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Messages - AeroGP

1
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 18, 2013, 01:27:18 pm
That's still not a good trade-off. 2 effect is good enough to hit an entire party in most cases, and 20% Oil is only helpful on repeated usage, which is undermined by the higher mp cost.

Why does summoner even need 2 fire-elemental spells, anyways?
2
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 03, 2013, 01:23:19 pm
Quote from: Gaignun on August 03, 2013, 06:48:48 amTo me, a healthy meta-game is akin to rock-paper-scissors.  You have three options. All are equally usable because each has as many strengths as weaknesses.  (i.e. each option defeats one, loses to another, and ties the third.)


Rock-paper-scissors without different (read: inequal) rewards is uninteresting. You can't incorporate what you're opponent is doing into your strategy, because there's nothing predictable influencing decision making, so team-design becomes almost entirely a single-minded activity. That's boring.

Quote from: Gaignun on August 03, 2013, 06:48:48 amGames with many more options are, naturally, harder to balance.  Due to human fallibility, there will always be strategies that have more strengths than weaknesses.  Options with many more strengths than weaknesses are often called broken.  The fact that these options have weaknesses doesn't enter into the picture.  It is the balance of strengths and weaknesses, and not the existence of each, that assesses the option's worth.


Only when the rewards of picking the counter-strategy compared to the dominant one are slim-to-none, and/or the dominant strategy hits a plateau that makes even designing counters in the game an impossibility, is it a problem. Otherwise, it's fine.

Quote from: Gaignun on August 03, 2013, 06:48:48 amThis is especially true for competitive games.  Street Fighter 3 Third Strike is a much-loved competitive game, but it is terribly unbalanced.  It has 19 characters, but only three (Chun-Li, Yun, and Ken) are regularly used.  In tournaments, the meta-game involves picking characters and developing strategies to counter solely these three.  (Often, these strategies involve picking these very characters yourself.  After all, Chun-Li's only weakness is Chun-Li herself.)  This harms variety.  After all, there are 19 characters to choose from, and most are never chosen because they require you to work so much harder to achieve the same performance.

Balancing out this uneven distribution of power is the whole point of balance patches.  Capcom has been attempting to round out the cast of Street Fighter 4 for over four years.  When it was understood that rush-down characters Yun and Fei Long were god-tier, they nerfed them.  It didn't matter that they were weak to fireballs.  Only Sagat and Ryu could use fireballs competently against Yun and Fei Long, so the meta-game was basically about picking from 4 characters (Yun, Fei Long, Sagat, or Ryu), or preparing yourself to fight against overwhelming odds.  Furthermore, Yun's and Fei Long's strengths totally eclipsed other rush-down characters such as Rufus.  Rufus had dropped off the radar, and variety in SF4 had suffered for it.  The balance patch nerfed Yun and Fei Long so that characters like Rufus are worth using again.  Variety was restored.

In our case, spellguns/Stone Gun/Hidden Knife is Yun/Fei Long, Projectile Guard/White Robe/Perfumes is Sagat/Ryu, and Rufus is crossbows.  The current meta-game is about watching Yun and Fei Long dominate, watching Sagat and Ryu being picked to counter Yun, and lamenting over how ineffective the remaining 35 members of the cast are.  If this is your idea of a healthy meta-game, then there is nothing more I can say.


The issue is that you're more focused on bringing the power level down when it's not even THAT high. This isn't Yun/Fei-long, this is C.Viper/Dhalsim. The solution is to bring everyone else up. Unless you're suggesting there's no reasonable way to do so, in which case prove it!
3
FFT Arena / Re: FFT Arena: Balance Discussion Thread
August 03, 2013, 05:53:41 am
Quote from: Gaignun on August 02, 2013, 04:54:46 amI don't know how closely you've been following FFTA over the past several months, but it appears that many people are tired of forcing their units to run White Robe or Projectile Guard to avoid eating 200+ damage Glacier Gun shots from 10+ SP archers.  Having to counter-build against spellguns all the time is stifling the opportunity to equip other gear, many of which are unused and which we're trying to encourage the use of.  The idea is to add enjoyment to FFTA by adding variety, not leave it a game of "Block Spellgun or Die."


Making compromises and adjusting against dominant strategies is what makes team-building interesting in the first place. I'm sorry that there are players that just want to use the best available and nothing more, and that having to deal with them bores you, but this is how competition works?

Are AI battles competition or just exhibition?
4
FFT Arena / Re: Older patch teams
June 25, 2013, 01:39:18 pm
138D+ applicable.

Player: AeroGP
Team: Inferno
Palettes: Red/Black
Last Revision: 2012-12-16


Alizarin
Male
Sagittarius
70
70
Chemist
Steal
Auto Potion
Equip Shield
Pilgrimage
Blaze Gun
Flame Shield
Thief Hat
Santa Outfit
108 Gems

Hi-Potion, Hi-Ether, Maiden's Kiss, Soft, Holy Water, Bandage, Phoenix Down
Quickening


Burgundy
Male
Libra
70
55
Paladin
Draw Out
Counter Flood
Attack UP
Move-MP Up
Asura Knife
Flame Shield
Barbuta
Diamond Armor
Jade Armlet

Grand Cross
Bizen Boat, Masamune


Sangria
Female
Aquarius
40
55
Mediator
Draw Out
Finger Guard
Defense UP
Move-HP Up
H Bag

Thief Hat
Black Costume
Setiemson

Insult
Murasame, Kiyomori, Masamune


Persimmon
Female
Gemini
40
70
Wizard
White Magic
Damage Split
Short Charge

Wizard Rod

Golden Hairpin
Black Costume
Defense Ring

Nether Fire, Fire 2
Raise 2, Esuna, Dia, Holy


Player: AeroGP
Team: Snow Pirates
Palettes: Blue/White
Last Revision: 2013-03-24


Cyan
Female
Serpentarius
70
40
Mediator
Draw Out
Finger Guard
Unyielding
Move-HP Up
Mythril Gun

