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Author Topic: THE iDOLM@STER 2 Gameplay Thread  (Read 153396 times)

Byuusan

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #345 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.)

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

???

Setsuna

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #346 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.)

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.
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blake307

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #347 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.

shinn87

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #348 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?

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TheTanStar

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #349 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).

shinn87

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #350 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.
« Last Edit: November 07, 2011, 04:47:13 pm by shinn87 »
╔═══════════ ೋღ☃ღೋ ══════════╗
 ~ ~ ~ ~ Put this as your signature if ~ ~ ~
   ~  ~ ~ you are a beautiful strong Miki ~ ~~
   ~ ~ ~ ~ who don’t need no friends ~ ~ ~ ~
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BT2

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #351 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.

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #352 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?

Setsuna

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #353 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.
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Setsuna

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #354 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.
« Last Edit: November 08, 2011, 01:34:43 am by Setsuna »
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Setsuna

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #355 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.
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mallory627

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #356 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?
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Setsuna

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #357 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.
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mallory627

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #358 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...
I'd have to say that I'm a new Fangirl for Hokuto Ijuiin and I'm proud of it!!!

Setsuna

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Re: THE iDOLM@STER 2 Gameplay Thread
« Reply #359 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.)
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