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Taming the Wolver Clones (T2 LD)

105 replies [Last post]
Tue, 12/18/2012 - 22:09
Breaker-Xd's picture
Breaker-Xd

Tier 2 Lockdown, a place where descended Vanguards and rising Proto's join together and fight for the prize of a scant few Krogma Coins (and the occasional Bomb Head), is a metagame full of excitement and competition.
Anyone who has stepped in for a game will be greeted by a flood of yellow and red wolver hats, and golden and ruddy red coats. These Wolver Clones, as they have been so affectionately called, are the bread and butter of Lockdown's second tier.

TL;DR Wolver Clones are everywhere. Pack ALL the weapons!

Definitions:
Striker Dash - A striker class's special ability, which allows for them to zoom around at approximately twice the speed of a regular walking knight for a 3 second duration.
Wolver Clone - A knight doning wolver or dusker armor, equips the striker rocket, and flies through the match capturing and killing with his wolver armaments.
Wolver Armaments - Highly used weapons in T2 Lockdown, specifically defined here as:
- Swift Flourish/Twisted Snarble Barb (The Toothpick family)
- Nightblade
- Sealed Sword
- Stable Rocket Hammer
- Kilowatt Pulsar

These five weapons are the most used weapons by the Wolver Clones in T2 Lockdown, and I intend to back my claims with statistical data taken from a number of Lockdown games.
Trinkets - In T2, the land of 2* and 3* gear, the only viable trinkets for the Wolver Clones to use are the Triheart Trinkets, which provide a hefty +4 health bonus a piece.

Analysis:

A Wolver Clone's attack style is relatively simple and predictable. It consists of a fixed set of actions and choices which players subconsciously pick and choose from.
Initially, Clones are faced with two options:
Aggress or Defend.
Aggressors will dash into an enemy base points, aiming to kill and capture, in that order. Two options are presented now:
- arc past and around any unaware foe, and swiftly turn around, delivering a flourish to the back (or an SS or Rocket Hammer in some cases),
- or approach cautiously with a Kilowatt drawn and ready.
The factors to consider here:
- is there a haze bomb at the base?
- is there a gunner at the base?
- is there even anyone at the base?
In the scenario where either of the first two conditions hold true, the choice is now left up to the Wolver Clone. Kilowatts can quickly cripple and/or kill bombers, and may catch gunners with status while they are unaware. However a quick SS or flourish would end either threat much quicker, though at a much greater risk to the Clone.

A common sight in the middle of a game is a 1v1 Wolver Duel. Two similarly armed opponents engage in a violent slap-and-chase fest, disputing the possession of a base. Rather than a slap fight, which many duels turn out to be, LD players should duel wolvers smartly (when the Wolver AI got dropped, it seemed the Wolver Clone's IQs were similarly affected). 1v1 duels can (and should) be more of a game of Rock Paper Scissors. Here are some scenarios:

Wolver 1 has a Swift Flourish and Sealed Sword, backed up with a Kilowatt Pulsar.
Wolver 2 has a Swift Flourish, Nightblade, and Sealed Sword.

In terms of adaptability, Wolver 1 has the upper hand, possessing a gun which can be used to choke points and to deck out elemental damage from afar.
In terms of sheer damage output, Wolver 2 has the upper hand. Nightblade hits significantly harder on Wolver armor, being able to take advantage of their lack of shadow resistance and deal off swift and deadly strikes. (although the same applies to elemental damage, it seems Nightblade is more widely used, for reasons yet to be discovered)

How the fight might turn out:
The two dash around each other, slashing furiously at each others' backs with flourishes. When either feels the time is drawing near, he will switch to his SS and deal the final devastating blow. The victor will be left to capture the point with minimal health at the best, and then will rocket back to his base to lick his wounds.

How the fight SHOULD turn out:
Wolver 1 should fire Kilowatt shots at Wolver 2, dashing away at the first sign of danger.
Wolver 2 avoids to the best of his ability, conserving dash as well as he can.
When either sees the other run out of dash, he should charge in with the remaining of his power and strike the foe with a few powerful hits, SS and flourish in Wolver 1's case and Nightblade (for the higher damage and similar speed) and SS in Wolver 2's case.
If Wolver 2 aggresses on Wolver 1 when Wolver 1's dash is broken, he will be able to catch Wolver 1 before he can switch to a sword, and will be able to quickly and safetly dispose of him.
If Wolver 1 catches Wolver 2 dashless, he should be cautious in approaching, for fear of the bite of a flourish.
However, Wolver 1 has the upper hand, as he is able to potentially inflict shock and damage upon Wolver 2 during their dodging session, and should time his strikes for the imminent Shock Lock which will strike Wolver 2, leaving him defenseless for a fraction of a second.

The result is for this conflict would most likely be in favor of Wolver 1, as he has the potential to inflict shock from afar and then safely deal tons of damage through well-timed SS hits. Wolver 1 would be left with most of his health in tact, having aggressed safely and smartly.
On the chance that Wolver 2 wins this conflict, he will be left marred by shock and damage, potentially with the bulk of his health lost. He will capture the point and then fly off to lick his wounds back at his base.

Conclusion: Bringing an appropriate gun to a sword fight is both smart and safe.

Take for instance the Guardian:
Wolver 1 is faced with 2 options: Kilowatt til the shield breaks or rush in and 2-shot the shield with an SS.
Against a guardian, Option 2 is most often more efficient and effective.
While Kilowatt has a wide range and can deliver fatal shocks, Guardian shield is more than tough enough to weather the damage, and protects the guardian knight from statuses.
Unless there is a haze bomb affecting the area around a guardian, two hits of an SS is unarguable safer and quicker for the Wolver Clone.
The moment the guardian's shield breaks, he is left defenseless (literally) and can be easily picked off with either flourishes, SS, or gunfire.

Wolver 2 takes this same situation with another set of options: aggress with a flourish or an SS. Flourish allows skilled wolver clones to strike and then to dash to safety, appearing suddenly behind the unsuspecting guardian.
SS allows for a quick shield break, and quickly cripples the defender.

Both wolvers should be wary of haze bombs and pulsar fire, as Guardians may equip themselves with such.

Killing Recons:
Wolver 1's Kilowatt pulsar allows him to safely spam the area, increasing his chance of hitting recons and demolishing their frail cloaks.
Wolver 2's Nightblade has a narrow slash, but can be charged and wisely timed to dispatch of recons in one quick shot (assuming Wolver 2 understands a recon's dodging tactics)

All in all, having a variety of different weapons allows for greater flexibility in a Wolver Clone. Were Wolver 2's Nightblade replaced with a Stable Rocket Hammer, the only changes would be 1) an increase in damage per hit and 2) more conservation of striker-dash (Rocket Hammer's second hit, the dash, serves as a useful replacement for striker-dash)

I don't claim to be the authority on Lockdown striker-ing (I don't have a rocket hammer, and my primary class is guardian anyways), but I do consider myself one of the elite players in T2 LD, who can carry a team to victory and hold his own against most odds.

