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Mar 18th, 2019
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  1. Golden Delicious:
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  3. Something I can say is not a tie game, though, is the JoJolity which, not to be rude, I feel there is a clear winner on. Without further ado, let's start with Ocean's 11.
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  5. The JoJolity here to use the machines and technology in the area, and in order to secure a nice score it was important for Ocean's 11 to avoid the trap of simply using everything for Sad Machine gadgets, which thankfully they dodged well enough, though I will say they stumbled a little close to it at points. The main saving grace is the laundry list of Day of the Locust applications near the middle of Part 2, which are quite expired and save the JoJolity from mediocrity. It's worth noting that a couple of the cool plays that are used here, like the attempt on Millie's phone and the scissor lift, are things that Sweetwater disables or attempts to disable in the strat, so while I'm not discounting them (A cool plan is still a cool plan), they're not having as much of an impact as they could have. Still though, they along with the previously mentioned Part 2 techs push this into a clean 7/10 in my book.
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  7. Going to Millie and Autumn here, though, this is maybe gonna be a bit short because I can't think of much to really criticize. From fly swatters to apple projectiles, the strength of the Venus Team JoJolity is that it not only uses the trees and fruits in some cool and clever ways, but makes those uses so effective that they absolutely can't be ignored. It accomplishes maybe the most important thing that JoJolity plays of this nature can, which is that I can not reasonably think of anything more it really could have. Some may argue that that is enough to justify a perfect score, but ultimately i'm keeping it down to a 9/10, because for all the ways it used the JoJolity in an extremely effective manner, nothing in it really left me with a massive wow factor. Still though, when you're talking about bringing things *down* to a 9/10, that's when you know you have something really good.
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  9. Granny Smith:
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  11. O11:
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  13. I think you did pretty alright here, but I wasn't super duper impressed. A lot of your jojolity comes from utilization of Sad Machine gadgets, which is all well and good because it fits the confines, but I think you could've used more in the way of more creative applications. You had some good usage of Day of the Locusts, and a couple good cobbled together gadgets like the grenade launcher, but overall, I would have liked to see a bit more variation overall in what you utilized and how you utilized it. Going to give this a solidly average 6/10.
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  15. SWV:
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  17. I was fairly impressed here. You did some unexpected things with the trees and fruits that I thought was very solid for your strategy and in terms of overall creativity. The apple acid balls are good to keep the pressure on your enemies as well as possibly erode their vital equipment, The acid-tree flyswatter is good for this as well, though a bit less precise in its application. Your usage of these as bulky projectiles to destroy the sheds and equipment around the area was good as well, serving as a decent counter-jojolity play and good in terms of the offensive capability of possibly plowing your enemy over as well. Overall pretty good plays all around, but it would've taken a bit more wow factor for me to push you to a 10; As it stands I'm going to give you a 9/10. Could've used just a bit more variation to give you that extra push.
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  19. McIntosh Red:
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  21. More or less what was expected going into the match, not to say that is anything bad, just that I wasn't too impressed by either jojolity with new or innovative uses.
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  23. On SW, the projectiles, simple blockade, and tree bat usage was about expected and featured pretty well throughout the course of the match. Though this is the simple and effective use for them, to get a higher score you might have been able to climb trees, use or mention using them as cover, created traps, strategically uprooting trees for positioning, or other more generally creative uses for the trees. I give the jojolity a 7, you did what was asked of you in general, but some things could have been added for this jojolity aside from quantity of usage.
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  25. On O11, the leafblower launcher was about the only notable use of machinery utilized. While the scissor lifts are mentioned in a single instance, they only really seem to serve as a distraction at best. The chainsaw was decent, but it wasn't to useful in the grand scheme of things either. I'll give this jojolity also a 7 since while you did not do too much, at least you have one stand out usage that is good enough to pull this from a 6 to a 7
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