Best Of
Re: BGS are not enjoyable
I'll be honest, this meta's demands are too much for me, I'm not good enough, but you can't argue it doesn't reward skill. You have to know the heavy spacing for every champion to reliably knock them down, you have to know the optimized dex timing to avoid specials without triggering the regen. It's one of the most skill-intensive metas we have had in a long time (by design of course, given the Brawl qualifiers).
Re: DIMENSIONAL ARCADE, DOOM CYCLE - CHECK IN!
Iam still wondering who the hell asked for this game mode?
This is even worse than the poker game mode
@Kabam: Instead of wasting resources creating this you could have put more efforts into fixing bugs or update old champions.
MCOC nowadays is so overloaded with such nonsense content. SMH
This is even worse than the poker game mode
@Kabam: Instead of wasting resources creating this you could have put more efforts into fixing bugs or update old champions.
MCOC nowadays is so overloaded with such nonsense content. SMH
Re: DIMENSIONAL ARCADE, DOOM CYCLE - CHECK IN!
How is this a “game mode”? You don’t do anything! You just sit there and stare at your phone, I appreciate trying new things but this was a miss. I’ll do it for the rewards but it feels like homework.
20
Re: DIMENSIONAL ARCADE, DOOM CYCLE - CHECK IN!
They could've just did a beat 'em up type game. Make an extra long map. Your character moves forward until a doombot appears, the map freezes, and you fight the doombot with normal mcoc gameplay. After the fight you walk forward to the next fight.
Could still have the 8 fights. Sticks with the MCOC fighting style. Been more like an arcade game. Maybe even had a tap here to insert more coins for a revive system.
What we have now feels more like a flash game or playable mobile game ad.
(Idk if any of this is actually possible with whatever engine they design the game in though.)
2
Re: This is how to save MCOC and make it great again
Dont need to throw that unbearable political slogan from the World madness guy or any other politician.Now your just embarrassing yourself.
Mcoc is already a great game
8
Re: DNA3000, Mr. 166 on Squad Builder
I wanted to see how far I could go. Also, the knew people would want to know how much effort it took.Was there a reason you pushed so high or did you enjoy the mode that much?Less time than normal; I’ve been traveling for the past week and had less time than I expected.You have a write up for your score, play style, etc? 😏DNA is very good at statistics/probability, and has a lot of time on his hands: this side quest was basically made for him.
He's probably also collating data on the side quest and/or Realm Event.
It took me about 280 rounds to get to 317210. I spent 900 units on energy refills, but I also had a ton of energy piled up (as I usually do). I didn’t track refills I didn’t spend units on, but it was probably another 50 or 60 of them between inventory, stash, and other refills I earned/claimed through the week.
My average points per round (using 30 energy) seems to be hovering around 1135, which is about 375 base points. This is roughly in between double trouble (325) and triple threat (425).
My basic strategy has been fairly simple. In round one I keep the best scoring hand (of course) except one pair. If I have one pair I will generally toss them in favor of whichever suit I have two of. However, in round two and higher I will keep one pair over non-scoring hands. Where I have a choice between keeping three cards to the straight or three to the flush I keep the flush.
Where I have multiple options for keeping partial straights/flushes I will keep alive straight flushes and royal flushes. In other words, if I have twelve/eleven blue and eight/six/three red, I will keep the blue even though statistically speaking that’s probably not points-optimal. But that’s mostly because I’m still trying to get the top two hands. Best I’ve gotten so far is four of a kind a few times.
Because I’m not sitting in front of a computer all day I also don’t have as much data on the Realm event, but I can say that as I write this the pace to reach the top realm milestone would have us at almost 10 billion points and we’re currently above 14 billion, but the hourly pace to reach the top is significantly higher than where we are now, so we’ll have to see how this all shakes out in the coming weeks.
I also have two alts that I did much less effort to see where they landed. In one, I did 78105 and landed in the 2-5% bracket, and in the other I did 61300 and landed in the 6-10% bracket, which suggests the 5% cutoff was somewhere in the general vicinity of 70k or so.
1
Re: Shoutout to RichTheMan!
