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TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
02/08/17 9:41:51 AM
#345
Jarvan's attempts at holding LoL away from the rumble was valiant... but futile by about an hour. Neptune should have broken the rules, declared Moe~tal combat, and joined in to annoy the crap out of Vanille which could have turned the tide.

The dice hate you Tom, they just want to force more convoluted matches.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
02/07/17 10:01:37 PM
#342
Don't know why it's a tie myself, Jarvan has no healing/spell buff/debuff package to go for him, and if if Vanille convinces dekar to go find sion first, that's way too much meat for two people to deal with.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
02/06/17 7:10:53 PM
#337
I don't think they got the damage to stop Dekar from repeatedly full healing. Not even considering there's massive spell backup with Vanille, Ice man actually isn't garbage considering he can stay at max range, and well Sion eats a Kazuma (But i believe the karaoke machine lasts through the whole song, summoner's rift isn't a small place.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
02/06/17 2:55:55 PM
#335
Get in the League people
This is vastly one sided, to the degree of murder, Dekar will be dangerous enough without having a second life where he gets to one shot people... Add in buffs/debuffs, and it goes downhill from there. Kazuma gets the axe the moment the karaoke song finishes [which it might since the middle is taken up by jarvan, there's 2 spots where it could be, dragon, or baron spawn, and that's not exactly a short trip.

Not that it's going to stop Dekar from beating on the wall that Jarvan put up till it breaks, it's Dekar after all.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
02/05/17 6:15:42 PM
#330
eh, superb owls are occuring, time is variable.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
02/02/17 4:12:12 PM
#326
the 4th week of Nep incoming after these commercial messages.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/31/17 3:59:25 PM
#323
Well, with this potential coming victory, Nep has cemented her place in the halls of greatness alongside Annie, Isaac, Happy Mask Scorpion and a few others. Neptune has had just an amazing run being a playmaker in ability, battle worth, and location. Having the skillset to punch vastly above their weight class for sure. It makes me wonder how teams would be different if mercs was just replayed week to week.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/31/17 5:59:54 AM
#321
Nep
The enemy team seems kind of shut down, it takes a fairly long chunk of time for tracer to get to the enemy team, Shadow's fat and has no weapons that are worth anything, Dekar (Note, dekar is not nauseated, and he did pick up his equipment, BLASTMASTER! Just because there's nothing to hit doesn't stop it from occurring) is 1. slow, and 2. melee. Saitama is a rookie with average ordinance, more than likely his best target is whatever wily's driving. There's too much damage that can occur before anyone (besides tracer and x) can get into effective combat range.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/28/17 7:40:43 AM
#314
Well, i'm not sure what's going to happen next, but it's looking bad for team x, they burned a lot of abilities just to win low, which haven't recharged yet.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/25/17 2:04:57 PM
#311
The HDD form is something that can be reverted at will, despite what the writeup says.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/24/17 9:44:17 AM
#309
Well, I don't think Neptune ever got the chance to shine on johnbobb's team, no points in abilities, few actual arguments focusing on her, and usually someone else being the main guy on the field. Versus the rumble where since it's neutral, there's been situations where oddball strategies have came to light, and more focus from people has been on the team composition as a whole, and not just being the biggest battler on the block.

I know I consider support more than just a stat value to the person leading them.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/23/17 6:42:42 PM
#307
yeah, blowout. Road to Celestia is getting some serious work done.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/22/17 11:48:27 AM
#299
And time passes, let us make sure this doesn't die.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/21/17 1:17:57 PM
#298
aight aight. and who knows, we might get more votes now that the main mercs is almost over.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/20/17 10:09:37 AM
#296
I'd still probably would have done that, because in a one on one fight between Id and X, my money's on ID. The flaw being is Megaman-X without having custom weapons that negate it, suck at close range, because their attacks are extremely telegraphed due to all of his weaponry being locked into his arm. [which does mean that any ability that breaks dominant arm would completely brick megaman/x, because you can't really swap the arm cannon to the other arm.] Also once in close range, being able to get in melee is a death sentence for X because of stated arm cannon, that leaves one hell of a blind spot in a fight on his offside.