I am aware that many LD players consider repeatedly firing a Pulsar to be "spamming", but I don't really care about that. I play to win, and I'll do it any way I please. Same applies for Auto Aim (though I don't use it, it messes up my Pulsar spamming :P), and Rocket Hammers (which I don't even have, but think is fair game to use. I mean it is a pay to play weapon, so what ever).

Suggestions and comments about this thread would be much appreciated
Advice about my own playing (if you've seen me play) would also be appreciated.
Flame all you want, we can take it :P

Tue, 12/18/2012 - 23:06
#1
Traevelliath's picture
Traevelliath

Lightning Capacitors...

Wed, 12/19/2012 - 05:48
#2
Followup's picture
Followup
'_'

...

Wed, 12/19/2012 - 13:23
#3
Zephyrgon's picture
Zephyrgon
Haze bombs

Lightning capacitor is the best bomb in T2 LD. If you're demoing or going recon you must have it. It deposes Wolver clones so easily. Kilowatt is also good.

Mon, 02/18/2013 - 15:47
#4
Breaker-Xd's picture
Breaker-Xd
Kilowatt, Static, and Youtube

@Traevelliath and Zephyrgon
Static Capacitor has never been a problem for me personally, as I keep my range and Kilowatt spam.
Kilowatt is indeed very good.

On another note, I've begun a Youtube channel dedicated to Spiral Knights, and have just posted my first LD game, which features @Vatonage , dishing out a massive 11k damage, though losing the match.

Link to the video:
http://www.youtube.com/watch?v=ugkXab0EWN4

Feedback on both my playing style and my comments/video capturing are appreciated

EDIT: I totally forgot about @Jdshndsnx, who played striker in the late game with a Twisted Snarble Barb, Sealed Sword, and Kilowatt Pulsar (lol identical to me)

Usage Stats of the 4 Wolver Clones in this game are now:
100% (4/4) used Toothpicks (Swift Flourish or Twisted Snarble Barb)
75% (3/4) used Kilowatt Pulsars
50% (2/4) used Rocket Hammers
50% (2/4) used Sealed Swords
0% (0/4) used Nightblades or any other weapons

Wed, 12/19/2012 - 19:30
#5
Ndognine-Forums's picture
Ndognine-Forums
I cant stand kilowatts.

I cant stand kilowatts. especially people that shoot at nothing in hopes that huge AoE deals damage and shocks someone. Those things need a giant smack with a nerf hammer if you ask me.

Wed, 12/19/2012 - 20:24
#6
Breaker-Xd's picture
Breaker-Xd
I understand your pain, but...

@Ndogten, I agree with Kilowatt being a very powerful weapon, but it is far from overpowered. Nerfing something like this is along the of nerfing Rocket Hammers: People call for it simply because they can't handle it. My reasons:
1) Kilowatt's damage output is actually quit meager. It's biggest threat is shock, and it only has the same chance as a Voltech Alvhemer Mk II
2) The bullets are slow, and have to travel distance in order to have a huge AoE. This makes it a terrible close-up weapon
3) It is a boss reward/clockwork-dive weapon. Kilowatt Pulsars and their recipes cost from 10k to 20k crowns on the Auction House. We worked hard for our spam guns, don't nerf them now!

Conclusion: Kilo is good, but not overpowered. I won't get into a nerfing argument, I'm just analyzing weapons as they are now.

Wed, 12/19/2012 - 19:50
#7
Ndognine-Forums's picture
Ndognine-Forums
I see your points. however,

I see your points.
however, if you spam kilowatt at me, expect to be my only target for the rest of the game ^_^

Thu, 12/20/2012 - 00:12
#8
Breaker-Xd's picture
Breaker-Xd
Fine by me :P

For those interested, my second LD video is now up and running!

http://www.youtube.com/watch?v=8nC--AVR174

A good fight with a bit of poor sportsmanship, but a fun game overall

Wolver Clones:
- Magnicth (SRH, TSB)
- Breaker-Xd (SF, SS, KP)
- Gods-Corpse (SF, SS)
- Desapontado (SF)
- Jelly-Roll-Ninja (SRH, SF)

Usage Stats of 5 Wolver Clones Involved:
100% (5/5) used Toothpicks (Swift Flourish or Twisted Snarble Barb)
20% (1/5) used Kilowatt Pulsars
40% (2/5) used Rocket Hammers
40% (2/5) used Sealed Swords
0% (0/5) used Nightblades or any other weapons

Wed, 12/19/2012 - 21:58
#9
Mk-Vl's picture
Mk-Vl
I exclusively play T2

Just some observations of mine.

Asi wins. Clones usually boost in, attack with everything they got, and boost out and sorta chill till they get boost back. Since there is usually no more strategy than that whoever has more asi can interrupt their opponent's attack and potentially win with no damage being taken.

No one has stun resist. Granted there are very few who have shock resist but those players are usually the ones that you'd want to shock because they're cray cray.

Recon sucks more. Not only can you see their footprints, the bombs don't have the range to be as effective as they could be in T3 (or T1 actually but there's never any games :( pity).

A good striker gunner can reduce a wolver clone into a stuttering, raging wreck. It seems that seerus head w/ gunslinger body is the optimized build but I see a lot of cyclops too so I'm not sure. Also the loadout usually consists of shadow alchemer (dps), super blaster (knockback/secondary dps/lols), and either kilowatt/shocking alchemer (shock/rage inducing). I believe this takes more skill which is why there are less good gunners.

Some more personal stuffs. I run guardian with a hammer, sup blaster, and haze (ctr low) with duskar helm and armor (piercing low). The only time I change is if I want to use my sup blast bomb (ctr low) instead of my haze for lols. With the current meta of striker waiting inbetween attacks for boost I like to abuse the heal affect of my shield which usually spams the "HAXX" "Invincible" rages. Or I like putting down a haze because everyone just runs right into it. I usually have my blaster out while moving because it gives me an extra second when the strikers get stopped and pushed back from a shot.

My biggest pains are lag and a toothpick with asi. If I don't get the first strike or shield just right they can just interrupt me so that I can never get an attack off.

My favorite FAVORITE thing is when someone understands that keeping close to me means that a) you'll heal while on the field, b) I have a GREAT BIG AWESOME SHIELD OF BLOCKING that not only cover a significant area but the boosts last for ~3 seconds after it disappears, and c) I can provide backup dps/hazing/zone control when needed. I'm not saying that I'm amazing but when I have a teammate to support things seem to just work out.

P.S. Didn't mean to write that much. lol

Wed, 12/19/2012 - 23:04
#10
Breaker-Xd's picture
Breaker-Xd
Mk-Vl I love you man

I run guardian with a hammer, sup blaster, and haze (ctr low) with duskar helm and armor (piercing low).

With the current meta of striker waiting inbetween attacks for boost I like to abuse the heal affect of my shield which usually spams the "HAXX" "Invincible" rages.

My favorite FAVORITE thing is when someone understands that keeping close to me means that a) you'll heal while on the field, b) I have a GREAT BIG AWESOME SHIELD OF BLOCKING that not only cover a significant area

DUDE.
DUDE.

