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Ruby and Emerald weren't even in the Japanese version I don't think. The English releases added them in as bonus bosses.
I never did figure out a definitive strategy against Ruby Weapon. I just tried until I won. I also never figured out on my own that Emerald Weapon's "Aire Tam Storm" attack was based on how many times you'd used your materia, which is why it kept one-shotting me.
Those were the old days before you could go online and find detailed strategy guides on a million websites.
Actually I'm pretty sure Aire Tam Storm's damage is based off of the number of materia your party's got equipped at the moment.
As for Ruby, the best bet I've found is probably just to use the item glitch to fill your inventory with Megalixirs up the ass and just keep pounding away until he finally falls asleep. Or beat Emerald first, snag Knights of the Round, use Mime and sit back and giggle, I think.
The problem with Ruby Weapon is when it blows party members away.
With Emerald, I did indeed beat it with the Knights of the Round strategy. The combo is more or less as follows:
The latter is the money shot, since you get double Knights, then everyone mimes it, and every time Emerald attacks, that character also mimes the double Knights. You can take bathroom breaks while it's executing. Long ones. With a magazine.
The main way you lose is if Emerald uses the mana damage beam on the character with Phoenix equipped, then pops Aire Tam Storm.
Edited by Fighteer on Jun 12th 2019 at 9:16:42 AM
Ah. Yeah I got that.
I'm gonna get this game again on PS 4, hopefully when its on sale. I'm in the mood to redo it yet again thanks to the remake.
I'll be waiting for the PC port, sadly, wistfully, hating console owners with a seething, envious fury.
Edited by Fighteer on Jun 12th 2019 at 9:58:01 AM
I still have bad memories of the original lousy PC port of FF VII.
I'll be right beside you.
The Steam version's pretty good now.
Do you mean 7 or 8?
I own the Steam version of 7 and it works fine. I haven't gotten 8, although I'm aware that it's available.
NO MOUSE CONTROL
I have a Logitech PC gamepad and it works well enough, although the button mappings are weird.
Oh you meant the remake. Fair enough. And while I would welcome mouse control in a more top-down esque game like FF 7, I'm fine with either a Playstation controller or keyboard.
Also Opera Omnia's running the Golbez event, still, and I'm still waiting for Rydia's Lost Chapter. Didn't they used to do more than just 2 L Cs a month?
Heck, Omega Weapon was likely inspired somewhat by Warmech, the very first Bonus Boss in the entire franchise.
The Omega Weapon from the rest of the franchise and the Omega Weapon from 8 are completely different. That's kind of why I dislike it; it's a weird mishmash of concepts that have no bearing on eachother.
It's also the only superboss in the game. FF games usually have like three now.
Omega and Omega Weapon are 2 different things. Omega Weapon is a more powerful version of the Ultma Weapon.
Omega got its start in V but has since appeared in I GBA, IV After Years, XI, XII, XIII-2, XIV and XV.
The one that appears in I GBA, IV After Years, XIII-2 and XIV are implied to be the same enemy in XIV's raids as it is a a dimension-traveling superweapon trying to find and fight the strongest beings in the universe so it can evolve.
Although for his final fight in XIV he evolves into 2 humanoids based on his combat data then in the Savage version evolves into something looking like a cross between his old self and Weapon although with 4 arms and lots of moving parts. ◊
Edited by Memers on Jun 12th 2019 at 12:02:24 PM
Speaking of bosses, the updated scorpion tank fight in the E3 gameplay demo looks absolutely insane, especially for an introductory boss. If they give that treatment to all of the bosses, I can see why the game would be so extensive that it'd come out in chunks. That said, the length and complexity of the fight could make it hell to replay. I could see myself wishing for mid-boss checkpoints like some other games have.
One of my few complaints about boss fights in the original FFVII is that they can be too short for a well-equipped party. A boss fight should feel epic and climactic, not like an unusually large bag of hit points with some tougher attacks.
Speaking of game mechanics in the remake, what do people think of the idea that characters will fight independently with their standard attacks and you only need to take control to pull off supers and use spells and stuff? I don't know if you'll be able to set combat preferences so that the party members you aren't controlling will use magic and items, and consequently if it'll be feasible to focus on just one character and let the rest go on auto (except for bosses, naturally), but it's a huge departure from the original ATB system.
Edited by Fighteer on Jun 12th 2019 at 3:19:39 PM
> Speaking of game mechanics in the remake, what do people think of the idea that characters will fight independently with their standard attacks and you only need to take control to pull off supers and use spells and stuff?
As in AI controlled? As long as there's option to determine their behaviour or even the option of turning it off then I'll have no problem with it
Gambits or XIII's Pseudo-gambit system, sure.
I kinda hope that the whole "team-up" attack mechanic from XV makes a return here too. Also I think one of the demo impressions (maybe the Easy Allies one) mentioned that you can command another character to do a specific attack while you're playing as someone else (
It looks like you have much finer control over it since you can have characters use their stockpiled ATB gauges in quick succession even if you're not controlling them.
Since everyone does their own thing when you're not in control of them I kind of hope they don't have something like Link Strikes from XV, since positioning to use those was kind of touch and go.
It appears that positioning, movement, and dodging will be relevant during fights, which I hope the AI-controlled characters handle in a reasonable way.
Well in the video the AI knew exactly to take cover when it needed to.
With what they have shown with the FFXIV Trust system Square is getting better about making AIs do things while also keeping their personality in their actions. The demo of the Trust system had the AI basically being as good as if not better than players in dungeons.
Edited by Memers on Jun 12th 2019 at 2:46:25 AM
Then maybe our video games will play themselves someday and we'll just be watching a 60-hour movie.
isnt that was FFXII was??
But no. The Trust system is just for people who hate playing with people so they can basically call FFXIV a single player game if you want it.
The Demo in FFVII seemed to be using that same mentality. The other party member seemed quite smart.
Edited by Memers on Jun 12th 2019 at 3:02:21 AM
I wouldn't say trusts are better then actual players. Yoshi-P even pointed out that for the most part they are much slower then the average party completing the same dungeon.
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