Simulator Basics part 2: Electric Boogaloo (Mar 21-30)
Comments
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Assuming you wait and all of the missions are at full value, what is the most optimal way to sequence them? I've noticed that completing one mission reduces the value of all of the others so I'm never quite sure which order to complete them in to maximize total points. Is it as simple as just going for the most points available each time? Or is there another system that works better?0
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Duffman85 wrote:Assuming you wait and all of the missions are at full value, what is the most optimal way to sequence them? I've noticed that completing one mission reduces the value of all of the others so I'm never quite sure which order to complete them in to maximize total points. Is it as simple as just going for the most points available each time? Or is there another system that works better?
Yes.
See http://www.d3pforums.com/viewtopic.php?f=6&t=5304 because I am too lazy to retype pertinent parts.0 -
Just grab the biggest points to get the most bonus.0
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Mostly, since your continuing to use spidey since your seeing 230s, your gonna continue to do so and then some. So you have two choices if you still wanna fight for multiple token placements during subs. Either keep on doin spidey and **** alot at your constant wall of 230s, or run your whole roster into the enemy to try and get some of the saved up scaling down.
They both sound very depressing so i'll still to my 1 token and actually go for the real prize instead, the boat load of isos from one quick easy clear at the start, and rubberbandin at the end for cap covers. The rest of you contributing to the 230 scaling on others just have too much grind in the event, can go suck it. I don't need the extra stress.0 -
Eddiemon wrote:Duffman85 wrote:Assuming you wait and all of the missions are at full value, what is the most optimal way to sequence them? I've noticed that completing one mission reduces the value of all of the others so I'm never quite sure which order to complete them in to maximize total points. Is it as simple as just going for the most points available each time? Or is there another system that works better?
Yes.
See http://www.d3pforums.com/viewtopic.php?f=6&t=5304 because I am too lazy to retype pertinent parts.
Perfect, thanks for the link!0 -
Sumilea wrote:Just for information the full base points for the mission with no rubber banding for Normal for the second set of subs is as follows:- Yes there really are half points!
Sim 1 - 62.5
Sim 2 - 87.5
Sim 3 - 125
Sim 4 - 150
Sim 5 - 62.5
Sim 6 - 87.5
Sim 7 - 125
Sim 8 - 212.5
Sim 9 - 212.5
Sim 10 - 187.5
For the Hard Mode they all double.
This is me assuming that there 25% increases across the board as I not started this round yet I dont know for sure this is true for all nodes. I will edit them tonight if I found out its wrong.
For reference, here's my Hard mode sim 8,9, and 10
8 = 3544
9 = 3544
10 = 31270 -
I finished my first sweep of the sub-brackets this morning. Hard Mode yielded about 14,000 points before the nodes stopped offering 150+ points.
Cutoff for top 10 in my bracket is 68,000. I am currently on top with 80,000. I should be on track to collect all progression awards.0 -
Bah,
The high-ISO reward node is back to 1,000 again.0 -
Lyrian wrote:Bah,
The high-ISO reward node is back to 1,000 again.
Why must they mock us with low value rewards when the levels scale higher?
1000 isn't really that much better either than the standard 4/4.
You get 850 ISO and a Standard Token.
I'd probably take that over 1000 ISO.
That said, 1k ISO is guaranteed once you complete the mission once as opposed to having to grind teh node down from dozens of 20 ISO's to get your 4 rewards, in which instance you'd end up with with 1k+ iso anyway.0 -
The Juggernaut level in Hard Mode is absurdly hard right now. 10k Juggs is not a fun enemy.0
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Last time I ran it he was up to 16k gotta love punisher for that one.0
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So how do guys defeat the enemies that have gone to 180 and above? The only way i can is by boosts. And that's if im lucky. Most of the time my guys end up crying under a rock.0
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TheUnwiseOne wrote:So how do guys defeat the enemies that have gone to 180 and above? The only way i can is by boosts. And that's if im lucky. Most of the time my guys end up crying under a rock.
Use buffed heroes as much as possible. If you don't have 5 blue spidey then 5 blue MHawkeye makes a decent stunner. Plus he's buffed and his blue/red at 5 do great damage. Ares as max level has 7000+ hps and can tank nicely. So does Doom and his demons are a menace! Hood stealing ap helps if you don't have a stunner. And sometimes you just need luck.0 -
Actually, aside from the Iso and few power ups, what is the use of being stressed when playing a video game, I used to kill myself trying to finish a stupid game, now I play to pass the time stress free, if it`s to hard, I SIMPLY STOP PLAYING, and do something else. So leveling up the enemy is good for me because I do something else......0
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I use Doom,Ares and Wolvie now as healing during the last Sims raised my enemy levels. But some of those missions,like the one with LazyThor and the grenadier are just ridiculous.0
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TheUnwiseOne wrote:I use Doom,Ares and Wolvie now as healing during the last Sims raised my enemy levels. But some of those missions,like the one with LazyThor and the grenadier are just ridiculous.
Agreed. Green feeding goons for LT and Patch is rubbing salt in the wound. For area of effect from LT using Classic Storm can work wonders if she can survive the hit. You get 3x retaliation. When using that strategy you want to have fairly equal hit points for your team so they all go under half around the same time for maximum effect. For patch, wait for berserker rage then stun him and use his strike tiles against him. If you can't stun then match away his green strike tiles as quickly as possible. They definitely put together some tough missions this go around, but they are doable. Painful, but doable.0 -
This is mainly directed at Bughunt.....
Have you been very successful in all the events? That would account for all the lvl 230s.
