What is with Final Fantasy Tactics?

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Aeonknight

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Apr 8, 2011
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Sorry OP, but I have little sympathy for "no taking back moves" and such. The game deliberately asks you "you sure you wanna move here?" before every step. or "you sure you wanna take that action?"

It gave you your chance to "take it back". But when you metaphorically take your finger off the chess piece, all bets are off. Like someone earlier said, there are ways to check the range/charge time of abilities or spells long before you do anything.

As for the chocobo's... yea they are a pain and damn near impossible if you encounter them at the start of the game. That I can understand.
 

lastjustice

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Jun 29, 2004
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If that version is breaking your face too much, go play the game boy Advance version or it's sequel on D2. There's little to no permanant death in both of those games. The classes are a bit more stream lined. All versions of FFT tactics comes down to the right skills. You can be 10 levels down from a foe, but if you know right moves you can still bury their sorry asses.

The first class squire and chemist are not jobs you want to stay for too long. Learn the basic stuff like Move+1 and Jp up, and move down either the mage jobs or melee jobs accordingly. Monk unlocks after a few levels of being a knight, which is a great and simple class to master.(it has alot of verstaility as it can heal some and raise dead teammates.) It never needs a new weapon as your fist busts people's faces very effectively. Using accumulate as guts/squire skill boosts your physical attack power. You can spam accumulate whenever no one is in range and one hit KO them once you catch them. (which to make things sicker, attach bare harded to a ninja or dual wielding to a monk and double punch your way thru the world.)

There is bonus stats for girls in magical attack, and men gets a bonus in physical attack, so it's best they stick to side of jobs that uses their minor stat boost in the beginning. You can of course mix and match later (which you need to in order to unlock dancer and bard. Guys need lvl up their mage class to get bard, melee classes get dancer for girls.) Some of the more advanced jobs take multiple jobs to lvl up to unlock such as Ninja, Samurai, Calucator(some names differ between PS1 and it's remake.), and mime. (there's guide for exact numbers.)On a side note different shops sell different gear.(my friend didn't realize this at first, he's like why do knights have less hps than squires...I'm like shouldn't there be gear for them? Of course I was right heh.) Big castles tend to sell the knight armor and melee weapons while all lighter armor and mage gear get sold at smaller towns. Check the shops regularly and learn who sells what.

Some jobs you become for the skills, some you become for the stats. Such as Samurai, it's skills are awesome, but it's poor at using them since it's physical class with poor magic attack. Put blade arts on a geomancer(it's a good all around class stat wise) or black mage(wizard, it's one of the highest magical stat classes) and it rocks.

Calculators have amazing skills but their stats are junk(you only stay one long enough to master their math skill and turn to a summoner or black mage to go slaughter the world.) They take tons of time to master their class, and all subskills of 4 jobs they can project thru math skills. (oracle, white and black mage, time mage. some high tier spells such as meteor can not be used with math skill and only can be used by the class that knows them's set directly.) You manage to have a fully decked math skill you can destroy this game effortlessly. Once you understand how it works of course hehe. For example height lvl 5 holy. Everything at the height of 5 or multiple of 5 such as 10 or 15 all get nailed with the spell. (which includes your own guys so be careful.)

Ultimately there's tons of effective combos to put together. Grind away and unlock tons of stuff to find out what you like as making your ultimate team how you like is the heart and soul of this game. May be you want Mustadio, a special character to be the ultimate gun wielding knight. You run all way thru the proper classes to get him equip gun, and all sniper skills with break and status the crap out enemies from across the room. You want to make a certain Soldier that joins your team awesome, you learn Ct short from time mage so he can fire off all his long charging powers in short order. There's always ways to optimize a skill set to make it viable. What sometimes appears to not be that great turns out to be pretty fun and useful with the right tweaks.

I personally loved all the installments of the Final fantasy tactics, and wish Square would get off their butt and make another one. (preferrably on a consule not a portable. Even if it's a DLC, I don't care.) I'd encourage people play all them, and it's distance cousin Vandal hearts 2. (one rocks too but it's more like Shining force since there's little customizing in it. Vandal Hearts 2 is a power gamers wet dream as there's so many broken ways of playing once you understand the system.) I love Srpgs so I am biased heh. Hope so of this helps.
 

sheah1

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I was about to spout off the ever so prickish "well, you may find it hard, but I've completed it and found all the secret characters, fnar fnar fnar" but then I remembered how many playthroughs it took me to get a handle of the leveling and how I barely did anything without a guide (to get every class). Yeah, it is hard, but damn is it worth it. Ain't got nothing on the difficulty of Tactics Ogre mind....
 