Pretty much opening up X is a rather sneaky trap there, X is open to be rostered, but x+dekar would be the best you got, where ID is immune to BBAMM, and can stop tracer from doing her shenanigans anything by asking are you strong before deferring. [I'm certain that activating Chrono Dissociation would NOT occur in the position if asked]

But that's not how the decisions went. Lets get to the next tier.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/19/17 8:43:38 PM
#294
I personally in the situation would have considered just paying down ID, and went id and low tier rather than neptunia+wily.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/18/17 8:46:12 PM
#292
Tracer Yeah, this is fairly gruesome, even if the goddesses are ageless, so aging doesn't do much to them, the weight does, but always being 1v2 or 1v3..
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/18/17 11:23:41 AM
#282
I would figure the bonebreak ability would be put under the effect of Bad box art megaman due to the time delay to arrival, i'm not denying that it won't happen, but the fact that it occurs after zero second [it still hits due to the writeup of servbot harrass, regardless of where neptune-purple heart is on the map.] and it still hurts like hell, due to the fact of even being a meh strike it's a very strong meh strike and knocks neptune from frontliner to support-range caster.

Eh. Character ability writeups.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/18/17 7:39:48 AM
#280
My problem was probably two mercs could be cleared before the backup showed. That does include everyone there, because bass could just ram his wily machine into the enemy field and fight up close from there, until 30 seconds hits, Purple heart's arm's not broken, and post 30 she can launch 32-bit Mega blades at the enemy.

Panda's a panda, Valentine's a squishy[Fast! but squishy], Doomguy's also squishy (He's not known for durability, he's known for pickups, and berserk+no air makes him not able to do anything the first 30.) Ryu's going to be the biggest meh on the field, where the bonebreak was halfhearted (still breaks though and reduces purple heart's attack choices severely), and since everyone's going to be in close range, he's in grabbing range of Tron's Gustaff, which I would just want to see him, grab the thing, transform into some sort of hybrid wrestler dragon, and suplex the thing off of The road to Celestia into Gameindustrii.

As for the decent people, Sorey can be taken out by bass/purple heart in a very short timeframe, Armatization or no. He's outsped heavily, the seraphim are a big reason he's a 5, he's not a 5 solo, he's a 5 because he has a huge toolbox, and brings backup. I'm always of the opinion that Sigma needs a rewrite that he needs a second form [when falls, if not revived, is brought back 30 seconds later as his x3 second form with all abilities from that, and all his projectile abilities from first form x1-x5.] Because he's a final boss that's always been about having that backup body, I never have considered him too durable, and the divine power clause on the weapons from sorey doesn't really mean much in this fight.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/16/17 11:58:47 PM
#275
Dr. Wily
The fact that team Nep can reach the other team within 10-15 seconds and start laying waste through air to ground bombardment really ruins Sorey's day, Berskerer+no air makes doomguy garbage during that time. When Ryu shows up, he does at meh arm breaker on Purple heart, then shows Tron the business in no time flat, and leaves.

Sorey's team is perpetually outpowered, outgunned, and there's noone that can get a ressurect off to bring people back [ryu is meh, valentine has to charge, and is one of those that gets wailed on in the first 30] Also Bass.exe isn't too attached to his wily machine and he could just drop it into where the enemy team is standing, and get out to fight in close range, where he has stupid mobility having X's force armor modifications to his own.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/16/17 6:17:28 PM
#270
Sigma
It was stupidly close, but I can see the advantage if wily can't keep up with bass [who's maverick [like well duh]] but if he wasn't maverick and they could fight defensively it'd go the other way.

So round 3.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/15/17 8:06:23 PM
#267
I'll have a vote by tomorrow even if i have to flip a coin ;p
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/14/17 10:47:26 PM
#266
Hey Gatarix, do you have a better idea than I do? I feel that Sigma and Doomguy have slightly more power, but Dr wily wins heavy in the mobility department and location which can completely mess with them, because there's some areas that flight gives a massive advantage to the wily machine.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/14/17 5:42:09 AM
#265
Sure, can do.. maybe someone else will have a better thought by then.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/13/17 9:36:02 AM
#263
Still no decision on my end, because although Sigma and doomguy do have the advantage against wily in physical power, Wily has home field advantage and a serious x factor against Sigma being the origination of where the Sigma virus came from. The Bass.exe want to solo clause doesn't really matter much either due to how frickin messy it is to get around a wily lab, and there's one working path.

