cbchui allowed to sell lessons?

Started by 00Sniper, Jun 11, 2004, 06:34 AM

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Tooya

Quote...my feel would be godly...
Sorry, I just had to quote this, I understand what feel is (so don't think I am a complete moron, but well, my mind was a bit in the gutter.... nvm)


Just wanted to bring this forum down a notch (looks like it is going to turn into a flame war...)

Anyhoo, as input from a non pro, non noob (i hope)... I definatly think both methods of playing are acceptable, it is whatever your most comftorable with...  If you enjoy playing feel (possibly missing frequently and losing a good amount, like me) then by all means play feel, if you enjoy the idea of doing impressive shots and raping your victam, then do calculations

I am not against either method, and I believe that both methods seem great, it ALL depends on how you want to play, and what your motives are in the world of GB

GoodLad

Calc has helped me on stages like adium root at long range.Beside a situation like that I NEVER use angle under 60 at long range.The angle at long range for me is 70 so calc really helps me then.Also when u play turtle.The need to be SO precise is irritating when high angling turtle.I used to and alwayas had to adjust power by abit and ALWAYS keep an eye on wind.With 2.4 method I just choose an angle I think will work and 2.4 power.Then if I miss I adjust.It has helped alot from long range when high angling with turtle since the need for accuracy is so darn high.Mostly though I play by feel but the couple last days when playing turtle the 2.4 method was so darn helpful I will prob go to it whenever I can now. :D  

00Sniper

Quotewhat is this "skip a turn" trick that angelsofgree posted?
i couldnt find it with search...
Im also interested in this post o.0, maybe that was how he got the upper hand on cbchui in 1v1 =-o




Brian Lee is ugly.

ErrorSol

Quotewhat is this "skip a turn" trick that angelsofgree posted?
i couldnt find it with search...
Select one item on your turn, lets say a dual, then press f8. Then on your next turn select another item, lets say lightning in this case, and fire. Once you fire, both items will be activiated, so you will shoot of a dual + lightning combo at the same time. Its good to show off, but has a shitload of delay.

00Sniper

Quote
Quotewhat is this "skip a turn" trick that angelsofgree posted?
i couldnt find it with search...
Select one item on your turn, lets say a dual, then press f8. Then on your next turn select another item, lets say lightning in this case, and fire. Once you fire, both items will be activiated, so you will shoot of a dual + lightning combo at the same time. Its good to show off, but has a shitload of delay.
Oh... I knew about that, but never knew it under angel's discovery o.0 The only real applications of that would be what?  when a hurricane spawns between both of you?  o.0 cos normally, it would be much more effective to use items seperately




Brian Lee is ugly.

creedo

QuoteI don't buy the argument that there's no algorithm for height differentials. In fact I don't find them difficult at all; It's a matter of knowing how it works that will enable you to hit reliably given them.

There surely is math to plot it, but it's beyond my ken, and for you to say height differential is no problem assumes a 90% hit rate on first try in no wind.  Is it fair to say you do that?  Or do you mean no problem like you can do it half-the-time-first-try-but-you-wouldn't-dual.

In Gunbound, it's far simpler: I could hack up something in the matter of about half a day which could do everything a player does around aim, and it'd take less than a second for it to process.

You still miss my point.  Of COURSE a computer or even a graphing calc can be used to find the perfect shot every time. But there's a limit to how much a person can do UNAIDED.  If it isn't already clear, I am of COURSE completely against any sort of computer-assisted hack to calc the angle and power.  So the gunbound vs chess analogy was:
Humans are limited as to how many openings they can memorize to map out a game vs any given opponent, and humans are limited to how many formulas they can memorize to map out any given map position/height differential/enemy position/in-the-case-of-trico-and-turtleSS-also-airtime.

There will always be strategy in chess for when the game falls outside of the book opening, and there will always be manual, uncalculated aiming for situations in gunbound that fall outside of the humanly-memorizable formulas.

QuoteDelay control is the 'meat' of the game as far as I am concerned, with items sprucing up how it's done.

hrm, that's kinda weird.  It seems like you're grasping for depth that isn't there, I find delay to be the simplest, most automatic part of the game.  I could probably type out the flowchart for playing delay as efficiently as possible but you probably already know it.  I don't really find delay has decisions involved, there is merely a correct response and an incorrect one, and the correct one is generally a nobrainer.  If you're perhaps discussing guessing whether or not to commit to dual based on strategically guessing whether  the enemy might gangbang you or not... well those solo metamine dual only maps do teach you that aspect of the game, in fact that's kind of all it boils down to, the decision to play delay or just dual before your predicted demise.  

Don't think I'm a fan of that game mode btw, I think solo is garbage for exactly that reason.  Two enemies right next to you?  You can predict exactly what shot you will use and what shot they will use and you have to just sigh and live with the knowledge that you're going to be slotting for the next 20 minutes.  Score adds a TON of strategic depth because dying with a dual isn't always ideal, killing the enemy just because you can isn't always ideal, etc.

It's just that once you start reaching the point where missing becomes nonexistent all the factors that exist to make it interesting go away.

Wait, does the interest go away because YOU can make every shot, or do you mean because every player on the map can make every shot?  It reminds me of the guy saying he won't DT because it makes the game less fun.  Less fun for who?  For the victim?  Who cares :D
It's the same with formula shooting - you might not have any fun getting raped from 1.5 screens away but the guy shooting is having an absolute blast.

Anyway do you REALLY play anyone who can make every shot using strictly mental calcs, without some special assistance?  I don't think I do.  It's safe to say 99% of gunbound players can't even come close to that.  I can't see why anyone would say I hate formula playing and I want it to go away if so few ppl know how to do it, and of those who know only a fraction can do it effectively (which means not perfectly, just well.  Nobody formula shots perfectly because all the formulas floating around out there are inherently imperfect).  Why hate on a technique that is only making a handful of gunbound's players better?  Especially since the keyword is better, not flawless or invincible.


creedo

QuoteSelect one item on your turn, lets say a dual, then press f8. .

... err lol you shouldn't guess if you don't know what I'm referring to :X

It's not that trick, the trick is a subtle delay saving trick:

the enemy just used a dual or something, and you know if you shot 1 next your delay is going to lose by 30... you're on item lock so you cannot kill him, but the next turn item lock goes away.  You have 1/4th life and the enemy has 1/2.

If you F8 instead of firing a shot 1, and do it very fast, then your delay can barely win.  The delay for F8's a bit smaller than the delay for shot 1.  You can then get to the item unlocked weather effect, dual, and kill.. and win.
yay!

A rare situation but if someone does it on purpose it's super nice.

masterofme

This topic has gotten way off track, and I'm pretty sure the main purpose of the topic has been served, so locked. Feel free to create a new topic to discuss whatever's going on here.