mf0 logs -> 2012 -> Sun, 02 Sep 2012< mf0.20120901.log - mf0.20120903.log >
--- Log opened Sun Sep 02 00:00:01 2012
00:19 Ced23Ric [me@Nightstar-21fdbc39.adsl.alicedsl.de] has quit [[NS] Quit: ]
02:37 locas [locas@Nightstar-42c41d95.res.rr.com] has joined #mf0
02:38 locas is now known as afny
06:32 AnCarver [NSwebIRC@Nightstar-8d9f9e3d.sntcca.sbcglobal.net] has joined #mf0
06:32
< AnCarver>
Greetings
06:33
< AnCarver>
Are there any active people here?
06:33
< afny>
o/
06:33
< AnCarver>
I am seeking help with a forum issue
06:33
< afny>
Probably only me currently
06:33
< neoaez>
Hey
06:33
< afny>
AHA!
06:33
< afny>
someone else liiiives.
06:33
< neoaez>
Barely.
06:33
< afny>
What's the rub AnCarver, not receiving a registration email?
06:33
< AnCarver>
I have attempted several times to sign up for the forum, and I can't get it to send me the activation email
06:33
< AnCarver>
basicly
06:33
< afny>
apparently it's a common problem
06:33
< afny>
do you have a reddit account?
06:34
< AnCarver>
Nope, sorry
06:34
< afny>
a Flikr account?
06:34
< AnCarver>
nopw
06:34
< afny>
hm
06:34
< AnCarver>
*nope
06:34
< afny>
well, we recently got some new forum admins that can help you
06:34
< afny>
but none of them are here
06:34
< afny>
what forum name did you try to register with?
06:34
< AnCarver>
AnCarver
06:34
< AnCarver>
^^
06:34
< afny>
I'll post about it and hopefully someone will take care of it as soon as possible
06:34
< AnCarver>
I appriciate it
06:35
< AnCarver>
my big issue was to contact the admins, you need an activated account
06:35
< afny>
yeah
06:35
< AnCarver>
I don't know if it's possible, but adding some way for people to contact admins w/o an account would be nice
06:35
< afny>
up until recently our forum only had one admin :\
06:35
< afny>
and he was totally MIA cause he had a kid
06:35
< AnCarver>
I've been lurking
06:36
< AnCarver>
I understand why it is the way it is
06:37
< afny>
Welp, posted, hopefully someone sees it by tomorrow
06:37
< afny>
if not, just come in here again, one of our admins (ferret) is in here sometimes
06:37
< afny>
and even if he isn't, we can just spam them
06:38
< AnCarver>
Thanks a lot
06:38
< AnCarver>
I've been wanting to comment and ask questions for a while now
06:38
< afny>
Yeah, that must be extremely frustrating :P
06:39
< afny>
I'll see about getting a sticky thread somewhere
06:39
< afny>
with instructions about contacting the admins
06:39
< AnCarver>
That would be amazing for everyone in my position
06:39
< AnCarver>
I'm actually going to get to play the game next week
06:39
< AnCarver>
super excited
06:40
< AnCarver>
So, question
06:41
< AnCarver>
I've played a couple of 3-player games before where the winning stratagy was to be the second person to almost win.
06:41
< AnCarver>
Would you say that applies here?
06:41
< afny>
the what?
06:41
< afny>
I'm confused
06:41
< AnCarver>
(meaning letting someone take the lead, and then crushing them with the person in last place)
06:41
< afny>
ah, yeah, that's a good strategy
06:41
< afny>
although I've found that the first few games tend to fall that way
06:42
< afny>
once people become aware of that trend in the metagame, things can go quite differently
06:42
< afny>
when people first start playing, the defender (the one with the highest asset value at the start) tends to hold on to their stations for dear life
06:42
< afny>
at the cost of their units
06:42
< afny>
but after a few games, they realize they can give up their stations and take them back later, keeping their frames alive to utilize their higher asset value in the mid and endgame
06:42
< afny>
when people are learning these things, though, being the secondary attacker is easy street
06:43
< AnCarver>
So I might be better off building an army that tries to be the middle guy, at least at first
06:44
< afny>
if everyone is on the same page, that might be harder than it sounds
06:44
< AnCarver>
Pitty, I've been wanting to try out some melee ambush builds, and those seem better suited to defenders
06:44
< afny>
there's a bluffing element to get that position in some cases
06:44
< afny>
I dunno, I'm really awful at melee
06:44
< afny>
i've heard people say that it's usually better to be the primary attacker if you're going melee heavy
06:44
< AnCarver>
just for the number advantage....
