don't have any intention to do a Revival on the fourth song, so I'm not sure how much I need to push the sales of it.

My intention is S Rank, of course.

As for the light, could it indicate that you have Voltage you couldn't fill prior to the song ending?  I'm just guessing, I really don't know.  I've seen it before as well, I'm just at a loss as to what it may specifically mean.

Well the weird thing about it is that it doesn't always light up.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 28, 2012, 07:37:30 AM
Trying not to constantly bump this, so I waited on someone else to post >.>

That's what it's here for!  If it's on-topic, I can't see it bein' a problem for others!

Quote
Those with Hyper experience: If I hit Top 50 in the first song and Top 20 in the second, should I kill myself over a Keep on the fourth release or will I survive just going along as normal and then busting out a Super Break and either a Keep or regular Break (or both?) on the fifth song? I don't have any intention to do a Revival on the fourth song, so I'm not sure how much I need to push the sales of it.

My intention is S Rank, of course.

Ideally you could survive just fine without a Super Break, even for S Rank.  It would be a good idea to toss in a Keep on the 4th or 5th.  Have you considered a Revival for an earlier release?  It does sell mostly like a new release (just at 0.8 instead of 1), so the 2nd release you used to break Top 20 with will have the added benefit of a cushion underneath it already.  The 3rd is also a good one to use, since it generally has higher numbers when it finishes selling.  The 4th or 5th I usually ignore with Revivals, since it's usually hectic with Utahime/ouji Festivals opening.

I doesn't seem like much, but tied into a National Audition can really cause it to take off.  I used one on the 1st release right before selecting the 3rd.  Now at five weeks later it's sitting at #2 (this was post Top 20).  If you are getting down to the wire (week 45 or so), it'd be best to try for a Revival if RK's Nanairo Button is shooting up the charts and the concern is that your unit will not be unable to catch up with it.  If the Keep leaves you disappointed (or hopelessly wanting), it may well be worth a Revival down the line.

Your first chance for a Break is Week 48, and it may be more frustrating having to face off against an opponent for it to happen.  I would definitely try for something by then.  If you don't want to retry two weeks (Quintet Live -> National Audition) repeatedly for a Super Break, perhaps switch the two events around?  At 2.5 times power, mostly yellow faces will still net you a much higher spot with the added perk of only having to retry the Quintet Live.  If possible toss in two National Auditions beforehand, then you'll at least have one pink and the rest at yellow.

At the very least a Break on Week 51 (or 52), as I recall somewhere in this thread that it still does sell on Week 55.  If I'm wrong about that, then Week 51.  Just make sure that everything sells above the 5.5 million mark.  With at least causing a couple of sales state changes this shouldn't be difficult.

Quote
Well the weird thing about it is that it doesn't always light up.

I'll see if I can't keep track of it through the rest of this run.  I also wonder what the significance is, so it's worth keeping an eye on.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on May 28, 2012, 09:35:37 AM
I'm still at it. I've been doing about 10 an hour, and I think I'm up to about 70 resets. Is this normal, even for Hyper? <.<

Yes.

Sometimes, the odds go down so much in Hyper for various effects to be pulled off, that it's incredibly unlikely (or even downright impossible) to pull them off.

For an idea, I've pulled off ONE Super Break in Hyper.

After about 300 attempts.

You get used to it, which means you sort of plan your way around it.

Generally executing special effects in Hyper (in particular) are more advisable LATE in the idol season.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on May 28, 2012, 09:44:10 AM
Trying not to constantly bump this, so I waited on someone else to post >.>

Those with Hyper experience: If I hit Top 50 in the first song and Top 20 in the second, should I kill myself over a Keep on the fourth release or will I survive just going along as normal and then busting out a Super Break and either a Keep or regular Break (or both?) on the fifth song? I don't have any intention to do a Revival on the fourth song, so I'm not sure how much I need to push the sales of it.

My intention is S Rank, of course.

Well the weird thing about it is that it doesn't always light up.

Your goal is to sell 6 million CDs Total.
Your other goal is to make a number 1 somewhere along the line. (You can make it in release 3 if you know how to)

Odds are to pull off the second statement, you'll pull the first, by accident.

Basically it comes down to this:

If you intend to do a release 5 for the number 1, what you must beat (With either a break on release 4, a keep or a super break) is 3 million, as chances are (unless your attack timing is GOOD) you will have to beat Nana Iro Button, which sells at 3 million copies.

If you attempt a release 4, your target is (from memory) 2.2 million sales.

Release 3 is about 1.5 or so, from memory (basically what you'd need to achieve in normal at week 54 to get through) although you're usually about 20 weeks shorter to attempt it.

If you think you can't sell 6 million CD sales total without doing a special, or you can make a drive to take number 1, then do what it takes.

If not, you have to keep in mind anything that doesn't directly address the two above points is pointless (as you have other objectives to complete) and you would be best to address those, since time is valuable, in Hyper anyway.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on May 28, 2012, 06:00:44 PM
Okay, so just condensing these last few posts, I get:
- Sales status changes are stupid rare, but you're going to need at least one.
- It's okay if you don't finish at #1, as long as you hit it at some point before it gets overtaken.

At the very least a Break on Week 51 (or 52), as I recall somewhere in this thread that it still does sell on Week 55.  If I'm wrong about that, then Week 51.

It definitely sells on the last week. I was tracking my sales on my first run.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on May 29, 2012, 04:19:31 AM
Okay, so just condensing these last few posts, I get:
- Sales status changes are stupid rare, but you're going to need at least one.
- It's okay if you don't finish at #1, as long as you hit it at some point before it gets overtaken.

Possibly two sales status changes.  Just watch your sales total when the 5th release starts selling and figure it from there.  Everything else is on the money.

Quote
It definitely sells on the last week. I was tracking my sales on my first run.

Excellent, I appreciate the confirmation.  I gave up at Week 52 on a Break once, since I figured it wouldn't finish selling at that point.  These things are good to know!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sparkle Pipsi on June 03, 2012, 11:26:51 AM
The sales state changes in this game are baffling and frustrating, to be sure ^^;;. I'm currently week 43 (hyper mode), trying to get a revival before RK passes me and leaves me in the dust... I'm trying to do get it on my third release though, since it's higher on the charts than my 4th. About a million resets later, I've started to wonder... the reason my third release is currently highest on the charts is because I got a break with it earlier on (the status has since worn off). Would that prevent it from achieving another status later in the game, or...? I don't see why it would, but kinda like Daverost I've reset so many times I'm starting to second guess myself... >__>;  Anyone have any experience with this?

I guess this is still my first hyper mode playthru so if I can't get my "All S" ending I can aim for it next produce but... dang it, I'm so close!! Just need that #1 ^^;;
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on June 04, 2012, 05:56:25 AM
I've started to wonder... the reason my third release is currently highest on the charts is because I got a break with it earlier on (the status has since worn off). Would that prevent it from achieving another status later in the game, or...? I don't see why it would, but kinda like Daverost I've reset so many times I'm starting to second guess myself... >__>;  Anyone have any experience with this?

I don't see why it should.  I've had Revivals go off on the same release twice (much later after the first status had finished), though arguably that was in Normal.  Ummm... I can't confirm or deny for Hyper.  I wish I could, and perhaps if I can move past this point I've been stuck at I'll try to get two on the same release.  Currently it's not a question of still-trying-for-a-Keep-and-it-not-happening... but rather video-gaming-TV-is-occupied-by-others.  I'm at 25 attempts, and I suppose this mode is perfect for causing doubts.

I'm going to try to move past it tonight.  I'll try to get the first one to do a Revival again, in which case I can't imagine any other status being unavailable for this action.  I could be wrong but so far no information points to a Revival being unusable in Hyper on a release that had a status which has worn off.  Don't let those doubts set ya back too much, keep appealing along until that status hits I'll suggest.  If the story starts to get away too much from ya, there is indeed always next round to go for all S.

Either which way you take it, good luck with your unit!

Quote
I guess this is still my first hyper mode playthru so if I can't get my "All S" ending I can aim for it next produce but... dang it, I'm so close!! Just need that #1 ^^;;

Hyper has me thinkin' the same way.  I gave up the first couple of runs just to advance the story.  When Producer level tops out, it doesn't seem quite worth it to maintain that 10.  I think for whatever mode I play next, I'll be more than happy to drop down to 8 just to avoid this frustration.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 04, 2012, 01:02:10 PM
Yeah, I was initially going to run 3 Hypers at S to push to 10 in the fewest number of games. I quickly changed my mind on that. Now I regret using Hibiki for my Hyper run because I'll have to put it off so I don't have to do Hyper more than once.

In all honesty, Hyper's not that bad, but the way they nerfed sales state change rates makes it damn near impossible to do consistently.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sparkle Pipsi on June 06, 2012, 12:14:44 AM
Yeah I have to say I thought Hyper would be waaay worse than it was... xD;; That said, I ended up giving up trying to get a revival and finished with all but one S... >.<;; I got an "A" for only getting to #2 on the charts, sob, haha. But oh well, probably still not bad for my first hyper mode playthru! I'm guessing I could have pushed for perfect but I was getting tired of resetting (one can only take so much Shiny Smile...) and just wanted to get my burger hands already... xD

It's kinda lame that such a large part of the game relies on an extreeeeemely low chance to trigger a status... I guess if I had scored better earlier on I might not have had the problem, but still ^^;;. At least I got a lot of practice at getting perfect scores on songs from all those resets, hah!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 07, 2012, 12:32:27 AM
This may be off-topic but... Okay, I am at week 6 and I have a couple of questions...

1.  On Week 6, you are suppose to do a National Audition, but on the Schedule Screen, how can I tell if the Audition is an Area or a National?

2.  Out curiosity, I tried to do a Festival on Week 5, but the rival I was facing scored about 33,000 points and my Idols can only score up to 8000 points with almost perfect appeals.  I think festival might have been a really high difficulty one, but still that is quite a big gap in the score between the Rival and my Idols.  Is there something that I am missing?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on June 07, 2012, 01:45:08 AM
National auditions have a different color.  You can't miss 'em.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Funkies on June 07, 2012, 03:52:45 AM
2.  Out curiosity, I tried to do a Festival on Week 5, but the rival I was facing scored about 33,000 points and my Idols can only score up to 8000 points with almost perfect appeals.  I think festival might have been a really high difficulty one, but still that is quite a big gap in the score between the Rival and my Idols.  Is there something that I am missing?