THIS GUY UNDERSTANDS WHERE I AM COMING FROM
I used to play mainly guardian, armed with Swift Flourish and Kilowatt Pulsar (before I became part of the Clone Wars)

Asi wins. Clones usually boost in, attack with everything they got, and boost out and sorta chill till they get boost back. Since there is usually no more strategy than that whoever has more asi can interrupt their opponent's attack and potentially win with no damage being taken.

While this might be true in a slap fest, this is by no means true in 1) a gun-v-sword fight or 2) a fight where either party can actually dodge flourishes.
ASI does help a ton though

No one has stun resist. Granted there are very few who have shock resist but those players are usually the ones that you'd want to shock because they're cray cray.

I think this is because the only stun-inducing weapons are Haze Bomb (and Mk-II version), Magnus, Kamarin, and Rigadoon. Since people rarely use these weapons (or at least, use these less than Kilowatt Pulsars), the need for Stun resistance is made void.

A good striker gunner can reduce a wolver clone into a stuttering, raging wreck.

@Stonek, @Turtil. I'm not even going to say anything more.

THIS GUY KNOWS HIS STUFF. I believe I've played you before, Mk-Vl, and I eagerly await another Guardian-brawl with you! :D

Wed, 12/19/2012 - 23:38
#11
Mk-Vl's picture
Mk-Vl
Beep Boop

While this might be true in a slap fest, this is by no means true in 1) a gun-v-sword fight or 2) a fight where either party can actually dodge flourishes.

As I play guardian my statements were tempered by that fact. In guardian vs striker there is a decided lack of mobility on the guardian's part hence not being able to dodge as well. Usually I just chill on the Cp waiting for the dancing fairies to attack. Filthy cupcake striker fairies.

the need for Stun resistance is made void.

And thus my use of a stun inducing weapon induces so much rage.

Thu, 12/20/2012 - 00:52
#12
Breaker-Xd's picture
Breaker-Xd
Guardians are indeed different

Lack of mobility was always my one qualm about being guardian. When they call us tanks, we really are TANKS

Most guardian fights are indeed more of slap-and-counter fights, so I guess ASI does make a huge difference.

On another note, my third LD video is up! I think having this channel is not good for my health.. hehe

http://www.youtube.com/watch?v=OYtVn5G1paI

A great 4v4 game on Forest map, us barely scraping out a win. Opponent Lockdown Ace @Rekillit shines like a Polaris in this match, his 11k damage going unchallenged.

Usage Statistics for the 5 Wolver Clones in this match:

Breaker-Xd: SS, SF, KP
Rekillit: SS, TSB
Spring-at-Peace: SF, TSB, Rigadoon, Flamberge (... whyyyyyyy)
MrSimple: SF, SS, Pulsar, Super Blast Bomb
Elimperial: Tempered Honor Blade, SF

100% (5/5) used Toothpicks (Swift Flourish or Twisted Snarble Barb)
40% (2/5) used Kilowatt Pulsars (I am indeed counting the regular pulsar as a Kilowatt... don't ask)
0% (0/5) used Rocket Hammers
60% (3/5) used Sealed Swords
60% (3/5) used other weapons (Other toothpick swords, Tempered Honor blade, and Super Blast Bomb)

Thu, 12/20/2012 - 00:31
#13
Mk-Vl's picture
Mk-Vl
I love playing with Rekillit

He's team player and when on the other team (which is more often than not) a worthy opponent. Him and most of his guild are always game changers. I'd say our matches are 40-60 in his favor.

Edit: one thing that I read earlier and didn't notice was bothering me until it bothered me. You say that a guardian is defenseless without their shield. I tend to disagree. It doesn't have as much effect as when the shield is unbroken but it is still possible to shield bump strikers (recons to a noticeably lesser degree and other guardians not at all).

Thu, 12/20/2012 - 00:51
#14
Breaker-Xd's picture
Breaker-Xd
Mk-Vl

What I meant by defenseless was "without a way of absorbing or avoiding damage"

Guardians still have 2 lines of defense which keep them alive past the point of shield breakage
1) Massive health.
2) Ability to shield cancel

Shield bumping does not work in LD at all, so I believe you meant canceling in your comment. Shield canceling allows for guardians to hit quickly and reliably, even when their shield is broken. They are the only class that can shield cancel after their special ability has broken.
Recons, though gifted with similarly large health, lack both the defensive bonus of the shield and the offensive bonus of the broken-shield cancel. Strikers have a boost that recharges so quickly that canceling is kind of just a regular thing to them.

When I played guardian with 2 3* trinkets, I completely stopped dying. I was hailed as "Iron Wall Defense", and managed to pull through games with damage comparable to my striker damage.

Thu, 12/20/2012 - 03:29
#15
Zeddy's picture
Zeddy

How come people are talking about lightning capacitors when immunity to freezing vaporizers should be pretty rare in T2?

Thu, 12/20/2012 - 08:54
#16
Vaynesky's picture
Vaynesky
So close...

I saw this thread and I was all like "how to destroy strikers in T2? :DDDDDDDDDDDDDDDDDDDDDDD". But the advice was just for strikers and a few pointers for guardians. No recon tips whatsoever :(. Could someone who dominates the recon class put of some pointers for the minority group over here? No, over here. In the corner. Not that corner, the other one. Well DUH you can't see us we're invisi-oh crap footsteps D:

Thu, 12/20/2012 - 09:10
#17
Breaker-Xd's picture
Breaker-Xd
Recons

@Zeddy in T2 LD, it seems shock is undeniably the most overused and abused status. While freeze is great 1v1 PVP or for mob control in PVE, consider the following

Wolver 1 is frozen in a Freezing Vaporizer Mk II (This takes a while due to his Duskers having natural freezing resistance)
Person who placed the bomb charges a heavy weapon
Random teammate of Person dashes in and breaks the ice. The bomber is now royally screwed

Whereas:
Wolver 1 is frozen in a Lightning Capacitor (This takes little to no time due to his Duskers having no shock resistance)
Person who placed the bomb backs away and counts down from 5
At 3 (when shock lock occurs) the bomber can run in and hit the defenseless clone
EVEN IF a teammate of the bomber comes in and attacks the clone, shock doesn't "break".

Also, consider that freeze does not deal damage over time as it does in PVE, whereas shock still does.

@Vaynesky I really wish I had more recon tips too :(. I tried playing recon for about a 1 week span, but found the cloak too breakable and unreliable. All of my advice was written from a striker's (and ok occasionally a guardian's) point of view, and maybe keeping how Strikers think in mind will help you recons?

Basically we fly everywhere, swing flourishes, fire kilowatt pulsars, and completely freak out trying to find you sneaky recons (I waste like 20 seconds on average swinging at air madly in hopes of KOing a recon)

The fact that recons can be seen from footprints is a detail that I never really noticed/took advantage of.

Thu, 12/20/2012 - 16:30
#18
Amphy-Kun's picture
Amphy-Kun
LAWL

I'd rather be a striker bomber in t2 ld cause I boss XD

Thu, 12/20/2012 - 20:44
#19
Mk-Vl's picture
Mk-Vl
Striker bomber is possible.

Striker bomber is possible. You just need a bomber set and lvl 10 heat and that negates the striker disadvantage.

