Board 8 > Mercenaries 5 Test Run, Week 6 Results: So Scream All You Like...

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KanzarisKelshen
04/11/23 11:33:56 PM
#152:


DeathChicken posted...
Also I find "Waded through a massive drug overdose on nothing but spite and punched the guy in the face" super impressive and the kind of thing your average merc probably *can't* do, but it doesn't translate to a punchy fight I suppose

I think it does actually. I would argue that kind of feat means Batman basically can't be CC'd with say, a Sleep or Confusion spell -- just too damn determined to sell against those things. It just doesn't help against bullets and blades, but those aren't the only threats in Mercs anymore.

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trdl23
04/11/23 11:47:47 PM
#153:


Yeah I think Batman is mildly annoyed by, say, Zag's Festive Fog for approximately one second.

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Mewtwo59
04/12/23 12:46:07 AM
#154:


Are the new Batman weapons lethal? That was my problem with Batman. Yeah, Mercs magic means he'll kill, but his weapons are still glorified stun guns. The reason the Batmobile had to carry him in my opinion was because it was the only thing he had that could actually kill stuff.

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KanzarisKelshen
04/12/23 1:03:28 AM
#155:


Mewtwo59 posted...
Are the new Batman weapons lethal? That was my problem with Batman. Yeah, Mercs magic means he'll kill, but his weapons are still glorified stun guns. The reason the Batmobile had to carry him in my opinion was because it was the only thing he had that could actually kill stuff.

Pretty much, yeah. The Sonic Neutralizers aren't, but machinegun batarangs, crossbow bolts and shield stars certainly should be. They're not dedicated gunner guns but if you asked me if I'd rather have Batman's wrist mounted weapon launcher or Gael's autocrossbow I'd take Batman's in a heartbeat, considering his attacks blow up robots and are massively homing.

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Eddv
04/12/23 8:41:08 AM
#156:


Ive said my piece on Batman a bunch of times.

I still think BJ and Lloyd dunk on him in a straight fight so that 4/week is relying on having a leader who can leverage his stealth kit.

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KanzarisKelshen
04/13/23 4:04:32 PM
#157:


Mercenaries Changelog, Part 6:

Hello everyone. I trust you're having a good day. In this episode of the Mercenaries Changelog, we will be focusing on High Tier mercenaries. Primarily, this will involve slight minbid tweaks, to make them more reasonable purchases, but we have a few other, more meatier changes as well.

Batman: As a follow-up to the previous changelog, we're adjusting Batman's Batmobile to cost 0 AP in High Tier. He needs it there.

Cooper & BT: To make Cooper & BT more appealing, we are reducing their Minimum Bid to 76 GP.

The Doom Slayer: The Slayer is the strongest high tier mercenary in the game right now in terms of overall package and it's not super close. So, we're nerfing him just a little to keep him fair. We're locking his BFG behind an ability so that it's not an instant no-brainer to see that he has it and vote Doom Slayer SOLOS. That kind of sheer fight-winning firepower should cost something beyond a minbid. We were very pleased with the Slayer otherwise, however, and are not planning any other nerfs. Rip and tear...until it is DONE.

Garrus Vakarian: Garrus is a strong mercenary, but a little linear and not as invulnerable to abilities as you'd think. To make him more appealing, we are reducing his minimum bid to 74 GP.

Samus Aran: One of the most consistent remarks we got about our Test Run builds was 'Samus is missing something'. Not 'Samus is weak', everyone felt she was perfectly solid, but she was somewhat plain. Well, we've decided to raise her minimum bid, remove her ability to reinforce, add Recharge 1 to Universe's Greatest Bounty Hunter is used in mid or low tier (it's a little oppressive there), and implement said something. These changes are large enough that we feel they are beyond the scope of a patchnote to describe. You'll just have to open her page and see.

Sephiroth: We're giving Sephiroth the Universal Threat tag. Kind of a 'no duh' moment, really.

Sora: We're clarifying Sora can reinforce for AP.

Tusk: Tusk right now is feeling a little overshadowed by the 6/weeks that came after him. We're lowering his min bid to 72 GP (compensating for his lack of automatic star power), giving Watchman of the Gods to him for free (tweaked to let him be rostered without taking up a roster slot), and giving him a new Ability Upgrade in its place, all of which should contribute to making him that much more desirable a pickup.