There is also the fact that there could be locations in the lab that make a better fight location for wily than just empty field, like elevators where he can be shooting down from above... And Wily is definately one that will do a retreating fight if possible, to last as long as possible.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/12/17 12:24:20 PM
#262
I'll need time to think on this.. this looks like an interesting battle.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/12/17 6:01:24 AM
#258
Hmm... plotwise bass would get the stat multiplier no question. not sure what would be best or worst to choose..

I'd actually grab something from Sigma for X. Like his ability to teleport while in combat...
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/11/17 1:30:56 PM
#256
Tom Bombadil posted...
nep-nep'D

http://i0.kym-cdn.com/photos/images/newsfeed/000/765/904/eb9.png sums it up.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/10/17 9:52:51 AM
#252
Sigma ducked out of the writeup, cause he's a jerk. Not that it changes my opinion of how the fight goes. Console wars is a hell of a stat boost when you pull off a completely one sided buff with it.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/10/17 8:07:18 AM
#250
To expand on it, the enemy doesn't have anything they can do until they get into melee to damage bass with a boosted life aura.

Sorey's ok, but his armatizations aren't going to do anything with his friends being trash..

Also Dr. Wily finds it funny that X's corpse shows up 3.5 minutes into the fight.

Having ressurects can only do so much in the situation where they can't do the chip damage needed which makes it valuable to have said ressurects.

and err, what happened with Sigma in the writeup?
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/10/17 7:24:39 AM
#249
Bass.exe
There's just too much raw power on the field to deal with.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/06/17 4:37:50 PM
#237
Although we never saw it in a versus match, I'm impressed by the location that Neptune/Purple Heart is attached to. It's a very interesting location for it's size being variable dependent on what each character can do, short range for flyers, and people with very superior jumping skills, medium for gunners, and long range for melee. All you need is to throw Clash in the Clouds onto it, and it'd be a place where almost any good strategy would work.

As for the fight, I can't say anything that hasn't already been brought up, the map gives a large advantage to the team with location knowledge so Nep
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/06/17 2:03:04 PM
#234
It's an interesting map, it requires some running around, and hitting two portals to get from one end to the other and lots of islands linked by rainbow bridges with each island usually being higher than the last.

https://youtu.be/bPrydtSaz0w?list=PLBD7hUdTJWuv5jXtNjcRMxFn9RpBhaYPp&t=893
http://neptunia.wikia.com/wiki/Dungeon/Re;Birth1/Road_to_Celestia

The realistic start points is the bottom left for the attacker and top center for the defender. Flying has a very good edge on the map, and defenders with range get a better advantage versus attackers with range due to height differences. There is the chance if not paying attention of portaling from one isle to the next and being murdered on arrival, but that doesn't seem to be the way either team would consider the fight reliably.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/05/17 8:10:48 AM
#227
bonus points if you can type up the conversation on how annoying nep would be to the inkling.
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/04/17 7:38:21 AM
#225
Fair enough, especially since currently Ryu might/might not get his character upgrade first, and thusly there's no ressurects on one team's side, [0 second ko's will be extremely effective]
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/03/17 4:06:11 PM
#221
The only shot would be is if Brock first evades the three more counts of dynamite, and then pulls off the most gruesome double suplex chain, and got 3-4 suplexes on everyone available [18-24 suplex minimum] considering double strength.

I'd be stupid enough to try it.

Other than that, yeah, it's a bit one sided,
TopicKing of Mercenaries Rumble Topic 4: We're over the hump!
ZeeksFire
01/02/17 2:02:15 PM
#217
That is such a whelp transformation from Ryu it's almost not funny... Almost. [it's very funny]
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