Although ctr max uv won't hurt :P

Thu, 12/20/2012 - 20:57
#20
Breaker-Xd's picture
Breaker-Xd
Amhypoo

We've discussed this :P

My take on bombing as a Striker: Striker booster gives a charge time INCREASE to bombs, making them both dangerous and painful to use. Also, why carry a bomb, such as lightning capacitor or freezing vaporizer when you can carry weapons like kilowatt pulsar and grintovec and cryotech alchemer, which do not have debuffs. Although bombs have a larger AoE than most of the weapons I listed (barring Kilowatt, which everyone deems the bomb-gun-thingy), these weapons deal more damage, and have the same effect, with no drawback from playing striker.

If you play this for the challenge, then I applaud you and say go for it, but if you are using this set as your serious play-style set, I'd like to hear more details about how it works and how you make it work.

On a separate note, my fourth LD video is up
http://www.youtube.com/watch?v=spK7J4SZVlA

An average game, with some good examples of how recons can be effective in stalling strikers (@Vaynesky should watch this)

Wolver Clones:

Laschoking (SRH, SF)
Breaker-Xd (SS, SF, KP)
Gravator-Xx (SS, SF, SRH, Voltech Alchemer Mk II)
Dragoknitee (SF, KP)

Usage Statistics:
100% (4/4) used Toothpicks (Swift Flourish or Twisted Snarble Barb)
50% (2/4) used Kilowatt Pulsars
50% (2/4) used Rocket Hammers
50% (2/4) used Sealed Swords
25% (1/4) used other weapons

Sat, 12/22/2012 - 02:23
#21
Breaker-Xd's picture
Breaker-Xd
The Very Best

For anyone who wants general playing tips, this: http://forums.spiralknights.com/en/node/25687 may just be the greatest lockdown post ever.
Tips from here started me off (and led me to play guardian in the beginning) and I am still finding truth in these tips to this very day.

I have uploaded multiple videos since my last post, and will not bother analyzing them anymore. My point was already made clear: most Wolver Clones use toothpicks, SS's, SRH's, KP's, and (actually not too many nightblades).

My youtube channel is http://www.youtube.com/user/SpiralStreamXD
Go check it out if you love lockdown, or just want to see me cause rage and pain with a Kilowatt Pulsar

Sat, 12/22/2012 - 03:01
#22
Zeddy's picture
Zeddy
@Breaker-Xd

Lockdown is not a game about killing people! I freeze ash tails in T3 without much trouble. My scenario goes like so:

Wolver 1 is frozen in a Shivermist Buster (This takes a while due to his Snarbolax/Ash Tail having natural freezing resistance, but is usually not enough to help him)
Person who placed the bomb charges a another shivermist and shiverlocks Wolver 1 forever. Maybe Wolver 2 will come in and try to help and also get shiverlocked. This is where the fun begins.
Random teammate of Person dashes in and breaks the ice. The bomber now has a teammate to take care of Wolver 1. Should the bomber die, he'll inform his team that they should not break frozen enemies and they'll usually listen for the rest of the match.

Unfortunately, there's skolvers everywhere and that kind of puts a damper on it. :<

Sat, 12/22/2012 - 03:04
#23
Erridunno's picture
Erridunno
I read the first sentence of

I read the first sentence of the original post and T2 Lockdown sounds completely terrible

Sat, 12/22/2012 - 19:45
#24
Breaker-Xd's picture
Breaker-Xd
LOL

@Erridunno
Sometimes, it's complete 1-sided slaughter. I have a few videos of those games (though usually I end up on the slaughtering team and stop the recording out of sheer mercy and disappointment at the cruelties of humanity)

It's fun though! Lots of games are very even , very action-packed, and very hard to predict. The only shame is that there's very little variation in the metagame (which lo and behold is Wolver clones upon Wolver clones upon Wolver clones...)

@Zeddy
In T2, the AoE of the bombs is pretty tiny; it's really hard to avoid a Volt Tempest, but not so hard to avoid a Lightning Capacitor. Kilowatt Pulsar, which has a huge explosion, is almost the size of the haze bomb field. Polaris, on the other hand, doesn't have a blast the size of Canada (like VT, AoA, and Shivermist do)

Sun, 12/23/2012 - 22:04
#25
Mk-Vl's picture
Mk-Vl
I'd say

It's more like 30% wholesale slaughter
60% games won by less than 20 points
And the rest people working together to get bombheads.

The matchmaking seems to work better in T2 so that evenly matched people get split on different teams.
It's fun because you don't die in two hits (T3) or have to wait hours for a game (T1). Also in T1 it takes too much time to kill anyone lol.

Mon, 12/24/2012 - 07:37
#26
Ndognine's picture
Ndognine
well considering that i

well considering that i played 3 t3 games the other day, and one of them my whole team left (yes, it was 1v4), i'm not a fan of t3. Granted it was kinda fun sitting just inside the shield and launching sneak attacks...Managed to kill 3 of them with them killing me once xD

Mon, 12/24/2012 - 07:42
#27
Shamanalah's picture
Shamanalah
BN FTW

Blast Network is where the fun/challenge is at...

Only decent PvP that puts you and your enemy on the same ground level

Also the games are shorter so you can farm Krogmo coin more efficiently... But LD as brought too much try-hards

You lost a LD match, live with it. Yes people go as wolver... ASI and DMG is obviously why... Toothpick is for piercing, the best dmg in the game... it doesn't take a degree in quantum mechanics to figure that much out...

Mon, 12/24/2012 - 07:53
#28
Mk-Vl's picture
Mk-Vl
Shamanala

Yeah BN is fun. When you don't have to wait an hour for a game. Plus I think you missed the whole point of this thread. This is about tips and strategies not whining.

Mon, 12/24/2012 - 08:05
#29
Shamanalah's picture
Shamanalah
@Mk-VI

The deal about this Thread is how to deal with cookie cutter build that everyone uses in LD

Yes it's a discussion about losing to said cookie cutter build and giving people advice on how to not get wreck in LD against cookie cutter build

It's a shame for LD IMO as it could be so much better if everyone was on the same ground level

Edit: (from Breaker-XD)
Usage Statistics:
100% (4/4) used Toothpicks (Swift Flourish or Twisted Snarble Barb)
50% (2/4) used Kilowatt Pulsars
50% (2/4) used Rocket Hammers
50% (2/4) used Sealed Swords
25% (1/4) used other weapons

Mon, 12/24/2012 - 08:06
#30
Mk-Vl's picture
Mk-Vl
If you read the OP

You'll see that it isn't just about facing it its about how to use it effectively too. And I'd have to say blast network is only fun for a game or two but then it gets boring because everyone has the same cookie cutter build and tactics. There's never anything new unlike LD where there's a different battle every match.

And I'll give you a 4/10 because I actually replied.

Mon, 12/24/2012 - 08:17
#31
Shamanalah's picture
Shamanalah
Cookie cutter build?

There is no cookie cutter build in BN, just have some speed and get 15 power ASAP and there are PLENTY of tactics to go around. Not because you cannot find 4 stage attack that no one can.

I have 2 special move on BN that gets everyone, uses 4 bombs. Been a BN top 10 in the first months, seen no one do this kind of move. Even as of today

LD has the same cookie cutter build however, Striker wearing skolver with GF along with 2 heart trinkets... not a cookie cutter build?

