Upsen_Downs

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  1. [ QUOTE ]
    Well, I like to think of it like this:

    Say "its."

    Now, get rid of the 'i' in "its." You're left with the 'ts' sound, which is what you use in 'tsoo' and 'tsunami.'

    [/ QUOTE ]

    That's exactly what I was looking for and couldn't think of. Thanks for setting it forth it so clearly.

    Upsen.
  2. [ QUOTE ]
    Actually someone found a linguistics website where a Hmong speaker spoke the word "Tsoo" (Which incidentally means "To Hit or Strike"). And yes, the Tsoo are NOT Chinese or Japanese, they are Hmong. Anyway, the word "Tsoo" sounded much like someone saying "jong" or "djong". Very interesting.

    [/ QUOTE ]

    Hearing this, I looked up a search in metacrawler for "hmong tsoo"

    and managed to surf to this entry:
    http://ww2.saturn.stpaul.k12.mn.us/h...tsovWords.html

    That led to:
    http://www.jefflindsay.com/Hmong_tragedy.html

    where I found about the romanization:

    [ QUOTE ]
    It was not until late in this century that a writing system for Hmong was introduced. Several forms were attempted, but the dominant method is a romanization system in which pronunciation seems highly nonintuitive for English and Hmong speakers alike, though it seems to be based on sound linguistic principles. (The letter "P" is pronounced as "B", "PH" as "P", "X" as "S", "S" as "SH", "T" as "D", "R" as something like "DR", etc. Tones are indicated by one of the consonants j,g,b,v,s or d at the end of each word, or no consonant for the mid-range level tone. It's terribly intimidating when first learning it, but it's pretty reasonable after all.) An increasing number of materials have been printed in the romanized Hmong language, but it is still difficult for most of the Hmong people to read.

    [/ QUOTE ]

    There's a lot more on the pages that make an interesting read, but I don't get why the Tsoo are very Japanese looking ninjas.

    Upsen.
  3. [ QUOTE ]
    However, I think it's supposed to be close on to 'chew', as I've heard that the Chinese beer Tsingtao is pronounced (according to their website, unlinkable due to age restrictions) 'ching-dow'.

    This is presuming that the 'ts' transcription represents the same sound in both cases, not necessarily a safe assumption.

    [/ QUOTE ]

    It isn't, since tsingtao is from Chinese, and tsunami is from Japanese, with different pronounciations, that happen to be both romanized into 'ts'. Good call.


    [ QUOTE ]
    More commonly I call them "those [bleeping] [ohhowIhateem]."

    [/ QUOTE ]

    That I'll agree with, especially when an Ancestor goes chicken and flies away phased.
  4. [ QUOTE ]
    kheldian.. I pronounce it wrong I call it clyde dian.. but I guess it suppose to be keld (sound like held with a k) dien (di-yen)

    [/ QUOTE ]

    k held again

    k stunned again

    That's how mine is. :P
  5. [ QUOTE ]
    Actually Upsen you've done a remarkably good job.

    [/ QUOTE ]

    Thanks!

    I was about to say English is my first language, but funny enough, while typing, I realized I did take ESL (English as a Second Language) back in grade 1 over 20 years ago...

    Holy smoke. I'm not a 'native' speaker. What the hell?

    Upsen.
  6. [ QUOTE ]
    ok just wondering how do you pronounce Tsoo?

    [/ QUOTE ]

    I keep the T sound at the beginning, like in the Japanese ABCs...

    ta chi tsu te to

    like the tsu in tsubasa or tsuki.

    Yeesh my explainerisms are nots working today too well.

    Oh I got it... it's the same tsu as in "Tsunami", which is a Japanese word that most people know. 8)

    edit - man this is hard to explain, it's not a soo-nami!

