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Aug 6th, 2022
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  1. Quality
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  3. Judge Gaslight (Not Flamechar):
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  5. Timothy keeps ending up having to destroy things, huh. Starting with the player team, they immediately move to attack Lucetta at range to coat her with shadows and aid the rushdown with projectiles to cast more shadows. Their main plan is to get Electra’s shadows onto her so that they can constantly spawn vines from her to use to wreck clothes. They then start moving across the map, tearing through displays while getting Lucetta to further ‘aid’ in the destruction. They also run through combat encounter plans before laying out their finale and then contingencies.
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  7. I feel this is a strategy where players have done quite a few elements of their strategy very well: good Logistics through managing vines and noting the range of them; very good Technical Understanding and Creativity together in working with your abilities and working them together (examples include the Button Vines and the incredibly long combat tech sections, as well as your Nepenthes Napalm finisher); Counterplay has been spread out throughout the strat, such as noting that Lucetta might not walk into flytrap…traps and using that to the player’s advantage, and the appearance of a good Contingency section adds to it. This strategy certainly has the airings of a high 9 or a 10, so which will it be?
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  9. After careful thought, I have decided to go with a high **9** as while I do believe you have made an incredibly well written strat, you definitely could have looked at improving your use of Counterplay and Formatting: the former is primarily the lack of ranged defenses, which while normally it might not be a problem the opponent showing they *have* enough ranged options makes this apparent; the latter I feel is less of a problem overall than the first, but is mainly to do with the fact that your combat sections happen to be as large as your general objective and finisher sections combined which might not be the best kind of balance to have for this kind of match. (Also that Blue path on your marked map has no explanation at all which slightly hampers Logistics)
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  11. Of course, Lucetta isn’t going to just lay down and take this. Starting off, she shows a fitting Elegance in prelisting commonly used constructs with explanations and their shorthand, helping to shorten their presence in the rest of the strat. These common constructs alone also show quite a bit of Creativity such as the Dancefloor and the Baubles, with the Mirror Shield being a good Counterplay tool. And then she uses music to keep count of her goal! (Creativity/Logistics).
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  13. Her Format is alright - Clarifications and a general gameplan before moving into three interchangeable sections (movement, close-quarters encounters, and protection) and then onto contingencies and an epilogue. Her main game of course is ranged in nature - good Understanding of her physical limits while using her strengths to her advantage. The strategy overall is very good! I feel the Counterplay and Elegance here warrant a mid to high **9**.
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  15. Defenestration is a favorite word of mine, and there sure was a lot of that this time around.
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  17. Judge Gatekeep (Logic):
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  19. If I had a nickel for every Asymmetrical Sabotage Objective Timofey has been in, I’d have two nickels...you know the rest. Boss matches ask players pressing questions, and here Lucetta and the objective ask “Can Timofey and Electra use their AoE to efficiently cover the stage while respecting Lucetta’s offensive options?”
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  21. By the looks of it, I’d say so. Starting with an initial attack, taking advantage of the catwalk’s 8m height vs Venus Flytrap’s 10m extension range, the strategy looks to keep Lucetta pinned down while players skate through the arena. The strategy focuses on melee at the cost of considering ranged attacks (remember, POW means you can throw things), but given other priorities and the emphasis on harrassment-as-defense, I note it but it’s not a major ding.
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  23. From there, much of the strategy is a showcase of tech to deal with the objective and opponent, leveraging both Electra’s range and Timofey’s power. (Competency) I would imagine that at D DUR, shadow can be wiped off, but the ample means of application make this point ultimately moot. The shadowball play might be a bit overstated for dramatic effect (how much ink/lighter fluid do you have to cover the whole thing, how do you get them all there, etc etc), but nothing that impacts the strat.
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  25. I don’t have much to say, except that this emphasis on tech comes at the minor cost of direction (Planning/Formating); the first section gives the pathing before going into the aforementioned tech, which isn’t an unreasonable organization, but makes it a bit harder to digest. Nonetheless, a job well done and calling Lucetta attempting to repair clothing is a Counterplay that nets this a comfortable 8.