Festivals are really out of the question early on.  At the beginning you really don't have enough Memory Appeals to stack up against most opponents.  If they have more appeals they'll gain Voltage far quicker than you can.  When you're out and they have plenty left, you'll more than likely be shut out of a Burst Appeal for the rest of the performance.  You can do likewise to the opponent later on when you have high enough stats and plenty of Memory Appeals.  Also Burst Appeals are few and the scores are rubbish until later, and they really add up later on.

RK at FUJISAN ROCK is usually the first Festival you'll actively participate in, even if it's a story-related event.  I'm sure if one were to push Lessons/Promotions exclusively they could stack up earlier but that's up to the player.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 07, 2012, 05:00:40 AM
You pretty much need two games through for all the high-end gear to be able to tackle festivals near the beginning. Otherwise your stats just won't be high enough at that point.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 07, 2012, 08:02:33 AM
National auditions have a different color.  You can't miss 'em.

I'm sorry, but what does it mean by different color?  Are National Auditions suppose to be a different color?  How am I suppose to tell if the Audition I am choosing is a National one?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on June 07, 2012, 08:18:54 AM
I'm sorry, but what does it mean by different color?  Are National Auditions suppose to be a different color?  How am I suppose to tell if the Audition I am choosing is a National one?

Can't remember what color they were, but they increase your fans in every area whereas area auditions don't, right? Remember the icon on the map (or in the description) and its color when you select the audition, and see what happens after you pass.

National auditions... probably have 全国 in the name. That's from memory, though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on June 07, 2012, 09:00:31 AM
The colour of the icon is a bronze/brown. The number of fans indicated is also lower due to the gain being spread over all the regions.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 11, 2012, 10:00:47 PM
Okay.  So I want to do the Two Stat Strategy.  I want the main stat to be Vocal since Chihaya seems to be very good at it.  So what should the secondary stat be if the main one is Vocal?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Sparkle Pipsi on June 12, 2012, 12:12:14 AM
Okay.  So I want to do the Two Stat Strategy.  I want the main stat to be Vocal since Chihaya seems to be very good at it.  So what should the secondary stat be if the main one is Vocal?

For a Vocal team you'll want Visual as your secondary stat. Appeal to Visual to raise your Vocal multiplier, then appeal Vocal. Rinse, repeat. =)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 12, 2012, 07:37:15 AM
Okay, so if I use Visual Appeals, the Vocal Appeal will increase.  But then how do I recover the Visual Appeals?  Do I use the Dance appeals even though my two stats are Vocal and Visual?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on June 12, 2012, 08:54:25 AM
You recover the visual multiplier by using burst appeals, but only later in the game. Early in the game you actually loose points by bursting (though you should always burst on the very last appeal "slot" of a song). And no, you don't use dance appeals.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 14, 2012, 08:26:55 AM
I have a few questions...

1.  Okay. so basically I should keep on using the Visual Appeal, and then once the Vocal appeal multiplier becomes large enough, I should switch to Vocal appeal.  So my question is when should I switch to Vocal Appeals? Do I switch once the multiplier becomes x1.50?

2.  I did the National Audition on week 6, afterwards the idols were outside.  They said something and then I was given two choices.  What is that decision all about?  Is it shopping?

3.  For some reason, during the evening on Week 6, after I have done the National Audition and the shopping, the idols came back to the office looking pretty sad.  I don't get it.  I got in first place in the Audition.  I am always nice to Chihaya, so how come they looked sad and even sound sad when they return back to the office?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on June 14, 2012, 09:10:50 AM
I have a few questions...

1.  Okay. so basically I should keep on using the Visual Appeal, and then once the Vocal appeal multiplier becomes large enough, I should switch to Vocal appeal.  So my question is when should I switch to Vocal Appeals? Do I switch once the multiplier becomes x1.50?

2.  I did the National Audition on week 6, afterwards the idols were outside.  They said something and then I was given two choices.  What is that decision all about?  Is it shopping?

3.  For some reason, during the evening on Week 6, after I have done the National Audition and the shopping, the idols came back to the office looking pretty sad.  I don't get it.  I got in first place in the Audition.  I am always nice to Chihaya, so how come they looked sad and even sound sad when they return back to the office?

1) Afaik there are 2 common methods:
a) Bring your main appeal multiplier to 1.50 and then keep spamming this appeal until you burst, rinse and repeat. The advantage of this method is that you use your main appeal (and thus the highest stat) as much as possible. It's also the easier one to perform.
b) Bring your main appeal multiplier to 1.50 and try to keep it there. If and when you decide to burst, just repeat the process. The advantage of this method is it also works without any problems on songs with a lot of appeals even if you only burst on the very last appeal. And it keeps your main multiplier very high which is useful when you burst, especially if you don't have a 2/2/6 burst pattern, you hardly loose any points even with a 2/4/4 burst pattern.

Personally i use a simplified version of b). Every 6th (iirc, i admit, i haven't played in a while) appeal i make is from my secondary stat and brings my main stat multiplier back to 1.50. It's simplified because i waste a bit of multiplier gain. Optimally you'd use the secondary appeal at the moment where the main multiplier would go as high as possible without going over 1.50 (in theory), but that may like 7th appeal, 6th appeal, 6th appeal, 7th appeal, 7th appeal and so on (i never really tried it). If you do it on every 6th you don't waste much and you can get into a nice rythm. And this method is good enough to win everything in the game.

2) Yes, if you choose the "right" answer you get the opportunity to buy the charm of this area. you only get the this choice if you don't have the charm of that area yet.

3) Maybe you neglected the other Idols by focussing too much on Chihaya. What's the unit status? See here (https://sites.google.com/site/imas2strategy/unit-statistics/unit-status) if you don't know what i mean
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 14, 2012, 01:14:01 PM
1) Which you use should be based on how far along you are in the game and if you have decay rate amulets. Early game, if you have an amulet, your focus should be on your main stat. Trying to maintain a 1.50x multiplier means using your weak secondary appeal and costs you points. It's better at that point to hit 1.50x and just use your main until a burst. Actually, if you have an amulet, you probably just shouldn't burst at all since bursting early game costs you points, too.

If you don't have an amulet, it's trickier. I guess you can try to maintain your multiplier, but that's not easy to do. Honestly, for your first game, through, I'd recommend balancing all stats and picking up the three decay rate amulets. This minimizes point loss until you can focus on two stats, which you should do from every game after that. If you're balancing all three, just appeal in order. I wouldn't bother bursting for a while.

I can't really remember when bursting becomes useful. Maybe around the halfway point (after the second forced festival)?

2) As stated, it's for amulets. I wouldn't bother with these until the second half, when your schedule tends to be a lot more open since you don't have lessons to worry about. You'll probably be running a lot of performances for money at that point anyway, so just look out for the ones that have the amulets you need. (You'll want the three decay rate amulets and at least one of the two voltage increasing amulets, if not both.)

3) I'm not sure if it is, but if it's an issue of treatment, do your best to spread your focus. Honestly, I've had zero trouble even when I make my main idol do jobs before anyone else and always pick them for janken at night when given the option. The key is in the morning communications. Always make the two support idols happy (which means always picking your main idol), even if it means ticking off your main idol. Even if you only focus on them indirectly in the morning, their affection will eventually be high enough for them to start participating in the nightly conversations before they leave.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 14, 2012, 08:57:17 PM
Thank you for you help Naryoril and Daverost.  I really appreciate it.

2) Yes, if you choose the "right" answer you get the opportunity to buy the charm of this area. you only get the this choice if you don't have the charm of that area yet.

I think you meant pick the "left" answer if you want the opportunity to buy the amulets.

And also, what did you mean when you said 2/2/6 burst pattern? 

If you don't have an amulet, it's trickier. I guess you can try to maintain your multiplier, but that's not easy to do. Honestly, for your first game, through, I'd recommend balancing all stats and picking up the three decay rate amulets. This minimizes point loss until you can focus on two stats, which you should do from every game after that. If you're balancing all three, just appeal in order. I wouldn't bother bursting for a while.

2) As stated, it's for amulets. I wouldn't bother with these until the second half, when your schedule tends to be a lot more open since you don't have lessons to worry about. You'll probably be running a lot of performances for money at that point anyway, so just look out for the ones that have the amulets you need. (You'll want the three decay rate amulets and at least one of the two voltage increasing amulets, if not both.)

 However, don't many people recommend raising two stats instead all three of them?  Is there enough time in the game to raise all three stats?  Or do the stats carry over in the next playthrough?

For the amulets, you can only equip one amulet, right?   So, in what concerts would a Decay amulet and a Voltage increasing amulet be useful?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on June 15, 2012, 01:31:42 AM
And also, what did you mean when you said 2/2/6 burst pattern? 

Let's see if I remember things correctly.

First off, different characters give different patterns when they Burst. For example, I think Chihaya gives 6 Vocal, 2 Visual, and 2 Dance. Furthermore, your score while Bursting is dependant only on your Danketsu, and not your stats.

So, basically the two-stat strategy is tank whatever stat you get the most of during a Burst, pump the other two, and make sure you equip a charm that has those decay the least. Your non-Burst appeals will feed the stat you tanked, which you won't use much until you Burst, when it doesn't matter how much you've ignored or pumped it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 15, 2012, 04:24:50 AM
However, don't many people recommend raising two stats instead all three of them?  Is there enough time in the game to raise all three stats?  Or do the stats carry over in the next playthrough?

For the amulets, you can only equip one amulet, right?   So, in what concerts would a Decay amulet and a Voltage increasing amulet be useful?

You don't have to raise stats to cap. Level 15 or 16 for your ranking is enough. Only do it for your first game, though. Go for two stats once you can manage your multipliers better in future games. You can't expect to apply standard game tactics to your first run. You're not set up for it. Read through the beginner guide on the strategy site for some ideas on how to handle your first run.

http://imas2.wota.info/strategy/beginners-guide

For amulets, use voltage amulets for high level festivals and decay amulets for everything else.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on June 15, 2012, 08:45:18 AM
I think you meant pick the "left" answer if you want the opportunity to buy the amulets.

 However, don't many people recommend raising two stats instead all three of them?  Is there enough time in the game to raise all three stats?  Or do the stats carry over in the next playthrough?

Ok, in this context my word choice was horrible. I meant "right" as in "correct".