The Warrior of Light: Clarified that the WoL can reinforce for AP. Also, added an ability that should've been there from the beginning, possibly the most Mercenaries ability of all time. If you know, you know.

Zenos: We're taking away Zenos' ability to Reinforce. He has only one friend, why would he help others?

(No, we're not changing his test of your reflexes. Either be faster than old grannies or get wrecked!)

Zero: We're taking away Zero's ability to Reinforce at baseline (it's almost always the correct play before he's upgraded) and giving it back if and when TOP. TIER is purchased, as that's an actually difficult choice to make. Do you want ability immunity or more AP? Choose wisely!

We're also giving Zero a character upgrade to unlock his Mega Man X-era form...and another character upgrade on top of that. Check his page and you'll see. :)

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That's all for now. Join us soon for our review of the remaining battle mercenaries!

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ZeeksFire
04/13/23 5:00:10 PM
#158:


KanzarisKelshen posted...
The Warrior of Light: Clarified that the WoL can reinforce for AP. Also, added an ability that should've been there from the beginning, possibly the most Mercenaries ability of all time. If you know, you know.

I have a feeling said ability has something to do with the missing title from the description of the ability "That, I can't deny." But I won't say more.
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DeathChicken
04/13/23 6:46:01 PM
#159:


And here I thought Pony Garden was the most Mercenaries ability of all time

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redrocket
04/13/23 8:50:13 PM
#160:


DeathChicken posted...
And here I thought Pony Garden was the most Mercenaries ability of all time

Who had that?

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DeathChicken
04/13/23 8:57:36 PM
#161:


http://mercswiki.pbworks.com/w/page/20766471/Pravin%20Lal

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AriaOfBolo
04/13/23 9:01:52 PM
#162:


that's so strong geez

also I really don't like seeing the phrase "15 years ago"

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Raetsel_Lapin
04/13/23 9:57:40 PM
#163:


DeathChicken posted...
And here I thought Pony Garden was the most Mercenaries ability of all time


I'm just a lurker who rarely even votes, but I always thought the Most Mercs ability in existence would

A: Feature the wording "voters must take into account" somewhere.

&

B: Be so vague that it's unclear what even happened.

So, my vote is Max for his Werewolf & Quetzacoatl results:

http://mercswiki.pbworks.com/w/page/20766404/Max%20(Sanitarium)


15% - The enemy thinks they are a werewolf. The terrain will automatically shift to a nighttime setting, and voters must take into account that the chosen enemy is now a garden variety werewolf with an overwhelming hunger for bone marrow to boot.

15% - The enemy thinks they are the reincarnation of Quetzalcoatl. They will fight slightly unnerfed that day.


How would I know an ability that completely alters someone is important if it doesn't say I must take it into account? I also like the way the enemy "thinks" they're a werewolf, but also actually are a werewolf. Also, does the ideal teammates clause prevent the werewolf from attacking its team? Because the hunger is "overwhelming" and there doesn't seem to be any trace of the original's personality to stop them from eating whoever is closest? But I can't imagine completely removing an enemy merc & spawning a hostile werewolf directly on top of the team was the intended reading of the ability either, so the hunger... isn't completely overwhelming? Maybe?

And Quetzalcoatl's result feels like an absolute nightmare: The opponent is unnerfed... slightly. Good luck obtaining consensus on what that even does!

I have no idea if anyone even purchased Max, but that ability has been in my head for so many years now. There's probably some ironic joke about the merc who makes people crazy breaking the mind of someone who isn't even part of the game, but either way, Max has always felt like the most Mercs ability that ever existed.

...okay, bye.

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DeathChicken
04/13/23 10:19:10 PM
#164:


Haha I wrote that merc, during a Mercs run where Wang and I were the only admins as I recall (fun). The idea being Sanitarium is a game where your character keeps transforming into different things based on his mental state. Crazy Max thinks he's a werewolf and now he's actually a werewolf in game, Max thinks he's Quetzacoatl and now he is Quetzacoatl.

