Team-Up Feature Discussion
Comments
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Mahabone wrote: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?
Well they would have to skip to find you AND now using someone with a juicy team up power like a max level Fury paints a bullseye on you saying please come kill me and take my sweet team up tokens.
If you are using Fury expect more people to fight you hoping to get his sweet powers.0 -
WOW, just WOW!
In a PvE fight, level 130s should be no problem. Matching away in this horrible nerfed roster...
And than BAM! 5K SUPERNOVA - everyone dead. Thank you have a nice day, oh and don't forget to use some health packs on your way back...0 -
Whenever I am playing a match now, I give a quick glance across the board and in the back of my mind think that the team-up AP tiles are a bunch of crit tiles and have a minor heart attack.0
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I'm copying this from the patch R58 discussion thread, in case some people missed it. IceIX mentions how team-ups work on defense in PVP:IceIX wrote:flnn1 wrote:IceIX wrote:For defense, your team will get a random supply of 3 Team-Up powers to use, taken from the characters available in the applicable Comic Pack for that Event (or Heroics if there's no Pack for that Event). So you'll be facing off against teams that have a variety of powers available to them as a result.
1. Does this mean that whenever I face someone's defensive team on PVP, the opponent will always have 3 team up powers equipped?
2. Is the random team up power's strength based on the strength of that power on your own roster? If yes, what about people with copies of the same character?
3. Will we know the 3 random team up abilities the opposing team has before entering the match?
2. It's a random 3 powers with roughly equal power to the average level of the characters used. So if the person has three 166s, expect to see 3 166 abilities.
3. No.
As someone else noted, opponents sometimes have only 1 or 2 team-up abilities, so I'm not sure about IceIX's answer to #1.0 -
During the boost select screen, when viewing the roster, does it pulsate "flashes" for anyone else?0
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The enemy teams I'm seeing do seem to have Sentry powers far more often than anything reasonable. Even low level teams.
I think the process of maintaining Team-Up abilities should be called Prologue Heaping.0 -
Nonce Equitaur 2 wrote:The current Team-Up implementation will nerf diversity. Rarely used characters will attract even more attacks than they do now, further discouraging their usage.
Some of the most useful Team-up powers are
Demolition -- Nick Fury
Avengers Assemble! -- Nick Fury
Rage of the Panther -- Black Panther
Sniper Rifle -- Black Widow
Trickery -- Loki
Twin Pistols -- The Hood (Collect 18 AP)
Call The Storm -- Thor
Wind Storm -- Classic Storm (Long stun and nuke)
Hailstorm -- Storm Classic or Mohawk (Fill up the board with strike tiles)
Bird Strike -- Falcon (Lots of defense tiles)
Force Bubbles -- Invisible Woman (Lock down all tiles of some type)
Symbiote Snare -- Venom (Stun entire team)
Who will be attacked first -- a Hulk/Patch/Mags team, or a Fury/Panther/Hood team? The second team would have better team-up drops, so they would be attacked first.
I expect to see a lot more Hulk as the Team-up effects ripple through, even more than now. Characters that are rare in PvP will become even rarer since many will covet these harder-to-find drops.
Then again, Tanking has been made a lot easier. Put up a Hood/Loki/Storm team, give them Rage of the Panther and a few other good Team Up powers, win mostly via the team-ups, and then watch as 20 people attack.
I agree with you on principle here, but I don't think anyone here is seriously going to complain over a stockpile of CotS, RotP, Demolition, and so on. In any event, the net result of team-ups is an advancing arms race. Expect massive nukes to be flying everywhere on most fights. If a player can escape this fate for a fight or two, then they should consider themselves lucky for either a bad random roll for AI Team-Ups or a very favorable board that enables them to win quickly. I would hardly expect that to be the norm, though.0 -
From my limited experience with TUs, I think the fact they need only TU AP to be used breaks the game. They would be much more balanced if they needed 6-9 TU AP IN ADDITION to their actual cost. We will play most matches with 1 or no TU abilities against teams with an infinite supply of TU abilities. The ~100 damage from a TU match is fine, but most of the time you will want to focus on color AP and not TU. If you are unlucky to fight against a team with a high level Headbutt/Fireball TU then you essentially have to choose between matching TU tiles (to deny the damage from that TU ability that will be a danger for the entire match) for AP that is not useful for you, or matching color AP and lose a team member. Both options suck in a game that is already based almost entirely on luck and board setup.0
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You don't get to pick which Team-Ups your team uses on Defense.
