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Author Topic: THE iDOLM@STER 2 Gameplay Thread  (Read 154175 times)

DJStarstryker

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #285 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.
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HeavenS

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #286 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

zeda12123

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #287 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.

BT2

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #288 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.

zeda12123

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #289 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.

DJStarstryker

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #290 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
- Our translated page.

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).
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~Lyssa~

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #291 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

MissDeidara

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #292 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
- 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!
While being a fangirl of Touma, MissDeidara really enjoys beating this latter in Fes.

BT2

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #293 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.
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.
« Last Edit: August 05, 2011, 12:00:23 am by BT2 »

DJStarstryker

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #294 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.
GIZA!

BT2

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #295 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

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.
« Last Edit: August 06, 2011, 03:20:47 pm by BT2 »

TweenDoriru

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #296 on: August 06, 2011, 07:05:02 pm »
For Chihaya it'd be something like this

I lol'd.

There's also a list of expressions they make on the Japanese wiki (じゃんけん), 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 :>
« Last Edit: August 08, 2011, 07:54:12 am by TweenDoriru »

DJStarstryker

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #297 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!
« Last Edit: August 08, 2011, 07:15:40 am by DJStarstryker »
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GreyToshiaki

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #298 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.



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.


 
iM@S Anime in Malay sub here!! http://Animage-RE.blogspot.com

TweenDoriru

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #299 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.

like that but in 1080p :D