simonsez wrote: The poll tells you how to use BP?
atomzed wrote: Phantron wrote: Battleplan makes short work of any one particularly high HP character that isn't Hulk. Hulk is a strangely tough matchup for BP but it's not like you can actually lose to Hulk. If we're limited to just 3*s, only Thor has both high HP and is a significant threat at doing damage. Groot might be close with maxed blue but his covers are harder to get and the blue takes 1 more match and has a delay before it can be deployed, while Battleplan is immediate. So how do you (or rasinbman who down voted me) play BP? I genuinely want to know because I have difficulty using him even though I have him max. I try to go for black when I use him, but after I get his 12 black, I find that I can't kill off anyone, so I withhold the move. I then wait for 9 yellow, which gives the opponent more chance to get cascades. Do you spread your match dmg across the characters? To soften them up for the ROTP? Or you pair him up with a low ap character to soften the character? I really never been able to maximise my use of him. It's a shame. BTT, after using the loaner Cyclops, I begin to like 553 more.It's straight forward to play, and the AI will not misplay it on defence. I probably go with 553, like 8 months later when I can respec....
Phantron wrote: Battleplan makes short work of any one particularly high HP character that isn't Hulk. Hulk is a strangely tough matchup for BP but it's not like you can actually lose to Hulk. If we're limited to just 3*s, only Thor has both high HP and is a significant threat at doing damage. Groot might be close with maxed blue but his covers are harder to get and the blue takes 1 more match and has a delay before it can be deployed, while Battleplan is immediate.
simonsez wrote: I feel like the only person who didn't like Cage's yellow, so no surprise I'm looking like the only one who doesn't like Cyclops' black. It's just too expensive for a single-target ability. There are plenty of other characters who deal damage more efficiently. The one thing he offers that's unique is the ability to generate red. So yellow is where I'd want to put 5. Cascades and crits are what I'm looking for, not to meet the black minimum. And as long as I'm getting all this red AP, his red is as good a place as any to use it. His black isn't even strong enough to one-shot anyone I'd be afraid of... how many times am I going to get 13 black in one match?
Phaserhawk wrote: simonsez wrote: I feel like the only person who didn't like Cage's yellow, so no surprise I'm looking like the only one who doesn't like Cyclops' black. It's just too expensive for a single-target ability. There are plenty of other characters who deal damage more efficiently. The one thing he offers that's unique is the ability to generate red. So yellow is where I'd want to put 5. Cascades and crits are what I'm looking for, not to meet the black minimum. And as long as I'm getting all this red AP, his red is as good a place as any to use it. His black isn't even strong enough to one-shot anyone I'd be afraid of... how many times am I going to get 13 black in one match? I will give you the expensive part, but his black at maximum is up there with the most cost efficient damage skills in the game, I think only Daredevil's Ambush has a better AP to DMG ratio. And even if not full on dmg, it's still tops in AP efficiency without full red. And how is 8171 dmg not going to one-shot anyone? You do realize you have match dmg in between skills. If you were able to get 5 black matches all in a row, you just did another 915 dmg, but chances are you probably will easily do 1-2k worth of match damage inbetween the skill going off, which means anyone in 10960 health and below are probably going to be dead. Now my only question, is this....Is this damage actually overkill? Because due to the high cost, am I going to have guys wittled down enough that smacking them for 8K worth of dmg just way too much. If you go only level 3 you essentially are doing C.Mags Blue dmg but for an extra 3 AP, and just like Cyclops, C.Mags has some board requirements that aren't always met. Now during his PvP event we know these things. 1.)The AI will be spamming yellow anytime it gets it thus it will put quite a bit of red on the board leading to very damaging red optic blasts or smites. 2.)Surgical Strike is probably only going to be stealing red with both 4hor and Cyclops. Optic Blasts will hit for around 6300 (assuming maxed character) 3.)Full Blast will be hitting for around 12K (assuming maxed character) I'll tell you why I think 5/3/5 is the only way to go. Reason 1) I had C.Mags 5/5/3 after his rebalance, and those shields were awesome, they were able to overwrite, they stopped lots of damage and allowed you to survive longer. However, there were so many games I would have won but lost because my blue just wasn't able to do enough dmg, but had I been 3/5/5 I would have finished the game right there. I feel Cyclops is going to be the exact same way. There are going to be times where yellow bails you out into a red that you wouldn't normally have gotten off, but there are going to be times where you will go, ****, if only black did more dmg, I could one-shot this sniper goon and not lose a guy due to his tile going off. Reason 2) Look at Captain Marvel. There are those that argue 4/5/4 to get max dmg red and those that say 3/5/5 to max out her passive. This is actually a very similar arguement, becaue a maxed yellow speeds the use of black, even though you can spam more with red. Let's assume Marvel gets hit every turn and her passive triggers, and that all you are matching is red every turn because Cyclops is on the other team spamming yellow and creating red 4/5/4--you have 8 red end of turn 3/5/5--you have 8 red and 3 black 4/5/4--1494 dmg, 9 red end of turn 3/5/5--893 dmg, 9 red and 6 black end of turn 4/5/4--2908 dmg, 10 red end of turn 3/5/5--1786 dmg, 10 red and 9 black end of turn 4/5/4--4482 dmg, 11 red end of turn 3/5/5--5183 dmg, 11 red and 3 black end of turn 4/5/4--5976 dmg, 12 red end of turn 3/5/5--6076 dmg, 12 red and 6 black end of turn 4/5/4--7470 dmg, 13 red end of turn 3/5/5--6969 dmg, 13 red and 9 black end of turn 4/5/4--8964 dmg, 14 red end of turn 3/5/5--10366 dmg, 14 red and 3 blackd end of turn 4/5/4--11952 dmg, 5 red end of turn 3/5/5--12152 dmg, 5 red and 6 black end of turn This pattern will go on and on as the 3/5/5 further pulls away in dmg the more this pattern goes on. The only time the higher red dmg build is ahead is the first 2 turns before black can go off. Cyclops is going to play very similar. Sure a 5/5/3 is going to help red go off sooner or a second time sooner before a 5/3/5 build, but you have to get that 2 to 1 ratio in order to justify the build over 5/3/5. 3.)And here's the final question for everyone. For those who have Deadpool 5/5/3 or for those that have Patch 3/5/5 and use TBTI....How often can you get Whales or TBTI to go off? Whether you choose to boost or not, how realiable are those skills to you? That's where Full Blast sits. It's a very expensive but more than likely game ending skill and will be going off roughly the same amount of time it's going to take to get Whales or TBTI off. That's it, I'm done with Cyclops. As of now, he's a great PvE assest no matter what the build, he will help transitioners with a high dmg output, but he can't compete with 4hor and X-Force right now so the key then for every player is to optimize him that best fits your top PvE lineup and fit him in there.
ClydeFrog76 wrote: I'm really digging Scott. As much as it pains me to say that.
ClydeFrog76 wrote: Man I hate that stupid X for a visor.