Saltyk

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Sep 12, 2010
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Oh, my God. Final Fantasy Tactics. One of my all time favorite PSOne games. If not one of my all time favorite games. There is so much fun to be had. Once you learn the game's mechanics and controls, it's really not that hard. And if you use the special characters, like Agrias, Mustadio, Beowulf, Orlandu, and so many others, they practically break the game. Half of Orlandu's attacks (You should keep Excalibur on him) can one shot enemies or come pretty close. Or you could just have Beowulf turn them to stone.

So, stick with it, and you'll learn to love it. Though, you may want to keep an extra save on hand before going to certain areas. There can be times when you can't leave and some of them are tough. Try the one on one fight between Ramza and White Knight Weigraf. He's basically made to own Ramza. I'd recommend setting Ramza with Auto-Potion and getting rid of everything below the X-Potions.
 

SecondPrize

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One thing that tripped me up the first time through was not switching out the main guy ever. He got leveled far ahead of my other characters who rotated and it appeared as if enemies were based on highest level in party? Anyhow I got roflstomped.
 

Snotnarok

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I hated the War of the Lions 'port' even the PSN PSone original version runs better than their lazy ass port.

I never found the game to be difficult, I go through the game with Ramza and a party of Generics, no Agrias or Orlandu and it's just fine. You just can't rush in full on and the game often benefits having a party with variety.

Want to stop chocobos from running? Monk with earth slash very hard to get away from that.

Advice: whenever you go to an castle or whatever that you'll be going in, save on ANOTHER SLOT because you can't leave till you're finished with business and they have a few 'challenging' battles in those.

You may want to read up on the Velius battle and Elmdor battle as they come from nowhere.

Edit: People find this game hard? I'm no strat master, I don't play Fire Emblum and whatever because I find that game just unfair. But Tactics hard? Really? I don't even use the heroes and the game is typically a breeze as long as you're prepared for 1-2 battles.
 

Runegrace

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May 18, 2009
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I am setting up my PS2 and putting FFT in after this. I only own/play the original, so some details/names may be different. Forewarning: Long post is long.

FFT is challenging, but deeply rewarding when you start learning more. You'll appreciate it more once you've played longer, or decide to replay the game again later. This game is very "Final Fantasy" in its balance, in that you can break the game using multiple strategies. While some people have already mentioned several, you can't do any of these unless you grind for dozens of hours so let's go a bit more basic.

It sounds like early random battles are taking you 1.5 hours, which should never happen. This leads me to believe that you're doing something fundamentally wrong with your battle approach or party setup. When starting, it's a good idea to pick 3 people for fighter classes, and 2 chemists to become your mages, as this should give you a fairly diverse party. Abilities like Gained JP Up, Move +1, and Throw Item are hugely useful for everyone, and make sure every character can heal themselves or others by equipping secondary skill sets like Item or White Magic (you can certainly bend this rule later, but as a new player I'd highly suggest it). As random encounters level with you, skills and equipment is where you'll find your edge (why JP Up is so useful).

Strategy can't really be taught in a single forum post, so let's just look at your chocobo problem. Choco-Cure heals EVERYTHING nearby, including your allies, so with proper positioning your party will benefit as much, if not more, from this skill (most abilities don't discriminate between friend or foe, exceptions being summon spells and Samurai's Drawout skills). If a chocobo runs, let it. It'll come back to attack, so finish off his allies in the meantime. You can also use this time to encircle the enemy so the chocobo can't reach it to cure. When other enemies are dead, circle the chocobo and kill it. Counter can be...er...countered by using long-range attacks, such as bows, Throw Stone, or spells. Spells can also be useful since if a chocobo just healed his allies, they're also clustered for a black magic spell.