If you already have a multipier decay rate amulet, then you can go with 2 stats. Personally i tried to get a decay rate amulet as fast as possible on my first playthrough and then went for 2 stats.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 16, 2012, 09:27:18 PM
The Beginner's Guide says to raise all three stats in the first half of the game.  My question is: If I'm going to obtain the Decay Amulet on my First Playthrough anyways, then wouldn't it be better to just raise two stats? Then that way by the time I obtain the Decay Amulet, I would already have gotten a head start since I've been increasing the two stats from the beginning.  I'm not sure if that is correct.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on June 16, 2012, 10:56:09 PM
Depends on how much you suffer now or later, so it's really up to you. Honestly, the game's not overly difficult (you're playing Normal, right?) so you can get away with two stats from the start, I'd think. If you want that amulet as fast as possible, these are where you can find them. Look 'em up on a map if you need to know where they are.

神奈川 - Kanagawa
長野 - Nagano
徳島 - Tokushima

Honestly, if it's your first playthrough, don't worry so much and experiment. That's where everything gets put together.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 17, 2012, 06:09:19 AM
You're honestly a little too focused on your stats. You'll have enough to do what you need to do and your first game is a throwaway anyway. Focus on getting outfits, accessories, and amulets, then focus on making enough money. If you don't want your run to be a failure, try to get an area award or two and see if you can't get enough fans for the grand award. (Should be easy if you do Festivals or something for money.)

I'm honestly not even sure it's possible to get a true ending on your first game (I guess it could be with enough sales state changes and some know-how, but I don't think a first-timer can), so you really don't need to sweat the small stuff so much this time through.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 23, 2012, 04:53:03 AM
Okay, So I am in Week 8 and my unit Status has a music note.  Whenever Chihaya speaks there are music notes around her.  The Guide says that if I do a Vocal Lesson then something might happen.  So I did a Super Vocal Lesson just to make sure I can get a Perfect+Bonus.  However, the next week, nothing really special happens and the unit status is still the same and Chihaya has music notes around her when she speaks.  Was something special suppose to happen if I did a vocal lesson?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 23, 2012, 07:01:42 AM
No one really knows what those statuses do.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 23, 2012, 07:25:27 AM
I see.  Also, just out of curiosity, what does get carried over in the second playthrough? I'm guessing costumes, accesories, amulets, and money.  What about the vocal, dance and visual stats, image level, memory level?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on June 23, 2012, 08:02:31 AM
All stats (except Producer Rank) do not carry over. That's the standard for the games.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Logan on June 24, 2012, 05:18:32 PM
Around what week does Ritsuko become available as a guest character?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on June 24, 2012, 05:44:08 PM
The same week that she unlocks for S4U: The end of Week 30. You need the achievement/trophy to use her of course.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Logan on June 24, 2012, 06:29:42 PM
Ah, I must have messed up something then. Woops. Thanks, though!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 27, 2012, 02:38:05 AM
I have two questions...

1.  Okay, I'm on Week 11 and I'm trying to get the amulet that is suppose to appear in the Nagano region.  However, there aren't any concerts that are in that region.  In what week does a concert in Nagano appears?

2.  I don't understand the image level.  If the max is 16, so does that mean I have to raise all the stats to the max? Or do I only raise just one stat? I don't understand.  The Guide was not clear on this.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on June 27, 2012, 02:56:16 AM
The locations are randomized for each week as far as I can tell. Also, you can't really manipulate positioning/events as there are only two possible combinations if manipulated (I tried that before).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on June 27, 2012, 09:04:20 AM
I have two questions...

1.  Okay, I'm on Week 11 and I'm trying to get the amulet that is suppose to appear in the Nagano region.  However, there aren't any concerts that are in that region.  In what week does a concert in Nagano appears?

2.  I don't understand the image level.  If the max is 16, so does that mean I have to raise all the stats to the max? Or do I only raise just one stat? I don't understand.  The Guide was not clear on this.

1) See TheTanStar's answer. What it means for you: just play on normally, you'll get a concert in Nagano soon enough. In the meantime try to get the other 2 multiplier amulets as well.

2) The image level is just a "categorisation" of your total stats and to get to image level 16 you don't even need to max 2 stats, let alone all 3. Basically the only thing the image level really does is it affects your producer assessment. If you are playing normal mode there is no reason to go past image level 14 just for the sake of the image level, since you'll get the best assessment anyway in this category. See here for reference: https://sites.google.com/site/imas2strategy/produce/producer-assessment-and-rank
If you are having trouble winning stuff or reaching other goals and need higher stats that's another story of course. But in later playthroughs this shouldn't be an issue.
What you usually do stats wise on later playthroughs if you'r going for the dual appeal strategy is raising your main stat to max (beware, max is not a full bar, see here https://sites.google.com/site/imas2strategy/unit-statistics/image-level ) and then raising your secondary stat until your image level is 14.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on June 27, 2012, 08:22:39 PM
Okay thanks!

1.  Okay.  So I want to win the Idol Academy Award in each region to get the best ending.  The requirement is that I need fan count of 100,000 or more in each region.  The problem is that if I concentrate on one region, then in the next week the attention rate and fans decrease in the other areas.  Should I worry about this?

2.  I'm not sure if this is correct, but does the song that you pick affect your stats?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 27, 2012, 08:51:17 PM
1. Focus on no more than two regions at a time. Go back and forth between them.

2. Yes.
https://sites.google.com/site/imas2strategy/reference/list-of-songs
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Cael K. on June 28, 2012, 01:08:23 AM
1.  Okay.  So I want to win the Idol Academy Award in each region to get the best ending.  The requirement is that I need fan count of 100,000 or more in each region.  The problem is that if I concentrate on one region, then in the next week the attention rate and fans decrease in the other areas.  Should I worry about this?

You'll also need to beat the special audition in that area. It'll probably be rough your first time through.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on June 28, 2012, 01:19:59 AM
Don't even attempt to get a True ending on your first run. It'll require so much luck manipulation that it simply isn't worth the effort to attempt. Just focus on learning the fundamentals of the game.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on June 28, 2012, 01:13:20 PM
Don't even attempt to get a True ending on your first run. It'll require so much luck manipulation that it simply isn't worth the effort to attempt. Just focus on learning the fundamentals of the game.

/signed

just do what you can and get used to the game on your first playthrough. i think i got the 2 regional awards and the grand award in the first playthrough. you'll have plenty of additional playthroughs to get your true ending.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on July 01, 2012, 06:18:00 PM
Thanks for the help everyone!  I really appreciate it.

1. Which amulets are good for those festivals?  They say pick the ones that have the voltage up, but still which ones should I be getting?

2. Okay, after week 13, I got an event after the evening conversation where you go to the store and you see Chihaya.  How do you get those After Communication events?  I really want to see those other After Communication events that Chihaya is in.

3.  During that same After Communication event, I picked the choices the guide told me to pick, but I didn't get any increase in the memory level.  In fact, I didn't get a message that tells me whether I got a Perfect Communication or a normal communication.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on July 02, 2012, 10:20:26 AM
Thanks for the help everyone!  I really appreciate it.

1. Which amulets are good for those festivals?  They say pick the ones that have the voltage up, but still which ones should I be getting?

2. Okay, after week 13, I got an event after the evening conversation where you go to the store and you see Chihaya.  How do you get those After Communication events?  I really want to see those other After Communication events that Chihaya is in.

3.  During that same After Communication event, I picked the choices the guide told me to pick, but I didn't get any increase in the memory level.  In fact, I didn't get a message that tells me whether I got a Perfect Communication or a normal communication.

1. The best choice would be the Mushaharu's Secret Charm. There are several catches to getting this one though:
a) You only get the opportunity to buy it once in a playthrough. The only chance to buy it is after winning the area festival in the capital region.
b) Winning the festival in the capital region requires you to unlock said festival by accumulating 100k fans and bringing a song to the top 20. Even after unlocking it, it is the second hardest festival in the game (after the Vesperia festival, which you shouldn't even attempt to beat if you don't know exactely what your are doing. I devoted a full playthrough to beat that festival). It's on the same level as the Kansai area festival, which is the hardest of the award festivals.
c) It's also quite expensive. Make sure you have 50k to spare when you beat the festival.

All that said, i managed to get the charm during my first playthrough, so it might be hard, but it's possible.

An alternative which is much easier to get (and preferred by some people over Mushaharu's Secret Charm) is Sugamo-chan's Amulet. You get it in Tokyo. You can also try to use it to get Mushaharu's


2./3. The Non-Story-Related After Communications seem to be entirely random and can occur with any idol of your unit. The Story Related ones appear at given dates and only for your lead idol. You can look here (https://sites.google.com/site/imas2strategy/idol-specific-communication/kisaragi-chihaya) when the story related ones show up. Only the Story Related ones increase your memory level. The others might have some influence on your unit status, but i'm not sure about that.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on July 02, 2012, 07:42:46 PM
Thank you very much for the response Naryoril!

I think I should try to get that Sugamo-chan's amulet first since it seems to be easier.  Might get the Mushaharu's Secret Charm later on.  However, for the Sugamo-chan amulet, the Guide says that it will Decrease your Burst Appeal Score by a Large amount.  Isn't that a bad thing?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on July 03, 2012, 12:44:01 AM
it decreases your burst appeal score to around 10% of it's original value. the point of using sugamo is to try to prevent the opponent from bursting himself as much as possible. if they burst more than once you'll most probably loose.