06:45
< afny>
I'm not entirely sure of the reasoning, though; maybe because you can sacrifice more of your frames with a lower asset value
06:45
< AnCarver>
plus, they can't stop you rushing forward
06:45
< afny>
(and more assets)
06:45
< afny>
true enough, yeah
06:45
< afny>
Most of my companies so far have been direct fire focused with some mobile double artillery or split range artillery as support
06:45
< AnCarver>
You have to make up for the time you spend running into melee somehow
06:45
< AnCarver>
How is split range working out for you?
06:45
< AnCarver>
I've heard mixed things about it
06:45
< afny>
Hm, I can't say that I've found any reason to use it over straight up artillery
06:46
< afny>
but that may be because I just wasn't applying it right
06:46
< afny>
I was using AAADDDB
06:46
< afny>
but i've mostly switched to AAAAGB
06:46
< afny>
I really like the movement system on my artillery, I've found
06:46
< afny>
especially if you're playing on maps with elevation
06:47
< afny>
I always put my spotting systems, especially my YY, on a direct fire frame
06:47
< AnCarver>
Yeah, that makes a lot of sense to me
06:47
< AnCarver>
You dont want it on melee because everyone shoots those down
06:47
< afny>
If Soren were here he'd tell you about his MYYB scouts
06:47
< AnCarver>
and not on art, because then it can take advantaged of the spots it produces
06:48
< AnCarver>
Those sounded cool
06:48
< afny>
the idea is you spot as you're closing in, then you melee them to death while your direct fire follows up
06:48
< AnCarver>
fit em with a couple SSRs?
06:48
< afny>
yeah
06:48
< afny>
that's the idea
06:48
< AnCarver>
Seems like a great underbid unit, too
06:48
< AnCarver>
really easy to strip down to a YYB
06:49
< afny>
I'd caution against it actually
06:49
< afny>
not having two dedicated green dice on a frame like that will really hurt its ability to close reliably
06:49
< afny>
I'd rather underbid with a direct fire frame, so DYB
06:49
< afny>
er, DDYB*
06:49
< AnCarver>
Yeah.
06:49
< AnCarver>
I can see that
06:50
< AnCarver>
How valuable do you find frames with only one Y?
06:50
< afny>
very
06:50
< afny>
but it depends on what you're doing with the frame
06:50
< afny>
I mean, I only use one YY frame in a company, usually
06:51
< afny>
I primarily use single spotting systems and chain the spots for my direct fire units
06:51
< AnCarver>
Company being the 5-8 range or the 3-6 range?
06:51
< afny>
either
06:51
< afny>
3-8
06:51
< AnCarver>
Coordinated fire teams
06:51
< afny>
In an 8 frame company, I'd THINK about using two YY frames for redundancy, but it would depend on my strategy
06:52
< afny>
since my artillery never has spotting systems and usually has better guns than my direct fire
06:52
< afny>
I prioritize them in using high spot rolls regardless of the location of the spotter
06:52
< afny>
otherwise, yeah, I'm trying to chain spots in localized fireteams
06:53
< afny>
the one problem I run into with my playstyle is getting frames off stations in a timely manner
06:53
< AnCarver>
So, something I was wondering about
06:53
< AnCarver>
hills
06:53
< afny>
which is why most people incorporate a melee frame
06:53
< AnCarver>
are they generally destructable?
06:53
< afny>
dunno, I've never played with hills :p
06:53
< AnCarver>
Elevation in general is a confusing rule for me
06:53
< afny>
how so?
