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Antillese

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  1. Three quick questions: When a model is returned to the pitch in the end phase (after a take out), can it be any model from your bench or must it be the model that received the taken-out condition? What happens to influence allocated on a model after being swapped for a benched model via the sewers? Do the sewers make Granite good now?
  2. What clock to use?

    Thanks to all of you who mentioned Byo-Yomi time, because that makes it easy to find decent substitutes. Here are the official results of my survey of my fully exhaustive and complete* iOS game timing tools. Recommended: Simply Game Clock: Can be customized to have a saved profile. Set it for 45 minutes of main time and 9 periods of 60 second Byo-Yomi. Note that it won't auto-pause the clock when you cross over a Byo-Yomi period. Expect your opponent to glare at you if you go over time. Seems to save its clock state when the phone is locked or in another app, but only actively ticks down the 5 additional seconds that iOS will let an app "work" in the background. It will only keep time when in the foreground. Will lose clock state if the program gets force-quit or flushed from RAM. Not recommended: On iOS, if you don't already have GBTimer (by Phil of Guild Ball Tonight), it's been delisted, so you can't get it any more. Also loses the clock state if the app gets flushed out of RAM. GameClock (Green icon): doesn't save profiles, so you have to set up your Byo-Yomi every time. Seems to be fine otherwise though. I don't recommend Aurora Chess Clock or Merkmatics Chess Clock because they are both too chess-focused and not general enough and also cost $. The $ stands for "1 United States Dollar". There's a more Go-specific "igotimer" which is not recommended because I didn't investigate it in my survey. *This means I'm done with it.
  3. Unsportsmanlike But Legal

    Hi! New Guild Ball player here, but old hat when it comes to games with highly asymmetrical strategy. You frequently see discussions this flavor about fighting games, especially when new games or new characters are released that have different playstyles. Simplified, there's a concept of a "low-tier/mid-tier monster" where a character has a reasonably low skill floor and very high damage output and can dominate in lower-skill level play. However as you advance, you don't see that character winning tournaments because they don't have the tools to be competitive at the top levels of play. But it does cause an initial frustration with new players who pick up a new game and repeatedly get thrashed by for example, a high-damage grappler. I think this is analogous to the original frustration. A goal scores 1/3rd of the victory points required to win (And Street Fighter's Zangief can do about that percentage damage to your health bar with a pile driver). And the teams that can score goals and do it easier are going to have a faster path to victory. Unfortunately, the only way to learn how to stop goals (or getting thrown with a pile driver) is to play against them, lose a few (or several) times, and then adjust your strategy. The only ways to figure out a way to overcome a team that kills the ball, is to play against it and alter your ineffective strategies. As a proud Kick Off Brewers player, this post is hilarious.
  4. Mystery box!

    I emailed support, and got a response back that it was a mistake. The missing model is in the mail to me. Happy with the response.
  5. Mystery box!

    I got the same thing as you Blueboyz, but I got shorted a Scum, so I didn't get a full Brewers team. I'm trying to decide if submitting a request is worth it vs. just going and picking one up. Regardless, are you in greater Portland? If so, we should play since I'm in Oregon too.
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