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  27. While it might be the pomp and circumstance of a boss match, Lucetta shows how to play defense in an asymmetric match: you make a system that offense needs to deal with, and you make it a damn tough one. While she could have accounted for Electra’s range a bit better (Counterplay), the understanding of the time and space is leveraged to play off of her comparative strengths and weaknesses (Logistics). The split between Movement, CQC, and the Objective keeps things readable while still managing the priorities needed for the strat. (Planning/Formatting). While nothing pushes it into the upper echelons, like a tailored suit, it’s good and I got no complaints: high 8.
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  29. Judge Girlboss (Dice):
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  31. Here we have a game of Cat and Mouse with one potential win condition for the players and two for Lucetta.
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  33. Players:
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  35. So beginning with the opening rushdown, I think you underestimate the timeframe to destabilize an entire section of catwalk with C Speed vines, the 24 meter frisbee long bomb to summon more vines is something I’m also skeptical on considering the timing needed on that for both players especially for getting vines in a position you’d want. The rushdown with vines against Lucetta and their Stand is possible, but I think you hand wave it with A Precision which is somewhat disappointing given you have a lot of feinting and interesting angles you can get vines in from to get around an A Speed Stand and defensive/offensive glass constructs.
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  37. Onto the objective pathing, yeah the blue pathing seems like it goes entirely unmentioned. The actual destruction though seems to be decently solid and thorough. However, I’m not entirely sure about the pathing that’s been taken here though with the players doubling up on the same path and there doesn’t seem to be much coordination in their destruction here besides Electra being the glass breaker and Timofey cleaning up the remaining. In terms of the goal you’d want to consider how fast you can get this all done considering the size of the area, every second potentially counts. This sort of destruction seems to be a looping thing so I’ll move on from this section.
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  39. Onto dealing with Lucetta, I think you focus a bit too much on direct confrontations which isn’t necessarily all you should be prepared for. " So while we’re not committing to a full fight, Timofey and Electra do try to get deadly hits in if possible while still keeping themselves safe." This general statement hedges your bets a little where I don’t really see many of the techniques employed to keep themselves safe. For example, how are you planning on getting around Lucetta and continuing on your path of destruction, then there you’d need to consider how to deal with situations for running away from Lucetta and situations where you are running into Lucetta due to your pathing or how you may need to change your pathing on the fly to make a getaway. It seems that the implied idea here is just to weaken/distract Lucetta to a point where it may be safe to run past, but there’s little in terms of mobility or post confrontation and more just returning to the simplistic destruction loop as stated above. What’s more a shame here are the traps you lay earlier where you could get some pathing opportunities to get Lucetta in range of a trap.
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  41. I’m going to give this strategy a **7/10**, the strategy can work, however it is very predicated on if you can get the jump on Lucetta which is a viable win condition, but you also sort of underestimate what Lucetta can do and while you have a large number of general plans of attack it is somewhat disjointed where you have ideals situations you want to get to and work in a vacuum, but lack in flow from strategy to strategy. Your formatting here doesn’t really help with notable blocks of text, but it’s parsable. I will also note it seems a bit strange to consider individual players versus Lucetta first where it looks like the idea is for the players to stay together in their destruction path.
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  43. Lucetta:
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  45. The formatting of the different sections is fairly simple and direct on which section is for what. The section 0 explanations on different set ups and constructs are fairly detailed, I would have preferred bolding to italics, but that’s just for easier reference.
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  47. In terms of ranged harassment, you have decent options with needles and baubles. The light focusing shield to deal with vines is a pretty decent call as well.
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  49. The two sections for dealing with Electra and Timofey are fairly short, but they do what you need them to and your paragraph summaries work decently enough. The overall scenario coverage is pretty good for wasting the player’s time, playing hit and run, and deploying traps.
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  51. I’m going to give this a low **8/10**. I don’t have too much to complain about here. You cover individual options and flow charts decently well with back up plans as needed. You probably could have gone a bit deeper on going against vines as well as dealing with Timofey’s ability as well as setting up your confrontations or how you get in the player’s paths, but overall the general ideas shown work.
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