That's why i prefer the secrest crest. But just give it a shot and see how well it works for you. Iirc i did the festivals on my first playthrough with the normal dual appeal amulets, though i had to retry several times to find good spots to use my memory appeals, since your opponent uses his memory appeals at set points in time.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on July 03, 2012, 01:30:45 PM
The Secret Charm is a lot better. The gain isn't quite as much, but it's still very large and it doesn't gimp your score. Even if you're trying to keep your opponents from bursting, you still need a higher score than they have, so getting less points was never an attractive idea to me.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on July 08, 2012, 11:30:56 PM
Okay, so I want to install this game into the PS3 Hard Drive.  However, I go to the option and I don't see an option to install game to Hard Drive.  Does the game automatically installs when you start the game for the first time?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on July 09, 2012, 04:09:22 AM
The game requires an install. It installs on the first run.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on July 25, 2012, 12:00:05 AM
hi everyone, I'm kinda new here :D

I was wondering, if log into PSN and check the online score rank for each song inside the game/im@S2 I notice some people score up to 99999? how is that even possible?

not all songs have a high score of 99999 but I assume that's the max score you can get when performing a song in auditions and lives.
reaching 76500pts is already very hard for me, my scores seem to hit the wall around 65000pts...

what did I miss?? is there a very specific configuration to go pass through the 65000 score barrier?

right now I'm on my 7th play through, with a unit of hibiki-chihaya-miki. I have the three appeal-rate-decay-slowdown amulets, I have the capitol region amulet(but I can't seem to get it to use somehow, still trying to figure it out) is there any other amulet I should have to help me getting higher scores?

thx b4
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: BadBoy25 on July 25, 2012, 12:14:58 AM
Welcome!  ;D
You should choose a song with very high bpm (longer combo = more extra points) and save a burst appeal for the very last (playable) moment of the song. Well, this is just what I read online, my highest score is about 62-63k.  :)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on July 25, 2012, 01:06:29 AM
Jun Ataka should help a bit too, if your Danketsu is maxed. I had him as my reporter when I broke ~80k. I never attempted to max the score, but I kind of want to try now. ;D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on July 25, 2012, 03:38:13 PM
last moment burst is what I've been doing all this time and it goes nowhere beyond 65k


i'll try using jun ataka on my next play...

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 10, 2012, 10:05:16 PM
I have two questions

1.  Okay, I met with the Ryuugu Komachi Unit in both Week 10 and Week 21 and both of those weeks had a decision.  What are those Decisions all about?

2.  I made it to the top 50 around week 25 and afterwards I get a scene where you meet Ritsuko in the office.  Afterwards you get a decision.  What is that decision all about?  It is not there in the Guide.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Logan on August 11, 2012, 04:29:03 PM
In order to unlock the festival stages you don't perform on, do you have to lose the festival in order to unlock it?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on August 11, 2012, 08:51:02 PM
I have two questions

1.  Okay, I met with the Ryuugu Komachi Unit in both Week 10 and Week 21 and both of those weeks had a decision.  What are those Decisions all about?

2.  I made it to the top 50 around week 25 and afterwards I get a scene where you meet Ritsuko in the office.  Afterwards you get a decision.  What is that decision all about?  It is not there in the Guide.

lemme try to answer each one of them(I hope I'm not wrong :( )

1. CMIIW, but AFAIK those "decisions" on the weeks where u meet ryugu komachi on a fest doesn't have any particular known effect as of now(based on the guide I read)

2. when u say guide, which guide do you refer to?

there's a portion of it in the guide, named akizuki ritsuko under the "idol specific communication", it gives you the correct choices for a certain week and as for the weeks that aren't included, it is said that it doesn't matter what u choose

assuming you're following the previously given choices which will get u to a certain level of ritsuko's impression then u don't really have to choose the correct answer for the unlisted choices. u will unlock a trophy related to her afterwards if u do this successfully



======unrelated to the question======

how do you beat vesperia fest?
a lv.5 heart appeal doesn't seem to guarantee victory, any amulets that I can use to abuse these lv.5 heart appeals?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ~Lyssa~ on August 12, 2012, 12:47:50 AM
1.  Okay, I met with the Ryuugu Komachi Unit in both Week 10 and Week 21 and both of those weeks had a decision.  What are those Decisions all about?


Now this is just a guess for your first question but I'm in my 5th/6th playthrough now... and I noticed the "unimportant" questions for RK seem to maybe affect the "smiley face( friendship?)" level thingy when you choose Quintet Live events? It just seems through each playthrough - I get a different outcome. My last one - only Azusa and Ritsuko had somewhat "okay" faces and showed up to my quintet lives, meanwhile Iori and Ami had "-_-" kind of faces... I'm not saying this is factual... just something I noticed as I play through the game each time with outcomes differing between which girls like my unit/show up to quintets... I could be completely wrong though.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on August 12, 2012, 04:12:50 PM
Now this is just a guess for your first question but I'm in my 5th/6th playthrough now... and I noticed the "unimportant" questions for RK seem to maybe affect the "smiley face( friendship?)" level thingy when you choose Quintet Live events? It just seems through each playthrough - I get a different outcome. My last one - only Azusa and Ritsuko had somewhat "okay" faces and showed up to my quintet lives, meanwhile Iori and Ami had "-_-" kind of faces... I'm not saying this is factual... just something I noticed as I play through the game each time with outcomes differing between which girls like my unit/show up to quintets... I could be completely wrong though.

wow, never came into my mind.... we need a way to confirm it, up till now I've never seen a guide mentioning about this possibility
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 13, 2012, 10:57:02 PM
A few questions

1.  Okay. So everytime I leave it up to the idols to let them do the lessons or concerts themselves, I get three choices.  Which choice is the one where you tell them to do the best they can?

2.  I made it to the top 20.  Afterwards I was successful at the Live.  I know there is an Encore after each Concert, but when I did Live I get a set of Choices.  Then after picking one choice, I get Another set of Choices.  What are those decisions all about?

3. On the Guide, it lists the correct choices to make when communicating with the idols.  However, what does the text in red mean?  Here is the link, http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on August 17, 2012, 12:39:11 PM
1. Don't leave it to the idols. Ever. There's no benefit and all that happens is that they're more likely to skip work later.

3. Red events are events that have no choices. They usually show up after you've done all of them. They last about 20-30 seconds at best.

Not sure about #2. I'd have to be watching you play to remember which choices are what, honestly.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: AweOfShe on August 17, 2012, 02:45:50 PM
The penalty on the 360 version seemed to be less significant, IMO. Whenever I did a Utahime Festival on it, I always left it to the idols, and always won with little to no consequence. XD The PS3 version doesn't let you, but I think it's a good thing, seeing as the chances of them skipping work / being tired are a lot higher on this version when you leave it up to the idols... Unless that's just my imagination.

The decisions I am assuming is if you want your encore to be a solo performance, or a duo performance (or not doing it at all). Afterwards you get to choose the song and formation? It's been awhile since I've played it, so it's kind of a blur at the moment.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on August 19, 2012, 04:01:41 AM
iirc

after a successful live(non quintet live), after the encore you will be given a set of choices,
duo,solo,the last option is not choosing either if im not mistaken

after choosing either solo nor duo,i believe u will be given options to change songs or just perform ur 2nd encore

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 19, 2012, 06:30:00 AM

3. Red events are events that have no choices. They usually show up after you've done all of them. They last about 20-30 seconds at best.

When it says, "after you have done all of them". Is it talking about doing all the promotions and publicities for that particular idol?  Or just the Promotions alone for that particular idol?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on August 22, 2012, 09:32:13 PM
They start appearing when you complete enough (paid) promotions with each member. They won't appear if you've only done promotions with one or two members.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 22, 2012, 09:54:29 PM
I have a few questions

1.  So that what the text in red means in the guide.  However, what about the text in blue and it says "bad" next to it? It's right here http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya
It seems those blue promotions are the same promotions as the one above it.  Why don't the other Promotions have a "bad" version?

2.  In addition, I beat the game. After the ending, credits, and the stuff you unlocked, I was given a choice to say "yes" or "no".  Is that telling you if you want to save your file or not?  I picked "yes", and I noticed my file for my idols is now gone.  What if I had said "no"?

3.  On the second play through, should I use the Singular Focused Style or the Two-Focused Style?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on August 22, 2012, 11:40:12 PM
3.  On the second play through, should I use the Singular Focused Style or the Two-Focused Style?

It's a matter of personal opinion, but I found the Two-Focused one to be good if you have the two focus amulets.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on August 23, 2012, 07:34:17 AM


2.  In addition, I beat the game. After the ending, credits, and the stuff you unlocked, I was given a choice to say "yes" or "no".  Is that telling you if you want to save your file or not?  I picked "yes", and I noticed my file for my idols is now gone.  What if I had said "no"?


if u said no, u will have ur idol unit stay intact within the game but the game will not recognize that u have finished the game, it affects ur producer lv., funds, and maybe unlockables(not sure though)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on August 23, 2012, 08:44:33 AM
1.  So that what the text in red means in the guide.  However, what about the text in blue and it says "bad" next to it? It's right here http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya
It seems those blue promotions are the same promotions as the one above it.  Why don't the other Promotions have a "bad" version?

Using these answers will piss of your idol. Some people like to mess with them, be it just for fun or to test some thing or for whatever reason, this information can help them with that. They aren't there for all promotions simply because it isn't of interest for most people.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 24, 2012, 08:19:47 AM
Thanks Everyone! I really appreciate it!

It's a matter of personal opinion, but I found the Two-Focused one to be good if you have the two focus amulets.

1.  The question is, how many times should I level up the Primary Stat?  The Max Image level is 16, so how much should I level up the Primary stat before moving on to the Secondary Stat?

2. Also, What is this about Bursting at the end of the song? I usually burst immediately when the Voltage Guage fills completely.  Don't you get a lot points if you burst a couple of times during the song?  Will my tactic help me get the True Ending on my Second Playthrough?  Or should I Burst at the end of the song?

2.I'm playing the PS3 Version, and I have noticed that the Idols never sent me a text message during the game.  I think I remembered someone playing the Xbox 360 Version, and that person received a text message from an idol during the game.  Is it random?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on August 24, 2012, 09:38:54 AM
Thanks Everyone! I really appreciate it!

1.  The question is, how many times should I level up the Primary Stat?  The Max Image level is 16, so how much should I level up the Primary stat before moving on to the Secondary Stat?

2. Also, What is this about Bursting at the end of the song? I usually burst immediately when the Voltage Guage fills completely.  Don't you get a lot points if you burst a couple of times during the song?  Will my tactic help me get the True Ending on my Second Playthrough?  Or should I Burst at the end of the song?

2.I'm playing the PS3 Version, and I have noticed that the Idols never sent me a text message during the game.  I think I remembered someone playing the Xbox 360 Version, and that person received a text message from an idol during the game.  Is it random?

1) Level up your primary stat until it's maxed out, then start training your secondary stat. If you don't play Hyper mode do that until you reach Image Level 14 which is good enough to win everything and it gives you the best producer rank. Remember, a maxed out stat isn't a full bar, use the image here https://sites.google.com/site/imas2strategy/unit-statistics/image-level as a reference.