...I got nothing on slightly unnerfed

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KanzarisKelshen
04/13/23 10:20:43 PM
#165:


IIRC, 'slightly unnerfed' was...I wanna say M1 verbiage? And it had a codified meaning back then I believe. I know multiple mercenaries exist with that kind of wording. No idea what exactly it unlocked though

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Raetsel_Lapin
04/13/23 10:41:32 PM
#166:


DeathChicken posted...
Haha I wrote that merc


Neat! I did wonder who made him & if they were still around. I feel I should thank you for making something so memorable.

KanzarisKelshen posted...
IIRC, 'slightly unnerfed' was...I wanna say M1 verbiage? And it had a codified meaning back then I believe.


Ooh, now that is fascinating! I honestly wasn't expecting to learn anything new about the character (or old terminology to be more accurate). I don't recall seeing that wording on anyone else, but that was a long time ago and I just kinda lurk so it probably wouldn't have left an impression. Thank you for clarifying that!

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DeathChicken
04/13/23 11:01:09 PM
#167:


And just to add to my own confusion, I noticed Max was a Mercs 1 build (Mercs 2 was the game where I was an admin)...yet it's definitely my build, I guess I must have thrown him out there while I was also playing. Or maybe I did it before I took over Bballman's team.

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Chaeix
04/18/23 5:58:46 PM
#168:


bumpo

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KanzarisKelshen
04/18/23 6:17:26 PM
#169:


Mercenaries Changelog, Part 7:

We are concluding our changes to the current roster of standard battle mercenaries with this changelog. Our changes are as follows:

Zenos: We are adjusting Zenos' Test Of Your Reflexes to 15 EXP, increasing its AP cost by 1 on a successful activation, and changing it to a button-mashing contest with a 24 hour submission window out of deference to players' busy schedules. This should preserve the fun of this ability while removing the time-sensitive component.

Liquid Snake: We're clarifying how Liquid interacts with mental abilities so as to make matches with him a little easier to interpret. We are otherwise pleased with him and plan no further changes for him.

Kefka: We are increasing Kefka's clown form to 3/week as an anti-cheese measure. We don't think he's worth 3/week battlewise at all, to be clear. This is just a way to prevent some degenerate ability combos from going off too easily.

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In addition, we want to talk about 7/week mercenaries and their role in the Mercenaries ecosystem. We know people are down on them, thinking of them as useless paperweights, and would like to shed some light on what role we believe they serve and how we're treating them going forward.

First off, we consider 7/week mercenaries to be automatic ability bots. Their ability is battle worth strong enough to automatically cleanly win you matches provided all other factors (this is to say: your supporting cast and ability hax vs the enemy's) are relatively equal. 7s were autowin machines unless you had very specific setups in Mercs 4 (two 6s, posssssssibly three strong 5s, anything else did not work) or you hit them with abilities until they fell over. Needless to say, we don't believe this to be the case anymore, and we're full glad of it. No mercenary's existence should be an excuse to turn brain off and write SOLOS regardless of who they're facing. That just makes the game more boring and linear, and that's not really what we are about.

THIS SAID...it's clear 7/weeks have some issues right now. They are hit disproportionately hard by the bounty hunter changes, as they cost the most money to pay down, and paying ruinous GP costs on top of enormous min bids is very unappealing. It would cost 100 GP to deploy Raiden in mid tier once, even if bought for min. That is just too much money to get a whopping two matches out of him. As such, in an unprecedented move, we are actively adjusting 7/week mercenaries to be cheaper to buy at baseline than 6/weeks overall. Not 100% cheaper (we want Master Chief to be able to duel 7s in mortal kombat consistently), but enough so that a strong 6/week will cost more than a strong 7. We want the initial deployment to be less painful in terms of the damage they do to your teamcomp, so that relying on a true top end mercenary is viable. We plan on deploying a few extra 7s on top of the ones we have right now at launch, too. More on this below.

Raiden: We are adjusting Raiden's min bid to 75 GP from 86 GP, swapping his Your Memes End Here and base abilities around, reducing the cost of the latter to 15 EXP, reducing his parry's cost to 25 EXP, and making it so it goes off on any non-Peacetime Global abilities that trigger it (as well as clarifying it can check for activation any number of times per week until it goes off successfully). We want to make him a bit more enticing a purchase, and believe this will achieve that goal nicely.

2B: We're adjusting 2B's minbid down to 76 GP to make her a more appealing purchase.

