Simulator Basics part 2: Electric Boogaloo (Mar 21-30)

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  • daveomite
    daveomite Posts: 1,331 Chairperson of the Boards
    Enough with the 20 iso devs. Bad enough I don't have doom for these so I can't play 3 or so nodes, but then on the ones I can play.... 99% chance I get 20 iso, back to back to back, etc.

    I managed to land top 10 in one round1 level "hard", and top 50 in the other as I've been in the middle of a move. Won 3 of the heroic tokens from the events...All bullseye.

    My point is, it's hard to stay interested at times, though I'm sure I'll keep playing, but please, please find a better way of dealing with rewards for nodes. When I can replay a node 5+ times and all I get is 20 iso, just gets really old, really fast. I'm sure that there are lots of other people out there with only so much time to play, and it would be nice to actually accomplish getting all or most of the rewards on a node.

    rant over. Lol.
  • Sumilea wrote:
    Just for information the full base points for the mission with no rubber banding for Normal are as follows


    Sim 1 - 50
    Sim 2 - 70
    Sim 3 - 100
    Sim 4 - 120
    Sim 5 - 50
    Sim 6 - 70
    Sim 7 - 100
    Sim 8 - 170
    Sim 9 - 170
    Sim 10 - 150

    I will be lazy and quote myself. The Normal subs have been scaled up by 25% so Sim one is 62.5 Sim 9 212.5 etc. Not sure if the increase is the same on Hard mode since its not reached max scaling yet. If true max scaling in hard will have over 4K points on 8 and 9.
  • Sumilea wrote:
    I will be lazy and quote myself. The Normal subs have been scaled up by 25% so Sim one is 62.5 Sim 9 212.5 etc. Not sure if the increase is the same on Hard mode since its not reached max scaling yet. If true max scaling in hard will have over 4K points on 8 and 9.

    Thanks, I was wondering how anyone was supposed to hit the final tier or two of the progression rewards. Sounds like the base points are scaling up sub-to-sub to form something like a second-order rubberbanding effect.

    Final tier of progression is 300k. Four sets of subs means that you need to average 75k per set (easy + hard) to hit that target, but the top end people after the first set were only at 55k or so. If the base points increase by 25% each set, that's about 55k + 67k + 84k + 105k = 311k if the +25% modifier is cumulative each set of subs. Of course, the clearance patterns need to be the same sub-to-sub as well, and based off the past couple pages of comments, it looks like the second set of sub nodes are rather sharply more difficult than the first set. In any case, it sounds like the final set of subs might be worth about double the first set.
  • Eddiemon
    Eddiemon Posts: 1,470 Chairperson of the Boards
    I think I am the top legitimate threat in both my subs, but only top 8. Everyone above me appears to have rosters made of confetti and unicorn farts.

    I'm hoping scaling kicks them in the babymaker so I have a chance.
  • morgh
    morgh Posts: 539 Critical Contributor
    I might suicide a team or two now and then but aint going to try hard this subset... levels are way out of my league... 3-4 normal matches and out of half of life... not to mention surviving through skills

    way to go developers... way to go...
  • Might have been mentioned, but Lazy Thor in the final mission seems glitched. He's activating Call The Storm without getting close to the 14 green AP required. In some cases I'm sure he's been using it after 6 or less. Or is that intended?
  • KaioShinDE
    KaioShinDE Posts: 265 Mover and Shaker
    Might have been mentioned, but Lazy Thor in the final mission seems glitched. He's activating Call Of The Storm without getting close to the 14 green AP required. In some cases I'm sure he's been using it after 6 or less. Or is that intended?

    He's probably getting it generated by goons and using it immediately before the AP counter is updated.
  • Might have been mentioned, but Lazy Thor in the final mission seems glitched. He's activating Call Of The Storm without getting close to the 14 green AP required. In some cases I'm sure he's been using it after 6 or less. Or is that intended?

    He's not just relying on matches; the minions are also feeding him 2 green per round per minion. Even with no matches, he can Call on the fifth round, and if he hits a match or two, sooner than that.
  • Its cause people are clearing it easily with next to no damage, spideys usable this time.
    Heroic juggs didn't scale as much due to headbutts and no spidey.
    Pretty much the people to blame are the max 141 roster guys cause even at 230 they prefer to spidey stun and go nuts, since they'd die in a few skill use outside of stunning them.
    Well since they want packs and lazy cap too... Mid level guys that are clearing nodes multiple times suffer.
    This event, i've already given up on farming. Just get the 200 and 1k Iso payout at start of sim, then do a few more nodes before end to get 1 token pack.
    Any more sounds painful, since my spideys only 70.
  • Vairelome wrote:

    He's not just relying on matches; the minions are also feeding him 2 green per round per minion. Even with no matches, he can Call on the fifth round, and if he hits a match or two, sooner than that.

