Though sometimes they all do push left, then a few will go back to the right and catch your teammates unawares in the back. That is always crappy.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Lately I've been taking the time to taunt when I get a kill. I started because I realised that doing so steals the view of the dead player and that amused me, the cash injection is a nice little extra.
I've yet to do this stupidly and get myself killed. It's only a matter of time though.
Homogeneous distribution of your varieties of amuse-gueule
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I'm wondering if matchmaking is consistently putting me on these awful teams. The matches are usually close, but it comes down to who is doing the worst. Our gunner must have been charging back to the frontlines to die so much, but their veteran didn't seem to know about skills or grapples so was utterly impotent.
Also, I really enjoy playing Leo, but I win so much more when I'm combat girl. It's quite the conundrum.
I pretty much always try to push right on spunky, because no one else does.
Though really the best plan (with a coordinated team) is to push mostly left, get $100, and immediately use the center jump pad to flank the shit out of the enemy team.
I pretty much always try to push right on spunky, because no one else does.
Though really the best plan (with a coordinated team) is to push mostly left, get $100, and immediately use the center jump pad to flank the shit out of the enemy team.
Exactly. In fact, I feel like most games on spunky turn into a game of who can get that first $100 to do this.
The chances of you getting a taunt/uniform/weapon for a character that you use is not too great. Maybe when they add trading?
In other news, a generous benefactor has given me six Giant Bomb codes for the explicit purpose of handing them out on my YouTube channel. Check that out next week if you're interested.
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KorKnown to detonate from time to timeRegistered Userregular
edited April 2012
I've been getting products I don't have pretty regularly. Like every 10th game or so. It's kind of crazy.
I just recently got Massive Air. Got Bot Buster just before that.
Just did a count, I've currently got 24/34 products. I think I've only bought 9 of them.
edit: forgot I can just look at my inventory and see which ones I've gotten for prizes. Including duplicates, I've received 22 products. I think about 4 of them or repeats.
yeah, I had a good streak of products for a while a couple weeks ago, but part of that was 3x Investing For the Unenhanced, 2 of them being consecutive and a few other duplicates.
edit: wow, most of these questions are terrible
edit2: wow, like 5 minutes of whining about crits. sucks for guf - basically getting bitched at for being nice enough to answer questions. now I feel bad for throwing him off the map when I played him last week :P
Yet when Grimbar took guf to task on the crits issue, guf just sorta stammered and had no real answer beyond "Well everyone has an equal chance." which isn't even fucking true! They're called endorsements and products!
It drove me nuts because it's clearly something they threw in for the hell of it.
yeah, he stammered after they started attacking him about it after he already answered the question twice.
I'm not sure why "we understand why some players dislike crits, but we want them in our game" wasn't a sufficient answer.
...and everyone has equal opportunity to use the products and endos that affect crit chance. it's not like you drop below .6 w/l ratio and unlock the triple critz product
TF2, where crits are turned off in competitive play.
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Blue mapHello darkness, my old friend.Registered Userregular
The problem with removing critical hits is figuring out how you reimburse people who purchased or earned critical strike endorsements/products. I know League had to do that with dodge runes, but I don't know if Uber has that sort of infrastructure in place, and even if they do have the power it might conflict with Steam policies (or it might not, I genuinely don't know).
KorKnown to detonate from time to timeRegistered Userregular
I like crits. Always have. I'll never understand why people don't just learn to adapt instead of complain about them. It's a risk vs reward mechanic. It's no fun knowing the exact same outcome to something every single time you do it.
Competitive gaming does not like random elements, rightly so. When you work hard to develope skills and team workwork, it kinda stinks to have it altered because his shots were critting, and mine weren't.
Similar to people who hated the random tripping in Smash Bros Brawl, and the inability to turn off exploding items.
That said, I'm not anti crits, I just get the idea.
I mean, I can understand where they're coming from, but bitching that a game that just came out and needs to build a large casual playerbase to sustain isn't catering to the <1% of supercompetitive serious business gamers is just goosery.
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
But the crits isn't that big of a deal unless you're juiced....
Well it is for some classes. When that gunner peppering you across the map starts critting he starts hitting you for 1.5x damage as if he was right up in your face, and it hurts a lot.
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Casually HardcoreOnce an Asshole. Trying to be better.Registered Userregular
Yeah, but the bullet spread makes it negligible.
I might be pissed if I'm right next to the spawn point and someone gets a lucky crit hit 2/3's across the map.
But that shit happens in every FPS. Especially where head shots = one hit kill.
The chances of you getting a taunt/uniform/weapon for a character that you use is not too great. Maybe when they add trading?
In other news, a generous benefactor has given me six Giant Bomb codes for the explicit purpose of handing them out on my YouTube channel. Check that out next week if you're interested.
What do Giant Bomb codes do in this game? Or do you mean giant-bomb codes for their own websites?
BTW, can someone explain Leo to me? I just unlocked him, and I'm a bit unsure about his primary weapon.
You hit things to gain energy that you can use in your secondary for a global heal, is that how it works?