It is random from the Packs associated with that PvP Event.0 -
akboyce wrote:Mahabone wrote: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?
Well they would have to skip to find you AND now using someone with a juicy team up power like a max level Fury paints a bullseye on you saying please come kill me and take my sweet team up tokens.
If you are using Fury expect more people to fight you hoping to get his sweet powers.
I thought about that, but it seems unlikely. But if so, Iron Man becomes the ultimate deterrent, because no one wants to be saddled with a Team Up that takes 19 points to burn off...0 -
My early thoughts:
1. Finally a feature that rewards attacking powerful teams! The better your opponents, the better the TU you get.
2. Lightning Round quickly filled my inventory with high cost TU's that have no value. Which now makes Storm the queen of the Prologue for TU dumping. TU delete sorely needed.
3. Overall seems like a really fun addition. Now I want to fight scarier teams so I can steal their cool abilities, and it changes the board strategy significantly.0 -
Whew! If you thought prologue healing was tedious try prologue team-up tile clean out.
A round of seed teams in lr gave me a bunch of low level sniper rifles which I don't want.
What's the solution head to the prologue and match team up tiles only and use those low level snipers to take out a bunch of goons.
Talk about tedious0 -
Interesting.
My alliance just noted that using a Team-Up of Ares' green consumes your actual green AP, because the ability says it depletes your green AP.0 -
What really makes these high level Team-Up powers dangerous is none of the usual means of mitigation work. You can't just kill or stun the person who's about to unload a power on you, because as long as one member of the enemy is standing TUs are still in play. None of the AP stealing powers work on those points, so hard denial is really your only option. With the way the AI goes after these things (probably still thinks there's a hot dog stand at the end of the rainbow) and it's propensity for crazy cascades, you can expect to be eating a lot of TU powers in the future.0
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Narkon wrote:flnn1 wrote:As someone else noted, opponents sometimes have only 1 or 2 team-up abilities, so I'm not sure about IceIX's answer to #1.0
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Actually, I think the best solution is the following:
Step 1 - fill all slots with low-cost team-ups
Step 2 - enter battle:
Step 2a (seed team / Bullseye / etc.) - don't equip / use team-up
Step 2b (worthwhile opponent levels / powers) - equip low-cost teamup and use when appropriate
Step 3b add useful power to team-up list
Where can I reliably get a low-cost team-up power, you ask? Well IceIX has told us already, They Call Him Ragnarok. Say hello to unlimited 5ap 140lvl 'claps & Godlike Powers.
Note: he is also useful for dumping excess powers - just got rid of my Control shift this way. Yes, it might be a tedious slog to do right now, but it should save multiple tedious slogs later on...0 -
JessyC01 wrote:I have a Moonstone control shift TU that costs 17 AP that I'll never be able to/want to use.
I dont get this whole thing. If we were killing off our enemies quickly without using the useless environment tiles before, why should we change our tactics and incur more damage just to use a TU ability? I guess its cool if by chance I get enough AP - but I dont want to go out of my way and lose more health.0 -
My only complaint so far (apart from not being able to dump rubbish team ups) is that it would have been nice for your choices to be saved the same way boosts are. If I pick a low level Mjolnirs Might and don't get around to using it - tends to happen while Patchnetoing - I'd like it to still be one of my choices next battle.
Having to re-select them every fight is a bit tedious.0
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