I don't get your "cookie cutter build" in a game where you have no gear wearing you up or down. You have no build at all...

so care to explain?

Edit: I call them special move because they are hard to do and you will die if you are not a good bomberman. Have to make one explode and then go right where it exploded. Can do it even with lags now since I did it so much

Mon, 12/24/2012 - 08:14
#32
Shamanalah's picture
Shamanalah
sorry

Sorry double post, lagged for some reason

Mon, 12/24/2012 - 08:27
#33
Mk-Vl's picture
Mk-Vl
Lets see

You get full power and speed and bombs. What does the other guy have? Hey full power and speed and bombs. And that guy over there? Yup same thing. How many hits do you die in. One? And those guys? One also. Aight. Wait you want a bomb that takes one more or one less second to blow up? Hogwash. You get what everyone else gets. And make sure you clean the cookie tray after you use it.

Whatever Tetris shape your two "special move" are I've probably seen before multiple times. And as for tactics: don't get killed and you win. Unlike LD where you can die any number of times and even get less than half the damage of the opposing team and win.

As for lockdown people use other build because they can and the duskar when they want to because they have that choice. They can also go different classes which changes the game.

And again if you read the OP you'll see that the discussion is about T2 so pretty much your entire post is meaningless.
If everyone had the same thing it'd be boring. Which is why it's fun that in T2 not everyone plays the same way.

Mon, 12/24/2012 - 08:34
#34
Spicegirls's picture
Spicegirls

I use surge breaker.

Mon, 12/24/2012 - 11:00
#35
Shamanalah's picture
Shamanalah
I still don't get your point

It's a cookie cutter build if everyone uses it. It's not a cookie cutter build if it's the ONLY build you can make

Wolver clones are cookie cutter build, you know it, I know it. Everybody knows it

And for your description of tactic... I don't mind dying for a triple kill... "don't get killed" is pretty much my go-to tactics on ANY RPG whatsoever. LD is part of that too

LD tactic: Not die and cap
BN tactic: Not die and kill

pretty much the same... But one puts everyone on the same ground level and the other require capping to win.

As far as I can see: You either hate or are pretty bad at BN.

LD is fun and so does BN. BN I feel like it's more challenging since everyone is on the same ground level, uses the same bombs, uses the same tactic. The best strategy wins (or the best man wins). If you use my special move and kill yourself, it's not a special move, it is one because it's epic. And I told you... Top 10 in BN when no LD existed. Had to have 10k points minimum to get in top 10 per week. Never seen anyone used my move in any way whatsoever, if you have seen it it's either one of my student or me :D

TL;DR you hate BN hence why you don't like it... I prefer being on the same level as the other guy, so the smartest/best one always wins

Try doing a 15-2, 12-0, 14-1 games and then we can talk about BN tactics ;)

Edit: You don't see me talking about LD tactic because I'm not that good... :D

Mon, 12/24/2012 - 11:28
#36
Mk-Vl's picture
Mk-Vl
One I don't hate blast network

I just got bored of it and I have gotten that high scores. And this whole thread is about lockdown strategies and tactics so yet again your post is irrelevant.

And the charts are the same for LD and BN: whoever plays the most is on top. I could make a couple of alts and give them a bunch of crowns an just play myself a thousand times a week and get higher numbers. It's meaningless.

Mon, 12/24/2012 - 13:49
#37
Breaker-Xd's picture
Breaker-Xd
Err..

@Ndognine
There's a reason I stay in T2 :P (aside from the fact that I'm basically only 3* qualified...)
T3 is actually a place where recons can shine almost equal to strikers, due to the sheer power of DA and GF, which can make minced meat of unsuspecting strikers.
The weapons are more powerful (granted, the armor is too), and fights are sudden and violents
All in all, T3 is just a gameplay I am not familiar with.

@Shamanala
Lets stay on topic here; this post is dedicated to "Taming the Wolver Clone" in T2 Lockdown.
I admit I've both won and lost a fair share of games (hasn't everyone?), but I did not intend for this post to come off as a rant about losing. Far from it, I simply wished to present the mindset of a semi-successful Wolver Clone (myself)

You are absolutely right about LD cookie cutter builds. That's why they're called Wolver Clones.
The statistics I posted applied specifically to players who displayed Wolver Clone-esque behavior (i.e. wearing at least 1 piece of Duskers/Wolvers, playing striker) I discounted gunner (for obvious reasons) and Wolver/Duskers who played recon and guardian, as well as including myself in the tally, so it might be fair to say that my statistics are a bit biased. However, if you watch my videos, 2 things become painfully apparent.
1) Wolver Clones tend to use the aforementioned weapons
2) Wolver Clones tend to get the highest damages

In any case, I hope that this post helps you get familiar with a Wolver Clone's mindset, in case you ever find yourself face to face with one (which is likely if you play any T2 Lockdown)

As for BN... I'm a trainwreck at that game XD

@Spicegirls
Surge breaker provides relatively TERRIBLE defense, and has negative status resists for freeze and fire. While shock is the most commonly used (and abused) status in T2, if you ever encounter a gunner with a fyrotech alchemer, you're royally screwed. I do wish you the best of luck though!

Tue, 12/25/2012 - 04:04
#38
Nottheanswer's picture
Nottheanswer
~

Recon is usable in T2. It's just outclassed by Striker, by virtue of mobility/efficiency. Deathmark is really really strong, and mindgames are possible even with the footprints, it's just hard to beat Striker's ability to engage (and disengage) at the drop of a hat.

With regards to "taming the clones", Blaster has the same range as Kilowatt, and a much faster bullet. If the status/typed-damage is important, Alchemers (specifically Voltech/Shadowtech, depending on damage VS status) can work wonders; I've always run a status Alchemer, both as Recon and Striker. With the somewhat recent toothpick range nerf, I feel Brandish-lines should be used more, as they're generally easier/cheaper to get ASI on, and the range isn't a huge loss; switchcancelling can take down most clones pretty easily and quickly.

[Sidenote: I think Nightblade is used over elemental lines due to it being the only shadow sword in T2; thus shadow armor/helms are very rarely used, whereas some people will run Drake/elemental UVs against Hammers.]

 
TL;DR: T2 needs moar Recon users, hybrid swords/guns 4 lyfe, brandishxalchemer #1 strat NA.

Tue, 12/25/2012 - 21:13
#39
Breaker-Xd's picture
Breaker-Xd
I reckon that recon might be useful

I've actually adopted a new playstyle, which involves letting a teammate slash away at an opponent striker until their dash runs out, and then flying in and finishing them off quickly. I figure the same could be done with recon, except with a sneak in rather than a blitz.
The downside is that I have to actually rely on a teammate for this to work. If I'm caught alone, I have to resort to my regular strikering madness

@Nottheanswer The majority of players in T2 don't have expensive or powerful UV's, so I think the weapons that are used the most are so popular due to their natural abilities. Though ASI brandishes are much cheaper than ASI toothpicks, the difference in range is actually quite annoying (brandish has something like a 90 degree hit radius on first slash, whereas toothpicks have like 179.9999999 degrees) The ups to having a brandish is, of course, the easily-usable and destructively-powerful charge attacks, which can smash and then status Wolver Clones, in that order.

