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View Full Version : Little research on team composition on tier 2 bracket and predicting who wins.


Archived Post
09-04-2009, 10:18 PM
Well i got bored and did some research on arena matches, i counted number of teleporters i could find on both teams...

And guess what result was ALL the time when other team had 4 or more teleporters? They did not lose single time when against team with other travel powers... and that was several matches.

Wonder why :rolleyes:

Archived Post
09-04-2009, 10:45 PM
You'll find curves like that in every bracket. Because while some people are making characters for the long run, others have min/maxed for that bracket. In T3 I haven't seen a whole lot of TP. Seems almost everyone has flight. The maps are a lot more vertical and tunneling/tp doesn't have the same advantage except retreat. And while as cool as it is to run away, you still gotta kill people to win. I just got out of an arena and I believe I was the only TPer out of 10 ppl. Though I FELT like I was also the only person without resurgence and wall o mini mines.

Archived Post
09-04-2009, 10:55 PM
i know t3 and t4, thats because all the new tp spammers havent reached there yet, just wait and see.

Archived Post
09-04-2009, 11:42 PM
Teleport in PvP is only viable as an escape-power. You don't kill people with teleport.

A team with ranged characters and any form of fly would massacre a team with teleport.
Teleport is useless in fights where you need to get to enemies (because they're flying above you), or to chase enemies (which you can't because of the TP sickness). Yeah, it's an almost guaranteed escape button, but that just means you'll have one enemy less to fight for a while, making you able to beat on the other team a lot easier.

To be honest, it's a lot more frustrating to play as a melee, teleport hero when you're up agains ranged hero's with any of the fly powers. They're able to constantly blast me without me being able to do anything.
Or try to follow a superspeed hero with teleport while in combat...

Archived Post
09-05-2009, 12:43 AM
Lol, had that yesterday, lucky I had summon nightmare with night terror to help weaken the speedy devil!

Also, what do you expect, teleport is the ultimate pvp survival power, off course they're gonna have less deaths....

Archived Post
09-05-2009, 02:55 AM
Yeah, teleport is an annoyance but while at first I was a bit enraged and was all "GAWD, why don't they DO something!" I realized that...you can't really do much except run away.

I made a tper myself and decided, pretty early on mind you, that I wasn't gonna just SPAM it whenever I almost died...because running away all the time isn't gonna make any progress.

Roots on the other hand...

I know it's probably a stupid thing to whine about but it is infuriating as heck to just get SLAMMED with a root that's so strong jamming on the Z key to break it would actually take LONGER than letting the root run its course and...well, you're dead anyway.

I can't say roots aren't a viable tactic, I use them myself for almost the same reason, but...sheesh, it just gets me a-boilin'...far more than any TP spammer coward.

Archived Post
09-05-2009, 03:23 AM
and when other team doesnt get kills for every tper that runs away and they manage to kill people who DONT have cheap escape power then what happens?

Not the best team winning.... but one with most teleporters

Archived Post
09-05-2009, 03:57 AM
and when other team doesnt get kills for every tper that runs away and they manage to kill people who DONT have cheap escape power then what happens?

Not the best team winning.... but one with most teleporters

So one team is using the powers at their disposal and winning? That makes them the best team surely?

Sorry but it just seems like another "insert power that other person is using that I'm not equipped to deal with" whine thread.

TP'ers can be killed in multiple ways, especially if you're taking a TEAM into the team based PvP arenas, what you're observing is PUG composition and it's always going to be harder to compete against the better tactics with a PUG.

Archived Post
09-05-2009, 06:36 AM
Well i got bored and did some research on arena matches, i counted number of teleporters i could find on both teams...

And guess what result was ALL the time when other team had 4 or more teleporters? They did not lose single time when against team with other travel powers... and that was several matches.

Wonder why :rolleyes:

Soooo. you were focused on counting teleporters rather than helping your team and you wonder why you lost? I think the real result of your "research" is that if you just do "research" in a match you gonna loose.