    Thanks both for the explanation. I didn't see anything on the Goon's power descriptions to that effect so assumed it was a bug - cheers.

    *edit* ah yeah, he's getting 4 green per turn regardless *edit*
  • I must give credit to the devs on this event. Really like the fact you have to use your whole stable of charcthers for different battles. The scaling difficulty makes the game challenging like the final boss of a game where one move wrong and your finished.
  • morgh
    morgh Posts: 539 Critical Contributor
    whole stable + spiderman 2AP stun... otherwise - GG
  • KaioShinDE
    KaioShinDE Posts: 265 Mover and Shaker
    Vairelome wrote:

    He's not just relying on matches; the minions are also feeding him 2 green per round per minion. Even with no matches, he can Call on the fifth round, and if he hits a match or two, sooner than that.

    Thanks both for the explanation. I didn't see anything on the Goon's power descriptions to that effect so assumed it was a bug - cheers.

    *edit* ah yeah, he's getting 4 green per turn regardless *edit*

    All goons (Non heroes) do this. You might have noticed that in missions with 3 goons as enemies they never match anything and only use skills. They just auto generate the AP they need each round. And which is why certain combinations of goon + hero are simply insane. Right now the Thor fight is still easily doable, but once that one scales enough it will just be completely stupid unless you abuse Spidey.
  • beemand2g wrote:
    The scaling difficulty makes the game challenging like the final boss of a game where one move wrong and your finished.
    I just wish that final boss didn't show up so early, all set to stay around for the remaining week.
  • Unknown
    edited March 2014
    any1 knows if the scales are unbracket? Or is possible some brackets be with normal level when others be with hard?
  • This Simulator event is my favorite event so far. The level scaling in round 1 was perfect for me and my team of (96 ->193)Psylocke/Ares/OBW. Although I lost some matches and I was using boosts in half of the missions it was very enjoyable, mostly because of the buffed Psylocke who wrecked the enemies with the spammable black and the lack of too annoying enemy combinations. In Easy, and largest part of Hard, I only cleared the last rotation in order to keep the enemy levels reasonable. This round will be tougher since it's Doom who is buffed (level 129 from 40) and the team will have less offensive capabilities, but I hope for the best.
  • In hard the 3-goon mission at end of the shorter branch went to 230. Due to only community scaling.

    Shame on all of you for repeatedly **** the poor guys who can not do even as much as pull stones. >:->
  • pasa_ wrote:
    In hard the 3-goon mission at end of the shorter branch went to 230. Due to only community scaling.

    Shame on all of you for repeatedly tinykittying the poor guys who can not do even as much as pull stones. >:->


    Yea, I saw that too. Meanwhile, the Psylocke-only missions stayed in the 90-140 range.
  • I should send a clip of me and my boys hovering over my iPad. My two oldest (6 & 3) each pick a character and when that characters ability is charged, they get to click it and then they go running around imitating it. One loves wolverine and the other loves punisher. They both love the 'ah! Sick!' Guy (Venom - who looks sick with his tongue hanging out)

    Whenever my 2 year old sees me playing he asks for hulk and growls

    Little boys love this game. It's really cool how instantly they recognize the characters and understand what they do. Hulk so growls. Venom is really gross. Wolverine is a bad ****. Little boys see all that stuff right away - it doesn't need to be taught. So cool.[/quote]

    Yeah they do, I got him 2 hulk action figures, a green one and a red one, a spiderman and a ironman, he loves those things, Thomas the train is slowly going away
  • Think its only the ones grinding to place in the first sub that is getting kicked in the babymakers hard.
    I have 3 141's and an 85, yet easy/hard thor is 59/83.
    Are 2 more tokens n some hp really worth the aggravation of 200+ enemies?
    Even minimal grinding should rubberband me to a few lz caps in the end.
    I'm not looking forward to placing high in the event and opening a few more m hawkeye covers.
    You guys are willing to grind for that, all the more power to you. I rather focus on tourneys that have 3 guaranteed covers then a bit more hp n hawkeyes. icon_lol.gif
    Rather spend my time grinding heartstone, at least i won't be scaled to 230 enemies after a while icon_lol.gif .