Personally I find Blaster and Alchemers unhelpful for a Wolver Clone. I ran a Voltech Mk II before I had a Kilowatt, aiming to shock a target before engaging. It turned out that the 2-shot magazines of Alchemers prevented me from being able to attack as regularly as I wanted. Also, the small (albeit fast) bullets always seemed to miss (most likely due to my terrible gunning skill).
Blaster presented me with a different problem: lackluster damage and lack of status. Because of the ubiquitous normal defense scattered through SK armor, blaster never seemed to deal more than a measly pip or half pip to me before I dispatched the gunner (or got close enough for them to draw their toothpicks). The lack of status makes dealing with them not very dangerous (i.e. I can charge into blaster fire and not worry about shocklock, whereas I must carefully go around Kilowatt Pulsar shots)

Wed, 12/26/2012 - 03:41
#40
Nottheanswer's picture
Nottheanswer
~

@Breaker-Xd: Blaster or Alchemer are just a different playstyle than Kilowatt. Kilowatt is for area denial, while Alchemers are for precision/fast switches (yeee hybrid), while Blaster is somewhere between (some utility, some hybrid-ness). It'll come down to playstyle, and I was offering them as a way to counteract some clones, rather than something a clone should use. Blaster in particular is strong in that it can counter a Kilowatt user, due to identical ranges and clip sizes, with Blaster's much faster bullet speed.

The width of toothpick's hitbox is clearly superior, but the range directly in front of you is similar, and I feel toggling autotarget (the horror!) is perfectly viable. A toothpick's swing does come out faster, but an ASI Med Brandish runs about 30k, which is 3 Vana runs.

Fri, 12/28/2012 - 00:07
#41
Breaker-Xd's picture
Breaker-Xd
Magnus

@Nottheanswer
In a match I just had, I fought a hybrid gunner-dusker who repeatedly pegged me with a Magnus (though he never did get the stun) It was surprisingly effective, and wore away half my health from afar as I attempted to engage with fly flourish. The fast bullets were harder to dodge than Kilowatt blasts, so I had a hard time gunning back. All in all, an interesting fight. I am beginning to see the wisdom of a blaster (alchemers were already apparent, I just personally never liked having only 2 shots a clip).

I think that toggling AA might be more of a hassle than a help for me personally, but I haven't actually tried it out. What key do you suggest for AA toggle? Shift?

Fri, 12/28/2012 - 11:57
#42
Mr-Baldy's picture
Mr-Baldy
I wanna talk!

I just recentently started doing T2 LD again. I'm not going to waste the CE on Trinket Slots or Weapon Slots but, by using tactics similar to Breaker-XD, I have still been able to be the best or one of the best players on my team.
I currently have been using (On my character Balderus):
Quicksilver Helm (Because Jelly > Duskers)
Dusker Coat (Because I really like being a fat dragon Jelly Dusker.)
Stable Rocket Hammer (Or toothpick with ASI low if a noob whines.)
Kilowatt Pulsar (I also plan on using a Super Blaster)

Since I'm a pathetic clone myself, I guess I'll harbor no ill will to similar clones. The best thing to do against well seasoned clone is to use a hipster weapon. (MK-VI's haze bomb is a prime example.) Once you do something they don't expect you to do? (Like finish a combo or use Calibur charge)
Also, I've used Surge Breaker armor with Quicksilver helm before just to look like an Astronaut. It fairs rather well if you're not against fire or freeze; just keep a back up loadout.

@Shamanala
19-0
20-0
20-0
21-0
Perhaps I am able to talk about BN now?
I was certain I wasn't the first person to think up the strategy you're probably referring to but, if you haven't played BN lately, multiple people have picked up on new strategies and now you know to watch out if someone's resting on or near a bomb while their other bomb's going off.
BN is a wonderful game that I love oh so much because it's so much fairer than LD; however, there are times when I just wanna get on Lockdown and kill some muthahuggin' clones! There are many people that want to do the same so this thread is important for them. I don't really have anything to say, I just wanted to show off me not dying in Blast Network.

Fri, 12/28/2012 - 16:16
#43
Breaker-Xd's picture
Breaker-Xd
I love talk!

@Mr-Baldy If you want to talk, you have come to the right knight!

I'm not going to waste the CE on Trinket Slots or Weapon Slots but, by using tactics similar to Breaker-XD, I have still been able to be the best or one of the best players on my team.

That's the spirit! While trinkets really help durability, I think one of the most important factors is a quick eye and confidence! I've had many a fight where I held of a point solo against 4 aggressors, simply by taking advantage of their clumsy moves and then sprinting for my life to protect my half-a-pip of health.
Also, having extra health means nothing if you don't heal properly and take advantage of that health. Having a million bars of health doesn't help if only like 5 are filled.

Quicksilver Helm (Because Jelly > Duskers)
Jelly armor flips Dusker's Pierce and Normal defense, and sacrifices the damage bonus and freeze resist with Shock for Quicksilver and Stun for Brute Jelly. In terms of dealing with them, I usually switch to SS when I meet Jellies, since they have lower normal defense. Hybrids are more challenging, since pierce and normal defense are equal. It's a legitimate playstyle, but I personally feel crippled without the damage bonus from Dusker.

The best thing to do against well seasoned clone is to use a hipster weapon. (MK-VI's haze bomb is a prime example.) Once you do something they don't expect you to do?

This is very true. Since wolver clones are cookie-cutter builds, once you've fought one, it seems like you've fought them all. Hammer is "OP" because it's second move (the dash) is relatively unpredictable. I counteract this by keeping my distance when that move happens, and have observed that most strikers move in "V" which usually hits thin air, leading me to believe that this move is hard to control. Honestly, pulling out an unexpected weapon has both pros and cons. The cookie-cutter weapons are used so much because they are very effective, so in essence by switching to a hipster weapon, you are sacrificing effectiveness for the sake of unpredictability.

Personally, I play more "safely", and try not to strike first in a duel. When another wolver attacks at me, I duck back and hit them before they can move. It's easier said than done, but when it's done properly I have no problems holding my own against one or two wolvers aggressing me at the same time.
My downfall is against the wolver pack. When it's 4v1, I usually can't do much without getting utterly destroyed. While this is to be expected, it is an area that I need to improve it. (Think of it as getting better at crowd control)