My commendations to the most terrible MCOC content creator - RichTheMan - for creating another pointless, misinformative video about the points gained in the Squad Builder event! In his video, he gives an example where he claims the huge gap in investment (in some cases) has only resulted to 500 titan shards.Ok i hate to break it to u but only 200 ppl are getting high evo rich is not wrong not even one percent of the community will be getting him. Maybe fully listen to what rich is saying and don’t just listen to half of it some food for thought.
Just an FYI: Apart from the weekly reset of milestones, is this guy forgetting that the real rewards are in the ranked rewards of the event? So folks, beware of the "stinky" (the word he used to describe this event) misinformation he's spreading around about this event!
34
Re: Arcade Rewards Are Kinda Insane
Someone is going to endure this for 20 more sigs on red hulk…. Probably more than a few actually.
29
New game mode idea...
It's called "paint drying" mode. Hear me out! You click a link in game that takes you to a web page where someone has just freshly painted a wall. You choose a character and then that characters sits and watches the paint dry. Once it's dry, you can save it, but if you don't, you'll have to wait until the next day to repaint the wall. Or if you spend $10 you can get "instant dry" which allows you to get a minor amount of shards which you can use to pull Red Hulk.
23
Re: DIMENSIONAL ARCADE, DOOM CYCLE - CHECK IN!
I wish there was a clearer outline of what the strengths and weaknesses of the four champs were. I know what the strengths and weaknesses of their regular MCOC counterparts are but I don't know how that translates into the new game mode, if at all. It seems like they will diverge in various ways as you spec into their respective masteries, but on Day 1 they all felt very samey. Especially if you, like me, initially decided to start speccing into their shared skills until I'd figured out which of them I wanted to focus on.
If I had given any feedback prior to this launching, it would have been to make the introductory story levels free of that energy requirement. I don't have any particular problem with the energy system in and of itself, but it seems like something that suits the latter mode better. I think that it might have been a good idea to let people play through the story mode unobstructed in order to give them a proper feel for and understanding of the new game mode, and then introduce the energy system after that. As it stands, it felt as if I ran into a roadblock during the prologue, which I found rather off-putting.
On the plus side, I do like the RPG opportunities when it comes to the mastery setup. I've always enjoyed tinkering with stuff like that in games, and it was something that I enjoyed tinkering with in MCOC proper back in the day before I settled on my current setup. It's fun to be able to do that again. I do wish there was a way to see how masteries progressed, though. Let's say the first points give you 2% extra crit chance. What do point 2 and 3 do? Do they each also just add 2% extra crit or are the numbers different in future tiers?
The mode also feels a bit impatient at times. The dialogue ticks along whether you've read through it or not and I think there was a timer somewhere after the fight that auto-chose one of those post-fight buffs for me when I had to put the phone away for something. I don't really understand the need for these small stressers in a solo game mode.
All in all, I'm...curious...about how this will turn out. I can see this becoming more fun once you really start building out your masteries, but the Day 1 experience was rather lacklustre.
If I had given any feedback prior to this launching, it would have been to make the introductory story levels free of that energy requirement. I don't have any particular problem with the energy system in and of itself, but it seems like something that suits the latter mode better. I think that it might have been a good idea to let people play through the story mode unobstructed in order to give them a proper feel for and understanding of the new game mode, and then introduce the energy system after that. As it stands, it felt as if I ran into a roadblock during the prologue, which I found rather off-putting.
On the plus side, I do like the RPG opportunities when it comes to the mastery setup. I've always enjoyed tinkering with stuff like that in games, and it was something that I enjoyed tinkering with in MCOC proper back in the day before I settled on my current setup. It's fun to be able to do that again. I do wish there was a way to see how masteries progressed, though. Let's say the first points give you 2% extra crit chance. What do point 2 and 3 do? Do they each also just add 2% extra crit or are the numbers different in future tiers?
The mode also feels a bit impatient at times. The dialogue ticks along whether you've read through it or not and I think there was a timer somewhere after the fight that auto-chose one of those post-fight buffs for me when I had to put the phone away for something. I don't really understand the need for these small stressers in a solo game mode.
All in all, I'm...curious...about how this will turn out. I can see this becoming more fun once you really start building out your masteries, but the Day 1 experience was rather lacklustre.
3