2) Bursting at the last possible appeal let's you get more points because you can finish the whole burst even though there wouldn't be any more normal appeals, so the burst doesn't replace your normal appeals. Since the burst appeal score solely depending on your unity score and the appeal multiplier you usually loose points by bursting mid song in the beginning of the game. Around week 35 (iirc) bursting during the song becomes a good idea, usually you can burst twice in a song, so the first time would be immediately after your voltage gauge is full and the second time on the last appeal of a song.

3) It's a DLC, you can buy it for each idol separately. Once you have the DLC for the idol they randomly send you text messages (if they are in your unit) and sometimes you get a boost for a few weeks out of it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 25, 2012, 09:06:34 AM
Thanks for your help Naryoril!  I really appreciate it! 

I'm really sorry but, I have one last question...

Okay, I'm trying to get the True Ending.  According to the Guide http://imas2.wota.info/strategy/the-path-to-perfect-domination-of-idol-academy, it says do an area audition on Week 6 (The Week your 1st song gets released).  I'm not sure if I understand the mechanics, but why not a Live or a National Audition instead?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on August 25, 2012, 04:32:56 PM
Well it also says:

Quote
If you have the confidence to reliably get into the top 20 then on week 6, rather than taking an area audition, it is possible to take a national audition instead. Auditions which can be taken at this stage in the game will vanish once your position in the charts increases, so you might as well use them up while you can.

Really, you can do whichever. It's almost always best to do National.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 26, 2012, 06:51:20 AM
Thanks for the reply Daverost.

Okay, I talked about earlier about the Text Message DLC.  So I was checking the DLC Catalog on the PSN Store and I saw the Text Messages in Catalog 1.  However, when I checked the other Catalogs, those have the Text Messaging DLC as well.  Why are there Text Messages DLC in almost every Catalog?  Are they all the same or are they different?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Setsuna on August 26, 2012, 10:46:22 AM
Thanks for the reply Daverost.

Okay, I talked about earlier about the Text Message DLC.  So I was checking the DLC Catalog on the PSN Store and I saw the Text Messages in Catalog 1.  However, when I checked the other Catalogs, those have the Text Messaging DLC as well.  Why are there Text Messages DLC in almost every Catalog?  Are they all the same or are they different?

They're the one and the same. There's a weird oddity in the DLC packs though.

For the unlock complete extra item for catalog 1, and for some of the other catalogs, you require all the cell numbers. (Despite claims, I can confirm it counts for both the PS3 and 360 versions for catalog 1, and oddly enough, Catalog 7 360.)

There's only one bunch of phone packs though - once you grab all of them for one catalog, they count towards the unlock for any others.

It's a DLC specific thing, and you don't need it really either way, unless you want to start unlocking DLC content.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 26, 2012, 08:10:49 PM
Thank you for clearing the confusion Setsuna!  I really appreciate it!

Okay, So I bought the Text Message DLC for Chihaya.  I noticed in the two screenshots of that DLC, One Screen shot shows Chihaya's Text Message, and the other shows a picture of Chihaya on the phone.  Does that picture on the phone means there is a Video Chat with your Idol as well?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on August 28, 2012, 09:07:45 AM
no, but the idols sometimes send a picture with their text message.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on August 30, 2012, 06:03:12 PM
Thank You for your help Naryoril!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zeda12123 on August 30, 2012, 08:32:34 PM
I have my 100, 000 fans in the 中央 area, but the utahime utaouji festival isn't showing up anywhere. I there another requirement i missed?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on August 30, 2012, 09:53:47 PM
iirc, you need to be on the top 20 of dotop's tv rank

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: zeda12123 on August 30, 2012, 10:04:07 PM
oh, well gdi I'm rank 22
Aw well, first play through. You live and you learn. Thanks!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on September 05, 2012, 06:34:15 AM
I finished my first playthrough, and I want to get the True Ending on my second playthrough.  Of course I will play it on Normal.  I managed to get the Decay Amulets and the Costumes and Accessories.
Just have a few questions.

1. I'm playing on Normal and I want to get the True Ending.  Is it really necessary to get those Sales State Changes such as Keep, Break, and Revival?  Can I still managed to get the True Ending on Normal without those?  I heard getting those Sales State Changes are kind of tedious.

2.  I think the Guide says to concentrate in one area at a time for increasing the number of fans.  For certain weeks, the Guide recommends doing a Paid Promotion + Lesson.  However, what if the Paid Promotion doesn't appear in that area you are trying to work on?

3.  If I managed to get in the Top 20 on Week 6, will I not be able to do those promotions that appear if you are in the Top 50?  Here is what I mean http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya

4.  The Guide also says to hire Reporters.  However, what if the reporter doesn't appear in the Area I'm working on?  Should I use up one Week in order to get the Reporter that appears in the other area?

5.  Week 6 and Week 14 are your releases for the 1st and 2nd songs.  The Guide says do a National Audition in the weeks of your songs release.  But if you are suppose to work on one area at a time, then what is the point of a National Audition when a Normal Audion increases the Fans even more in the area you are working on.  I apologize if I don't understand the mechanics behind this.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on September 05, 2012, 11:02:37 AM
I finished my first playthrough, and I want to get the True Ending on my second playthrough.  Of course I will play it on Normal.  I managed to get the Decay Amulets and the Costumes and Accessories.
Just have a few questions.

1. I'm playing on Normal and I want to get the True Ending.  Is it really necessary to get those Sales State Changes such as Keep, Break, and Revival?  Can I still managed to get the True Ending on Normal without those?  I heard getting those Sales State Changes are kind of tedious.

2.  I think the Guide says to concentrate in one area at a time for increasing the number of fans.  For certain weeks, the Guide recommends doing a Paid Promotion + Lesson.  However, what if the Paid Promotion doesn't appear in that area you are trying to work on?

3.  If I managed to get in the Top 20 on Week 6, will I not be able to do those promotions that appear if you are in the Top 50?  Here is what I mean http://imas2.wota.info/idol-specific-communication/kisaragi-chihaya

4.  The Guide also says to hire Reporters.  However, what if the reporter doesn't appear in the Area I'm working on?  Should I use up one Week in order to get the Reporter that appears in the other area?

5.  Week 6 and Week 14 are your releases for the 1st and 2nd songs.  The Guide says do a National Audition in the weeks of your songs release.  But if you are suppose to work on one area at a time, then what is the point of a National Audition when a Normal Audion increases the Fans even more in the area you are working on.  I apologize if I don't understand the mechanics behind this.

1) No, it's not necessary. Normal mode is really easy once you know how to do it and how to get decent scores (which you should if you have the decay charms and raise the stats correctly). Hyper mode is a different story though, for an S rank hyper mode you'll usually need at least one modifier (i go for a super break on the last song).

2) Personally i focus on 2 areas and just do a paid promotion whenever it is available in one of these areas. Generally you don't have to follow a guide on a week to week basis, it's hardly possible anyway since there are a bunch of randomised elements.

3) Yes, you will miss out on the lower tier promotions that way. But the higher tier promotions give better rewards anyway. If you want to see them all for the sake of seeing them i guess it will be hard to get the true end (since you must do a promotion on almost every week if you want to see all for all 3 idols).

4) Reporters are a nice bonus, but they are by no means necessary in normal mode. Get them if you can, but don't go too far out of your way to get them unless you have trouble (the voltage boosting reporter can be helpful for festivals)

5) The number of sales of a new song depends on the number of fans and the color of the smilie in an area. The smilie will translate into a multiplier (something like 0.2 for the worst and 0.9 for the best, but i don't know the numbers, you can just look it up if you are interested in the details). The national audition rises the smilie in all areas and thus increases your sales by quite a bit since the multiplier of all areas gets better. The impact gets much greater later on since you still have a lot of fans in "abandoned"/completed areas and getting those fans to actually buy your CD is a good idea ;) So the idea behind the national audition is not to increase the number of fans in your current area, but to increase the sales of the song you are about to release.

By the way: You will have a lot of time left after completing all areas. Iirc (it's been quite some time since i played it the last time) i got about 10 weeks weeks or so in the end to do whatever i want.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on September 06, 2012, 06:28:03 PM
Thank You Very Much!! That really cleared up alot confusion!  Seriously, I think you should start your own Walkthrough or FAQ, since you are really knowledgeable about this game.

5) The number of sales of a new song depends on the number of fans and the color of the smilie in an area. The smilie will translate into a multiplier (something like 0.2 for the worst and 0.9 for the best, but i don't know the numbers, you can just look it up if you are interested in the details). The national audition rises the smilie in all areas and thus increases your sales by quite a bit since the multiplier of all areas gets better. The impact gets much greater later on since you still have a lot of fans in "abandoned"/completed areas and getting those fans to actually buy your CD is a good idea ;) So the idea behind the national audition is not to increase the number of fans in your current area, but to increase the sales of the song you are about to release.

Okay, I have one last question before I start playing.  So the important thing on the Week of your song release is to do a National Audition to try to turn those faces to pink.  What if there are some areas don't become pink after a National Audition, since the attention rate is so low?  Should I do 2 National Auditions? One on the Week before the Release and one on the Week of the Release.

For example, Week 14 is your 2nd song release.  If the National Audition is not enough to turn all faces to pink on Week 14, then should I do 2 National Auditions?  One on Week 13 and one on Week 14.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on September 07, 2012, 12:21:08 AM
no, stuff like this isn't necessary. you could do it for 2 songs or so, but there is only a limted number of national auditions available. Once you have completed one, it won't be available anymore in this playthrough. But really, there is no need to worry about it in normal mode. The national audition isn't mandatory either, it just helps and this is why it's often recommended.

And thanks, but that's way to much work :p I worked a bit on the wiki you linked and that was already more than enough work. No FAQ/Walkthorugh will clear up evey answer people have. A lot of the stuff i wrote in the last post is already somewhere in the wiki (for example the math behind the sales numbers), it's just a matter of finding it. And some experience with the game.

But seriously: if you go for the dual appeal strategy with decay rate charms the game is really easy in normal mode, don't worry about it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on September 07, 2012, 07:52:05 AM
Wow. I had no idea that there are only a limited amount of National Auditions.  Anyways, looks like I'm ready to start the 2nd playthrough and get the True Ending.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on September 10, 2012, 12:42:54 AM
Okay, I'm on Week 4 and I have a question.