Nero: We're adjusting Nero's minbid down to 76 GP to make him a more appealing purchase.

Sol Badguy: We're temporarily putting Sol in the icebox, to return at a later date. We were satisfied with his respect, but a caveat to this satisfaction is that Sol was conceived as a mercenary, by design, factoring in that a number of voters would look at his feats and go 'I don't believe this, this is too powerful for Mercenaries!'. We judged that the risk of him getting universal respect in the hands of any leader was just about nil, and considered the potential upshot of him getting argued by a charismatic owner to truly get full unquestioned respect to be a neat upshot that would make him the new 'most powerful battle mercenary' yardstick. With how risky 7s are as a purchase by default, however, releasing a mercenary who has to be argued past initial distrust to get full respect is not appropriate for the launch weeks 7/week lineup. As such, we'll be replacing Sol with two to three other 7s who are guaranteed to get easy automatic respect with very little persuasiveness required. 7s, at least early on, are supposed to serve as easy anchors of respect a leader can lean on to know they will get a baseline level of hype for their teams. We want to make sure they serve that purpose for now.

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That is all for now. Next up, supports and Phantasmal mercenaries.

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greengravy294
04/18/23 10:49:16 PM
#170:


The people won

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FFDragon
04/23/23 6:38:20 PM
#171:


i will channel my rage from the other topic into here

release aya brea you cowards

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KanzarisKelshen
04/23/23 6:45:40 PM
#172:


FFDragon posted...
i will channel my rage from the other topic into here

release aya brea you cowards

This is just happening as a matter of course

The real one and not 3rd Birthday

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ZeeksFire
04/23/23 7:29:31 PM
#173:


I actually am curious if Chai is on the list of releases.
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Lopen
04/23/23 9:36:37 PM
#174:


Like the tea?

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KanzarisKelshen
04/23/23 10:23:43 PM
#175:


No, the Hi-Fi Rush protagonist

(game good btw, j/s)

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KanzarisKelshen
04/23/23 10:56:09 PM
#176:


It's tiiiiiiime! The last set of changes is here.

Mercenaries Changelog, Part 8:

Kefka: We updated Kefka's battle writeup in his god form. This was unlisted in the last set of changes, so I'm noting this for clarity here.

Bowser: Bowser's verbiage for his kidnap ability option has been updated to more clearly interact with his unique terrain selection ability, and also tweaked to interact with the TP system better.

Now, on to this log's focus: Phantasmal Mercenaries and Supports.

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On the topic of Phantasmal Mercenaries: We were quite satisfied with Phantasmals as they stood. They did good work, served as a strong reinforcement for teams to round out their comps with, and provided meaningful, significant value for a decent price. We believe the system to be valid, but we also learned a few guidelines we will be applying to them going forwards, as follows:

-Phantasmals should generally be discounted about 2 upkeep from their baseline price, if they are mid or high tier mercenaries. Discounting any further makes them degenerate, as they generate too much battle worth for their weekly cost, 'paying for themselves' several times over. Phantasmals should not be econ mercs! Just valid filler battle options.

-Phantasmals who have an ability should be priced higher than Phantasmals without one. This goes without saying, obviously, but it's still worth thinking about. We're making sure not to undercost Phantasmals more than they need to to be appealing purchases.

-Phantasmals should cost somewhere between half and two thirds of a full merc's price, depending on their ability support.

Without further ado, your Phantasmal changes are as follows.

Lady Maria of the Astral Clock Tower: We're applying Recharge 1 to Maria's ability. It's niche, but a KO on a Phantasmal is no laughing matter and we want to give it the respect it deserves. We're also raising her minimum bid to 40 GP and setting her to 2/week status, to more accurately reflect her overal battle worth: This also makes her slightly more vulnerable to screwjobby abilities, too, which is a good thing in our view, and the extra econ efficiency is a fair tradeoff.

The Lone Wanderer: TLW is a fairly model Phantasmal and we're very happy with them. We're clarifying the Wasteland Survival Guide's terrain edits a little bit more, and we're tweaking its upgrade to be a little more functional. We expect to make no further changes otherwise.

Marx: In accordance with our Low Tier ability changes, we're setting Marx to Recharge 1 to make him less spammable.