Learning which approaches to use is the learning curve and that just comes from experience. Also ask what's the most productive thing a unit could do before making a move. Damaging enemies is good, but if you can't reach them in the current turn what else could you do? Group allies for a Protect/Haste spell? Use a squire ability to give a little buff to an ally, or at least get in range for a Throw Stone? Use a potion on yourself or nearby ally? Can you do one of these while staying outside of the enemy's movement/attack range, meaning that HE has to waste a turn getting to you instead?

Some additional tips:
-CT list is your friend. When using a spell, press left or right to see when it goes off in the turn order if you're unsure if the enemy will move before the spells casts. This also works for instant actions, like using items or squire skills if you just want to check turn order quickly.
-Squire is Ramza's best class. Seriously. His Squire is special, in that he can equip a wider variety of items than other squires, and also gains additional abilities in later chapters. If he's a squire while hit with Ultima, he learns it. You can certainly make him other classes, but unlike most characters you shouldn't forget about Squire once other jobs open up.
-Brave and Faith are important. Brave helps with many physical actions, while Faith makes magic more successful. Also, Zodiacs can strongly impact the effectiveness of skills. If the damage you deal is wildly less or more than what the pre-action numbers were, or if a cure spell has an unusually low chance of success, this is likely the cause.
-Don't advance in classes too soon. Core skills are very useful, such as JP Up, Move +1, Auto-Potion, Equip Armor, Magic Up, etc, and having people master a class can give you a very potent specialist; having a Black Mage with Flare at the end of Chapter 2 makes the boss fight fairly easy. Additionally, you may not be able to properly outfit a character depending on your funds or shop selection.
-Leveling up in a class determines what base stats are improved (Black mages get more Magic attack, Summoners MP, Ninjas Speed, etc.). Later on you can send your generic team mates out on jobs to get JP, so if there's a class you don't want to level in (Mediator) make them that class then send them out to gain JP without XP.
-Make a separate save if you're not saving on the world map. In some sections you'll have to fight several battles in sequence and depending on your party setup certain battles may become almost impossible. Always having a save on the world map allows you to go back and prepare for a battle that gives you trouble.
-There are many ways to break the game. Orlandu puts the game on easy, as does Ninja-Calculators, Dual-Wielding Blood Swords, Auto-Potion with only X-Potions in inventory, and many others. If you find yourself seriously stuck in a battle like noted above, you can have Ramza spam Scream to boost all his stats until he's 4x faster than everyone else and can 1-shot bosses. Ramza will gain several levels doing this, so use only as a last-resort, lest you be crushed by high-level random enemies. Use or avoid these sort of things depending on the difficulty that you want.
-As with "Final Fantasy Balancing", magic becomes worthless towards end-game as physical attacks deal as much damage (if not more) and take less time and effort to execute. You can counter this by equipping Short Charge to speed up powerful high-level spells, or Magic Up to power up fast low-level spells.
-Avoid Barius Hill. It can have some of the hardest randoms latter in the game, like groups of dragons/tiamats or 10 Red Chocobos. Save before crossing.

I'd strongly encourage you to stick with it. Strategies to teach a player while he plays have certainly come a long way over the past 15 years, but if you can survive that barrier to entry it's a hugely enjoyable game. It may or may not take that 10-20 hours (I mostly had a handle on the game after passing Dorter Trade city).
 

loch belthadd

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Aug 20, 2010
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My standard team is one summoner with the quick cast ability and four mimes. I cast Bahamut. Battle over.
 

loch belthadd

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scw55 said:
I have no time for a game where you spend effort training and gearing up a unit, to then have it killed for ever.
They only perma-die if you don't get to them in time with a Phoenix Down. You have 3-4 turns before anyone perma-dies.
 

S.K. Ren

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Feb 16, 2010
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I don't know how you guys thought this was hard, well except for the first Dorter battle. I hated that fight. The game has always been piss easy from the beginning. I usually trained 2 Males/3 Females up to ninjas before the end of act 1 aiming for a maximized speed stat for later when I switched to Bards and Dancers. The trick is to spend at least 2 battle grinding JP (spamming Yell or Guts works best) until I got enough to buy JP Up(Squire) and Auto-Potion(Chemist). Bam, easy mode. Only takes 2 battles. The best thing to note about grinding is that classes share 20% of their JP gain with everyone else so grinding everyone together on the same job makes it go a lot faster.
 