Not the sharpest tool in the shed are ya? How many had vapor form or sigils? TP is just the one right now people are flocking to because they don't know of the others and they are sacrificing a good travel power for a crappy stealth/phase power that can be seen through pretty easily.....it's very amusing to me thanks for a good laugh.

Archived Post
09-05-2009, 07:32 AM
TP hasn't changed since I was in beta. And I used TP then. And still flight was by far the most common pvp travel power. Because it's offensive and defensive. My flight character can escape vertically, and while not nearly as dramtically and assuredly as my TPer (or tunneling), it helps in the T3 offensive maps where you can have a bunch of people out of harm's way focussing fire. You could do it in the cage matches too, and people did, but they were so small you're still going to be in range most of the time. In T3 BASH I sometimes find the combat has spiralled into aerial duels and as a TPer I can't really do anything as they aren't trying to get in range of the ground. I can float by and take a shot at someone and drift to the ground, as I wait for recharge, but that's pretty unlikely to get any kills. It's for those reasons I gave up on the ground travel powers like superspeed/acrobatics/superleap/tunneling. They can rock in T1, but they start sucking later. TP is always good for running and can at least get me near my enemies at any level.

Archived Post
09-05-2009, 07:51 AM
Teleport is very nice. As a rocket jumper, allow me to express my sincere, heartfelt envy.

But a grouped team that's done even just one or two matches together is going to stomp anyone else. A trio of root/hold characters that stick together can eliminate the opposing team one person at a time very effectively. A group that knows how to take best advantage of a healer is nasty. A group of PFF/teleporters that slowly wear the other team down are hard to beat. A few DPS builds that get together and pour on the damage win games quickly.

The list goes on. That said, if you just wander on in and shoot things up solo, I'd stick with PFF/teleport. For teir 1 and 2 play, I think PFF/teleport is the best style for random people thrown together with no team communication. But five PFF/teleport guys will lose to a team of just about anything else that communicates and works together.

Archived Post
09-05-2009, 08:37 AM
If things stay the way they are there is no choice, you take teleport and one of flight/acrobatics for pvp as your travel powers.

- Swinging is too unweildy, you cant effectively attack while moving.
- Tunneling is just a weaker version of teleport that cant get past bumps in the road. It wouldn't a bad choice as a PvP travel power if teleport wasn't stealing its jerb.
- Superjump gets much weaker falling damage protection in lower gears so you kill yourself if you are in third and get hit.
- Superspeed is a poor mans acrobatics. It is much more greatly disadvantaged in the lower gears when advantages come into play.

Acrobatics and flight are the running people down travel powers.
Flight is less crippled by chill and faster while blocking. Blocking is less important once people have the advantage points to get crip challenge, but at lower levels its a big plus.
Flight gets you out of easy mini mining and probably puts you down a melee players target list.

On the other hand, acrobatics wont be taking massive fall damage when someone turns it off with hurl/lunge/whatever and with no snares you can get in/out of range pretty rapidly while still in first gear.

Teleport is Lord of all PvP travel powers. Its the "im not going to cost my team a point button". It is fast, it does vertical movement, it will save you countless deaths.
Anyone planning to PvP and not taking teleport is a liability to their team.

Playing with a non teleporter is like playing in a football team with an empty net. Its says shoot here to score.

Archived Post
09-05-2009, 09:02 AM
TP hasn't changed since I was in beta. And I used TP then. And still flight was by far the most common pvp travel power. Because it's offensive and defensive. My flight character can escape vertically, and while not nearly as dramtically and assuredly as my TPer (or tunneling), it helps in the T3 offensive maps where you can have a bunch of people out of harm's way focussing fire. You could do it in the cage matches too, and people did, but they were so small you're still going to be in range most of the time. In T3 BASH I sometimes find the combat has spiralled into aerial duels and as a TPer I can't really do anything as they aren't trying to get in range of the ground. I can float by and take a shot at someone and drift to the ground, as I wait for recharge, but that's pretty unlikely to get any kills. It's for those reasons I gave up on the ground travel powers like superspeed/acrobatics/superleap/tunneling. They can rock in T1, but they start sucking later. TP is always good for running and can at least get me near my enemies at any level.

