The Simulator (September 3-10 2014)
Comments
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Just going to throw this out there...
The selection of current 3* boosted characters:
Beast - new character, devs want to see how he plays.
Daken - strong character about to get balanced, devs want to see how he plays post balance.
Sentry - strong character and with Mags and Daken about to get a going over and thefore his usefulness in the upper tiers increasing, devs want to see how he plays post other balances (to get an idea about how much they need to balance him, which they all ready likely have an idea about, but need metrical proof).0 -
I know people have a hard time coming up with their own strategies and adjusting to new situations, so I'll throw you all a bone.
On the Deadpool(s) node, always target the one with highest health and Life of the Party never goes off. You're welcome.0 -
scottee wrote:I know people have a hard time coming up with their own strategies and adjusting to new situations, so I'll throw you all a bone.
On the Deadpool(s) node, always target the one with highest health and Life of the Party never goes off. You're welcome.
I was going to give you a thumbs-up as you're giving me more points for fewer health packs. Then I realised you were doing the same for everyone else, so I was going to give you a thumbs-down. Then I realised that only a small fraction of the people in my bracket will read this forum, so it's back to thumbs-up.0 -
I wonder how a Modern hawkeye x 3 node would work (before they change avoid). They will all avoid basic attacks and single target abilities, so the attack will bounce from the lead hawkeye to a back hawkeye which will bounce to the other back hawkeye... which will bounce to the first hawkeye again? Infinite hawkeye avoids?
Same thing for AOE attacks, but the lead avoids the AOE damage to a back hawkeye for double damage, who then avoids that damage (or would he take it based on how it's coded?) and so on. At the same time the other hawkeyes are avoiding the initial AOE damage onto different hawkeyes.
It's hawkeyes all the way down!0 -
eidehua wrote:I wonder how a Modern hawkeye x 3 node would work (before they change avoid). They will all avoid basic attacks and single target abilities, so the attack will bounce from the lead hawkeye to a back hawkeye which will bounce to the other back hawkeye... which will bounce to the first hawkeye again? Infinite hawkeye avoids?
Same thing for AOE attacks, but the lead avoids the AOE damage to a back hawkeye for double damage, who then avoids that damage (or would he take it based on how it's coded?) and so on. At the same time the other hawkeyes are avoiding the initial AOE damage onto different hawkeyes.
It's hawkeyes all the way down!
I'm not sure about that infinite loop. I would assume (benefit of the doubt, here) that the coding doesn't allow for 2 avoids. I think the only actual time this is possible to test is with Hawk and IW? Though even that only allows for 2 avoids...0 -
tempestuousfury wrote:
I'm not sure about that infinite loop. I would assume (benefit of the doubt, here) that the coding doesn't allow for 2 avoids. I think the only actual time this is possible to test is with Hawk and IW? Though even that only allows for 2 avoids...
Well we could get a glimpse (not definitely of course) and ask one of the people who did the deadpool node if 2 deadpool CD's appeared when attacking a deadpool that has lower health than the other 2 deadpools, meaning 2 of the same passive (as long as on seperate character slots) can trigger.
Plus, I'm not sure why the coding wouldn't allow 2 avoids-- the fact you can have 3 deadpools on the team probably means each deadpool should be an instance of the deadpool class, thus making each one of them "unique". Thus meaning having multiple hawkeyes = multiple unique hawkeyes that can each use avoid. They never had to code for multiple avoids because that was never allowed in standard gameplay.0 -
eidehua wrote:tempestuousfury wrote:
I'm not sure about that infinite loop. I would assume (benefit of the doubt, here) that the coding doesn't allow for 2 avoids. I think the only actual time this is possible to test is with Hawk and IW? Though even that only allows for 2 avoids...
Well we could get a glimpse (not definitely of course) and ask one of the people who did the deadpool node if 2 deadpool CD's appeared when attacking a deadpool that has lower health than the other 2 deadpools, meaning 2 of the same passive (as long as on seperate character slots) can trigger.
