A list of puns related to "USA Rock Paper Scissors League"
We've had Go Battle League for a short while now and at this point there has been enough infographics and videos on which Pokemon to use for PVP. After going up a few ranks you only see the same meta relevant Pokemon over and over.
The problem is that you may only bring 3 Pokemon, so you're just gambling on which of the top meta Pokemon your opponent is bringing and which meta Pokemon you're bringing in attempt to counter. Think your opponent has swampert or azumarill? Gamble with a Tropius. They didn't bring either? You lose.
In the main series games you bring a team of 6 and then are able to see your opponents 6 Pokemon before making your selection. The Silph Arena also follows this and I think this is something that really needs to be integrated into Go Battle League.
Thoughts?
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Battlefield wasn't a hero shooter, was a tactical war experience with rock, paper, scissors gameplay mechanic (for infantry using classes with limited gadgets and weapons favoring others and vehicles with limited capabilities and weaponsfavoring others), also maps were designed to have balance between that infrantry classes and vehicles (covers for infantry, zones where vehicles were in disadvantage and the opposite, all together in the same map), if you dump the core gameplay mechanic and do empty unbalanced maps, then it isn't battlefield anymore.
If EA wanted to release a hero shooter they could have done it without using "battlefield" franchise name in it, doing it they were just lying to every Battlefield franchise fan to make them buy a game that isn't Battlefield, simple as that.
Compared to Ultra and Master, that is.
I win almost every single match as long as I win the starting matchup or go neutral (middle rank 8, getting encounters but not so much candy). I lose almost every single match if my Lead has disadvantage.
The top tiers have have such diverse movesets, it just feels like there are no safe switch-ins. Especially with Gunfisk being added, you canβt reliably switch with a Steel or Flying type. And Azu still reigns supreme and kills Umbreonβs chances.
Maybe this is intentional, they want to make battling fairly luck based since everything else in the game is? But itβs pushing me away until I can play Ultra league again (I consistently make it to rank 9 there).
Howdy all. I'm 80 matches into battle league. Rank 7. 41-40 win/loss
For the most part I'm having an absolute blast. Finally I'm forced to learn the mechanics of pokemon play [and not just blindly tapping the screen]. Pogo has become a more in depth experience thanks to this.
But I do wish Niantic would do a better job scaling matches - and look at team compositions in addition to simple matchups based on rank points.
On one hand... yay! You get immediate feedback on mismatches, and you learn to make well rounded teams over time. On the other hand - it's a huge bummer to run into hard counters several matches in a row, especially if you're paying money to play... ends up feeling like gambling. Rock paper scissors... or coin flips
You end up running into enough hard counters in your sets of 5, it feels like a pure guessing game... and you're just crossing your fingers a hard counter doesnt show up as you adjust to previous hard counters
Curious to hear what others think
sign = input("Pick between Rock, Paper or Scissor: ")
Rock = ("Rock")
Paper = ("Paper")
Scissor = ("Scissor")
if sign == Rock:
print("I pick paper!")
if sign == Paper:
print("I pick Scissors!")
if sign == Scissor:
print("I pick rock!")
Edit: Thanks for the tips kind strangers, i am very happy about how the coding community can come together and help rookies.
After seeing asumsaus's video, I was curious if there's been any analysis of this. RPS is not actually perfectly luck based; they've made robots that are perfect at it because they can see small micro movements the opponent is making. Given that top players are exceedingly good at reading opponents and reacting to very split second actions, I was curious if anyone's noticed that a player is particularly good at rps.
Wars should leave strategic room for some counterplay. So the top companies on my server don't recruit anyone who's not a bruiser tank or healer. And they are probably right because this strategy is winning every single war so far. All enemy companies adapted and do the same now.
Wars come down to a massive Pulk of bruiser in healing puddles. And it's boring.
They natural counter should be aoe dmg. The issue is that they can ignore siege weapons and aoe because the healing puddles are too strong and nothing can push them off points.
AGS needs to add some form of counterplay against clumping. Any way to punish this lame playstile. Some form of aoe antiheal or a sticky bomb which actually blasts enemy's 15m away to make some space.
Void haut let has sth against heal but its not impavtful enough. And don't get me wrong I personally think GA and Hammer are shit in 1v1 situations. But the deathball cluster fuck with overlapping aoe and aoe heal is annoying.
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