Advertisement
MKnightDH

KIU Multiplayer matches

Nov 9th, 2014
221
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.00 KB | None | 0 0
  1. So it turns out that Super Bash Sisters just plain doesn't care about balance, period. The fact that things like Kirby's Final Cutter can be spammed to stupid good effect and the developers fail to notice that sort of stupidity for FOUR games straight is testament to that. Final Cutter acts like anti-armor because Kirby totally doesn't have a freaking hammer, stone drop, OR FREAKING SMASH ATTACKS. I see no problem, obviously.
  2.  
  3. Ya know. As much balance rant material as Kid Icarus Uprising has, it STILL surprisingly proves more enjoyable than Super Bash Sisters, despite relying on weapons for character selection rather than characters like Pac-Man. The power system is the big reason, I can be sure of that much, and it really disappoints me that it wasn't available in Super Bash Sisters, outside that God awful Smash Run. Here's what is conclusive: matches in KIU prove to move faster and last shorter, and yet armors are still better in KIU than they are in Super Bash Sisters, even if there are still plenty of things to beeswax them into oblivion such as the Evasion and Shot Range mods. That's not accomplishment of the century, but it's enough to be worth talking about.
  4.  
  5. What I mean to record is that saying you win randoms with 100V weapons isn't bragworthy because people do NOT even have sense. In the given match, we have a Trade-Off Raptors named pit90000 who DOESN'T STICK AROUND WHEN HE HAS TRADE-OFF ACTIVE. I do some Grid Reading against him (though I mistakenly think he has leveled Meteor Shower, which applies after 3 charges, not 2), but since he's using a melee weapon, it doesn't amount to anything really, just a fun fact. And yep, the live commentary proves that Grid Reading IS a valid skill. It does have memorization involved, but it's tolerable.
  6.  
  7. In fact, I live as long as I do with a 100V Skyscraper to my own shock. These opponents weren't good, but I'm adept anyway. I also should point out that at the point where I died the first time, Tankscraper's defenses would have prevented that and thus the meter wouldn't have gone down in the first place. In fact, I would have taken 1/3 of the damage I had taken since no items or powers hit me, and the opposing angel would end up harassed by lolninetybasedamage shots instead of me taking my first death. Daybreak would have killed me when it did on my second death, but that's if the angel lived long enough. That's absolutely doubtful it would even happen.
  8.  
  9. I record a second match, one where I actually use the Tankscraper. In this one, one of the opponents, juvia, is using a Rose Staff and pairs it with Energy Charge. He also pairs it with Bumblebee and this allows me to approach through terrain cover, because he can't pair it with leveled Slip Shot. Unfortunately, one of my teammates doesn't get the memo and takes a 1HK for his troubles. When I get hit close-up by it myself, I lose half my health, which actually sounds surprisingly right but I'm not sure which shot juvia used because there is a significant difference there. The Forward Shot is what is capable of 2HK closeup with Energy Charge without having to attack/defense mismatch. The other shots would have to be pulling mod shenanigans.
  10.  
  11. I still deal terrifying amounts of damage because I myself just plain become incredibly hard to kill. The fact that Tankscraper's Value nears 300 becomes irrelevant because like I point out, I live for extended periods--in fact, my ONE death occurs when my team's TLG had been reduced to sub-100 anyway. That's why it's bad design for added tempo to have cost-effectiveness: players in their right mind care far more about tempo than the cost-effectiveness. That's also the idiocy behind 100V weapon users not regenerating powers in the same amount of deaths as 300V weapon users: you're not punished for dying with something powerful. If a 100V weapon user didn't need so many deaths to regen powers, that would let them use powers more frequently so that they can revenge power those 300V freakjobs that become detestable to deal with fast. I also only need point out that Health Recovery benefits a higher Value defense weapon because it heals more Value worth of damage AND its effectiveness is multiplied by the defenses. Because the idiocy wasn't bad enough.
  12.  
  13. Oh, and this is with a weapon modifier that actually TRIES to be cost-ineffective. There's even worse abuses of this system. You literally can even fit Shot Range+, Evasion+, AND Shot DEF+ all on the same weapon.
  14.  
  15. By the way, I also had a random where I got 7 KOs, 0 deaths, and about 2400 points, but I scrapped the recording of that because 2 of the opponents were so laughably bad as to get repeatedly hit by Skyscraper shots at range without having been stumped by tag powers. The one who wasn't hadn't used powers anyway and got munched for his own troubles, right to the point where the game stupidly declared HIM the stinker, when the dodge failures were clearly more n00bish than him. All 3 were n00bs but the "stinker" was the least n00bish of the bunch. Doesn't help that I was wanting to record Grid Reading stuff where I could.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement