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Messages - kirchj33 (974)

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637
Humor / Re: Coinich's Resume
« on: May 20, 2011, 02:05:53 am »
The job offers are already starting to roll in!  8)

638
Humor / Coinich's Resume
« on: May 20, 2011, 01:36:48 am »
Coin said he is looking for summer work without luck so far.  Its probably just because he doesn't have a proper resume.



Uploaded with ImageShack.us (http://imageshack.us)

You can thank me later when you land that job with this.

639
Rainbow Decks / Re: Shak'ars Revenge (FG-Voodoo)
« on: May 19, 2011, 09:04:03 pm »

640
Issue Archive / Re: A new type of desync [unconfirmed]
« on: May 19, 2011, 03:08:02 pm »
The fact of the matter is that these player imposed desyncs happen much more than people lead on in competitive PvP.  This is very unfortunate and causes people to be suspicious when these types of things happen in war and pvp events.  I am not saying anyone is at fault in these situations, but I feel like the plea for putting some serious work into correcting desyncs from a programming standpoint needs to be done.

641
Rainbow Decks / Re: (1.24) CC? Why bother?
« on: May 19, 2011, 02:54:28 pm »
Sorry, guess I read it too quickly.  Anyway, from my experiences, PA is needed.  I've been going with a modded version with 36, 37, or 40 cards and most versions I use have 2 PA.  I feel like it's saved me more than it hurts me.  Since most FGs have some type of PC, having an untouchable Pulvy/Perma could make all the difference.  I see it sorta like Quint.  I know CC is much more prevalent than PC, but when your survival depends on having a Pulvy/Perma on the field, I feel it's necessary.
12 out of 29 fake gods have perm control, excluding seism who has pillar control. So in other words, its a completely dead card over 50% of the time. 5 of those 12 only have 4 cards for PC, so its just a matter of baiting them. Some of the others, IE, Divine glory, Hermes, Dream Catcher, and sometimes obliterator, have to much PC for it to even matter, so thats 8 out of 12 its not to useful against.
If a card is needed against 3 out of 29 gods, is it really that useful?
To continue the discussion from PaulWog, there is a strong mod containing 1 PA that has been previously posted in the thread by tttt.

His discussion and stats posted can be found at: (1.272) Evaluation of Contemporary CCYB - statistics and farming guide (http://elementscommunity.org/forum/index.php/topic,25878.0.html)

The inclusion of many cards and mods is a point of constant debate with CCYB, hence the 100+ pages of forum posts.

We are making a slow, but scientific attempt to try and clarify some of the more commonly debated points in this post: FG Efficiency Study - Applying statistics to all of the myths (http://elementscommunity.org/forum/index.php/topic,25609.0.html)

Please join in the fun!

642
Deck Help / Re: Mono Element Turns to Win
« on: May 19, 2011, 02:40:21 pm »
I really like this idea though im not sure if its a benefit for the community to do it seperated from the "regular" ttw studys.
Specially if this is including upgraded decks.
A newer player should have a easy way to compaire them with non-monos.
-> If you plan to grind for a full upped ai3 grinder, it doesnt need to be a mono, right?

Since im planing to reactivate ttw 3.0 (more action there soon, i promise), i would like to avoid  to doubletesting decks - here and in the ttw 3.0

Dont get me wrong here; this idea has my full support, also the attemp to find actualised decks for a beginners guide (like jmizzle7 one).
1.  That sounds good.  I know willng3 did a lot of work last night to try and reorganize the 3.0 information.  Perhaps there could be further breakdown into Unupped Decks, Unupped Monos, Upped Decks, and Upped Monos?  This could be invaluable information for PvP events (War etc.)

2.  I always get concerned when the TTW studies receive too much publicity and exposure to new players.  Even a lot of veterans see some of these speed decks as good sources of score and electrum, whereas the reality is that a good elder EM deck can be nearly twice as profitable for score and electrum (excluding spins).  I just wanted to caution the community once again.  I feel this is my purpose in life  :))

643
Deck Help / Re: Mono Element Turns to Win
« on: May 19, 2011, 07:52:45 am »
Mono Light
Deck 1:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rk 6rk 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jr 7jr 7jr 7jr 7jr 7jr 7ju 7ju 7ju 7ju 7jv 7jv 7jv 7jv 7jv 7jv 8pr



Also, @Napalm, while your deck is certainly more practical, I know from experience dropping the explosions will net you faster TTWs vs. elders.  I would suggest longswords > gavels > explosions.

644
General Discussion / Re: Your Signature Deck?
« on: May 19, 2011, 06:20:11 am »
My signature deck is of course:

TADAbow (http://elementscommunity.org/forum/index.php/topic,22518.36/topicseen.html)

Code: [Select]
6qq 6qq 6qq 6qq 6qq 6u3 6u3 6u3 6u3 6u3 6u3 6u5 6u5 6u5 713 74f 74f 74f 77g 77g 7ai 7ai 7ai 7ai 7dq 7gm 7gm 7jr 7tf 80g
Now that's domination Playa.

645
Rainbow Decks / Re: Little Miss Fire [t50][pvp2]
« on: May 19, 2011, 03:01:37 am »
Been having fun with this deck ever since you posted it as your signature deck.  Gonna do some TTW testing for the hellofit.

646
Round 6 / Re: (Light) Lt. ak65ala 2 - (Water) Jappert 0
« on: May 19, 2011, 12:37:31 am »
Yes!  We won with the only deck I built this round!  Way to keep us alive ak!

647
Light / Re: Round 6 - After Action Report
« on: May 18, 2011, 09:44:35 pm »
Thinking of light decks in terms of things that can probably handle the most variety that is thrown at us I would tend to think vader saders or peggies are the way to go.  Peggies are touchy because of their 2 hp, but in the hands of our general, they can be much more formidable at 4 hp.  I don't know if we have the vault cards to even put peggies together, but I'm thinking we don't at this point.

I haven't been on top of vault stuff, purposefully, seeing as this was my first war I decided those more experienced were better off handling this task.  I make no apologies for that and I think the mishaps have been handled well enough, considering the state of confusion we entered war with.  Everything else, I did my best to help participate with.  In retrospect, I should have been more involved with the vault because it is nearly impossible to deck build when you are clueless about vault contents.

In terms of strategy, I think our downfall was that as an overall theme of our decks, we relied on stalls and pendula too much.  These are GREAT strategies and are without a doubt light's strength when these decks are unexpected.  I would argue the two best unupped stalls in the game (firestall and the immortal) focus around light cards.  If we could go back to day one, I probably would have gone back and tried to create more offensive initial decks, with the ability to throw in some stall decks as a surprise.  Hindsight is always 20/20 though.

Back to the initial discussion of how to build a flexible deck using the remaining 39 cards... some smaller version of our last stand cards is probably the way to go.  If we have novas I would save those to try and launch blessed vader saders with momentum.  The problem with any sader deck is that saders are so damn expensive and highly unstable since they require a 2 or 3 card combo before they really start working.  In truth, I wouldn't expect any sader deck to carry us much further, but I think it is the best we have to work with.  I will post in the last stand section what I think would make a good starting point for our 39 cards and people can modify/flame/adjust/praise as they see fit.


648
Light / Round 6 Match Results
« on: May 18, 2011, 09:30:17 pm »
Loss 2-0

Code: [Select]
58s 58s 593 593 593 593 593 594 594 594 594 594 594 5li 5li 5li 5li 5li 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq

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blarg: tttt,kirchj33