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Hitzel

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Hitzel

127

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#1  Edited By Hitzel

@MKnightDH said:

Then why can I win reliably enough when I don't have them in my setup?

Because you're pub stomping noobs lol. I don't feel that Clubs would be able to be consistently competitive against good players without Invisible Shots.

@MKnightDH said:

I shouldn't need to do something that would be so passive that I myself wouldn't do it if this were Advance Wars. Especially when the opponents would just be passive-aggressive.

If you're not gonna play to win, it's kinda pointless to care about game balance, don't you think? Use what you enjoy and not what you think is best if you have 'honor rules' that you choose to play by. Cannons benefit from defensive play and zoning tactics, and if you don't like to play like that doesn't it make sense that you don't like using Cannons? If the weapon doesn't fit your playstyle, don't you think it's unfair to label it underpowered if you're only judging it by your 'honor rules' and not what the weapon is actually capable of?

@MKnightDH said:

Of course, as it turns out, a high defense modifier is VERY useful for cannons, as their main problem is the range 1HK shenanigans. Shut that out and the power set can be arranged around generally combating faster weapons.

This I want to try. My gut says it would make the Cannon more of a brick wall so that makes sense.

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Hitzel

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#2  Edited By Hitzel

The thing about Cannons is that they're more of a what can 'we' do more than a what can 'I' do kind of weapon. When everyone is running around doing their own thing, they're gimped because people leave them by themselves, but when people are working together they're strong because they defend the team. Yeah it doesn't happen often, but on the off-chance you see three people sticking together Cannons are dangerous.

I personally think clubs are near weak against anyone who knows what they're doing. You can just avoid them and they can't touch you. It's similar to grapplers in fighting games; Every time a new Street Fighter game comes out, Zangief always seems like he's going to be overpowered because of how much health he has and damage he does, but by the time the game matures he's one of the weaker characters because it's too easy to play a run away game against him. Clubs have the benefit of having teammates distract while they fire invisible shots, but outside of that one gimmick it's the same story - just avoid them and they're gimped.

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Hitzel

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#3  Edited By Hitzel

The problem with Clubs is that they take forever to charge and have no other projectiles besides the charge. Cannons can constantly control space by constantly setting off explosions. It sets up easy combos for your teammates too. I don't think enough people use them like that.

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Hitzel

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#4  Edited By Hitzel

At E3 last year, one of the devs told me that Cannons were one of the most powerful weapons during playtesting. I can see why, they're great in a team setting. I feel that Cannons have a lot of untapped potential in team games that are unfortunately hard to tap into in pubs because people rarely work together. In private matches however, that limitation is lifted and I feel it's only a matter of time before some clan shows everyone how you're supposed to use Cannons as a tool for the team - not for the individual.

I've been getting Cannons to work well with Jump Glide to fire splash damage down at people. They have great synergy same way that flight + splash damage tend to in any shooter. Cannons can also control space more than other weapons, especially the ones that detonate on the environment the same as they do enemies. It's so easy to blast a Melee user off of a friend or block hallways and corridors with Quick Charge shots or something. I have a +Speed Cannon that works well, but I feel that a +Running Speed mod is what Cannons really need. Not that hard to fuse if you just duplicate stuff via Street Pass.

Of course, in the wide open maps it's really hard to make Cannons work, and unfortunately I don't think there's much you can do to compensate if you're looking for easy mode. It looks like Cannons will be a map-specific choice for anyone that can't play the low tier matchup on the anti-Cannon maps.

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Hitzel

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#5  Edited By Hitzel

I'm not sure what you're trying to say in the first paragraph, but I wouldn't believe that the controller is the reason snaking was removed without a legitimate source. Snaking was removed because it was too advanced for new players.

From my experience, the general opinion of actual Mario Kart players is that snaking was awesome and its removal is a bad thing. Power sliding back and forth to gain speed was a deep mechanic and added to the gameplay.

Note that I'm not an experienced Mario Kart player (I'm pretty bad at all of them), I'm just sharing what I've gathered about the series over the years.

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Hitzel

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#6  Edited By Hitzel

It should be coming out for the holidays.
 
The framerate was great, much better than the trailers.  Must have been at least 30 FPS.

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Hitzel

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#7  Edited By Hitzel

I was lucky enough to get into E3 this year. It was an awesome trip and I got to see cool stuff and meet interesting people.  My favorite game was Kid Icarus: Uprising.  The multiplayer was amazing, but there doesn't seem to be any public info about it.  So, I decided to let people know.

"Kid Icarus is a 3v3 third person shooter that is best described as a fast-paced mix between Gears of War and Smash Bros. You can dash and sprint quickly, and use Smash Bros-style specials during dashes. There are many fighting game mechanics, and a team can work together to pull off some very flashy and damaging team combos."
 
"We've been telling people that Kid Icarus is a mix between a shooter and a fighter, and that's because it is. Special projectiles move slower than you're probably used to, but when they connect they send characters flying into a stun animation. During that animation, you and your teammates can land more attacks to combo, just like a fighting game! We don't think it's possible to extend the animation past a certain point, because we couldn't do any infinite combos despite our best efforts."
 
The full article, complete with my E3 story and a silly amount of details on the game, is available here:
 
http://forums.majorleaguegaming.com/topic/231799-kid-icarus-uprising/page__pid__6903704

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Hitzel

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#8  Edited By Hitzel

The Noob Combo is Plasma Pistol overcharge + Battle Rifle headshot.  It was insanely good in Halo 2.
 
I can't believe people don't know this.

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Hitzel

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#9  Edited By Hitzel

The noob combo has always referred to Plasma Pistol + Battle Rifle.  You guys don't remember "combo training" in action sack?  It was BR + PP spawns.

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Hitzel

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#10  Edited By Hitzel
@ahaisthisourchance said:
" @zombie2011 said:
" IF REACH DOESN'T GET A 10 FROM EVERY SITE I'M GONNA GO ON A KILLING SPREE.  "
I give it a 5 out of 10 :D "
It's all good, you're not a site ;)