Rad Party God

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Feb 23, 2010
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Maybe he was talking about Final Fantasy Tactics Advance for the GBA or A-2 for the NDS. Personally, I haven't played the original FFT and it's remake, but I seriously enjoyed both GBA and NDS iterations of FFT.

These versions though, are certainly not forgiving, it's quite hard actually. Or maybe I'm too dumb for these games.
 

Snotnarok

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SupahGamuh said:
Maybe he was talking about Final Fantasy Tactics Advance for the GBA or A-2 for the NDS. Personally, I haven't played the original FFT and it's remake, but I seriously enjoyed both GBA and NDS iterations of FFT.

These versions though, are certainly not forgiving, it's quite hard actually. Or maybe I'm too dumb for these games.
You should really try the PSOne version of Tactics, I found the story to be far more moving (even with the translation) and the combat to be far more deep without the need for the dumb judge.

I say PSOne version (even on the PSN) because it doesn't have the slowdown the War of the Lions has where moves take twice as long, sounds don't match up and drag out battles that are are already long. Plus the added content is fairly pointless.
 

galdon2004

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Mar 7, 2009
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Tenmar said:
galdon2004 said:
Tenmar said:
Somebody want to call the Whaaambulance?
You do not know what a difficulty curb is do you?

The whole tutorial nothing more than a giant book on game mechanics that you can't even access during battle when you might see something you have a question about. Expecting a player to memorize a book before even starting to play is ridiculous. Personally, I am more of a hands on learner. reading something in text is NOTHING like experiencing it first hand. That is why most games have a tutorial integrated into the gameplay.

Good game design is starting at an accessible difficulty and going upwards until you reach the difficulty you want the game to have. This gives the player time to learn the game so they can use what they learned to keep going. Starting off pretending the player should be an expert at the game just because they read a book about it is bad design.

At least the other people here are trying to be productive and helpful; after your opening statement I'm not inclined to listen to any advice you have.
Well that's your problem cause I actually gave you some of the best advice in this topic when it comes to understanding how nuanced the game is when it comes to strategy. The difference between me and you is that when I was a kid I was actually smart enough when buying that game to sit down and read the instructions and actually have an enjoyable experience instead of whining that the game is terrible because you wouldn't take the time to read. You see older games had this thing called not treating their clients like morons. Also think of each game you play as a tool, you certainly wouldn't use a power saw without reading the instructions.

Sorry but I go with the tough love approach, you can't handle something as simple as Whambulance then you need to grow a lot thicker skin.

P.S. I'm going to enjoy knowing you are going to let all the special characters in your party die :p
I can 'handle' a waambulance. But it shows an element of your character that you choose to use it. It also shows something about yourself that you consider your post to be better than everybody else's. Specifically that you are prideful in a bad way.


Anyways; Thank you everyone who has been trying to be helpful. I am trying to push through it since I don't have anything better to do with my gaming time since I have the game now anyway.
 

sextus the crazy

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Oct 15, 2011
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galdon2004 said:
I tried out Final Fantasy Tactics recently, War of the Lions, more specifically. I had been told it is a more forgiving format of strategy game than Fire Emblem since you can replace units and play more than just story missions.
Which Fire Emblem games have you tried out? they vary in difficulty.
 

exp. 99

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Mar 31, 2010
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FE is a much easier game. Hell, a much easier series. The FE games, even if you refuse to let anyone die, will be horrifyingly forgiving and simplistic to murder through with a team of indestructible slaughter-machines.

Tactics, however, is not a terribly hard game, with a few points of exception (Wiegraf/Velius, I'm looking at you, you fat rancid bastard). The real trick is to adhere to a scorched earth policy. Let nothing live. The chocobos can only do so much if you keep your team as a wolf pack and gang up on one guy at a time.

Just...watch out for the second forest map. The ninja horde randobattle is a complete shitstorm that will end you. You have been warned.
 

simmeh

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Jan 25, 2009
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FFT is one of my favourite games. Here are some nice pointers:

- First and foremost: there will be times when the game will prompt you to save after a battle. For the love of all things good and holy, SAVE IN A DIFFERENT SLOT THAN THE ONE YOU WERE USING BEFORE. ALWAYS HAVE A SAVE ON THE WORLD MAP. This is the #1 cause of people having to restart the game from the beginning. They get stuck in the middle of a series of battles (almost always near the end of Chapter 3) with no plausible way of winning the next fight and don't have a save from when they were still on the world map.