As a silver lining, during the last Thor event, I couldn't compete because of the limited roster of heroes.....heroes I didn't have or didn't level up. Because of that I placed poorly....really the first time I've ever remembered not getting the maximum number of covers from a PvE event.
Since then, I've had a serious MMR reset. Before that event (and even during the first part of that event) I always faced lvl 200+ mobs since I've finished in the top for months on end.
Now for the latest Simulator, my easy bracket is sub-100, while my hard bracket is mid-100s. They started mid-50s to low 100s. I've been very careful this time around not to push too hard and burn nodes down to 1, which I did during the first simulator event in order to get all the 500 ISO awards.
Basically I've been trying to time my rubber banding so I only have to do a single pass each time. I still ended up top 5 in both events. I left a lot of the rewards on the table (like the 500 ISOs), but my MMR didn't increase much either.
I want to echo what Jeremychen said, which is I've had a much better time not striving to finish #1, but to finish top 5. During the first simulator I finished #1-2 in all the brackets except 1....I think I went 7 for 8. But I was slogging through with Spidey taking down all the lvl 230 goons and such, it took a *long* time. This time around, I don't even use Spidey, since I'm not running multiple passes I don't have to worry about healing, and I'm finishing the rounds much much quicker. The only thing I'm missing out on is a few heroic tokens, and given my luck with pulls, I'm not really missing out on much0 -
Mizakaze:
I see your point, but I'm also in the same position as Bughunt. My "easy" sub began with 229 Bagman and my hard node has opponents going up to 269 in one the few visible nodes (that's Wolverine with over 10,000 health, who does 1597 with Feral Claws and 8840 with Adamantium Slash). And I know why. I won my last subs and did so using Spidey, stuns, and taking very little damage. I tend to use boosts going into the battle because it keeps battles short and minimizes damage. Obviously, I would have taken a lot more damage without the boosts and might have won the fights without them. However, I find that the boosts cost about the same cost as buying a lot of healing packs and healing my characters between fights. In the last sub, fighting the Patch/Bagman fight meant using 2-3 health packs because Spidey wasn't available. I would rather spend the money upfront on +3 all-AP.
Now, I'm in a position where I have one of two choices: (1) use Spidey, keep stunlocking, and face 230+ in the next round; or (2) tank the event completely, possibly miss out on Cap'n America, and hurt my alliance. Both options are extremely frustrating. What infuriates me is that I'm essentially being punished for being an efficient and effective player -- and for using an advantage that I pay for and that the devs provided. Frankly, I just don't understand that notion that the game has to be so balanced so that it is hard for everyone. If you have a strong roster and are a good player, the game should be easier for you. That's a benefit to having built up the roster and learning the game strategies. There is no reason why the game needs to rise to near-impossibility to compensate for you doing well.0 -
Mizake wrote:This is mainly directed at Bughunt.....
Have you been very successful in all the events? That would account for all the lvl 230s.Mizake wrote:As a silver lining, during the last Thor event, I couldn't compete because of the limited roster of heroes.....heroes I didn't have or didn't level up. Because of that I placed poorly....really the first time I've ever remembered not getting the maximum number of covers from a PvE event.
Since then, I've had a serious MMR reset. Before that event (and even during the first part of that event) I always faced lvl 200+ mobs since I've finished in the top for months on end.
I think everyone got that reset. Enemy levels thankfully seem to reset on each new event now.Mizake wrote:Now for the latest Simulator, my easy bracket is sub-100, while my hard bracket is mid-100s. They started mid-50s to low 100s. I've been very careful this time around not to push too hard and burn nodes down to 1, which I did during the first simulator event in order to get all the 500 ISO awards.
Basically I've been trying to time my rubber banding so I only have to do a single pass each time. I still ended up top 5 in both events. I left a lot of the rewards on the table (like the 500 ISOs), but my MMR didn't increase much either.
I want to echo what Jeremychen said, which is I've had a much better time not striving to finish #1, but to finish top 5. During the first simulator I finished #1-2 in all the brackets except 1....I think I went 7 for 8. But I was slogging through with Spidey taking down all the lvl 230 goons and such, it took a *long* time. This time around, I don't even use Spidey, since I'm not running multiple passes I don't have to worry about healing, and I'm finishing the rounds much much quicker. The only thing I'm missing out on is a few heroic tokens, and given my luck with pulls, I'm not really missing out on much0 -
reckless442 wrote:Now, I'm in a position where I have one of two choices: (1) use Spidey, keep stunlocking, and face 230+ in the next round; or (2) tank the event completely, possibly miss out on Cap'n America, and hurt my alliance. Both options are extremely frustrating. What infuriates me is that I'm essentially being punished for being an efficient and effective player -- and for using an advantage that I pay for and that the devs provided. Frankly, I just don't understand that notion that the game has to be so balanced so that it is hard for everyone. If you have a strong roster and are a good player, the game should be easier for you. That's a benefit to having built up the roster and learning the game strategies. There is no reason why the game needs to rise to near-impossibility to compensate for you doing well.
That's the worst part about it. It punishes people who play well and rewards people for play poorly.
I know that that's not what the scaling is for or it's intent but in it's current form that's how it works.
Scaling has got mildly better over the course of each event but with the way the system works I'm not sure it will ever work as desired.
I'm pretty sure if they got rid of it, it would be a minority of people that missed it.
I can understand why it was introduced but I just don't think it has been worth it.
It would be nice to hear from the devs and why they're so adamant on keeping it despite it's flaws since it's initial implentation.0
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