06:54
< afny>
here, these are the bit sof elevation I've used
06:54
< afny>
or stuff like this
06:54
< afny>
http://www.flickr.com/photos/kyanosmoros/7471050276/in/photostream
06:54
< AnCarver>
So an elevated unit has cover, even if its not in cover
06:54
< afny>
http://www.flickr.com/photos/kyanosmoros/7471059046/in/photostream
06:54
< afny>
correct, but only to units below it
06:54
< AnCarver>
yeah
06:54
< AnCarver>
so if you shoot it
06:54
< AnCarver>
and roll a 456 combo
06:54
< AnCarver>
what do the 4/5 hit?
06:55
< AnCarver>
the unit isnt behind cover
06:55
< afny>
the ground beneath the frame
06:55
< afny>
you read the bit about falling damage, right?
06:55
< AnCarver>
right, right
06:55
< afny>
if you can do enough damage directly below the frame to make it fall x distance (I think six bricks?), it takes x ammount of damage
06:55
< afny>
can't remember
06:55
< AnCarver>
but that should mean elevation only takes 1 hit to drop you
06:55
< afny>
only if you're standing on a perfect tower of just six bricks
06:56
< afny>
take a look at the cover I linked; the four elevated rock things take about sixteen hits to break
06:56
< AnCarver>
b/c elevation like yours has a single flat panel that keeps the model up
06:56
< afny>
and the garage takes way more
06:56
< afny>
well it has to be 4x4 studs to be considered elevation
06:56
< AnCarver>
if I take out the panel first, the unit isn't standing on anything anymore
06:56
< afny>
each of those things in the "tar" set have at least one backup panel, and enough bricks on the first layer to prevent that being removed straight away
06:57
< afny>
although two hits of damage is enough to drop a frame on the smallest one
06:57
< afny>
I don't have them built exactly the same way anymore, but I build them similarly each time
06:57
< AnCarver>
Ah, I see
06:57
< afny>
just like with normal cover, you can only remove a brick if its on top
06:57
< AnCarver>
I was a little confused about that.
06:57
< afny>
you can't selectively remove something if you'd have to rebuild it afterwards
06:58
< AnCarver>
I'm used to thinking like how I used to build legos when I was 6
06:58
< AnCarver>
so you know
06:58
< AnCarver>
flat roof with nothing on it
06:58
< AnCarver>
I cant believe that didnt occur to me
06:58
< afny>
heh
06:58
< afny>
the other thing about elevation is, like
06:58
< afny>
you can have cover ON elevation
06:58
< afny>
so we can both be on rooftops, but I can hide behind a wall on the rooftop
06:58
< afny>
and be in cover to you even though you are on my elevation
06:59
< afny>
so you can get pretty intricate if you have the bricks for it
06:59
< AnCarver>
and then the cover is removed first, b/c it is higher up than the elevation
06:59
< afny>
not necessarily, only if it's built that way
06:59
< afny>
it's not like you can only remove the tallest brick, but you have to remove them in a way that makes sense
06:59
< afny>
like, if that wall is on TOP of the bricks you want gone, you have to destroy it first
07:00
< afny>
but if you're shooting at something totally different in the construction and can remove those bricks without touching the wall
07:00
< afny>
you can do that too.
07:00
< afny>
think of it as a physics engine completely governed by the lego connections
07:00
< AnCarver>
crazy
07:00
< AnCarver>
so what is your experience with BB builds?
07:00
< afny>
it doesn't usually get that nuts, because people only have so many bricks and so much energy to build stuff that they KNOW will get totally demolished
07:01
< afny>
I've never used one personally, and most people consider it to be "suboptimal"
07:01
< AnCarver>
One of my friends keeps going on about it, and I'm wondering how worried I should be
07:01
< afny>
I've seen some interesting stuff about companies using it for the added benefit of cover
07:01
< afny>
but I haven't attempted it myself
07:01
< AnCarver>
as in, claiming he can make super-scary artillery teams from it
07:01
< afny>
hm
07:02
< afny>
I think Joshua likes an AAAABB
07:02
< afny>
on maps with very little cover, I imagine it becomes much more valuable than AAAABG
07:02
< AnCarver>
Something like an AAA8BB + AAA8YY or something
07:03
< AnCarver>
First one covers the second, second spots for the first
07:03
< afny>
potentially scary, but close in on a duo like that
07:03
< afny>
and it can't do much
07:03
< afny>
it can't run or attack at direct range, so it's potentially vulnerable
07:04
< AnCarver>
Mobility, then. makes sense.
