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The iDOLM@STER: One For All (PS3)

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Setsuna:
I'm waiting for my streaming PC to reboot before I go back to streaming, and playing the game hardcore, but I thought I'd add some things I've observed.

Well, in theory it is possible to reach rank A3 by the end of the second autumn season, barely. I wouldn't try it if you like winning comfortably though.

Getting into A3 (and the really juicy stuff) is a literal brick wall. The unit is worse than Touma, since they score like mad.

Oh and in fun notes for problem characters:

If you're having trouble with Shouto (961), your best bet is to get to burst just before he does, then when he bursts, do your notes until you can burst with someone who has counter burst (Ritsuko has it, I definitely can confirm).

As long as you do it just before he finishes his burst, you basically get the right to beat him up on the stage. Do it twice and you should win.

Touma (961) is also a significant problem, because his burst depletes yours, so your best option is to just basically counter appeal, then burst before he does, preferably with someone who can recover appeals during their burst (Azusa can do this with her burst skill).


Essentially that there should describe two of the most significant problems you'll normally have with the game.

I haven't figured out what to do against the A3 qualifier though.

As well, ideally have two idols 1 rank or less (eg, if your idol lead is C3, try to have your supports on D3) although once you start getting into the mid B and low As, you want to have two supports and two to switch in, because during Rankup Festivals, you can switch people halfway through.

Among other things, you can switch out exhausted appeal characters with fresh ones.

And if you're centering around visual, I should note that Tonari ni... is an absurdly overpowered song. I think they made a mistake in coding it, because it's easily one of the best FES songs to use.

DeviantProtagonist:
So I've noticed. BPM balancing aside, by every right Tonari ni... should've been one of the worst songs as far as iM@S2 standards go. :P I'm just thankful it isn't DLC to begin with so I can use that to haul ass~.

ZetaFlare:
From what I heard about Tonari ni..., it sounds like the BPM could have been set to double time (goes from 88 to 176). Kind of reminds me of an idea I had when iM@S2 was still releasing DLC (the time I had hopes that Yakusoku would be released and set to double time) Sadly, I don't think that was the case for 9:02pm since I still have yet to see it used in actual gameplay (68 could have become 136, which still isn't too good considering iM@S2 standards).

Still, I wonder about Futari no Kioku (easily my favorite Iori song). From what I've seen on videos, the speed didn't change (still 117 BPMs), but it sounds like the recent balancing allows it to score/combo a lot better than My song could have in iM@S2.

Okayu:
I noticed Never say Never was added to the One for All page song list, was this announced somewhere?

Setsuna:

--- Quote from: ZetaFlare on May 20, 2014, 05:39:10 pm ---From what I heard about Tonari ni..., it sounds like the BPM could have been set to double time (goes from 88 to 176). Kind of reminds me of an idea I had when iM@S2 was still releasing DLC (the time I had hopes that Yakusoku would be released and set to double time) Sadly, I don't think that was the case for 9:02pm since I still have yet to see it used in actual gameplay (68 could have become 136, which still isn't too good considering iM@S2 standards).

Still, I wonder about Futari no Kioku (easily my favorite Iori song). From what I've seen on videos, the speed didn't change (still 117 BPMs), but it sounds like the recent balancing allows it to score/combo a lot better than My song could have in iM@S2.

--- End quote ---

They made two mistakes.

The first is the fact they probably doubletimed it, to make it straight up the fastest mechanical song in the game.
THEN they forgot to code the AI to be able to deal with the doubletimed speed.

In short? It's entirely possible to just note rush your way up to burst with this song without the AI even noticing half the time. It's weird, but the song does something very strange to the AI.

It's straight up broken as a song, and I'm fairly convinced it's deliberate, as a little bit of irony.

And I've just hauled multiple idols (all leapfrogging their 2 and 1 divisions) to rank A. Funnily enough, it doesn't get easier after you get someone to rank A3 to get someone else from B3 to A3.

... And the amount of power you can unlock at rank A is absurd. There's a very, VERY good reason why they made it so hard to break through (Okay, I imagine if I had B1 supports instead of B3 supports, and I actually didn't fail so hard at communications it wouldn't be so nailbitingly hard. And maybe not trying to get in winter 2nd year might help too.)

It makes double and triple bursts practical, and once you get special skills to max level, 2 appeals can net you a burst that has 3 idols effects all at the same time. (A duo burst will also do it for 2, but you need them in the right order and the scoring bonus is less.)

As an example, Azusa + Takane + anyone else at rank A skills on a triple burst will literally have a 12% chance per burst note to get back an appeal (Max 3 at any time), and Takane's burst attack restores a set amount of your bar after your burst is done. (At max level about 33%)

I haven't figured out what everyone else has for burst skills, but I can already tell that it could get very, very bad if you manage to burst first with a triple. Or if I could figure out a third person with a scoring specific one, to use her and basically massively score my way out of everything.

Anyway, off to bed, and probably going to start getting more idols to A3 (I have 3 at A3 already, and all of them require nailbiting.)

It IS annoying that even though I'm way past needing lower ranked stuff, my producer quests involve doing C rank stuff. I have E ranked idols (well one, since most of them are B3) eating those alive.

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