What is this DLC Mail boost that the Guide says in the FAQ section?  It's right here http://imas2.wota.info/basic-information/frequently-asked-questions
   I have the DLC Mail for Chihaya and she has been sending texts for Weeks 1,2, and 3.  The guide says there is suppose to be a Mobile Phone Mark in the upper right corner, but I don't see it when the idols are in the office.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on September 10, 2012, 01:41:05 AM
Not every mail gets the bonus. Event mails (like the ones during weeks 1-3) cannot trigger the bonus. If you do trigger the bonus, the mail icon will appear after you close the phone menu, before the loading screen for the next week.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on September 11, 2012, 07:24:46 AM
Thanks for the reply.  I appreciate it.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Heattokun on September 19, 2012, 05:03:37 PM
So, I got the PS3 version. Lets say I wanted to print out a strategy guide...what pages should I print out? Namely from here,the gameplay wiki,and the strategy wiki.
Generally all the info a regular strategy guide would have
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on September 29, 2012, 09:06:05 PM
  This is kind of weird.  During Weeks 1-3, I get those Event Mails from Chihaya.  Then I deleted my file and started a new game. 

  During Weeks 1 and 2, I would get those Event Mail again, but this time those Mails are different from the Weeks 1 and 2 of the Previous Save File.  What's going on?  Can there be like 5 or 6 different mails for each week you're supposed to receive a mail?  So the game picks randomly picks which of those 5 or 6 different Mail you get for that week?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 01, 2012, 04:31:06 AM
Hello, I have a problem with my S4U! and I don't know what to do...

I had bought Furu Furu Future and it worked an all. But then when I played it today, for some reason, it was gone and a duplicate of I Want was in it's place.

Is there ANY way to fix this because I am mad and I don't want to rebuy the thing and I don't know what to do!!!!! :'( :'( :'( :'( :'( :'( :'( :'(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Chiz on November 01, 2012, 07:16:11 AM
Did you check if you still had Catalog 12 installed? Maybe try re-downloading the catalog from the JPSN store. I do believe the store keeps track of what you have bought and would not allow you to re-purchase it anyhow.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on November 01, 2012, 11:07:08 PM
Try to make sure you have the Actual Catalog installed.  The song will not appear in S4U! unless you downloaded the Catalog Installation.  Don't worry, Downloading the Installation File for a specific Catalog is Free.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 02, 2012, 10:28:38 PM
Ok it's fixed itself somewhat but now there's another problem. I bought Mahou Wo Kakete and Colorful Days and downloaded the catalog and everything, but when I went to S4U! It wasn't there and now I have Furu Furu Future again and I have 2 duplicates of Colorful Days; but no Mahou Wo Kakete...

I don't know what's going on. Help. :'( :'( :'(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Chiz on November 02, 2012, 11:23:20 PM
This sounds like a funny situation (not in the "lol" sense). Have you tried restarting the PS3 and checking to see if each catalog (10 and 13) was installed properly?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 03, 2012, 01:32:52 AM
No not yet. But I even tried a system update and that didn't even work either.  :'(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on November 05, 2012, 07:23:13 PM
are you subsribing to PSN+? if yes, try uploading ur saved games on the servers, sync ur throphies, backup everything and try a factory restore option(cmiiw) (WARNING!! it will clear all the data in the PS3's hard drive)

but it is RISKY, don't try it unless you know what you're doing, I'm just trying to brainstorm ways to solve the problem though I end up suggesting something that should be a "last resort" and not tested yet...

good luck anyway...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on November 05, 2012, 09:08:08 PM
Before doing any kind of factory reset, I'd first just try to delete the installed game data/DLC and reinstall/download everything just for this one game. Not the save files, just the installed game data.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 06, 2012, 03:41:17 AM
Ok I'll try those.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Nemuri-hime 626 on November 06, 2012, 07:04:41 AM
Hmm......I'm new here, so I'm hoping I make a good first impression.

Hello to you all. I'm Nemuri-hime626. Glad to meet you all. I love Idolm@ster, so I hope we can all get along and talk a lot about our fav franchise and girls.  : :-[
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on November 06, 2012, 01:43:15 PM
Hmm......I'm new here, so I'm hoping I make a good first impression.

Hello to you all. I'm Nemuri-hime626. Glad to meet you all. I love Idolm@ster, so I hope we can all get along and talk a lot about our fav franchise and girls.  : :-[

Welcome. Feel free to make a topic in the Welcome Center if you'd like to introduce yourself. Enjoy your time here!
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on November 06, 2012, 08:05:41 PM
@Nemuri-hime 626

Are you also a Chihaya fan?  So am I.  You do know that Chihaya has her own Manga, right?  So yes, Chihaya is pretty popular.

If you want to talk more about Chihaya, you can visit her character topic in the Character Forums.  By the way, the picture you have on your avatar, is that a screen shot from the anime because I never saw a scene like that in the anime?  Or is it Fan Art?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Nemuri-hime 626 on November 10, 2012, 06:28:55 AM
I know about the Nemurhime manga, I've read the entire thing.  ;D

And the avatar I use was found on tumblr, but that screen shot was in the first episode when Haruka was showing Chihaya how an Ipod/MP3 works since she wanted one.  ;)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mariokirby on November 10, 2012, 08:15:55 PM
I'm on Chapter 7 of the Chihaya Manga.  It's nice to know that Chihaya fans are reading her Manga.  Also, you do know that the Chihaya Manga also has a Drama CD as well, right?

Oh that's right. That picture on your avatar came from the first episode.  I had forgotten about that.  That is a nice picture of Chihaya trying to figure out how to get the Ipod/MP3 to work.  Then she gives up because it was too advance for her.  That was a pretty good scene.

If you found more pictures of Chihaya, you can also post them on the Chihaya Topic in the Character Forums.  Oh, and please post something there too as well.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ninjamitsuki on November 15, 2012, 03:47:46 AM
Can someone clear up a rumor for me?

When Ai Hidaki was first released as DLC for the ps3 version, I read a YouTube comment that said data for Eri, Ryo, Miku Append, and Kagamine Rin and Len were already on the disc so they will appear in the future.

Obviously, Eri and Ryo got released, and so did Miku append, but are Kagamine Rin/Len really on-disc DLC or even planned for the future, or is it just a rumor? If so, do we what song will they sing?

If they appeared as a duet I'd guess the song would be Rin Rin Signal, if they were separate I'm positive Rin would sing Meltdown and Len would sing Butterfly on your Right Shoulder.

What about Megurine Luka? And, REALLY pushing my hopes here, Kaito and Meiko?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on November 15, 2012, 02:05:25 PM
I honestly have never heard that rumor, but that may sort of answer your question.

And I'm pretty sure none of the DLC idols are on-disc, but I could be wrong there.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on November 15, 2012, 04:34:02 PM
Can someone clear up a rumor for me?

When Ai Hidaki was first released as DLC for the ps3 version, I read a YouTube comment that said data for Eri, Ryo, Miku Append, and Kagamine Rin and Len were already on the disc so they will appear in the future.

Obviously, Eri and Ryo got released, and so did Miku append, but are Kagamine Rin/Len really on-disc DLC or even planned for the future, or is it just a rumor? If so, do we what song will they sing?

If they appeared as a duet I'd guess the song would be Rin Rin Signal, if they were separate I'm positive Rin would sing Meltdown and Len would sing Butterfly on your Right Shoulder.

What about Megurine Luka? And, REALLY pushing my hopes here, Kaito and Meiko?


I did hear that rumor as well, it came.with a picture claiming itself.to.be a hexa.code.from the imas bd disc
there was even sheryl.nome from macross f iirc. but it was never.confirmed.

so dont get ur hopes up too high

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Nemuri-hime 626 on November 16, 2012, 01:23:00 AM
I think it's just one of those thing that'll show up once they finish DLC songs to get people hyped. Maybe they'll add Rin and Len when they see not many people buying their DLC anymore.  ;D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on November 17, 2012, 05:39:44 AM
hey guys, im about to delete my installed data so i can try to re-download everything. the only problem is i don't know which file it is i should delete because it's all in japanese.  :'( :'( :'( :'( :'( :'(
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on November 17, 2012, 04:24:50 PM
in the game XMB, there should be 2 folders
- saved data
- game data

CMIIW, u should be deleting the im@s files in the game data, NOT THE SAVE DATA, so it shouldn't matter which file or what's written, and iirc, there should be only one im@s file in the game data folder

someone pls confirm this for me, I'm not at home, can't access my PS3
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on November 19, 2012, 01:19:19 PM
There are two files in the Game Data. One is for patches/DLC and the other is for the game's installation.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Zerorush on November 22, 2012, 11:15:02 AM
There's an image that I can't for the life of me remember where I saw it. It was a chart that showed what each idols "like" status was with the others. It might have been somewhere on this forum. Anyone have it by chance?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on November 22, 2012, 11:27:41 AM
do you mean this?

https://sites.google.com/site/imas2strategy/reference/table-of-idol-grouping-reactions
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Zerorush on November 22, 2012, 11:30:03 AM
Yeah that's it! I used that site all the time to, cant believe I didn't see it when I was looking just now. Doing story mode again after not playing for a while, gotta get those last few really expensive items that I've been neglecting.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Monosex on November 29, 2012, 07:53:06 AM
So.. I've just got my Ps3.

Is The idolmaster 2 demo still on the Japanese Playstation Network Store?

Thanks in advance.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on November 29, 2012, 03:29:09 PM
It should be. I don't really pay attention, but I do remember seeing it the last time or two I went to check for the new DLC pack.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: mallory627 on December 02, 2012, 01:41:18 AM
I wanna thank Daverost and Deadsnake for helping mw with my PS3 problem. I took both of your guys/girls advice and it worke, all my DLC is ok again!
Thanks so much for the help!  :D :D :D :D :D :D :D :D :D :D :D :) :) :) :) :) :) :) :) :) :) :) :)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on December 02, 2012, 06:28:41 PM
good.... that's a relieve... *phew...

and fyi I'm a guy... =___=a"

anyway,
http://imas2.wota.info/reference/table-of-idol-grouping-reactions
it said " it is thought that the unit members don't really have any particular compatibility with each other." which means it's an assumption. does it really have no effect? I am producing a unit with mami leader and takane+makoto member, the morning greet feels...a little easier to build.... maybe it's just me...
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on December 02, 2012, 06:54:27 PM
Glad it worked. (And more glad that you didn't have to reformat your PS3.)

Also, regarding the demo thing, I didn't see it when I went to look for the DLC this month. I guess it's gone?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Radiosity on December 22, 2012, 06:16:01 PM
Hey all :) Since I just got the game recently (thanks to the Best Edition release) and I've just spent a while going through this thread and adding useful information to a text file I figured it'd be nice to upload it for anyone else who might have got the game recently, see end of post for link as the attachment folder for the site is seemingly full and I can't post it like that.