07:04
< afny>
that's why I almost universally prefer a green on my artillery
07:04
< afny>
though if you start playing with SSRS on a combo like that
07:04
< afny>
it could get ugly
07:04
< AnCarver>
Give the defender two and the spotter 1 or something
07:05
< AnCarver>
design the rest of the company to provide DF support
07:05
< afny>
still, you have to wonder what you're hoping to accomplish with that kind of play
07:05
< AnCarver>
DDYGB soldiers or something similar
07:05
< afny>
two stationary frames are two frames that won't be taking stations for you
07:05
< afny>
and that won't be making a tactical retreat
07:05
< afny>
it's sort of an all-in style no matter what the rest of your company is doing
07:05
< AnCarver>
It's counting a lot on not getting ambushed, yeah
07:05
< afny>
unless you have 7 or 8 frames
07:05
< afny>
yeah, that's the other thing
07:05
< afny>
if you aren't the defender
07:06
< afny>
the defender can easly place melee or DF outside their perimeter and crush you straight away
07:06
< afny>
or at least distract the rest of your frames heavily
07:06
< afny>
by placing your artillery at risk
07:06
< AnCarver>
I've really wanted to do that ever since I figured out it was possible
07:06
< AnCarver>
just place a melee rusher in cover next to an art unit
07:06
< afny>
it's incredibly annoying depending on the placement of cover
07:06
< AnCarver>
and 1st turn crush them
07:07
< afny>
it's one of the biggest reasons I make sure everyone understands placement and collaboratively sets up the map
07:07
< afny>
alternating placing pieces with full veto power for every player
07:07
< afny>
because an unbalanced map makes ambushing an instant win
07:07
< AnCarver>
And that is done before everyone knows who the defender is
07:07
< AnCarver>
right?
07:07
< afny>
nah, not usually
07:08
< afny>
I think the convention is that everyone knows how many frames are on the table before you even sit down to play
07:08
< afny>
although that can obviously change from group to group
07:08
< afny>
it doesn't really matter, though, because if everyone is placing terrain with their own role in mind
07:08
< afny>
they can make sure it isn't advantageous to start in any one corner of the map
07:08
< afny>
regardless of who actually gets to start where
07:08
< afny>
I mean, too a point; things won't ever be ENTIRELY balanced
07:09
< afny>
to*
07:10
< AnCarver>
I get you
07:47 CalaveraJoe [CalaveraJoe@Nightstar-3804829e.irvnca.sbcglobal.net] has joined #mf0
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08:26 AnCarver [NSwebIRC@Nightstar-8d9f9e3d.sntcca.sbcglobal.net] has left #mf0 [""]
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19:06 mchnzr [NSwebIRC@4CA975.D980A3.5ED85C.287BFC] has joined #mf0
19:07
< mchnzr>
Gentlemen
19:35 mchnzr [NSwebIRC@4CA975.D980A3.5ED85C.287BFC] has quit [Ping timeout: 121 seconds]
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20:25 mchnzr [NSwebIRC@4CA975.D980A3.5ED85C.287BFC] has joined #mf0
20:51
< mchnzr>
I've drafted a set of rules for Rooftop racing. I'm going to play a game against myself before I post them to see how they work
20:52
< mchnzr>
first...must design frames to race each other!
20:52 mchnzr [NSwebIRC@4CA975.D980A3.5ED85C.287BFC] has quit [[NS] Quit: Page closed]
23:17 addking [ak@Nightstar-0ac86db8.mi.comcast.net] has joined #mf0
23:17
< addking>
afternoon!
23:34
< neoaez>
Hey
--- Log closed Mon Sep 03 00:00:16 2012
mf0 logs -> 2012 -> Sun, 02 Sep 2012< mf0.20120901.log - mf0.20120903.log >

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