Unstable ISO-8 Rerun 4/1 - 4/7
Comments
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And Steve Rogers as the top progression reward! That's got to be the quickest implementation of a new character as a progression reward.0
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I see HT ("Hottie"?) with his red fireball and all I see is the future of Magneto's red power.0
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OP is updated with all rewards.
Both Gold Cap and Human Torch are in play.0 -
Buffed up heroes are:
Thor (Marvel Now!) – Buffed by 40 lvls
Black Widow (Original) – Buffed by 40 lvls
Storm (Classic) – Buffed by 40 lvls
Wolverine (Patch) – Buffed by 30 lvls
The Hulk – Buffed by 30 lvls
Captain America (Steve Rogers) – Buffed by 90 lvls
Looks like team builds are gonna be an easy choice for this one.0 -
I am gonna put some effort into this one human torch appeals to me0
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Would have been a nice gesture to give blue Cap as a progression reward to make up for losing out on alliance rewards. Instead I get the same two colours AND I'm losing out on a four star.
Well time to find myself a competitive alliance, I guess0 -
The only 4 star in the tourney is yellow X Force0
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So... any early adopters want to tell us about the mission structure and if theres rubbberbanding?0
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Cryptobrancus wrote:MTGOFerret wrote:Okay not entirely sure how useful Torch will be at 141 but he certainly looks to be fun.
Any spoliers for those of us at work who can't go look till later?
Colors Red > Black > Green, 665 Health
level 1 powers:
Fireball 8 Red
177 damage, destroys 2 red tiles
level 2: 248 damage
Inferno 10 Black
Converts up to 8 basic color tiles into 12-damage attack tiles, but depletes team's blue, purple, and yellow AP by 30 percent
level 2: 17 damage
Flame Jet 5 Green
Creates a green countdown tile that activates every turn, doing 14 damage for every green AP the team has (max 126 damage a turn). Tiles cost 1 Green AP each turn
level 2: 20 damage for each green AP, max 176 damage per turn0 -
NorthernPolarity wrote:So... any early adopters want to tell us about the mission structure and if theres rubbberbanding?0
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I may be comparing apples to oranges here...
... but looking at the progression reward list, the "difficulty" of the progression tier seems to stop at the second Cap cover, which would be roughly equivalent to the 200k DD Red cover from the rest tourney. The more difficult rewards, the 8000 ISO and the 3rd cover are missing, which seems to imply that all of these progression rewards are meant to be achieved by the masses.0 -
Should we start taking bets for how long until the first person asks how long the refreshes are, before refreshes actually happen? Another 20 posts?0
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bughunt wrote:NorthernPolarity wrote:So... any early adopters want to tell us about the mission structure and if theres rubbberbanding?
Are they all repeatable?0 -
NorthernPolarity wrote:bughunt wrote:NorthernPolarity wrote:So... any early adopters want to tell us about the mission structure and if theres rubbberbanding?
Are they all repeatable?
Yes.0 -
If memory serves, during the last Red ISO, the missions switch over after every 12 hour interval. There are no subs.
Did I remember correctly?
Is it still the same situation here?
What is the bracket size btw?0 -
The mission pop-up says: "New missions appear every day!"
bracket size = 1000.0 -
gamar wrote:Cryptobrancus wrote:MTGOFerret wrote:Okay not entirely sure how useful Torch will be at 141 but he certainly looks to be fun.
Any spoliers for those of us at work who can't go look till later?
Colors Red > Black > Green, 665 Health
level 1 powers:
Fireball 8 Red
177 damage, destroys 2 red tiles
level 2: 248 damage
Inferno 10 Black
Converts up to 8 basic color tiles into 12-damage attack tiles, but depletes team's blue, purple, and yellow AP by 30 percent
level 2: 17 damage
Flame Jet 5 Green
Creates a green countdown tile that activates every turn, doing 14 damage for every green AP the team has (max 126 damage a turn). Tiles cost 1 Green AP each turn
level 2: 20 damage for each green AP, max 176 damage per turn
He seems like a Patch clone, almost, in the sense that he is going to force team composition around him to be effective. He won't play nice with others with that percentage AP drain for support colors.
Also... Countdown on green? Hold AP to maximize damage? Flame Jet seems to be a 3*** version of Ares's Onslaught that is continual beyond a single turn, but punishes the player if they spend green APs on other abilities. From the wording, I think that the maximum effectiveness of Flame Jet increases with additional covers, as at 1 Green, max damage is achieved with a paltry 9 Green AP.
Bonus thought: Because Flame Jet is a CD tile, could the ability be "stacked" via multiple CD tiles to increase damage at the expense of a higher Green AP burn rate?0 -
Knock3r wrote:Should we start taking bets for how long until the first person asks how long the refreshes are, before refreshes actually happen? Another 20 posts?mechgouki wrote:If memory serves, during the last Red ISO, the missions switch over after every 12 hour interval. There are no subs.
Did I remember correctly?
Is it still the same situation here?
What is the bracket size btw?0 -
Knock3r wrote:Should we start taking bets for how long until the first person asks how long the refreshes are, before refreshes actually happen? Another 20 posts?
I estimate the refresh period to be 7 hours 36 minutes and 45 seconds, but I may revise my estimate in the next 6 hours.0
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