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Posts
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Joined
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Quote:added the main account. i'll be back soon, i hope.
also, i am seriously looking forward to playing with you guys /suckoff. -
dahjee wannabe
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no roster limits
no blind line-ups
no bans on anything but P-Ray, Defender TK and such. (Fossilize, Thunderstrike and Sharks remain unbanned).
the end.
no bs rules.
go to the northeast corner of siren's if you want to fiteclub.
less carebears plz. -
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Quote:UJL did it.So a person brand new to pvp or still fairly new to pvp should make their own organized test team? Sounds like a recipe for pvp IO farming to me. Thats like telling a chihuahua if they want some bootie they should climb up on a step ladder and attempt to screw the rotweiller.
Dark Revolution did it.
The last incarnation of Freaks/Bloodline did it.
So did LoLVirtue. -
yeah, it has everything to do with damage control post-retardo-style implementations of a blind-line-up rule.
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it's so broken i'd use it on anything that will take it.
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Quote:people in this game tend to live off legendary individuals all to often... while i'm not hoping to take credit from anyone you've mentioned (except modoom), there's still people i'd put on par with the lower tier of that group that still play. liberty, kro and oz come to mind. bleak is still around-ish, right? trance definitely counts.I didn't get to see many villain matches as I was primarily playing heroes at that point. But from what I hear, yes, both of those players were also premier stalkers.
in all seriousness, i got away with more ridiculous planted spikes against many of the people you listed and trance and bleak didn't let me do that even once this last season... -
Quote:1. modoom was bad.I'm pretty sure those stalkers were top notch, unlike the stalkers of this issue. People like Banzai and Zero and Vert and Modoom could actually get AS's in those matches, stalkers today just trow sharks.
2. there's stalkers that would definitely outplay the f out of modoom that still play.
3. see #1. -
Quote:Way wrong.Basically no one can ever play a stalker again if counter-picking is in place. Using two stalkers as a means of offense allows for a lot of diversity in lineups, the CIGAL backroom team proved that. If we could counter, we would have a kin and fort in that match.
We had teams with 3 forts and 2 mms that actually knew how use their pets in the villain ladder. Stalkers were still used and definitely got the job done. -
Quote:wrong. way way way wrong. do i need to go into the many many many examples of counter-picking resulting from knowing obscure facts about game mechanics that are not widespread knowledge? i've done this about 10 times already and i don't feel like doing it again.It has nothing to do with delaying start times, at all. Even if the start time is completely in stone it doesn't prevent counter picking. Understanding lineups and countering is one thing. But counter picking is retarded because of one simple fact: One of two teams will always get the last picks.
I'm not a huge fan of lineup submission either, but I fail to see the problem with it, as long as someone is there to take lineups. I honestly don't care all that much either way, but I lean toward liking double blind submission, since it completely prevents post-entrance counter picking - which by the way takes no skill whatsoever, and requires little (if any) knowledge of game dynamics. "They have stalkers, bring a fort!" What an ingenious tactical move!
back during the i12 days, OS, Renegades and UJL would have people dual-boxing in pocket d until the last minute to either throw off the opposing team or to be ready for any eventualities. having a line-up that is not set in stone and allowed for discussion amongst the team with something other than conjecture was 10 times as fun as sumbiting a "better safe than sorry" line-up full of psi/ems with 2 emps; or playing the dick card and rolling out 6 lolmelee-ers.
i assume this ladder isn't gonna have the retardo fiteclubber "no more than two stalkers" rule; so i'll tell you this, blind line-ups are the only reason retarded ideas like that made it to the league... so it really comes down to these three options; do you want 6-8 stalkers to be auto-win; do you want to allow teams to actually get their **** together and counter-pick accordingly in situations where such un-fun line-ups are brought in or do you want to go retardo-fiteclubber and legislate line-ups again... -
Quote:the argument that is always made about the double-blind line-up submission bs always centers around not having to delay the start-times of matches because people are switching back and forth.Enforcing match start times has absolutely nothing to do with counter picking.
counter-picking is not a bad thing.
unless you're too stupid to counter-pick. -
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Quote:grav/storm would work in zone. anything works in zone.I've PvP'd a couple times and I like zone PvPing more than arena, so I was just wondering..
what are some good Defender, Controller and Blaster Zone(SC) PvP builds?
I'm not really into melee types. And how do you think a Grav.Storm would be?
Thanks for the help, in advance.
post up a build with sj/ss/fitness/leadership/hiber and i'll run through it and give you a few ideas.