- Your character's experience level doesn't matter 95% of the time. Your job, abilities, and equipment have a much bigger impact. The only times your experience level has much effect on anything are random encounters and story battles involving monsters (Finath River, Balk 2, a few others). During those, their levels will match yours, and they'll get equipment to match their level, which will often be better than anything you can buy (but also gives you the chance of getting better equipment earlier)

- Some classes suck, but their abilities are awesome. Chemists suck as characters, but Item is one of the most useful ability sets in the game. Auto-Potion makes most of the game a breeze, and Item is much, much better than White Magic for healing because it is not dependent on Faith. Likewise, Samurai is a poor class, but Draw-Out is phenomenal in the hands of someone with high magic attack, and Blade Grasp is pretty much broken in the PSX version.

- Do NOT use the auto-equip function (in the PSX version, at least; not sure about the PSP version). All it does is equip you with the highest HP/attack power items it can. A hat that has +30HP and +1 Speed is better than a helmet with +60HP

- Do NOT keep a person in one class the entire game. Move them around, find abilities in other jobs that you like, then mix-and-match. This is especially true for Ramza - the second-to-last fight in Chapter 3 requires you to 1v1 the boss with Ramza, which can lead you having to restart the entire game if you just kept him in some crappy class like Knight the entire game.

- Ramza's Squire class is special. In addition to having extra abilities and higher stats, he also has a ton of equipment options. Don't neglect it just because it shares the name with the kinda crappy base class for every generic character.

- Pay attention to Brave and Faith. High Brave is desirable 99% of the time - the only time it isn't is for finding items that are hidden on certain panels on the map. On the other hand, Faith is harder to pin down. High faith means your magic power is stronger, but magic is also more effective against you. Anyone who uses Black/White/Time/Yin-Yang/Summons/elemental guns will need a relatively high faith (85 is probably a good number). Anyone you plan on healing with White Magic will probably want 50-60 Faith. Anyone else will want it as low as possible.

- Always attack from behind if possible, and attack from the side if you can't attack from behind. Your chances to hit go up drastically if you flank your enemy.

- FFT is a game that has been analyzed to death by some very smart people. Every single ability has been documented and investigated. Every single mechanic is known. If you go far enough in depth, you can account for every single factor down to things like the exact HP you'll need to survive X number of attacks. If you're interested in learning more, check out http://www.gamefaqs.com/ps/197339-final-fantasy-tactics/faqs/3876. However, the RNG can still screw you over.

- Lastly, people have completed this game under some pretty insane circumstances, like teams of Calculators with no Math Skill. I myself have beaten it using only Ramza in the Monk class with no abilities from other classes. Regardless of how hopeless your situation is, there is probably a way out of it.
 

Mistilteinn

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Jul 14, 2012
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Tactics is has its fair share of difficulty spikes, most of which you'll just have to grind in order to complete. Normal battles on the world map shouldn't be too hard (with the occasional exception), but I can't stress enough how much you should save to a new file if you're going to end up fighting multiple story battles in one area. I had to restart my entire game because I saved on my first file before fighting a certain boss, and I don't believe you can escape from storyline fights (if you can, well, then I feel really silly).

So if immediately after a storyline battle the game asks you if you want to save your game, save to a new file. It will save you a LOT of grief in the long run.

EDIT: Poster above stole my bit of advice; just my luck, haha.
 

Luca72

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Dec 6, 2011
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Sometime around that Wiegraf fight, the game starts getting much easier, solely because of your access to certain classes. The Ninjas Dual Wield is hax, Dragoons are ridiculous, and your magic will be brutal by this point. And if you've been leveling up a Monk for a while, well... you'll see.

At that point the game really opens up because you suddenly have a ton of options for class combinations. The pitched battles before this point are so difficult that its hard to experiment, but you have enough room for error later in the game that you can mix up classes without hurting yourself.

For my current playthrough I'm actually taking precautions to only use classes I think are fun rather than strategically optimal, because it makes the game pretty easy. I have a ninja right now, but I mainly use him for stealing (though I can't help what happens when someone activates First Strike), and I had a Dragoon for a bit to get Polearms and ignore elevation.