How do you like the NEW Team Up ?

24

Comments

  • HailMary
    HailMary Posts: 2,179
    With the new features, I mainly wonder what happens to a patrol-sourced TUP after a characters gets recalled from patrol. I expect the TUP disappears, since patrol-sourced TUPs are specially marked can surpass the 20-TUP limit. If so, that's... not very useful. Coupled with the fact that it's a random TUP from that character, I don't see TUPs becoming wonderful anytime soon.

    Still, the delete button is a nice improvement, even though it's barely bigger than a grain of couthcouth.
  • Not many people have voted yet, but as of right now 70% still want the TUs completely gone.
  • orionpeace wrote:
    I see that as of this post, 3 people have voted that TUs are even worse than before.

    How could it be worse? You can delete unwanted TUs and the AI can never use more than one.

    I see that as an improvement. At worst, it seems it would be "about the same" if you just hate them in general.

    Any of those voters care to explain? I'm not saying you don't have the right to opinion. I just seek understanding. No judgement implied or stated here.

    For the record, I voted "Improvement but they still need to go away".


    Deleting them isn't an improvement if you never use them. Being forced to scroll the chat window because the dumb TU requests take two pages IS a major downgrade. Yet another proof Demiurge are a bunch of monkeys with typewriters.
  • I love it. I'm counting the days until everyone uses the same 3 TUP's over and over again.

    But seriously, I like it. I think it's a serious advantage for transitioning players. You can now get a Sentry WR or Supernova or the like to use on offense. Once, you get used to it, it's a lot more fun. I've been using as a bail out or fail safe, but I could see other players really taking advantage of this feature to level the playing field both in PVP and PVE.

    Personally, when I get a bad board without my colors, I can at least use TUP's to hold off the AI until I can shake up the board or the board gets better.
  • Mind if I ask you what TUs have you found even remotely usable? They're either cheap and useless or too expensive to trigger regularly.
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    They fixed one important thing, and added a completely unbaked new feature with an unbelievably terrible UI, breaking chat almost completely, when they should have been focusing on fixing the other TU bugs and balance issues.

    "Bungled". The word of the day is "bungled".
  • rixmith
    rixmith Posts: 707 Critical Contributor
    Overall I'm neutral on TU's. The Delete option is a much needed improvement, and limiting the AI to one at least allows me to plan for what is going to happen. I try to use TU's to cover weaknesses in my team, so there is at least some strategy to them. I don't miss environment tiles as they were implemented (either nearly worthless or way too powerful) but did like having the environment have some impact on which characters would be best to bring to the fight - team composition strategy is one of the most fun elements of the game for me.

    If TU's went away tomorrow I wouldn't miss them, but I don't hate them and do get some satisfaction when I actually manage to use them.
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    Here's a new feature for R60: send a team mate a +3 AP single color boost, but lose the ability to match that color for the next week. Buy the color back early by deleting your highest level character.
  • sorcered wrote:
    Mind if I ask you what TUs have you found even remotely usable? They're either cheap and useless or too expensive to trigger regularly.

    Blue C Storm, OBW Purple, Ares Green, Hood Black, Venom Purple, Lazy Cap Red and Blue, Human Torch Red, and Sentry Green to name some of my faves so far.
  • rixmith
    rixmith Posts: 707 Critical Contributor
    sorcered wrote:
    Mind if I ask you what TUs have you found even remotely usable? They're either cheap and useless or too expensive to trigger regularly.

    I think there are some which are extremely useful:

    Godlike Power can save you when you need to get rid a CD tile (or a bunch of strike/protects) in the middle of the board and only costs 6
    Feral Claws for 6
    Thunderclap for 6 nets > 1100 damage and creates green tiles
    Bring in an Ares Onslaught with a team that doesn't use green
    mStorm's Lightning Storm for 10 turns 10 TUAP into 14 other AP
    A Daredevil Ambush for 7 can win you the game in an instant
    Aggressive Recon is always huge
    5 points for an All Tied Up to stun your opponent before he fires off something awful...

    It isn't hard to randomly get 6 TUAP and there are some pretty good cheap abilities for that, IMO.
  • By the time I finally get 6 TUAP, I'm usually already winning the match (Sentry FTW). I admit of using Storm & OBW once, but since I preferred to save them for defensive purposes. Too much trouble actively seeking OBW/Stirm teams to increase the chance of getting the right power.
  • The concept of having heroes team up was a good one, however doing in this way seems cumbersome for most people (having to select before every fight, collecting under-powered AP, getting Sentry-smashed by a team without him, new patrol time hindering everyone etc). I think the way they properly could have done this is actually executed properly in a Disney XD Avengers game that my younger brother played: you select 3 of the 6 heroes from the show, and depending on the two you put in back, those 2 heroes synergize and create a new special ability that fires off every once in a while. So for example in that game, putting Iron Man in front with Cap/Thor in the back makes Thor ricochet lightning off the shield every once in a while.