    Upsen.
  7. [ QUOTE ]
    Some people are going to look at this and hate my guts for saving it. But here it is, thanks to the magic that is Google, the entire first page of the original Kill Skuls post. My one edit was that there was some unicode characters in the sig of Upsen_Downs that I couldn't reproduce. The rest of the thread was unfortunately (though some think fortunately) lost to the purge.

    [/ QUOTE ]

    Appropriately enough, the unicode you couldn't reproduce said Go. Hunt. Kill Skuls. in Japanese.

    Upsen.
  8. [ QUOTE ]
    Best solution has already been proposed, but here it is again:

    Propel: single target: foe knockback, high (superior? moderate?) damage, AoE disorient

    Wormhole: leave as is in i3

    So only the single target gets knocked and damaged. Target and the guys near him get disoriented. As long as with a bit of slotting we can perma-disorient an even-con, I'd be one heck of a happy grav. We're not looking at a long-term perma-disorient from propel, the end. cost sees to that nicely.

    This gives the grav. controllers their needed AoE in the level range they need it, closes the evil control gap, doesn't take away from the grav controllers already using propel as a damage source (either leave as is in i3 or a slight boost) and doesn't interfere with the few gravs who use dim. shift and wormhole as they are.

    If anyone would be unhappy with that proposal, please say so.

    (actually I would be a bit miffed because I've used all my respec's and don't have propel, but c'est la vie)

    [/ QUOTE ]

    I'd like this solution over modifying wormhole too.

    Just so happens I'm in the same boat of not having any respecs left either. But I've been trying to reason out why we should get more respecs as well.

    Upsen.
  9. [ QUOTE ]
    I've got a level 50 grav/kin, and I’ve tried out the new Wormhole on the test server. I like the “wow factor” of the AoE teleport, but it does, as many have noted, drastically change the tactical implications of using Wormhole.

    Regarding this power’s control factor, what if it was changed so that it was *un-resistible*? Then we’d know exactly what’s going where. And the certainty should offset the downsides of the AoE change.

    [/ QUOTE ]

    While I'd like that, I think that it'd be too powerful and unbalanced when compared to other controllers, to have an automatic hit to move a bunch of enemies.

    Upsen.
  10. [ QUOTE ]
    [ QUOTE ]
    As an aside, I haven't had a chance to try, but it's possible that AE Dimension Shift and AE Wormhole might combine with a little synergy. You can phase a high level group, then AE Wormhole the phased group somewhere else. The already phased opponents will stay in place, while the unphased opponents will be teleported away into a corner for your team to kill. This might allow AE Wormhole to act like a sifter to seperate phased from non-phased opponents. Not sure how useful this tactic might or might not be, but it's interesting to think about.

    [/ QUOTE ]

    That's a decent idea in theory, though still situational, but unfortunately you can't cast any powers on shifted bad guys. You'd just get an "unaffected" notice if you tried to do that.

    [/ QUOTE ]

    Also to note is that you will need a very high accuracy, or you run the risk of seperating the foes into 3 groups - phased old spot, unphased old spot, and unphased new spot, meaning you may be dealing with attacks from 2 angles, with a cavalry group to back them up at an unexpected time. 8)

    Upsen.
  11. [ QUOTE ]
    I always wanted a disorient cone on Propel, with the targeted foe being struck by the old damage (or even the new amount) but everybody else just gets the disorient. A FULL LENGTH disorient. The zero range would balance the damage to 1 target. You could slot this puppy for damage or for disorient, your choice. Would rock.

    [/ QUOTE ]

    Anogther good way to do disorient on propel is to make it an AOE from the point of the impact. You throw an object, it hits the target for damage, and the boom from the impact causes an AOE disorient.

    I'd take that power.

    Upsen.
  12. [ QUOTE ]
    Clearly inferior? To who? As far as "pure" AoE control goes, Dimension Shift is far superior to both versions of Wormhole. All this statement does is support the notion that no matter which power the Devs decide to manipulate, there will always be a group that's decidely not in favor of it.