Thief Hat
Black Costume
Sprint Shoes

Blackmail, Mimic Daravon
Bizen Boat, Murasame, Masamune


Urdin
Male
Serpentarius
70
55
Squire
Chivalry
Auto Potion
Concentrate
Move+1
Ice Brand
Kaiser Plate
Twist Headband
Santa Outfit
Angel Ring

Bullrush, Throw Stone, Heal, Wish
Grand Cross


Odell
Male
Serpentarius
70
55
Squire
Chivalry
Auto Potion
Concentrate
Move+1
Ice Brand
Kaiser Plate
Twist Headband
Santa Outfit
Angel Ring

Bullrush, Throw Stone, Heal, Wish
Grand Cross


Denim
Male
Serpentarius
70
40
Chemist
Draw Out
Finger Guard
Unyielding
Move-HP Up
Romanda Gun

Thief Hat
Black Costume
Sprint Shoes

Hi-Potion, Ether, Maiden's Kiss, Soft, Bandage, Phoenix Down
Masamune
5
FFT Arena / Re: Arena battle videos and discussion
June 25, 2013, 01:38:01 pm
Quote from: Dokurider on June 24, 2013, 03:21:51 am
[FFT Arena 138d] Severe Weather Alert (Reks) vs {S1} (AeroGP)


{S1} is pretty bad, actually. It's overly specialized for a metagame that doesn't exist. I should probably retire it.
6
To be fair, Snow Pirates is not "recent-ish." It's just the logical conclusion of "Always Windy in Ivalice."

The loss of wind-absorb is telling of my opinion on Tornado losing CT 2.
7
I spend between ten to forty five minutes coming up with an initial draft. I then throw the draft against existing teams I feel pose the biggest threat so I'll know what to tech. If early testing proves the idea to be critically flawed, I scrap it. Otherwise, testing continues until I can come up with what I feel is an optimal build. This can last for hours upon hours or even across days at a time, especially before tournaments.

I usually get my ideas directly from other teams. If I see a unit's effectiveness in action and feel I could make something more of it, I won't hesitate to copy it. (even verbatim) I'll then rummage through the master guide looking for ways to optimize and support the idea, and the team-building process begins.
8
FFT Arena / Re: A.I. Q&A
March 12, 2013, 02:31:30 pm
I recommending putting this information in the beginner's guide, which is pinned to the forum and which we expect most newcomers to read first.
9
FFT Arena / Re: FFT Arena: Balance Discussion Thread
February 21, 2013, 11:50:14 pm
Quote from: Dokurider on February 21, 2013, 06:23:37 pm
I doubt that Dash/Bullrush will ever be a good move...


Bullrush is a good move. It's Squire's answer to Monk's Repeating Fist, does more damage on average and even cancels haste. Counter Tackle is the problem, alone - it can only do, at best, half of what Counter can do no matter what we give it.
10
FFT Arena / Re: FFT Arena: Balance Discussion Thread
February 18, 2013, 01:47:49 am
I always thought the real reason was that people were still wary of float canceling it, so unless the move offered some other useful novelty (Quake's low ct, high area of effect; kiku-ichimoji/earth slash's flat, easily scalable damage) people shied away from it. That's certainly the reason why I avoided such moves for quite a while - if I even picked kiku, it was simply because I needed the extra range!
11
FFT Arena / Re: Anyone up for a mono tournament?
December 10, 2012, 11:18:22 am
1) Yes.
2) No.
12
FFT Arena / Re: Anyone up for a mono tournament?
December 01, 2012, 08:26:08 pm
Dibs on chemists.
13
FFT Arena / Re: FFT Arena: Balance Discussion Thread
October 19, 2012, 01:03:03 pm
If you really want self-berserk, add 1.3 Scream minus the innocent proc. The AI <3s haste.
14
The Lounge / Re: Video glitching while playing
October 10, 2012, 01:21:25 pm
Don't use Movie Maker to compress video unless the files start in a foreign format already compressed. Use Virtualdub and post-compress the files all at once.
15
FFT Arena / Re: Arena battle videos and discussion
August 27, 2012, 11:11:04 am
Same thing with me, Barren: Jack's supposed to have a glacier gun (which is also what he had in the tournament; I blame Xif), and Ace is supposed to have Auto Potion (but that might have been RIGHT after you started the gauntlet). Not that it mattered this time  but...
16
Just going to sabotage the whole tournament, eh? Sounds like fun. xD
17
Quote from: Gaignun on April 29, 2012, 12:03:24 amIts price isn't zero now, yet people drive cars that require it.  Electricity isn't free, either.


The "cars" aren't very good, tbh, and the "price of electricity" is negligible compared to the benefits.
18
Quote from: Gaignun on April 28, 2012, 11:12:25 pmThat's like saying gasoline can be left at $100/L because everybody drives an electric car, when, in truth, everybody might be driving an electric car because gasoline is $100/L.


That holds even less water, because in this case we can say with certainty that the "cost of gasoline" isn't affecting people's decision to "drive electric cars". It's just more efficient to "drive electric cars" than to waste time with "gasoline" - the only way you'd change anyone's mind is if the "price" was practically zero.
19
Don't act will in all likeliness hit the mage, especially if she's already charging up Holy, because it would be 100% hit and effectively stop the Holy before it goes off.

Holy is great, but you're both overrating how powerful it is in the current metagame.
20
Returning to standard procs doesn't really do much for the Elemental skillset, since it's still at a low proc rate on a low damaging move that requires specialization to make the most of it. It would buff counter flood considerably, though.