Also, his take over robot or become a bomb thing seems to randomly decide what to do, do you need to point at the bot you want or just be close?
Man, I didn't realize this character was so confusing when I fought against him, he's a good stabby-cushion.
yeah, that's exactly how the laser works. make sure you only use the heal when its fully charged though. the full charge gets bonus healing that basically makes it 3x the heal of a 99% charge heal.
the targeting on the bots converter isn't great, but yeah - try to aim it at the one you want to hit.
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KorKnown to detonate from time to timeRegistered Userregular
Leo works amazingly well with bots buster. Use the turret anytime an enemy pro is closing in on you, and just teleport home. Leo doesn't really do anything to enemy pros. Though, occasionally he can pick one off with his laser.
The AI possession skill is great early on because it can kill a whole wave in one shot with the destruction mechanism (pressing it a second time). Usually you want to take an enemy bot as your waves confront their waves. Use the Fire Rate buff, to destroy everything remaining. And then attack the next turret in line, usually by blowing up the bot you took over.
At level 4 AI and Bot-X, a possessed Fuji has something like 600 damage per second. This is closest you'll get to a nuke/attack skill.
The hardest thing to re-teach yourself with Leo is that he isn't a pusher. You don't want to dive into a turret with a wave of bots. You have to let the bots do 100% of the work (in most cases). You never want to find yourself alone; always with bots or teammates nearby.
Personally, I main support, but I play Leo on Spunky, just because I feel safest on that map a him due to the corners.
The laser hits the first target and then splits up and hits everything behind it for more damage than the initial hit. Think of a light hitting a prism, and that's how it works. It has TERRIBLE falloff, but you'll probably use it anyway if you are low on charge. You basically always want to be building charge and watching team HP for when to get the most out of it. His second weapon is the opposite and has no falloff if I remember correctly. Use that to score distant kills or to take down turrets faster than the laser.
I personally like to deploy the turret since it deals damage and provides armor. Just never be too far from it and you'll always have an out. Every so often, teleport back to base and then recall your turret. Buy fujis for both lanes and head back to the front. Your turret should be almost off cooldown by then for better repositioning.
So, +500% CC for the next 5 matches. Going by my win rate, that would favor three wins and two losses. For the sake of easy math, let's assume a win is 100 CC and a loss is 50. That would be 1500 CC for the wins and 500 for the losses. So you get 2000 total. Compare this to +100% CC for the next 10 wins. That would be 2000 CC no matter what.
The clincher here is that the win boost is four bucks, whereas the match boost is ten. Granted, you could win all five of our boosted matches and come out with a total of 2500, but you could just as easily lose five matches and get screwed with 1250. First win bonus shouldn't be ignored (unless they have changed this since I last got a boost). Ballparking it at 250 CC, that is 1250 for a 500% win and a mere 500 for a double win boost. Since you'd be silly not to let your daily win get boosted, that'd be 2750 for the 500% and 2300 for the win boost. Better, but the cost-per-boost is 575 CC per dollar with the double boost, and the is 275 CC a dollar for the 500%.
My math might be wrong here. Let's assume the 500% boost is on top of the base value. So 600 a win and 300 for a loss. That brings it up to 2400 compared to 2000, and 3300 compared to 2300 when you throw in WotD. Still that's 330 CC compared to 575 CC on a per-dollar level. Maybe I got the in-store price for the doubled boost wrong: even at $5 it is 460 CC per dollar.
Final hypothetical: win all of your matches with the bonus. That is 3900 CC total: which comes to 390 CC a dollar. Even under these unlikely conditions you would still be better off with the per-win boost. Someone can double-check my math, as it is late and maybe I fumbled somewhere. But the new boost looks like a terrible deal. I'm fine with it being something of a gamble (you MIGHT get better CC/dollar with this), but right now that is hardly the case.
EDIT: Double checking the store, it is $9.99 for +500% credits on your next five matches and $4.49 for +100% credits on your next ten wins. So 517.5 CC a dollar for the win boost. Still a superior deal.
Posts
Hey, no.
Steam ID: Obos Vent: Obos
I've yet to do this stupidly and get myself killed. It's only a matter of time though.
It was the right thing to do.
Also, I really enjoy playing Leo, but I win so much more when I'm combat girl. It's quite the conundrum.
It was.
Though really the best plan (with a coordinated team) is to push mostly left, get $100, and immediately use the center jump pad to flank the shit out of the enemy team.
Exactly. In fact, I feel like most games on spunky turn into a game of who can get that first $100 to do this.
Pokemon Safari - Sneasel, Pawniard, ????
The chances of you getting a taunt/uniform/weapon for a character that you use is not too great. Maybe when they add trading?
In other news, a generous benefactor has given me six Giant Bomb codes for the explicit purpose of handing them out on my YouTube channel. Check that out next week if you're interested.
I just recently got Massive Air. Got Bot Buster just before that.
Just did a count, I've currently got 24/34 products. I think I've only bought 9 of them.
edit: forgot I can just look at my inventory and see which ones I've gotten for prizes. Including duplicates, I've received 22 products. I think about 4 of them or repeats.