It's a bit of a mess (chronological order based on the thread) but should be useful for anyone who doesn't feel like going through a 50 page thread.

On the demo thing, unfortunately the Japanese PSN does rather have a nasty habit of removing demos for games after a while. If you've got it in your download list you can still redownload it normally but otherwise you're out of luck.

Also, can anyone give some tips on defeating Jupiter in the 竜宮小町 extra episode? I tried it with Iori first and got to the third battle without any major problems but beating Jupiter was impossible for me at the time and I haven't felt like challenging it again.

They do rather like to burst/appeal you into oblivion and with the exception of the first attempt (which I'd have won if I'd hit R1 quickly enough for a final burst, I was not pleased lol) I haven't managed to get more than about 8000 points to their 30000+.

Thanks :)

Temp Link: Eyemass2 Text File (http://www.narcess.net/Eyemass2.zip)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ninjamitsuki on December 25, 2012, 05:51:00 AM
You know, I really wish iM@S 2 had a free/arcade mode like SP does. Sometimes I just want to play through the game without the storyline events getting in the way. :( Seeing the story over and over again gets old. And you know, it would make it easier to unlock all the outfits and accessories.

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: JNiles on December 25, 2012, 05:53:10 AM
You know, I really wish iM@S 2 had a free/arcade mode like SP does. Sometimes I just want to play through the game without the storyline events getting in the way. :( Seeing the story over and over again gets old.

Huh?  It does have a free produce mode (Stage 4 U), though some things need to be unlocked.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: SakuraMaxX on December 25, 2012, 05:58:19 AM
S4U's different.  What he means by a free mode is the ability to play through 52 weeks to reach a certain goal without any story driven events.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: ninjamitsuki on December 25, 2012, 05:59:31 AM
I'm a girl but yes, that's what I meant. It would be nice to have something like that.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Filly on December 30, 2012, 12:14:53 PM
I'm still a newbie with this game, can someone tell me what is that "REPORT!!" at the top of the unit's name?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on December 30, 2012, 08:18:13 PM
I'm still a newbie with this game, can someone tell me what is that "REPORT!!" at the top of the unit's name?

That means you have a reporter following you.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: chikorita157 on December 30, 2012, 11:43:08 PM
I'm still a newbie with this game, can someone tell me what is that "REPORT!!" at the top of the unit's name?
That means you have the special effects from a specific reporter, which last 4 weeks (including the week you get him/her). I think in the status screen shows the reporter name. You can look his/her name up to see what effects you currently have.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Filly on December 31, 2012, 02:08:19 AM
That means you have the special effects from a specific reporter, which last 4 weeks (including the week you get him/her). I think in the status screen shows the reporter name. You can look his/her name up to see what effects you currently have.

Thanks  :D
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Zerorush on December 31, 2012, 11:43:51 PM
Does anyone know when BK Maniac has their 10% off sale or is it completely random?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on January 01, 2013, 12:55:03 AM
Does anyone know when BK Maniac has their 10% off sale or is it completely random?

I'm pretty sure it's random. I tried looking it up as well on this app I have and it has no info.

Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Filly on January 01, 2013, 04:58:30 AM
In week 3, Iori asked something, and I found myself in the vending machines, and I was  stuck there, you know I don't really understand Japanese, so which one should I choose?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Chiz on January 01, 2013, 05:28:01 AM
@Filly Avoid the vending machine, I believe it is the choice to the right.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on January 01, 2013, 05:56:41 AM
In week 3, Iori asked something, and I found myself in the vending machines, and I was  stuck there, you know I don't really understand Japanese, so which one should I choose?

If you're already in the vending machine scene, there's a translation on YT
Also this should help
http://imas.wikia.com/wiki/Vending_Machine_Help
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: chikorita157 on January 01, 2013, 08:06:09 AM
If you're already in the vending machine scene, there's a translation on YT
Also this should help
http://imas.wikia.com/wiki/Vending_Machine_Help
Better yet, I done this in my let's play a while back. Just watch this video and you will get it...

http://www.gamerstube.com/videos/lets-play-the-idolmster-2-part-iv-23895
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DarkMorford on March 11, 2013, 03:26:14 AM
Do appeals during the Stage Scenes do anything in terms of gameplay/sales, or are they just for fun? I get the feeling I've been missing out by just letting it play...

I'm a bit confused by the Break/Keep/Revival stuff. Is it random? How obvious is it when one triggers?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: animagic4u on March 11, 2013, 03:31:50 AM
Do appeals during the Stage Scenes do anything in terms of gameplay/sales, or are they just for fun? I get the feeling I've been missing out by just letting it play...

I'm a bit confused by the Break/Keep/Revival stuff. Is it random? How obvious is it when one triggers?

For fun.

And I don't think it's random, there's something about in the manual and also if you look back farther in this thread (try the first page index) you can find more information.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on March 11, 2013, 02:12:00 PM
It's obvious enough when they trigger. You'll see an icon on the rankings when it happens. One of them didn't have an icon on the 360 version, but they added one for the PS3 version, so if you're playing PS3, you'll know for sure when you get each one. I was thinking it was Keep, but I can't remember off the top of my head.

They're random as long as you meet the requirements. In other words, there's no guarantee you'll get it, but there's always something you have to do to have a chance.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: DarkMorford on March 12, 2013, 06:58:29 AM
Ah, okay. Thanks, guys.

By the way, I noticed the word KEEP show up during a Dance lesson the other night when I wasn't doing so well. Does that have anything to do with the sales "keep" or is it a different concept?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TweenDoriru on May 29, 2013, 10:55:02 PM
Ah, okay. Thanks, guys.

By the way, I noticed the word KEEP show up during a Dance lesson the other night when I wasn't doing so well. Does that have anything to do with the sales "keep" or is it a different concept?
You may have figured this out by now, but that "keep" IS a different keep. When the pace/play of the dance lesson cannot go any faster or slower, it will say "keep" instead of "Level Up!" or "Level Down".
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on June 16, 2013, 01:15:36 PM
does anybody know when is the timing for the final appeal for the vamp kyun song?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Daverost on June 17, 2013, 03:35:24 PM
does anybody know when is the timing for the final appeal for the vamp kyun song?

http://imas2.wota.info/reference/list-of-songs
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on June 17, 2013, 08:08:42 PM
OMG...how did I forget that list D= no audio but the words are enough

thx a lot....
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on June 18, 2013, 08:48:51 AM
OMG...how did I forget that list D= no audio but the words are enough

thx a lot....

sorry, i couldn't record the audio because i didn't buy the song (i don't really like it).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on June 21, 2013, 11:09:58 PM
oh that's fine, it's okay. maybe sometime later I can record it for you

anyway, I never knew that delaying song releases could result at no song prepared at all :v the limit u can delay a song release(or choosing a song to be prepared to be exact) is twice. on the 3rd delay, they won't bother to ask you to release a song(on that release only I think, i lost my 5th release so I'm not very sure)

so here I was expecting to match the release week of the final song into the IA grand prix nomination at week 41, the earliest song prep is week 35, prep period is 4week so I had to delay until week 38. so 35 36 37 I refuse to choose a song and then at 38, morning greet, and then activity options... I went brain freeze for almost 15 minutes.. "what have I done..." literally facepalmed, and the worst thing is that the auto-save is on.... yeah....

I'm going to sleep now... I really need to.... oh god why....


====

so... on week 40, suddenly the 5th song release was asked again (me panicking was a false alarm) and I'm not sure the same pattern will occur with the Nth song releases... but who knows.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on September 21, 2013, 02:27:14 PM
(http://i.imgur.com/KiCRlph.jpg)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on September 21, 2013, 09:16:25 PM
how did you do that :v
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on September 22, 2013, 03:17:57 PM
how did you do that :v

Save editing. I was done with this game years ago, time to have some fun with it.

(http://i.imgur.com/hUhCARy.jpg)

Still can't beat the XILLIA audition or Ryuuguu Komachi. I don't have the appropriate charms, but it wouldn't matter.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on September 22, 2013, 06:45:17 PM
I regret asking D:

anyway, are you running on xbox?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on September 23, 2013, 04:33:31 PM
I regret asking D:

anyway, are you running on xbox?
[

PS3.

I've noticed some strange behaviour having these stats though. In Hyper, I'm practically unable to win against anything. I'll have to investigate even more.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on September 23, 2013, 06:22:35 PM
with "winning against", do you mean festivals? if so, then it's simple: you don't have enough memory appeals. they are important in festivals, especially on hyper, no matter your stats.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on September 23, 2013, 07:58:03 PM
PS3? oh, right... save editing... yep
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Elixir on September 25, 2013, 09:45:28 AM
with "winning against", do you mean festivals? if so, then it's simple: you don't have enough memory appeals. they are important in festivals, especially on hyper, no matter your stats.

Oh, I see. Well, they're not necessary to beat either way, not if I'm playing like this.

PS3? oh, right... save editing... yep

Save editing exists on 360 too. I don't know too much about it, but from the cheaters I encountered in the 360 version of Dark Souls (that is to say, a lot), I imagine it to be easier.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: deadsnake on September 25, 2013, 07:01:18 PM
lol, err... originally I was really sure that u were running on xbox because I never knew there a save edit for PS3

and btw, I'm running on PS3. and I did googled on how to save edit and found some codes about im@s something like [Date 1 Unit Shinmitsudo Max]

But I dare not to try, haven't finished all the idols yet... I'm getting lazy
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himitsu on May 16, 2017, 04:11:06 PM
I'm a bit late, but I just started playing this game a few weeks ago and there is something I'm wondering:
Is there anything that balances out the basestat advantage that some idols have? I know htat in OFA there are the different burst abilities, talent trees and gains from level ups but in Im@s 2 I haven't noticed anything that obvious that would compensate idols with lower basestats.
I thought at first that maybe it's just not significant, but Chihayas sum of 71 is actually 22 higher than Yayois 49 for example while the best accessories in the game give 13-16 stats in total, so Chihaya would basically be having one and a half accessories for free compared to Yayoi? That just seems like too big of an advantage to add for no reason. Since I don't know japanese I might just be overlooking something really obvious, please enlighten me.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on May 17, 2017, 09:02:53 AM
I'm a bit late, but I just started playing this game a few weeks ago and there is something I'm wondering:
Is there anything that balances out the basestat advantage that some idols have? I know htat in OFA there are the different burst abilities, talent trees and gains from level ups but in Im@s 2 I haven't noticed anything that obvious that would compensate idols with lower basestats.
I thought at first that maybe it's just not significant, but Chihayas sum of 71 is actually 22 higher than Yayois 49 for example while the best accessories in the game give 13-16 stats in total, so Chihaya would basically be having one and a half accessories for free compared to Yayoi? That just seems like too big of an advantage to add for no reason. Since I don't know japanese I might just be overlooking something really obvious, please enlighten me.