Plus, I'm not sure why the coding wouldn't allow 2 avoids-- the fact you can have 3 deadpools on the team probably means each deadpool should be an instance of the deadpool class, thus making each one of them "unique". Thus meaning having multiple hawkeyes = multiple unique hawkeyes that can each use avoid. They never had to code for multiple avoids because that was never allowed in standard gameplay.
Oh... stupid me...
I actually reported that in the bugs section. *slinks away while whistling conspicuously*0 -
eidehua wrote:I wonder how a Modern hawkeye x 3 node would work (before they change avoid). They will all avoid basic attacks and single target abilities, so the attack will bounce from the lead hawkeye to a back hawkeye which will bounce to the other back hawkeye... which will bounce to the first hawkeye again? Infinite hawkeye avoids?
Same thing for AOE attacks, but the lead avoids the AOE damage to a back hawkeye for double damage, who then avoids that damage (or would he take it based on how it's coded?) and so on. At the same time the other hawkeyes are avoiding the initial AOE damage onto different hawkeyes.
It's hawkeyes all the way down!0 -
Moon Roach wrote:scottee wrote:I know people have a hard time coming up with their own strategies and adjusting to new situations, so I'll throw you all a bone.
On the Deadpool(s) node, always target the one with highest health and Life of the Party never goes off. You're welcome.
I was going to give you a thumbs-up as you're giving me more points for fewer health packs. Then I realised you were doing the same for everyone else, so I was going to give you a thumbs-down. Then I realised that only a small fraction of the people in my bracket will read this forum, so it's back to thumbs-up.0 -
This event is just what my Ares needed, was sitting unloved on level 32 before it began, have pumped him full of ISO
They ain't kidding calling that sub hard though...0 -
So it seems like there's a very weak rubberband so far - one pass through every node (in fresh brackets) put me into equal first, 20 points ahead of third, who was only about 20 ahead of fourth.y2fitzy wrote:They ain't kidding calling that sub hard though...
That they are not. I strolled through the normal sub taking almost no damage (apart from Daken dissolving as per usual) but I'm now looking at almost all my 3*s with little black skulls of pain next to them.0 -
LDaken + Patch + Falcon hold up real well no matter who they face for the most part. Sometimes I'll swap Patch with Ares, or Falcon with Hood or cMags...
Sentry has only come out to play maybe 2 or 3 times so far.....
And of course Beast, who is quite disappointing (especially since I don't have his blue cover yet), has to play too.....he usually gets Patch's spot...
All in all, so far I'm rather enjoying this event...love facing different combos, love getting Devil Dino's team ups0 -
Haven't even attempted the Dino node yet. That ability will absolutely destroy my weak little team
Taken me this long to work out a way to take down that juiced up thor0 -
Dave, you tempted me into taking Dino on.
It was a Jurassic Park style massacre Those goons feed him awfully quick0 -
Sorry bout that. I was only referring to Thor.
Devil Dino is a much bigger ask - I threw Beast, OBW and Laken at it and barely squeaked out a win.0 -
My fault then.
Think I might just leave that one for a while...0 -
Tip for the Deadpool node, for the day or so that you can use it yet:
If you manage to get an Electric Arrow off*, the target will be stunned, but if the target doesn't have the highest health, Life of the Party kicks in and another one jumps in front to take the damage. The stun and damage will hit two different Deadpools. Keep that in mind before you fire.
* Assuming you're one of the dozen or so people who use pre-R60 Hawkeye**
** Modern, of course. Does anyone use Classic Hawkeye?0 -
I threw Hulk, Thor, and Hood at the Devil Dino node. Hood was downed fairly quickly, Hulk got angry a lot, but Thor used all that lovely green AP to wipe them out with Call the Storm. Think I'll try Hulk & Ares next time.0
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Enjoying collecting Level 240 Thor Team Ups0
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