Metal Gear RAY: We're upping RAY's upkeep to 3/week, to match TLW's, as their combat worth is expected to be about equal.

Rathalos: Rathalos was the single Phantasmal to make absolutely no waves, and so we started wondering why. Our conclusion is it was far, far too eclipsed in battle worth by Lady Maria, the Cyberdemon, and subsequent Phantasmals, and it was in dire need of some adjustments. So, following the Gordon Principle, we're moving Rath to Low Tier where it can be a properly imposing tank with some mid tier upside (Dreamy Bowser vs Rathalos, place your bets everyone!), raising its upkeep to 3/week, removing the Phantasmal Soul passive, and adding an upgrade to its ability to make it a bit more appealing. We're also applying Recharge 1 to it as part of our pass to limit easy ability spam in Low Tier.

Subject Delta: Delta is lowkey one of the most powerful mercs on offer, and the fact he wasn't bought is truly a mystery to the admins (maybe 'who???' factor at play?). We're nerfing his flooding ability to raise the water level at half the previous speed and applying Recharge 1 to it as part of our pass on low tier abilities. He's still unbelievably strong and a wise investment, however.

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Additionally, we are implementing changes to some of the Supports on offer. They are as follows:

Cranky Kong: We've implemented several tweaks to Cranky's build to make it more interesting and generally usable. Right now it's a little too feast-or-famine and difficult to use, and we believe we can fix that. Our guiding principle with the support Kongs is that unlike actual Kongbatants, they should be valuable on any team first and foremost. Funky Kong achieved that. Cranky didn't...until now. We're looking forward to his future bidding war.

Also, we're giving him the King tag now. Sorry, Mario movie makes the rules, not us!

Darknite: Darknite was a degenerate merc. It was not used to its full potential, and even so, it was too strong to be fair due to repeating the same abilities over and over, invalidating the whole point of the design. We're nerfing his Heart of the Cards ability so no one card can be drawn directly more than once per game, nerfing Toon World to be less painful to fight against, clarifying Gate Guardian, buffing Barrel Dragon and Legendary Fisherman, and tweaking Dark Sanctuary. Overall, you should be excited to actually try your luck with Darknite now as more options are valid and useful and the same cheese can't be spammed again and again.

Snatcher: We're tweaking Snatcher to function with the TP system, and also modifying his 'unlock upgrade abilities' option to only function with abilities that can be bought with EXP. This was always meant to be the intent, but we missed the fact that unusual upgrade conditions would interact weirdly with him. 'Whoops'.

And that's all! The next time you hear from us, we'll be introducing the first set of new Week 1-5 mercenaries to pad out our list, with letters and all. Please look forward to it!

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KanzarisKelshen
04/24/23 4:28:25 AM
#177:


For those not on discord, the first set of additional launch period mercenaries has been confirmed. The characters are...

Bartz & Boko (3), Crash (1), King Dedede (2), Dracula (5), Gene the God Hand (5), Ike (4), Jon Irenicus (7), Lara Croft (2), Miss Fortune (2), The Nahobino (6), Pit (4), Pokemon Trainer Red (3), Ryu Hayabusa (5), Sub-Zero (3), Terry Bogard (3), Parappa the Rapper (Support)

Build will be posted throughout the upcoming week, most likely.

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DeathChicken
04/24/23 8:14:34 AM
#178:


Ha, you got a functioning Irenicus build going? I remember arguments for trying to get that one rolling in prior Mercs and it never got past "How do you make a D&D mage work, especially one with his kind of instadeath bullshit"

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trdl23
04/24/23 8:52:00 AM
#179:


DC get in the merx discord server

Unless you're already there and have just been lurking

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DeathChicken
04/24/23 9:17:55 AM
#180:


I'm there as fumangoo

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GANON1025
04/24/23 9:56:40 AM
#181:


So when are signups happening?

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greengravy294
04/24/23 10:55:09 AM
#182:


Oh my, the Nahobino appears. He's pretty strong

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KanzarisKelshen
04/24/23 11:13:06 AM
#183:


DeathChicken posted...
Ha, you got a functioning Irenicus build going? I remember arguments for trying to get that one rolling in prior Mercs and it never got past "How do you make a D&D mage work, especially one with his kind of instadeath bullshit"

We believe he can work now that the Broken Rule has been abolished and we took the time to go over his spell list carefully. He does have some rancid nonsense that's gonna be cut (hi Maze), but it's a lot less than you'd think at first glance, thankfully. A lot of his value comes from being an incredible magical artillerist who can't be stopped by getting in on him, so even if some of the middle finger spells go away, he's still capable of doing very unique things no other mages in mercs can boast.