Honestly, i never noticed something like that, mostly because it simply doesn't matter. If you are not playing hyper mode, the game is really easy once you know how to do it and have the right items (most importantly, the item that lowers the decrease rate when using a certain appeal type). You can get the necessary stuff in your first playthrough if you know where to look for it, as they are rewards for "winning" an area iirc, you just need to win the right areas. From there on, with the right strategy, getting the true end is really easy, regardless of the idols, songs and even costume you are using.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himitsu on May 17, 2017, 10:43:41 AM
Honestly, i never noticed something like that, mostly because it simply doesn't matter. If you are not playing hyper mode, the game is really easy once you know how to do it and have the right items (most importantly, the item that lowers the decrease rate when using a certain appeal type). You can get the necessary stuff in your first playthrough if you know where to look for it, as they are rewards for "winning" an area iirc, you just need to win the right areas. From there on, with the right strategy, getting the true end is really easy, regardless of the idols, songs and even costume you are using.
Well, I agree that it is insignificant for completing the game and I'd argue that even getting all S on hyper is pretty easy once you know what you're doing (unless you get unlucky and never trigger a status).
But I am someone that likes to try to optimize games beyond the goals the game itself sets, so with that kind of mindset it is hard to comprehend why they would give some idols such an obvious advantage. Like the different kinds of bursts are more ambiguous, so even if one turns out to be stronger than another you have to figure that out first, but simply giving some idols higher stats with no compensation, not even an ambiguous one?
I guess in the end I don't have to understand it, maybe Chihaya is just the waifu of one of the game designers and he also happens to REALLY hate Yayoi.

On another note, does anyone know if it's ever worth using your tertiary appeal to increase the multiplier on your secondary stat? Like say your primary stat is vocal, and your secondary stat visual is pretty high aswell, would it be worth using some dance appeals at the beginning to get a higher visual multiplier while you're using visual to boost your vocal? And if so at what point would it be worth?
Or maybe mroe general did anyone do some hard-numberchrunching for this game?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on May 17, 2017, 02:36:55 PM
Sorry, it has been years since i played im@s 2 and i don't remember the details, and what i remember i'm not sure if i'm confusing parts of it with OfA. But if i remember correctly, by the time your visual appeal multiplier gets too low, you are ready for a burst, which resets the multipliers, but i'm really not sure about that.

I haven't seen any real dissection of the im@s 2 scoring system though, i only did it for platinum stars.

I guess you know this website, right?
http://imas2.wota.info/ (http://imas2.wota.info/)
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himitsu on May 17, 2017, 03:09:09 PM
Yeah, I've been using that site, but for score tactics I only found basic information (FC, get the multiplier for your mainstat to 1.5 and profit), which admittedly is enough to get the bulk of the possible points, but I'm kinda interested in what perfectly optimal play would look like.
Maybe I'm gonna play around with it a bit myself, but I'm probably too retarded to get a useful result out of that.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: TheTanStar on May 17, 2017, 07:22:27 PM
The typical scoring strategy is to focus purely on 2 stats, (e.g. Vocal/Dance) with a character that has a burst for the 3rd stat. So for my example, Miki is a good character for Visual burst. Burst scoring is based on your danketsu value (hidden within the game). If I recall correctly, the optimal scoring strategy outside of burst is to boost the main stat to 1.5 (Dance, in this case) by appealing with the first stat (Vocal). Build the multiplier back to 1.5 after it hits 1.45 to maintain maximum burst value. Also, with the meter building reporter, you can get 3 bursts in 1 song (assuming 150 appeals).
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himitsu on May 17, 2017, 08:23:38 PM
Well in most cases that's certainly the best. (though in my case I build the primary stat multiplier back up when it's at 1.46 since from 1.45 it usually goes to 1.49) But if you do a lot of lessons and your secondary stat is also very high I'm not sure if it may be worth building it up just a little bit. Maybe I'm just stupid for thinking that, not sure.

I didn't actually realize you could get 3 bursts with the reporter. Does it require extra memory appeals or could you do it in a song with less than 150 appeals by using extra memory?

Oh also I just remembered something I was curious about: In the begginers guide on the wiki http://imas2.wota.info/strategy/beginners-guide it says for your third and fourth song "choose a personal song of one of the members of the unit and, if possible, one which does not match your specialisation." and I don't understand why you would prefer a song that does not match your specialisation. Any ideas?
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Naryoril on May 18, 2017, 12:20:29 AM
The typical scoring strategy is to focus purely on 2 stats, (e.g. Vocal/Dance) with a character that has a burst for the 3rd stat. So for my example, Miki is a good character for Visual burst. Burst scoring is based on your danketsu value (hidden within the game).

Ah right, the burst score depends on danketsu, that was the piece i was missing to make sense of what i was remembering. Let's say you focus on visual, then your secondary stat is dance (the one to the left of your focus), and you dump vocal (the one to the right of your focus). At the beginning of a song, you use your secondary appeal to boost the multiplier of your primary appeal to 1.5, and then you use your primary appeal a few times until it drops to 1.46 or 1.45, and then use your secondary appeal once to get the primary multiplier back to 1.5.

Iirc i kept using the primary appeal for a bit when a burst was coming up without raising the multiplier again. When the burst is ready, use it, with an idol with as many appeals in your dumped stat and as few appeals in your secondary stat as possible. The reason for this is, that the score only depends on the multiplier and danketsu, the fact that you dumped the third stat doesn't matter at all. By that time the multiplier for the dumped appeal will definitely be maxed (and doubled during the burst), and the multiplier of your secondary stat will be really low. If your dumped stat is vocal, then Chihaya is the best idol to burst, Miki for visual and Hibiki for dance.

After the the burst, your mulitpliers will be in a bad spot. For example for Chihaya (PS3 version) they will be 0.9 dance, 1.0 visual and 1.2 vocal. So your secondary stat is already quite low, and the dumped stat you are not going to use anway is already at 1.2. If you use a memory appeal right off the bat after a burst, you reset all the multipliers to 1.1, so you can raise dance and visual, and the loss in vocal doesn't matter at all (it will be 1.5 anway by the time you burst again).

Oh also I just remembered something I was curious about: In the begginers guide on the wiki http://imas2.wota.info/strategy/beginners-guide it says for your third and fourth song "choose a personal song of one of the members of the unit and, if possible, one which does not match your specialisation." and I don't understand why you would prefer a song that does not match your specialisation. Any ideas?

Iirc every girl has exactly one personal song, but not every of these songs matches the stat you are focusing on. What the guide is saying, is to save the song which matches your focus stat for last. Of course, if 2 or even all 3 songs match, you can use them earlier. But to be honest, it's not necessary to use these songs. Iirc the only advantage of using the special song is that you have a higher chance to get a break and such.

As for building up stats, iirc i did lessons on my primary stat until image level 10 or 11, then switched to my secondary stat until the image level is at least 14 on normal (since you need that to get an A ranking after the playthrough), and never did a lesson for the third stat, since i never used it anyway.
Title: Re: THE iDOLM@STER 2 Gameplay Thread
Post by: Himitsu on May 18, 2017, 12:53:37 PM
Iirc i kept using the primary appeal for a bit when a burst was coming up without raising the multiplier again.
Man I have no idea why I didn't think much about this earlier, with some simple testing it really doesnt seem worth keeping the multiplier at 1.5 for the burst. Even with maximum unity of 499 the loss at a multiplier of 1.46 with Chihayas burst would be 9*499-8,76*499 = 119,76 Points lost, which would in most cases be less than what you gain for using an extra Visual appeal. (assuming your primary stat is visual of course)
With the amount of variables I'm starting to think that calculating what method is best for the specific stats you have is the best one can come up with, rather than a general guideline for perfect play.

After the the burst, your mulitpliers will be in a bad spot. For example for Chihaya (PS3 version) they will be 0.9 dance, 1.0 visual and 1.2 vocal. So your secondary stat is already quite low, and the dumped stat you are not going to use anway is already at 1.2. If you use a memory appeal right off the bat after a burst, you reset all the multipliers to 1.1, so you can raise dance and visual, and the loss in vocal doesn't matter at all.
Hmm, so far I've been using the memory appeal right at the start of the song to get my multipliers to 1.1 at the start, since I was disregarding the earlier point, so Takanes burst appeal would net the same amount of points for visaul focused style as chihaya, since I kept building my visual multiplier back up to 1.5 and then after the burst the visual would start out at 1.1 and not require another memory appeal.
However with the previous point in the equation your way of playing is probably better. Honestly if I wanna make any calculation worth a damn, I need to check how exactly the multiplier build up works (I remember sometimes you would build up 0.04 and at other times 0.03 but I don't know what the exact pattern is).

Iirc every girl has exactly one personal song, but not every of these songs matches the stat you are focusing on. What the guide is saying, is to save the song which matches your focus stat for last. Of course, if 2 or even all 3 songs match, you can use them earlier. But to be honest, it's not necessary to use these songs. Iirc the only advantage of using the special song is that you have a higher chance to get a break and such.
Oh that makes more sense, though I still find the wording kind of misleading.
I wouldn't say that a higher chance for song status is something that should be overlooked too easily though, I found that on HYPER it was basically required to get a status to get to rank 1 and earn that S in the producer assessment. (maybe I'm just shit)

As for building up stats, iirc i did lessons on my primary stat until image level 10 or 11, then switched to my secondary stat until the image level is at least 14 on normal (since you need that to get an A ranking after the playthrough), and never did a lesson for the third stat, since i never used it anyway.
In my HYPER playthrough I actually got to image level 12 with just practicing my primary stat and assumed that it was probably maxed out at that point, I guess I'll test if you can go higher (counting dots on the dotted line seems like too much of a pain in the ass and being able to just base it on your image level would be nice).