Team-Up Feature Discussion

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  • darthmental
    darthmental Posts: 104
    I was testing to see if the AI can use multiple Team ups per match, and in my just completed match, the AI used two different Team ups against me.

    This is just an FYI, as I'm not sure if it has been mentioned......not sure if its intended.
  • Ludaa
    Ludaa Posts: 542
    Having Juggs use onslaught on me isn't a feature I was looking forward to. This will make the game more random (difficult).
    An option to delete them is sorely needed. The TU Tiles are a little too "glowy" for my liking too.
  • DrNitroman
    DrNitroman Posts: 966 Critical Contributor
    IceIX wrote:
    Team-Ups are currently only gained through actual gameplay, no purchases. We're actually more likely to investigate things like having them giftable between Alliance members before we have them be some kind of grab bag or directly purchaseable item.
    Maybe it's too early to discuss this point but IceIX suggested that in the future team-ups may be giftable between Alliance members.
    I'd like to gain a cooperation feature for alliances!
  • I'd add Venom's Snare to the list of nice to have's - I will be farming that one from the heroics (and prologue if they drop there still). It's nice to have a cheap emergency stun available in any fight.
  • scottee
    scottee Posts: 1,610 Chairperson of the Boards
    Super interesting.

    Team-up powers get boosted if the character is boosted in that event. I have a hypersonic punch that is level 60 in the lightning round, but was level 150 in the PVE.
  • akboyce
    akboyce Posts: 285 Mover and Shaker
    scottee wrote:
    Teke184 wrote:
    I'm wondering about two things-

    1. How can we see what team-ups are being run by the opponent before starting the match?

    2. How do we know what team-ups are being used by our defensive teams on PVP now?


    The theory I've heard so far on #2 is that it is randomly chosen from your roster, which supports what Ice said about the devs wanting us to have a well rounded roster.

    People like Flo who have 2-3 maxed 3*s and little else would be SOL under such a mechanic.

    You can't and you can't.

    Defensive team ups are random.

    Random from what? The entirety of characters levels and colors?

    Or (and I hope this is not the case) chosen randomly from YOUR roster. If that is the case it means it is now a HUGE liability to have a diverse roster. Why would I want to keep a low level 1 star on my roster if there is even a CHANCE that character appears as one of my team ups.

    If it is from your roster then you are punished for having all the characters. It is already hard to keep all the characters because you have to pay more for extra slots but now by having Yelena in my roster she may just show up and waste a team up slot?

    If it is random from your inventory it becomes beneficial to sell off weaker 2 stars and almost all the 1 stars.
  • babinro
    babinro Posts: 771 Critical Contributor
    Initial Impressions:

    - The feature 'seems' to promote never actually using it. I'm already at the point where I'd rather have 3 boosts I'll never use for the defensive game. This is assuming of course the game uses your last selected boost from a win for all your defensive games. I've not been able to confirm this yet.

    - The fact that your boost selections aren't remembered from match to match is clunky and extremely tedious. Please make it so your prior unused selections are remembered

    - The AI is now significantly more threatening than ever before. I view this as an interesting tactical change to the game and one that's for the better. Leaving all the environmental tiles for the AI was an advantageous tactic before. Now we need to be more aware of what's going on and react accordingly.

    - Limiting the feature to 1 activation per boost per match was a great idea to prevent abuse

    - Making it so crit tiles don't generate added Team-up AP was also a great idea to prevent abuse

    - Not having the ability to remove 'useless' team up boosts is concerning. I'm not sure what happens when you reach the 20 boost cap but I'm already clogged up with several powers I don't want. It would be cool if we could right click and sell them for 100 ISO.

    - The info icon when facing an opponent in PvP should really show what team ups the AI will be using. This info could be useful when determining battles.

    - All told this is a fun addition to the game. It'll be a whole lot MORE fun if your chosen boosts don't apply to defensive matchups because this will allow me to actively want to spend them.
  • scottee
    scottee Posts: 1,610 Chairperson of the Boards
    akboyce wrote:
    scottee wrote:
    Teke184 wrote:
    I'm wondering about two things-

    1. How can we see what team-ups are being run by the opponent before starting the match?

    2. How do we know what team-ups are being used by our defensive teams on PVP now?


    The theory I've heard so far on #2 is that it is randomly chosen from your roster, which supports what Ice said about the devs wanting us to have a well rounded roster.

    People like Flo who have 2-3 maxed 3*s and little else would be SOL under such a mechanic.

    You can't and you can't.

    Defensive team ups are random.

    Random from what? The entirety of characters levels and colors?

    Or (and I hope this is not the case) chosen randomly from YOUR roster. If that is the case it means it is now a HUGE liability to have a diverse roster. Why would I want to keep a low level 1 star on my roster if there is even a CHANCE that character appears as one of my team ups.

    If it is from your roster then you are punished for having all the characters. It is already hard to keep all the characters because you have to pay more for extra slots but now by having Yelena in my roster she may just show up and waste a team up slot?

    If it is random from your inventory it becomes beneficial to sell off weaker 2 stars and almost all the 1 stars.

    Any character, any level. I'm running into a lot of low level abilities. It looks like defensive team-ups that do damage tend to not be too scary. But ones that generate/steal AP, watch out.