Sat, 12/29/2012 - 03:19
#44
Blackskies
Oy ve

I get it, your point iz to provide a tutorial of sorts to T2 strikers but in doing so you bassically assert the fact that the dominance of wolver clones in T2 is health and justified for the format. I don't know if you noticed but you bassically implied that a wolver clone with your beloved pulsar has the advantage over any opponent they face. If that's the case how does T2 resemble rock paper scisors in any way? From what I can tell your argument boils down to a single opinion in which you claim that wolver clones are cloning the wrong load out. A for effort and light hearted language, but youneed to rethink your argument. T2 has become increasingly unballanced over time. This is so much the case that it has pretty much drivrn me out of the T2 curcuit. There are few who remember it, but I used to be fairly well known in T2. What happened specifically? Heart pendants and weapon balances made previously viable weapons and tactics no longer viable without allowing for oppertunities to replace these. As an example heart pemndants made the troika charge irrelavent where previously it was dangerous but deadly in skilled hands. In general troikas are no longer very viable for T2 as they deal normal damage, and the sealed sword gets better range and damage with elemental. The SS is no longer viable in LD, as the new shards pattern is easily sidestepped and attempts to cover the "holes" in the bomb pattern with a haze or blast bomb are often inadequate, restrictive (unless you have weapon slots) and leave the bomber exremely vulnerable to ranged attacks due to the pattern required ( if someone has found better patterns please let me know). The arc razor is now boarder line viable where once it could stand to to toe with toothpicks. It wasn't exactly an even fight, but it was close enough, and each had their specific pros and cons. Before the changes it took a rather skilled player to dominate in T2 without becoming a wolver clone. This is still true, but the load outs that can compete with clones in T2 has been limited (and it was a short list to start with) effectively disqualifying most of the players that might have been competative with other sets and limiting gameplay variety. There's no quick fix to this issue, but I believe a solution must start with the elimination of trinkets in T1 and T2, as it would aid in making heavy weapons viable.

Apologies for any typos or formatting issues. I'm posting from a nook.

Sat, 12/29/2012 - 03:50
#45
Blackskies
Oh.. and Mk-VI I totally

Oh.. and Mk-VI I totally disagree. When you make the playing field even but give players suffient room to adapt their own strategies and play styles it becomes a contest of skill and epic duals ensue. Does that mean we should make everyone a wolver clone? No, but I would like to see weapons that reside in LD or a similar arena event and are available and required for use by participants. I'm unsure whether UV'less unheated/fully heated gear or specially designed gear for the event would be more appropriate. It would be easier to create interactions between players and ensure ballance with new gear, but it would also likely result in a pool of 1-3 weapons for each of the weapon types. Idk maybe it's just me,but I feel like such a format could be a blast. Really strange interesting weapons could be added like a blaster like gun that knocks back opponents without causing flinch,damage, or invincibility frames.

Sat, 12/29/2012 - 04:31
#46
Breaker-Xd's picture
Breaker-Xd
Well

@Blackskies

In general troikas are no longer very viable for T2 as they deal normal damage, and the sealed sword gets better range and damage with elemental. The SS is no longer viable in LD,

This is extremely untrue. I myself just got a troika 3* (Grintovec) today, and have been using it to great success (at least for the six games I played tonight)
The SS is also one of the most used weapons in the entire tier, so I am not sure what causes you to think it is no longer used, or that it has better range (or elemental damage?) compared to the troika.
In fact, testing shows that Grintovec/Kamarin is identical to the Sealed Sword in terms of damage type (normal), Damage-per-swing, and reach. The only difference is the charge attacks, and that the SS is a pinch faster than the troika family (27 combos per minute versus 30 combos per minute, my personal tests)

The arc razor is now boarder line viable where once it could stand to to toe with toothpicks.

I have yet to heat my Arc Razor to 10 (it's at 8 right now) and actually test it, but damage output shows that it is toe to toe with the toothpicks. Theoretically, it should be less effective than toothpicks on wolver clones, due to wolver armor having higher normal defense than piercing, but may serve as an alternative to deal with jelly armor. The combo is also easier to contact with, and I have noticed only minute differences in terms of reach and range. I look forward to trying it, after I fully heat it. (The Spur was a Christmas gift, it'd be a shame not to use it)

Before the changes it took a rather skilled player to dominate in T2 without becoming a wolver clone. This is still true, but the load outs that can compete with clones in T2 has been limited (and it was a short list to start with) effectively disqualifying most of the players that might have been competative with other sets and limiting gameplay variety.

I am not sure what changes you are referring to. Admittedly, I have not been playing SK for very long, and have not seen any dramatic changes in my time. However, I feel that it is good if a metagame changes. It allows new ideas to rise up and forces people to adapt to changes.
I am actually quite curious. Could you enumerate some changes that happened, and when?

I don't know if you noticed but you bassically implied that a wolver clone with your beloved pulsar has the advantage over any opponent they face. If that's the case how does T2 resemble rock paper scisors in any way? From what I can tell your argument boils down to a single opinion in which you claim that wolver clones are cloning the wrong load out.

My main goal was to point out how a Wolver Clone works, and what he uses. I am saying that my beloved pulsar had an advantage over most opponents (which it does, thus it is overused), but it is by no means unbeatable. The other day I was pegged out by a Magnus, which outgunned my Kilowatt and left me dashing back to base to heal.
The rock paper scissors that I am referring to applies specifically within clones; if a clone has a gun, he should use it to keep his distance. If a clone has a flourish, he should use it to pick away at his enemy when they are not prepared to counterstrike. If a clone has a hammer, he should deal immense damage to his foes and try to escape with as much health as possible

Does that mean we should make everyone a wolver clone?

Of course not everyone should be a wolver clone. There's a saying going around that goes something like "Everyone looks to the clone for the top damage, but the clone is usually thinking 'Thank God I got the haze bomber on my team'"
Without people to hold bases and back up clones, wolver clone strikers really would be too too frail. Haze bombs hold capture points, which win games. Gunners weaken enemy clones, which make them kill-able.
Most people are tempted into the Clone Wars by the promise of being team MVP, and having top damage, or by destroying everyone on the other side. While damage is heavily praised and exalted, more than often people forget that Lockdown is more a Capture-the-Base game, not Kill-the-Other-Team.

No, but I would like to see weapons that reside in LD or a similar arena event and are available and required for use by participants. I'm unsure whether UV'less unheated/fully heated gear or specially designed gear for the event would be more appropriate. It would be easier to create interactions between players and ensure ballance with new gear, but it would also likely result in a pool of 1-3 weapons for each of the weapon types.

Err... I don't quite understand what you mean right here.

Sat, 12/29/2012 - 07:00
#47
Skyfalls's picture
Skyfalls
Damage

Saw a guy called corefinder yesterday that got 22k damage in T2 LD...HOW THE GAHHHHASDDDKWEDHWJKJE DO PEOPLE DO THAT. It was a 900 pt game and he also had around 10-12 caps.
Btw what is the key that lets you take screenshots in game..? Never bothered to ask until now :(

Sat, 12/29/2012 - 07:22
#48
Nottheanswer's picture
Nottheanswer
~

@Breaker-Xd: I use L.Shift to toggle autotarget; I use it on most Brandish-type hits, but never anything else.
With regards to Troika-lines VS Sealed, I'm fairly certain that the damage tables on the Wiki are incorrect; it's worth testing, but I recall hearing that the damage on the first swing of one is higher, while the damage on the second swing of the other is higher. I've experimented with the Arc Razor, unfortunately only after its mobility nerf. Given that it has a smaller hitbox than a toothpick, with similar attack speed and similar (or lower) damage, I feel that its only real redeeming factors are cheaper UVs, and (possibly) its second/third hits. Again, partially up to playstyle and personal preference, but Sealed strictly outclasses Troika-lines in almost all situations by virtue of a UV-less Sealed swinging as fast as an ASI High Troika.