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MajinZidane
04/25/23 4:51:16 PM
#184:


Bartz & Boko

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GANON1025
04/26/23 7:21:28 PM
#185:


So Mercs has an interesting history, especially when it comes to what people consider part of the Mercs canon or not... if you don't mind, I like to get into this a bit.

The way I see it, there are four main schools of thought when it comes to the Merc Game Chronology:

All-Iners: ALL instances of Mercs are valid to be part of the chronology
B8 Purists: All Mercs games played on this message board are part of the chronology
Game Centrists/Chris Deniers: B8 Purists, but Mercs 2 is accepted and Mercs 4 is ignored. More than likely, YOU are this.
TR Truthers: Test runs are not considered part of the chronology

Now let's go through the Mercs games that I am aware of....

Mercs 1: Not a lot of controversy here, it's the beginning of the Mercs Chronology! Everyone accepts this as part of mercs.
Mercs 2 -- The Test Run: Well two games in and we have our first split. Mercs 2 is, technically speaking, also accepted as the Trial Run for Mercs 3. So the question is, is a Trial Run really a 'full' Mercs game? In addition, a lot of Mercs 2 was played OFF of Board8, on some kind of separate forum. So does this really count? Well, some people just count it by default, without thinking. But others see this as not a true Mercs game. They may still call it Mercs 2, but it's not considered part of the 'real' Merc games. All-Iners and Game Centrists consider this a full, actual part of the chronology. B8 Purists waffle due to its trial run nature and not being ran fully on B8. TR Truthers, of course, don't consider this an actual game. There's even a few people who deny this game even happened AT ALL.
Mercs 3: What some might consider the second actual full game of Mercs. I don't believe there's a lot of Chronology arguments here, as far as I am aware everyone considers this part of the canon.
Mercs 4: Here's where things get interesting. Mercs 4 is a fanfiction story created by Sir Chris. In this story, Sir Chris stars as himself in a post-apocalyptic reimaging of Board 8, where he fights the Mercs 3 admins. Now already you can see why this entry is controversial . After all, it ain't even a game! Yet at the time I remember people treating this like a part of Mercs. Even the Mercs 3 admins played along a bit. You could say they were doing it ironically, but still. Also, the fact that this has never happened since lends some credence to its acceptance to the Chronology. All-Iners absolutely consider this a part of the Chronology, B8 Purists waffle because while it DID occur on Board 8 it wasn't a game. Since Game Centrists are also called "Chris Deniers", you can tell where they stand. TR Truthers are more invested in TRs NOT being part of the Chronology, so they don't really care, but edge on the side of Mercs 4 not being part of the canon. As for me? I'm all in on this being part of the Chronology.
Mercs 4 , aka Merx, aka Mercs 5: Yeah, there are two Mercs 4. THIS Mercs 4 is a traditional game of mercs. Many consider this to be the pinnacle of Mercs, the best of the best. All consider this part of the chronology, though those of us who believe in the the first Mercs 4 call this one 5.
CE Mercs: CE Mercs was a game of mercs played on the Current Events board. Giving the, let's say, rocky history between B8 and CE, plus just the fact that this is a Mercs game played off of B8 period, there are many factions who do not consider this a true game of Mercs. But consider this.... if 'not played on B8' is grounds to consider a Mercs game not a part of the Chronology, then by that logic you must also not consider Mercs 2 a mercs game. I contend that anyone who does not count CE Mercs must ALSO BE a TR Truther. You can't have it both ways, IMO. But I digress.
That Other Mercs Played On Another Board: There was another Mercs game played on another board. Don't remember what it was called. This game is even more obscure than CE Mercs. Same arguments apply to this game that did to CE Mercs, just with less board-blood-feuding.
Mercs 5 Test Run, aka Mercs 6 Test Run, aka Mercs 5/6(?): Now we come to the game of mercs we just went through. And what a game it was! Now here's the thing.... if Mercs 2 is considered its own game, despite the fact it is literally called the Test Run and was indeed a Test Run for Mercs 3, then why wouldn't this Test Run also be its own Mercs game? I would argue that the Mercs 5/6 TR could go down in history as Mercs 5/6, and the upcoming game is Mercs 6/7. At the very lest, the various groups will argue its acceptance in the Chronology. TR Truthers won't allow it, All-Iners will... B8 Purists may consider this run more of a full Mercs game than Mercs 2 since the Mercs 5/6 TR was played fully on Board 8. For my take, since Mercs 2 is considered a fully-numbered game, so to must this TR. This is Mercs 6.