    In MPQ's case, that would solve a handful of problems. You don't pre-select before each fight, because they aren't boost-like but are based on your team's composition. You don't collect weak TUAP to use an external move, but instead collect 6 Yellow AP and 7 Red AP with Thor/Cap to fire a Team Up move of "Thunder Shield". And with regards to lending heroes, eliminate patrol time and instead have the alliance members gift a team-up move that the "giftee" can't use (for example if you send me a "Speed Ball" team-up move when I lack Wolverine, Hulk, or both)

    Of course it is difficult to implement team-up moves between 40+ characters. So I'd suggest the following: In this case, do not differentiate between character variations (A.Wolv, Patch, and X-Force get the same team-up moves when mixed with other characters). In addition, do not have Wolverine generate a different move with every single character: have him synergize in that regard with 3-5 other people and show who he can pair up with in this way on his info screen. This can also foster roster diversity in that Wolverine will have no extra team-up when paired with Magneto, nor Daken with Sentry etc. The tendency may be to pair Patchneto, but if Patch/BP synergize to create "Claw Power" with 5 Green/4 Yellow creating 10 strike tiles, then a few people may consider it.

    Just a thought. TUs are better than they were yesterday, but still not the positive game-changer D3 was hoping for at this time
  • What I like most about Team Ups is the long and detailed explanations we could get, on how they work.

    Still, I can see a lot of "I wonder if, I wonder how..."

    icon_e_biggrin.gif

    Now, on a more serious note :

    I don't know what you think, but WHY do we have to deal with Team Ups in the Alliance chat ??? What does it have to do with the chat ?
  • El_Dude
    El_Dude Posts: 53
    I love it. I'm counting the days until everyone uses the same 3 TUP's over and over again.

    But seriously, I like it. I think it's a serious advantage for transitioning players. You can now get a Sentry WR or Supernova or the like to use on offense. Once, you get used to it, it's a lot more fun. I've been using as a bail out or fail safe, but I could see other players really taking advantage of this feature to level the playing field both in PVP and PVE.

    Personally, when I get a bad board without my colors, I can at least use TUP's to hold off the AI until I can shake up the board or the board gets better.


    But transitioning players would have to actually take on and beat a team with a high level Sentry to get a worthwhile Sentry TU. That doesn't really happen. And at low levels he's more annoying than anything else. Then, even if you beat that team, you could just as easily come away with a TU from the other two enemy teammates. I'm borderline 2*/3* and if I see a PvP team with a leveled up Sentry on it, I move on. Not worth the damage.
  • Dayv
    Dayv Posts: 4,449 Chairperson of the Boards
    arktos1971 wrote:
    I don't know what you think, but WHY do we have to deal with Team Ups in the Alliance chat ??? What does it have to do with the chat ?
    It's easier to shoehorn a new feature into an existing piece of UI than to actually plan it out and do it right?
  • BearVenger
    BearVenger Posts: 455 Mover and Shaker
    Let me just add how much I like the game automatically taking the HP from my account when I touch on the "patrolled" character to find out how much it costs, especially when the "patrol" section of the chat has disappeared.

    Screens where you don't need them and no screens where you do.
  • Seems like you could change the title of this thread to "Petition to bring back enviroment tiles because Team Ups are terrible".
  • daveomite
    daveomite Posts: 1,331 Chairperson of the Boards
    When I play, I focus on ending a match as fast as possible. So, I only match TU tiles if there is no better option available. So, rarely would I ever get enough TU to even use them.

    Given that, the only way they would ever be useful...I would have to completely change how I play, which I'm simply not going to do.

    TU's for pve against 200-300 high health level, maybe ok. In pvp battles, not.

    There is zero way to plan, which means zero possibility of strategy. You see a match, plan for it using the right characters/counters to what the team you'd be facing is. Then during the match, you get hit with an ability that isn't what you are prepared for. Sure, the element of surprise may be nice, but this isn't a movie like The Grudge, or at least shouldn't be.

    I realize some people may like TU's. Then, great for you. I would say that I am indifferent, but I can't be as they get used against me constantly. So, it's impossible to be indifferent about them.

    It has changed the structure of the game. The new delete button is at least an improvement, thankfully, but it should have been there from the beginning. That's just a fix to poor design and planning...not a new feature.

    It's not going to make me quit, but, it's just another reason to consider it eventually.

    Bring the fun of the game back. Just let it be. Stop changing just to change. Fix what needs to be fixed. Allow the game to evoke positive feelings of enjoyment playing it, not frustration. That's when you'll have a winner.
  • Kelbris
    Kelbris Posts: 1,051
    babinro wrote:

    1) Let the game remember our selections like it does with boost.

    I won't use then until this is implemented. They're too slow.
  • Teamup only slow you down in the sense that selecting 3 of them each game is too slow. They don't slow you down for matching them in game. Let's say you have Sentry + Daken and your teamup are Berserker Rage, Judgment, and Battleplan. Sure you could do Sacrifice + World Rupture but what if the yellow tiles just aren't coming your way? And if you don't start out boosted it is just as likely there will be good TU AP for one of your 3 abilities compared to yellow for Sacrifice. No I probably won't be using them in PvP during any stretch that matters because the interface is still too slow, but if there's some way to auto load them, I don't see why having another way to get a powerful strike tile is somehow slower than the existing Sentry combos. In fact you probably want to do something like World Rupture + Judgment + Battleplan in case you don't get the green tiles for whatever reason but do have yellow. How is having more options to fire off a move that can kill everything slow you down (beyond the initial time to load the move, which is indeed too slow).