Dargoo_Faust

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Jul 24th, 2022 (edited)
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  1. stuff with ? on it represent claims I think were not proven well or just confused me, ping me for elaboration if needed
  2.  
  3. scroll to bottom to skip notes
  4.  
  5. Korra in-tier, Kamo in-tier, see: Tad post
  6.  
  7. ***
  8.  
  9. Verl R1
  10.  
  11. - Team Verl spawn comes with weapons/explosives his team can loot
  12. - Satou and Jack are primed to abuse these weapons, are hyper rational (?)
  13. - Korra is reckless (?) and will run into traps, Naga's senses are only for spirits
  14. - Opposing team lacks durability
  15. - Jack will set tripwires to launch knives/grenades
  16.  
  17. - Team verlux in good defensive position on map
  18. - Jack can enhance Satou's weapons with a touch
  19. - Satou uses ghost to scout
  20. - Even if sensed ghost impales someone with claws or lead enemies back to traps
  21. - Enemies can't dodge projectiles from traps, projectiles are guaranteed lethal due to Jack
  22.  
  23. - Tunnel is made of WWWinium ergo cannot be earthbended
  24. - Firebending is dumb due to lack of air
  25. - Airbending causes issues with pressure and oxygenation
  26.  
  27. - Satou hard to kill, regenerates through materials
  28. - Jack is hard to hit
  29. - Jack is durable and has high endurance (?)
  30.  
  31. ***
  32.  
  33. Quick Notes
  34.  
  35. This is extremely well organized but I would prefer if more evidence were included for claims in general. I'm not a really big fan of "see: Statpost" because it doesn't give me the best idea of what your claim is and what you are basing it off of.
  36.  
  37. This response is also pretty barebones, even for a R1 - I understand that statposts exist but you still want to put forward some basic comparisons.
  38.  
  39. ***
  40.  
  41. Nerf R1
  42.  
  43. - Points out Verlux making no stat comparisons R1
  44.  
  45. - Only speed Jack has is reacting to telegraphed club swing
  46. - Jack is demonstrated slower than Herc, fails to dodge the same knives Herc reacts to
  47. - Knives are slow anyways
  48. - Grapple gun scaling does not real
  49. - Jack wirestanding fails vs. projectile users, Team Nerf has better mobility options anyways
  50. - Tunnel size makes the tactic useless anyways
  51. - Nerf team is arrow timing which is >>> all this
  52.  
  53. - Jack durability bad, hurt by arrows and fences, Kamo has homing arrows
  54. - Supersonic blood projectiles what pierce metal kill Jack
  55. - Jack can get restrained by opposing team's restricting options
  56. - No heat resist
  57. - Blunt force resistance feats show him getting floored/damaged massively, compares bad to Korra offense
  58.  
  59. - Jack only wiretraps once, wire is easily spotted
  60. - Knive piercing bad, antifeat dump
  61. - Korra/Kamo have the bare minimum of piercing resistance to take that
  62. - Knives are slow, team Nerf just dodges the traps or shield or metalbend
  63. - Jack wouldn't use grenades, Metro grenades explode in 6 seconds
  64. - No evidence that Jack can keep something a divine weapon for an extended period of time
  65.  
  66. - Satou has no physicals
  67. - Black Ghost can't stay around for long enough for recon due to map size
  68. - Ghost is visible if trying to kill something, has no durability
  69. - Kamo can just see invisible supernatural beings, same for Naga
  70. - Points out Verlux ceded point on naga, naga has strength and speed feats
  71.  
  72. - Korra opens with nonlethal and uses nonlethal often, same for Naga
  73. - Satou regen only works if he's fatally wounded
  74. - Satou doesn't regen fast enough to matter
  75. - Kamo can snipe him through walls, arrows pierce good
  76.  
  77. - More specific list of Korra incap methods
  78.  
  79. - Guns are not lethal usually (?)
  80. - Headshots are not guaranteed lethal
  81. - Korra can heal fatal wounds with spirit water (?), Kamo can stall bloodloss
  82.  
  83. - OP says Earthbenders can earthbend WWWnium
  84. - Lots of water for Korra to bend
  85. - Korra can make air masks to counter oxygen loss
  86.  
  87. ***
  88.  
  89. Quick Notes
  90.  
  91. Solid opener. Took full advantage of character space given, my only critique is that this reads purely reactionary to Verlux's R1 and doesn't lay out clear wincons for your team outside of how they interact with Verlux's strategy. Which isn't bad, it can just put the person arguing into awkward positions sometimes.
  92.  
  93. I feel like the point about guns was very weak - a normal person can often survive shots but it usually requires immediate medical attention and it still like, incapacitates the person immediately. However Verlux would need to point this out next response.
  94.  
  95. ***
  96.  
  97. Verl R2
  98.  
  99. - Satou and Jack want to win
  100. - Satou and Jack use traps to win
  101. - Ergo using traps is in-character
  102. - Satou uses his ghost more often than not, Jack utilizes tripwires in character, look at the statpost/RT (nngh)
  103. - Nerf ignored Jack wiretrap scans
  104.  
  105. - Satou and Jack would not turtle in one spot
  106. - Satou uses explosives a lot
  107.  