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FFDragon
04/26/23 7:23:40 PM
#186:


As long as all seven (?) timelines of M3 are counted, I'll go all-in.

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Dante
04/26/23 8:04:06 PM
#187:


i am lavos

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Dante
04/26/23 8:04:17 PM
#188:


(also lemmys land forum)

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Lopen
04/26/23 8:07:45 PM
#189:


Thank you for the history GANON I learned a lot

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KanzarisKelshen
04/26/23 8:08:09 PM
#190:


I'd consider the original TR an actual game, since it was a scope crept-nightmare that went for full game length

The current TR is an actual system betatest though. It was advertised as a way to finetune M5's systems, it has been used as such and we're getting a full game soon.

(Also, Merx is missing Draftmerx, the followup game done after in a shorter format as a way to keep interest going and let people cool down for fun. Idk if it counts as a full game, but it at least has more of an argument than the new test run)

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GANON1025
04/26/23 8:21:17 PM
#191:


Right, Draftmerx! Forgot all about that one, I think one could consider that its own game as well

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DeathChicken
04/26/23 8:26:06 PM
#192:


And TVMercs, which still has an entire wiki somewhere and turned into me putting various builds into the Cube for my amusement

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Mewtwo59
04/26/23 9:24:15 PM
#193:


Did MercsCE ever get off the ground? I know it was talked about as a concept, but I thought it didn't actually happen.

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GANON1025
04/26/23 10:47:28 PM
#194:


Oh yeah, theres also MWIS Absolutists only Merc games that MWIS is personally involved with are real Merc games.

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trdl23
04/27/23 10:40:11 AM
#195:


Mewtwo59 posted...
Did MercsCE ever get off the ground? I know it was talked about as a concept, but I thought it didn't actually happen.
Nope, Skyridge just kinda fell off the face of the earth. We cannibalized a few builds for M5 (6?) at least

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KanzarisKelshen
04/28/23 1:29:05 AM
#196:


http://mercs5wiki.wikidot.com/bartz-klauser
http://mercs5wiki.wikidot.com/crash-bandicoot
http://mercs5wiki.wikidot.com/jon-irenicus
http://mercs5wiki.wikidot.com/king-dedede
http://mercs5wiki.wikidot.com/miss-fortune
http://mercs5wiki.wikidot.com/pokemon-trainer-red

First batch from this set is out. Feast your eyes on these beauties.

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KamikazePotato
04/28/23 1:37:43 AM
#197:


Red seems really good if used correctly, but I'm not sure what the respect for random Pokemon is

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KanzarisKelshen
04/28/23 1:56:23 AM
#198:


KamikazePotato posted...
Red seems really good if used correctly, but I'm not sure what the respect for random Pokemon is

With Red commanding them, it really should be decent, or so we hope. If the best trainer of all time can't buy some respect, Pokemon is truly doomed outside Mewtwo.

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Lopen
04/28/23 2:30:25 AM
#199:


Red seems OP if he uses his ability and kinda bad if he doesn't. Not sure that's good design but I like the build otherwise.

King Dedede is by far my favorite build of the set though. Really fun.

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ZeeksFire
04/28/23 4:12:03 AM
#200:


Red + Dedede would be annoying in ways people wouldn't believe.
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KanzarisKelshen
04/29/23 1:48:07 AM
#201:


More builds? More builds.

http://mercs5wiki.wikidot.com/ike
http://mercs5wiki.wikidot.com/lara-croft
http://mercs5wiki.wikidot.com/pit
http://mercs5wiki.wikidot.com/sub-zero
http://mercs5wiki.wikidot.com/terry-bogard

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