SC is crap though; i can't give you any advice on that because SC is a really bad pvp zone... -
Quote:the thing that made the most difference in any of the teams i've played with has been the realization that you may want to run a 6 psi/em 2 blaster team, but if you have a really really good kin/sonic/dom/mm/whatever, building your lineup around them is the way to go (ie, ujl winning a double sonic match against rens by putting syph on sonic, the vrc trapper fiasco, cigal's acceptable stalker + dom team (while kat wasn't off trying to reinvent the gay griefer lineup wheel), u2bg putting march on kin and forcing me to play my stupid elec/ea stalker, dumb's storm team..).On the subject of spliting up the top teams/having roster caps:
Why can't people seriously put in the time to get decent? Why are we advocating rules that force people that have put in the time to play with people that don't want to but still want to win?
Here's how it should go:
1. You form a team with your friends and join the PvP ladder
2. You have your first practice and lose 50 to 2
3. You sit and discuss "wtf why isn't this working?"
4. You have your second practice and lose 50 to 2
5. You sit in /tells with people who are farming you and they usually give solid advice.
6. You practice said advice
7. Your first official - you lose 20 to 4
8. you practice more
9-X You repeat until you're decent
Seriously...people need to put in the time. If you don't want to put in the time to be decent, don't expect to be. It took dUmb over a year to get to a point where we could compete (we were never top tier, but we might have gotten there had the PvP changes not happened).
The arguement of "People won't continue doing something if they keep getting their face smashed in" isn't valid in my opinion. People should be PvPing in this game because A). Its the only difficult thing to do in this game and B). The competition is good. If people don't want to put in the time to master something that is difficult - then they probably shouldn't do it. -
Quote:I'll join.
The other thread -- "Further Pvp/Ladder" -- talks mainly about the highly competitive 8v8 teams, with no team size limits, etc. That ladder is good for the established/vet pvp players. Since most of them have known each other for quite a long time, are most comfortable and play best with people/friends (and quite frankly, it is really fun to play with friends -- no drama), can have as a diverse or specialized lineup, etc. that ladder can have whatever complex/simple rules or have it done in test or freedom or what ever needs to be done for a formal, competitive 8v8 professional ladder. So maybe we can keep the 8v8 ladder discussed in that thread as a completely different ladder from this mini ladder.
Maybe this mini ladder can be used to help introduce/encourage pvp to (new to pvp) players; and keep it that way -- the mini ladder as the amateur division, completely different, more simple, autonomous from the professional division.
With this mini set-up to focus on new players, everyone new/fairly new to pvp, this could be a nice level playing field... no pressure from established/vet pvp'ers who are either in the team, or from opposing team. People wont be facing off against those who have been playing for several years, are heavily proc'd and pvp iod to the gills, know how to max builds in mids, etc. Likewise, there wont be any of these established pvp'ers in the team who would likely be chosen to play every game, simply because they are the best players in the team; with this, everyone gets a chance to play and not feel being left out.
Things can start off very clumsy, with the new players not knowing what even a "lock" or "evade" is, calling targets, heck maybe even its their first time to know what "vent" is, but eventually the team(mates) learns by themselves. Things can be competitive as this mini ladder goes through the latter stages, and maybe these team will self-impose stuff to get better. Eventually, they'll get to know arena chat, channels etc, learn about making optimal builds in mids, and learn to take advice from the pvp pros from the other (8v8) ladders, but are stil able to play in a league of their peers, in a fair gaming field.
This also takes care of complaints from the established/pro/vet pvp'ers about being stuck with newbies, not being able to team with their long time friends, not wanting to teach (lets face it -- most people pvp to play, not teach) new players since they would be in the competitive 8v8 ladder and not in the mini ladder.
The mini ladder may not be perfect for new players, but its one good way to have a level playing field, as mini steps towards being (later) better in pvp, without much pressure being with and playing against establised pvp'ers and especially established pvp groups/teams.
i wish we still had buffing (not healing) positions. they're a good place for new people to start. i remember the first time i ever played in a ladder team practice.. it was against renegades and i'm pretty sure i threw out like 2 cages all match (but kept everyone buffed with clarity)... positions like that where evasion is everything and your progress isn't strictly binary (as an emp your target lives or dies, that's it) are what allowed a lot of people to learn how to get their **** together...
often, i hate this game.
also, the focus needs to be shifted at this point; anyone notice what this last league attempt did? yeah, we got like 5 new players that show up for pvp now... but like half of the established guys have quit or plan on quitting. retention needs to be the goal, introduction is overrated. -
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water spout.
the tiny bit of -def will help you out, and achilles heel proc on it makes it even better.