    In general, check the opponent's team ups and read carefully.
  • Colognoisseur
    Colognoisseur Posts: 807 Critical Contributor
    I would like to have the option to accept the team up drop or discard it.
  • scottee
    scottee Posts: 1,610 Chairperson of the Boards
    I would like to have the option to accept the team up drop or discard it.

    Yeah, farming seed teams in the lighting round is problematic because I'm picking up low level pistol and sniper rifles. Though the low level lightning storm was kinda useful.
  • TheHueyFreeman
    TheHueyFreeman Posts: 472 Mover and Shaker
    Using strike tiles has no effect on TU match damage. Fyi.
  • Proglogue just became viable again!
    No not for farming teamups silly, for unloading the ones we don't want!
  • scottee
    scottee Posts: 1,610 Chairperson of the Boards
    My tank team just lost to a seed team in the lightning round because I wasn't really paying attention and the AI took every single TU match available. Aggressive Recon, Berserker Rage, dead Loki and DD.
  • New goal. I just got a Control Shift Moonstone TU. I want to steal Ares' Sunder countdown and see if it will true heal whichever character ends up owning the tile.
  • Unknown
    edited July 2014
    Thugpatrol wrote:
    Two immediate issues I see (other than the previously mentioned bug) are lack of display info on the Team-Ups and lack of delete function. Right now there's no display at all for what the team-ups do. Some people may not be familiar with all the powers, not to mention powers at weird numbers of covers at weird levels. Again, not enough information which should have been very easy to include.
    I posted something similar on another post before I noticed this one.
    Narkon wrote:
    After playing some more, I identified a significant issue with the current system. Not being able to delete TU abilities sucks. I doubt this feature was properly tested (as is the case with almost everything else in this game) because you can find yourself fast with 20 high cost TU abilities you don't want to use. It will be very useful if next to our Roster tab we get an Inventory tab that gives access to TU and boosts and allow us to delete unwanted TUs. Or at least an X on the top right corner of each TU ability you can press to delete it (with confirmation of course - in case they forget the obvious things again). Forcing players to hunt for TU AP so they can get rid of unwanted TU abilities is more boring and dangerous than I thought at first. I was stuck with 3x Moonstone's black (17AP) in a 15/20 TU pool until I was forced to go after TU tiles so I could spend 2 of them in 2 matches. Getting 17 AP from a "color" you don't plan to use is a very bad design decision and I am not sure how none of the testers (if there were any) had no problem with this.
  • I was stuck with a low level moonstone 17 cost ability. I want to dump it so I don't waste getting something better and not being able to put it in storage.
    You have to use it to lose it. It creates an odd burden of getting off abilities that you dont want which is unfortunate but so far my only complaint.
    [/quote]

    I think this is an intentional anti-tanking measure. The more you fight low-level teams, the more you get stuck with useless low level TU abilities. It also (to some degree) addresses the complaints that there should be a benefit to fighting harder teams.

    My idle thought: what's going to happen when people start using lvl 300+ abilities from overscaled PvE in PvP?
  • akboyce
    akboyce Posts: 285 Mover and Shaker
    edited July 2014
    One more warning for people.

    Was doing the Lightning Rounds. Opponent random rolled into having Iron Man 40 as team up partner.

    He had the red crystal mark indicating he was boosted so it seems the boosts of event impact team ups too.

    Additional notes:

    I got a 166 Hulk team up from the fight. It is boosted to 249 in the event.

    So I got the unboosted team up Hulk (166 not 249 by default) but it is boosted if used in an event where he is boosted. AKA you can not go farm 249 Hulks from the Lightning Rounds BUT your 166 Hulks will be 249 in the LR.

    I am not sure how this will work with scaled PVE opponents. I do not want to imagine level 300+ Juggernaut team ups.

    FINAL WARNING: Watch out for opponents with boosted team ups in events with multiple boosted characters like the lightning rounds. You can now face 3 boosted characters with multiple boosted team ups. Luckily you do not have to worry about this in normal one character boosted pvps since you can not use team up tokens of characters you are using.
  • I have a Moonstone control shift TU that costs 17 AP that I'll never be able to/want to use.

    Add feature to delete team-ups please. I don't feel like going into prologue to use Storm's yellow 10 times in a row to get rid of the ones I don't want. Its like prologue healing all over again.

    Also more explanation about the team ups in the TU selection menu would be better. Like what it actually does in-game, the TU cost, etc.
  • Is this new feature exploitable? (Not that I want to exploit it)

    Is it possible to load up a defensive team with Nick Fury, Hood and GSBW, and then have your Alliance members attack you over and over again and gain some of the better TUs in the game?
  • Narkon wrote:
    Not being able to delete TU abilities sucks. I doubt this feature was properly tested (as is the case with almost everything else in this game) because you can find yourself fast with 20 high cost TU abilities you don't want to use.
    After one LRs worth of seed teams I now have an inventory full of GSBW Sniper Rifles and Pistols to go with the Control Shift I've yet to unload. So in the span of a few hours we have identified a number of significant issues and one flat out bug that they either weren't aware of or didn't care enough to fix. Once again we're left to wonder if they're simply incompetent or downright negligent. What is their testing process exactly? Does anyone there play this game? Do they even care about the quality of their product? I wonder about these things.

    Interesting feature. Some potential, some potentially scary implications. All around terrible implementation.