    [/ QUOTE ]

    This is why I think the changes to Wormhole should be less drastic. I know the effect of tossing a bunch of foes into a wormhole at once is rather interesting, but it does change the entire function it was originally designed to do. Move a single target to a point you want to move it to, with a knockback effect when they bounce out the other end.

    If they added the disorient to the exit phase of the wormhole, even keeping the whole knockback thing, it would preserve the old functionality of the power, while adding a new dimension to it, instead of destroying the old functionality. The knockback could be centered on the wormhole exit point, so you can choose where to drop your wormhole target - to choose the direction of knockback.



    Using another example, they could turn Propel into a AOE disorient too, by adding a AoE disorient hit to the target area, when the Propel missile hits it's target. It wouldn't change the use of the power too drastically, so people using it for damage can continue using it to damage the single target, while others could find new functionality in using it as an AoE disorient.

    Upsen.
  13. [ QUOTE ]
    Anyway cool idea, and it retains the precision for when that is needed since only 1 thing is moved and its the destination thats disoriented. COOL idea!

    [/ QUOTE ]

    I'm glad you like the idea as much as I do. 8)

    Upsen.
  14. [ QUOTE ]
    [ QUOTE ]

    Have the wormhole teleport only ONE enemy, but have the destination area qualify for an AOE disorient.


    [/ QUOTE ]

    That's an excellent suggestion and a compromise I could live with, since it doesn't take away from Wormhole's current functionality. Good show!

    [/ QUOTE ]

    Let's see if we can get away with a knockdown effect as the single enemy ports into the targeted area too... it would fit the picture perfectly as well.

    Boomf! wormholed enemy appears, knocking enemies in the area off their feet, they all get up disoriented.

    It'd be similar to a one-shot version of Ice Slick that's uniquely gravity's.

    Upsen.
  15. Teleport foe also has the following disadvantages compared to Wormhole:

    Foe appears ready for action near you.

    It doens't work, period, on the following enemies:

    +9 Minions or higher
    +1 Lieutenants or higher
    -3 Bosses or higher.


    I mean, yuck! 8)
  16. [ QUOTE ]
    <ul type="square">[*]Retain the proposed Wormhole under a new name and replace Dimension Shift with the current Wormhole (My favorite suggestion). [*]Replace Dimension Shift with an AoE Lift + Disorient.[*]Replace Dimension Shift with some other AoE Disorient (seeing a theme? ). [*]Change the current Lift into an AoE Disorient (Lift is a popular power though).[/list]Or any other idea that retains the current Wormhole but adds an AoE Disorient. No other power in the game can duplicate what Wormhole currently does, not even Teleport Foe. The change to Wormhole eliminates the precision of the power and effectivily removes a large part of my gameplay strategy and makes Gravity much less fun for me to play. This I feel quite strongly. I'd rather have no change to Wormhole and retain the 'control gap' for another few months until Issue 5 than have my Gravity Controller lessened by this change.

    [/ QUOTE ]

    I would like to see Dimension Shift changed into the new wormhole too... but if the dev team really wants to keep DimShift the way it is...



    Here is a less drastic suggestion that would return the precision control to wormhole but would incorporate the new AOE disorient -

    Have the wormhole teleport only ONE enemy, but have the destination area qualify for an AOE disorient.

    It could be described as the re-appearance of the 1 foe causes a disorienting thunderclap. That causes everyone in the targeted area to possibly become disoriented. (and we could use a nice big "BAM!" sound effect too 8)

    While it would create aggro at the wormhole exit point, it would be much better than wormholing away half or all of the enemies all of a sudden.

    Upsen.
  17. [ QUOTE ]

    The aoe effect has the same radius as Gravity Distortion Field, however the location you teleport the mobs to stretches the mobs out into a line with about 3-5 feet between them all. Forget trying to to port mobs into a nice cluster for aoes: it just won't happen.