Pokemon Safari - Sneasel, Pawniard, ????
PSN: JPBrowncoat Xbox: BamSaidTheLaday Also on Steam! Streaming games!
http://www.twitch.tv/grmbr/b/316480609
edit: wow, most of these questions are terrible
edit2: wow, like 5 minutes of whining about crits. sucks for guf - basically getting bitched at for being nice enough to answer questions. now I feel bad for throwing him off the map when I played him last week :P
It drove me nuts because it's clearly something they threw in for the hell of it.
I'm not sure why "we understand why some players dislike crits, but we want them in our game" wasn't a sufficient answer.
...and everyone has equal opportunity to use the products and endos that affect crit chance. it's not like you drop below .6 w/l ratio and unlock the triple critz product
TF2, where crits are turned off in competitive play.
It's not like they'd be taking away stuff people bought with cash.
Pokemon Safari - Sneasel, Pawniard, ????
Similar to people who hated the random tripping in Smash Bros Brawl, and the inability to turn off exploding items.
That said, I'm not anti crits, I just get the idea.
Steam ID: Obos Vent: Obos
I might be pissed if I'm right next to the spawn point and someone gets a lucky crit hit 2/3's across the map.
But that shit happens in every FPS. Especially where head shots = one hit kill.
Got the product that returns health to me and nearby team-mates when I kill an enemy.
It was certainly something different.
Pokemon Safari - Sneasel, Pawniard, ????
Megabeth is a little broken because she can destroy turrets from 2/3s across the map without any danger to her.
What do Giant Bomb codes do in this game? Or do you mean giant-bomb codes for their own websites?
they were only giving out the codes for about 20 hours last week.
You hit things to gain energy that you can use in your secondary for a global heal, is that how it works?
Also, his take over robot or become a bomb thing seems to randomly decide what to do, do you need to point at the bot you want or just be close?
Man, I didn't realize this character was so confusing when I fought against him, he's a good stabby-cushion.
the targeting on the bots converter isn't great, but yeah - try to aim it at the one you want to hit.
The AI possession skill is great early on because it can kill a whole wave in one shot with the destruction mechanism (pressing it a second time). Usually you want to take an enemy bot as your waves confront their waves. Use the Fire Rate buff, to destroy everything remaining. And then attack the next turret in line, usually by blowing up the bot you took over.
At level 4 AI and Bot-X, a possessed Fuji has something like 600 damage per second. This is closest you'll get to a nuke/attack skill.
The hardest thing to re-teach yourself with Leo is that he isn't a pusher. You don't want to dive into a turret with a wave of bots. You have to let the bots do 100% of the work (in most cases). You never want to find yourself alone; always with bots or teammates nearby.
Personally, I main support, but I play Leo on Spunky, just because I feel safest on that map a him due to the corners.
Pokemon Safari - Sneasel, Pawniard, ????
I personally like to deploy the turret since it deals damage and provides armor. Just never be too far from it and you'll always have an out. Every so often, teleport back to base and then recall your turret. Buy fujis for both lanes and head back to the front. Your turret should be almost off cooldown by then for better repositioning.
So, +500% CC for the next 5 matches. Going by my win rate, that would favor three wins and two losses. For the sake of easy math, let's assume a win is 100 CC and a loss is 50. That would be 1500 CC for the wins and 500 for the losses. So you get 2000 total. Compare this to +100% CC for the next 10 wins. That would be 2000 CC no matter what.
The clincher here is that the win boost is four bucks, whereas the match boost is ten. Granted, you could win all five of our boosted matches and come out with a total of 2500, but you could just as easily lose five matches and get screwed with 1250. First win bonus shouldn't be ignored (unless they have changed this since I last got a boost). Ballparking it at 250 CC, that is 1250 for a 500% win and a mere 500 for a double win boost. Since you'd be silly not to let your daily win get boosted, that'd be 2750 for the 500% and 2300 for the win boost. Better, but the cost-per-boost is 575 CC per dollar with the double boost, and the is 275 CC a dollar for the 500%.
My math might be wrong here. Let's assume the 500% boost is on top of the base value. So 600 a win and 300 for a loss. That brings it up to 2400 compared to 2000, and 3300 compared to 2300 when you throw in WotD. Still that's 330 CC compared to 575 CC on a per-dollar level. Maybe I got the in-store price for the doubled boost wrong: even at $5 it is 460 CC per dollar.
Final hypothetical: win all of your matches with the bonus. That is 3900 CC total: which comes to 390 CC a dollar. Even under these unlikely conditions you would still be better off with the per-win boost. Someone can double-check my math, as it is late and maybe I fumbled somewhere. But the new boost looks like a terrible deal. I'm fine with it being something of a gamble (you MIGHT get better CC/dollar with this), but right now that is hardly the case.
EDIT: Double checking the store, it is $9.99 for +500% credits on your next five matches and $4.49 for +100% credits on your next ten wins. So 517.5 CC a dollar for the win boost. Still a superior deal.