Not sure if you noticed but it seems teleport now lacks the cooldown when in combat.

I've seen someone teleport away from me, I track them down due to my bleeds ticking away, see them come out and immediately teleport again.

I've seen people repeat this about 4 or 5 times until they just regen back to full or find health power-ups.

Archived Post
09-05-2009, 10:02 AM
Teleport has a cooldown when you attack someone, not when they attack you. I just got out of 2 T3 PvP matches, it's exactly the same. Like, sometimes you want to turn off your end builder because you might zap someone for a whole 40 dmg as they get out of range and then you're stuck walking around while your TP recharges.

Those who say TP is the best PvP power aren't in T3. And they certainly aren't in consistent team T3.


Someone at the end of the match goes, "I can't wait until hold gets nerfed." And one of the holders goes, "I can't wait until TP gets nerfed." And a TPer said, "I can't wait until shotgun gets nerfed." And (I think) the shotgunner goes, "I can't wait until mini-mines get nerfed."

Archived Post
09-05-2009, 10:09 AM
Teleport has a cooldown when you attack someone, not when they attack you. I just got out of 2 T3 PvP matches, it's exactly the same. Like, sometimes you want to turn off your end builder because you might zap someone for a whole 40 dmg as they get out of range and then you're stuck walking around while your TP recharges.

Those who say TP is the best PvP power aren't in T3. And they certainly aren't in consistent team T3.


Someone at the end of the match goes, "I can't wait until hold gets nerfed." And one of the holders goes, "I can't wait until TP gets nerfed." And a TPer said, "I can't wait until shotgun gets nerfed." And (I think) the shotgunner goes, "I can't wait until mini-mines get nerfed."

Only has a cooldown on attacks if you attack coming out of a teleport. If you wait a few seconds before attacking, no cooldown. And even attacking right away its a 10 second cooldown, which is approximately how long it takes you to spam all your powers and run out of energy so you're probably wanting to TP again anyway. The only true counter to TP is flight. Forget all the other supposed counters because they all depend on the teleporter's stupidity. The only true counter is to stay in the air and attack someone who doesn't have TP.

And the guy with holds, TP, shotgun, and mini mines wins it all.

Archived Post
09-05-2009, 12:25 PM
Soooo. you were focused on counting teleporters rather than helping your team and you wonder why you lost? I think the real result of your "research" is that if you just do "research" in a match you gonna loose.

Not the sharpest tool in the shed are ya? How many had vapor form or sigils? TP is just the one right now people are flocking to because they don't know of the others and they are sacrificing a good travel power for a crappy stealth/phase power that can be seen through pretty easily.....it's very amusing to me thanks for a good laugh.

Actually nowhere in the post i said anything about losing, just stating fact that whichever side, mine or enemys had more teleporters won...

So go back to your reading comprehension classes before making "witty" remarks.

Archived Post
09-05-2009, 12:28 PM
Flight is superior, just saying. And cooler. Way cooler.

Archived Post
09-05-2009, 12:40 PM
I'm surprised no one wants Summon Nightmare with night terror advantage nerf. I just use it to summon two creatures per enemy player, then teleport around shooting stuff while my minions rack up kills.

I just got 8 kills to 1 death in the lvl 11 - 20 UTC Match with ease (obviously not the death part).

One thing I have found thats useful is that, while teleporting yur chaacter wont heal, however with regen you heal faster than normal regen when phased. Its like a, I want some health now, gimme gimee gimme button. Although it took me a while to realize all the time I spent teleporting I could have been healing teammates...