    [/ QUOTE ]

    That sounds absolutely perfect for Full Auto. (I team regularly with a AR blaster)
  18. [ QUOTE ]
    ARRRGH!!!! I AM TRAPPED AT WORK!!! MUST PLAY UPDATE 4!!!

    [/ QUOTE ]

    Not only am I trapped at work, but I am stuck on a dialup internet connection until after Easter Monday.

    waaaaaaa...
  19. I'm trying Divine Avalanche on my scrapper and I noticed that the DEF bonus doesn't seem to co-incide directly with a successful DA hit. It seems to click in a little bit afterwards, if at all. Often I will hit with the DA, and no DEF icon shows up in my buff list.

    I know I can strike 3 times at least with DA, before the +DEF icon disappears (if it appears properly in the first place) I'll only ever be able to get 2 to appear. Sometimes both icons appear at the same time.

    Is this a graphics glitch only? What is with the erratic appearance of the DA +DEF buff?

    Great guide by the way, it's just too bad I'm trying to tank an AOE Archvillain right now. 8)

    Upsen.
  20. [ QUOTE ]
    DBZ is to anime what raw carp is to sushi

    [/ QUOTE ]

    TV dinner or microwave dinner compared to a nice restaurant's chef's recommendation! 8)
  21. [ QUOTE ]
    Finally, the guide in Japanese!

    1. iku
    2. sagashi
    3. skuls o korosu

    [/ QUOTE ]


    1. Iku.
    2. Karu.
    3. Skuls o Korosu.

    cause sagasu is to 'look for' and karu is 'hunt' ^_^

    I tried to post unicode but it doesn't seem to work:

    1. &amp;#34892;&amp;#12367;&amp;#12290;
    2. &amp;#29417;&amp;#12427;&amp;#12290;
    3. &amp;#12473;&amp;#12463;&amp;#12523;&amp;#12474;&a mp;#12434;&amp;#27578;&amp;#12377;&amp;#12290;
  22. [ QUOTE ]
    *brain snaps*

    ---Voice Over:

    "Way to go, guys... you broke Tenma. I hope you're all happy."

    [/ QUOTE ]

    Tenma got jerk hacked!! Its all gone to the americans!!
  23. [ QUOTE ]
    imvicious2u (Jan 28, 2005, 14:55) responds with:

    "Duh...You want i should kill skuls boss?"

    Upsen_Downs (Jan 28, 2005, 15:53) responds to imvicious2u with:

    "Go. Hunt. Kill Skuls"

    [/ QUOTE ]

    Woo! a fleeting moment of infamy on the internet! 8)
  24. I posted this elsewhere cause I didn't see this thread but I wanted to post it here too...

    I did the new easy cape mission at 5am (bout 6 hours ago) in the morning while falling asleep twice at the keyboard in mid combat. I still beat it easily. The mobs that are supposed to destroy the capsule just stood there in their cheering animation as I defeated them one at a time with a nap somewhere inbetween.

    Made my ninja character feel so.... ninja-ey!


    Thanks Ravenstorm!
  25. If anything at all, please make similar buffs from the same power set last the same duration - there is enough for us to do without having to keep multiple timers in our heads on when to do buffs.

    I'm mainly talking about Increase Density and Speed Boost.
    2 or 3 minutes would be nice. 5 minutes and I'd be really happy.




    Make a Buff Duration enhancement or something even, so that we have to choose between duration and effectiveness... +% to duration and endurance cost. +300% duration for +300% the cost...

    A Buff Duration Enh could apply to any click buff even... such as the aforementioned Stim, Grant Invisibility, FF bubbles, Practiced Brawler, Unstoppable, Inertial Reduction etc.

    Some of us are tired with having to constanty reapply buffs, on team-mates or ourselves, that we would be willing to take a hit on performance to get longer durations.

    And it would provide a reason to slot up some of those powers that we would otherwise never slot up, like Practiced Brawler or Inertial Reduction.

    Upsen.