@Blackskies: One issue with imposing regulations on gear is that it creates a disconnect between the PvE and the PvP, with PvE (arguably) the heart of the game. I feel that restricted gear or the removal of heart pendants wouldn't create as much change as people hope; there will always be strong strats that people gravitate towards, and there will always be weaker strats that people shy away from. I agree that the removal of UVs (or the option to remove them in GvG) would be good for the game, but it would be hard to justify to those who have invested a lot into their loadouts.

Sat, 12/29/2012 - 08:56
#49
Chainguy's picture
Chainguy
I believe the fix to this in

I believe the fix to this in my opinion is that Lockdown should have more options like disabling UVs, trinkets or extra wep slots. Not only that but also custom settings such as banning certain weapons from the match. So if a wolver user tried to join with the set banned from the match, they would get refused. However, this will likely cause uproars so to fix this, one section of Lockdown would be normal (Ranked Match) and the other would have the custom settings (Custom Match). Both parts should have their own Leaderboard however this could be hard for the custom leaderboards due to there are hundreds if not more type of matchs and making a leaderboard for every type would be too much for the game, so i am gonna let this part be discussed by the community. The result of this could be quite a few intresting matchs such as bomb only matchs, proto armor only matchs and more.

Custom zone should allow players to host their own matchs but they are still hosted by OOO servers themselfs, this is to prevent players with slow connections from making the match hard to play because of the lag. Playing in a match hosted by a player is free to enter but you will not get coins or crowns from playing. But one or more matchs hosted by OOO themselfs will give you this and the rank points, these matchs will change every week. Players vote what type it should be and it will change to that on the next week. However, the settings from the last match week cannot be voted again next week, this is to prevent players from voting the same thing every time so every match week will be diffrent.

I know there will be disagreements and agreements of this but just making a slight suggesting or something like that to see if it can help the game and the community. ;)

Sat, 12/29/2012 - 10:53
#50
Blackskies
@Breaker-Xd

Lol, thanks for reading my massive post. As for your remarks I'm dead certain about troika vrs sealed sword range from experience. The troika's hitbox is shorter than the visual length of the sword whereas the sealed sword's hitbox is longer than its weapon's graphic. As the troika appears larger this makes their one directional reach comparable butnot equal. I've had many encounters with the sealed sword where my opponent and I swing at the same time (or close enough) and my kamarin swings through my opponent's head, and their swing appears short, but I take the hit. After many such encounters it has become clear that the sealed sword has slightly more reach. And ok, maybe "not viable" was a bit much, I still love my kamarin, but you have to admit the charge is now almost useless.

It has been a while (I haven't been able to play recently) but if I remember correctly with the addition of pendants it now requires a full troika charge a combo and an additional hit to down someone. Previously if your opponent had damage you could generally one shot them. If not a follow up swing or perhaps two was enough. You might say a one shot sounds OP, but consider the time necessary to charge, and the recovery time if you miss or other players are in the area. Actually, the charge is most viable when capturing or holding a point and no enemies are in the area. If you're new to the troika in T2 this will likely get you killed for a while, but try charging while on a point and releasing at incoming strikers. Depending on the map and the point you may need to release before you can actually see the striker. Pay close attention to the little slashes that indicate nearby striker dashes. It's really great fun, and a good skill to have.

That being said the troika's effectiveness was diminished by the ability to craft heart pendants. More life increases the window of engagement, and with slow swords (of which the troika is the slowest) you want to keep this window as small as possible, especially when more than one opponent is in the area. This often involves a hit and run, opponent to opponent pattern to keep your enemies at bay and the longer you have to keep that up the more likely you'll be poked and then summarily dismissed by toothpicks. If you're not running pendants anything more than 1v1 can become very troublesome. Previosly 1v4 stacked the deck against you, but it wasn't uncommon for a highly skilled player to take out 3 or 4 of their opponents. I haven't seen another troika user suceed in more than 1v2 since the chance, but skilled toothpick users can take 2 or more in 1v3 combat.

The spur used to be incredibly good at finding or protecting against recons. The spur originally had a forward step on all three swings of its combo. This made it great at closing distance and covering ground. You could often score a hit on a recon by guessing their movements and chasing with a spur, and attacking in a tight circle or triangle repeatedly on a point almost always kept them from attacking in a 1v1 situation. Their best option was to get relatively close (to reduce reaction time) and fire off a gun, but most recons would simply move to another point. The spur charge attack was improved (as was the troika's btw but the troika's was simply a damage increase) but it's hardly become good enougn to warrant much or any use in LD. You wouldn't think it'd be much, but that first step is sourly missed. It helped deal with the tremendous poke range of toothpicks by closing the gap. Admittedly toothpicks have been nerfed since, but I feel the change was unessesary and detrimental unless OOO is coming out with a five star spur. Idk, maybe my opinion is skewed by the fact that the arc razor / kamrin combination just isn't as good as it used to be. By all please enjoy your gift. Variety in LD is a good thing. I refuse to use tootnpicks in LD.

I think you may have been a little confused by my abbreviations. I was abbreviating Sun Shards as SS, not Sealed Sword. I thought this was common practice, but perhaps it should be SSS for scintilating sun shards. Anyway shard bombs originally came in two flavors exibiting piercing/normal and peircing/(normal? / elemental?) + shock - forgive me, my memory is a little hazy atm, especially in regards to the salt bomb. Previously these bombs shot projectiles in eight directions each at 45° of one another. The projectiles had a long range like a gun, and if a monster was standing on the bomb when it detonated all of the shards hit, dealing massive damage. That's exactly why they changed it. The current shard bombs now have a five star form but are not even close to being as effective as the originals. Standing too close to a wall may make shards disappear, achieving decent damage in PvE is difficult, and the bomb is all too easily stepped around in PvP.

As a side note, now that I think of it the troika charge has been changed twice of my recollection. It was originally changed long ago because the charge could reach through solid obects. All of the iterations have had essentially the same mechanic however.

As for that section you didn't understand I was suggesting the possibility of leveling the playing feild in LD by giving everyone access to the same gear. It would eliminate advantages from UV's, give everyone the same ammount of heat and give new players more of a chance. Notthe answer brought up some of the flaws with this suggested fix. In the second half of that section I suggest that this should be done in another arcade game entirely (1v1 duals could be entertaining for example), and that new gear should be created specifically to create interesting match ups and matches. I wouldn't expect them to provide more than 1-3 weapons per weapon class. This smaller pool would make ballancing much easier to manage, and the new weapons would allow OOO tontailornthe gameplay to their exact needs (rather than having to concern themselves with ballancing PvP and PvE at the same time).

@Nottheanswer Troikas do considerably more damage on the second swing than the first, and yeah I hear you... it'd be nice to at least put people on the same playing feild with heat tho. It wouldn't make a huge difference overall, but at least it'd put up and coming players in the same area code. Your points are part of the reason I feel my suggestion would work better as an additional arena game, though as it is almost no one plays BN - dividing the PvP community further may be unwise. Also I'm glad someone understood that suggestion, it wasn't exactly posed elegantly.

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