  108. - Pebble feat x2
  109. - Knifebouncing is intentional on Jack's part and not a piercing antifeat
  110. - Piercing Herc is a good feat, RoR gods can't be harmed by normal weapons, makes a clock face pierce herc
  111. - Jack makes a piece of cloth cut good, knives obviously cut better
  112.  
  113. - Jack's divinity has staying power, lasts 11 pages (?) then hurts Herc via divinity
  114. - Cloak scan x2
  115.  
  116. - Satou can jury rig the explosives to take longer to detonate (??)
  117. - Posits extremely specific trap setups with knife/grenade combos
  118.  
  119. - Cedes Korra earthbending
  120.  
  121. - Points out speed has not been argued for either character
  122. - Jack wanted Herc to see the wire, normally impossible to notice
  123. - Knives hit hard so they are faster than normal knives (???)
  124. - Traps are in-character x2
  125. - Ghost not lasting long doesn't matter
  126. - Jack can sense the opposing team's aura (?)
  127. - IMB paricles =/= Sorcery and spirits
  128. - Jack knives can curve + too many to dodge all of them
  129. - Asks for evidence for Korra nonlethal
  130. - Pistols are lethal yes
  131. - Korra can't heal herself if shot
  132. - Kamo lacks senses to snipe at large distance
  133. - Satou regen is a surprise factor
  134.  
  135. ***
  136.  
  137. Quick Notes
  138.  
  139. Again I am not a fan of "bro look at the RT/statpost it is obvious you dummy small brain!". I am not fully reading an RT on a character and clicking through every scan to judge a debate, unless it's for something as obvious as "Superman can fly" this isn't really solid evidence for a claim.
  140.  
  141. That said this is a step up from R1, more evidence is used generally which helps me get a more solid idea of your characters. I still think some specific claims, especially the trap combos are something that could have used more evidence though.
  142.  
  143. ***
  144.  
  145. Nerf R2
  146.  
  147. - Points out lack of arguments/concessions on speed
  148. - Points out lack of evidence in arguments
  149.  
  150. - Jack's tactics work because Herc is an idiot, Satou is familiar with the people he traps
  151. - Jack/Satou don't know how team Nerf will react
  152. - 3x Satou not using ghost scans, doesn't use explosives at flank
  153. - Jack specifically tries to get up close and personal after prolonging a fight
  154.  
  155. - Points out lack of objective feats for jack knives and satou tricks
  156. - Korra incap feats x5, she knocks out humans with her attacks regularly
  157.  
  158. - Divinity isn't piercing resistance
  159. - Knives fail to pierce even at pointy end
  160. - A clock face =/= Knives
  161. - Airshielding/blasting, metalbending, dodging still works vs knives
  162. - Wires are seen from far away
  163. - Naga tracking feats
  164. - Jack/Satou barely have any time for setup
  165.  
  166. - No feats for ghost scouting even in situations where it would help
  167. - Ghost is slow, regular dudes react to it
  168. - Naga can smell ghost because Verlux argues it's made of real particles, can be heard anyways
  169.  
  170. - Points out lack of Jack speed feats x2
  171. - Characters are fast, read statpost (nnnnnnnngh)
  172.  
  173. - Points out water all over map, never claimed it was coming form the air
  174.  
  175. - Questions what Satou's gun strategy is and how he can hit faster characters
  176. - Satou accuracy bad with context
  177. - Staou accuracy needs to be at a close distance
  178. - No automatic weapons lying around
  179. - At a large enough distance team Nerf can just bullet dodge
  180.  
  181. - Kamo can stop his own bleeding x2
  182.  
  183. - Regular people can operate through a bullet wound (?)
  184. - Map has medkits they can use that instaheal
  185.  
  186. - Map has plenty of corners to shoot around, arrows home in on targets
  187.  
  188. - Satou can't get close to do suicide attacks due to team nerf range
  189.  
  190. ***
  191.  
  192. Quick Notes
  193.  
  194. More quick and dirty than the R1 I think.
  195.  
  196. Overall this is good, although I will say for the third time that I really hate "see: statpost".
  197.  
  198. ***
  199.  
  200. Overall
  201.  
  202. Ok there is a lot to digest here. I think Jack and Satou would try to set up traps - I think it was adequately shown that both of them at least attempt to do this, maybe not over the entire metro area. However I'm not convinced as to the effectiveness of those traps - I don't buy force = speed without some extremely specific description specifying it and launched/thrown knives are in fact slow. Satou's tricks on the other hand require close contact that Korra and Kamo won't really afford him. I don't buy that Korra and Kamo will 100% not be pierced by the knives but I do buy alternatives to dealing with them such as speed/bending shields/metalbending as ways to get rid of them.
  203.  
  204. I can understand the niche of running trapmasters without a particularly fast speed, however Nerf put enough doubt in how fast Jack/Satou can set up these traps and how efficiently they can abuse them that I don't think they can avoid a direct confrontation with Korra and Kamo. Without any real rebuttals or comparisons for speed Korra and Kamo have nothing really stopping them from just sweeping Jack and Satou with ranged abilties.
  205.  
  206. I will make it abundantly clear and drive this in one last time - statposts/intros do not substitute posting your feats in your responses and making stat comparisons. I felt that if Verlux put more effort in linking stuff his statpost goes over in his response rather than leaving many points up to a post that - I repeat - is not part of the actual debate, he could have taken home many more points for Jack and Satou.
  207.  
  208. Nerf wins.
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