Recent posts by Sunryze on Kongregate

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Topic: Spiral Knights / crystal energy

Just do a lot of JK runs. You get roughly 4~5k crowns from doing one run. If you have a lot of “friends” (hint hint), you can teleport to them a couple stratum below JK via invite or the social tab→friend→join option. With luck and skill, you can make around 10k cr with 100 me. Not a bad deal… if you’re good ’nuff to not die and support the team well in the JK run.

Buy ce off market, say around 7~7.5k, and you still have 3~2.5k left for items, assuming you got 10k with JK. And guess what? With the 3~4 Jelly Tokens per successful run, you can buy sealed swords and antiguas… and sell them at the auction at a hefty price!

Note: I may be underestimating JK cr drop.

Free ce is a joke, or a miracle. OOO loves their business model now and it’s working (though learning curve is slightly steep for nubs). Why bother to leak a couple hundred ce?

 
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Topic: Kongregate Multiplayer Games / [Pocket Warriors] Rock Paper Scissors

One way to test the luck of RPS is just to play it… at 160mph over a course of a minute.

Though seriously, try doing it. Do rps a minute straight with someone really fast. You should find that the psychological battle for the upper hand is quite amazing. The whole thing turns into a game of mind-reading probability, reading the “human definition” of random in order to crack the opponent. It hurts my head just remembering the last time I did this with a friend.

 
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Topic: Elements / New Update 1.29 [Live] + 1.291 [Live] + 1.292 [Live] + 1.293 [Live] Patch Notes

Time to think up new strategies… The new Flood looks promising.

 
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Topic: TDP4 Team Battle / 'Nading

This post was intended to help out players in the lower tiers vs low-mid tiers, mainly because grenades can aid in dishing out instantaneous damage along with whatever gun you have. If you keep dying with one hit and get 1 kill/10 minutes because somebody’s 20 lvls higher than you, the smart thing to do is just quit.

Decoy actually works, but takes some skill and luck (well, maybe lots of it =/). You can do this with guns too. It’s all about psychology and convincing the opponent to shoot somewhere you don’t exist. The left ledges of the map “Cold Day in Hell” is an excellent place to use this, due to quick places to hide.

@Captain_Catface: Again, grenades are supplementary. The whole purpose of these are to 1)finish off dying opponents and 2) damage them enough to finish them off later on. If you can get a 1 hit kill in, awesome, but most of the time, you kinda need your guns. A good ’nade throw can up your dps decently.

And its always fun watching people try to run away from a well thrown ’nade. ^ ^

 
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Topic: TDP4 Team Battle / 'Nading

Honestly speaking, I haven’t seen anyone utilize grenades creatively. Sure, they’re super inconsistent, short range, hard to aim… or are they? Here’s a list of grenade strategies that I use and most commonly see.

Rooting out campers: Grenades are perfect for this due to the fact that they arc/bounce straight into they’re hidey holes or sniping ledges, and campers have a harder time getting up fast enough to avoid them.

Blind Throw: Like sniping, except with grenades. How to: just throw in general direction where you know there’s a concentration of players. However, I personally wouldn’t recommend this because it would give away your position, and has a high chance of missing.

Time Mine/Last Stand: My favorite. Drop a grenade at your feet. That’s all there is to it. Of course, you can run if you want, but in a situation where you know that you’re gonna die, this technique works like a charm.
For example, someone comes rushing at you, and you know that you’re gonna die. Drop a grenade immediately at your feet, shoot at them, move away from the grenade, and hope that you make it. And guess what? you’re enemy will most likely walk right past/over the grenade! The grenade will explode in their face, I’ll almost guarantee this. There are many variations to this, like just plain laying a ‘nade when you’re on the platform above. Be creative.

You can also do this by flinging the grenade up, but I usually find that even the slightest angle could arc it away from the enemy. Also, dropping it on the floor is less noticeable.

Decoy (for hidden mostly): Throw a grenade, and move slightly away from that place. You have two options: camp nearby to assassinate the incoming enemy, or figure out a place where you know the enemy would go through, and get there. However, the timing can be tricky, at times Godly. You have to read the enemy’s intentions, field of view, and location in order to pull this one off.

‘Nading Aiming: Grenades are not guns. You don’t point it at a person and throw it (how do you even point with a ’nade anyway?), and yet, this is exactly what I see people doing. The solution: arc it. duh.

But where/how should you arc it? This is where you would have to learn how to use psychology. If the enemy is running full speed at you, guns blazin’, use the “time mine” technique, assuming that you can’t beat him easily. If the enemy is being overly cautious, throw one slightly behind him. He’ll be caught off guard and will try to run away from the source (you), only to find that he’s chasing the grenade. Just be smart, and play around with it until you can predict the enemy’s movements.

Going along this topic, I’ll just say one more thing. Use what you have. Grenades are supplemental damage in the sense that they’re limited and you can’t “reload” them (unless you buy that one item), but they can be used to make deadly combos and strategies. Grenading requires some map control. So you didn’t kill him with that kamikaze grenade? Respawn, figure out the target’s location, and stalk/kill him; he’ll be weakened from the explosion. In short, be smart, have a VERY GOOD idea of what’s going on where, and have fun trying. =]

 
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Topic: TDP4 Team Battle / Questions

Q: How does the headshot thing work in this game? 2x damage? Only with certain guns?

 
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Topic: Tyrant / A Full Guide to Building Your Offensive Decks ~[Updated]~

Malort
2x Hatchet
2x Fury walkers
2x Emp
1x Rifter
1x Omega
1x Predator
1x Tiamat

Pretty much a glass cannon, a quickie tiatlapred deck with most of the major damage relying on the fury walkers. I’m using Malort (modified for Homeland Defenders 4) to give the Hatchets a minor boost, just enough to deal moderate damage in the beginning. I have Atlas, and I’ll probably replace Malort with him.

It’s definitely not built to stand against heavy pounding, but so far, it’s been fast enough to win most battles easily. I’m just wondering what I could do to improve it further.

@manojk92 Sorry man, just have to say this, but I lol-ed at the “Fetal Scorpion.”

 
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Topic: Tyrant / Raider Deck

First off, do you have those cards? ‘Cause if you don’t, you’re going to have to make tons of compromises (or pay some wbs). What level are you anyway, and how much are you willing invest in $$$?

Even if you did have those cards, the deck would be a slow roll; I could see it being taken down with a fast strike deck. On the other hand, considering all the gold cards in it, it would dominate mid to late-game.

How about considering doubles of some cards? I personally use double Emps, and it’s working great so far. I see a lot of Colossus in def decks because of their life and evade/counter.

 
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Topic: Tyrant / Suggestions

@Sin3dD Good idea imo. It could be one way to test your def deck as well as getting the extra xp…

I dunno, what’s negative the consequences of getting xp for a def deck in faction wars?

 
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Topic: Tyrant / Alleged pointlessness of Factions (until everything else is over)

The missions are for the n00bs to get used to, and it gets more serious once you get to the factions. The system makes it so that you really can’t join in on a faction without some devotion to the early game (aka the missions), rooting out people who quit because they get bored of tyrant.

Basically, on purpose or not, it prevents factions from being a ghost town. We don’t want pvp to be full of unmotivated newbies who joined a faction just for the heck of it; we want an active community. From this perspective, using only an energy bar is actually beneficial.

At least, that’s what I think anyway.

 
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Topic: Tyrant / Idea for Next Faction/Race

I’m just gonna have fun with this making-a-new-faction idea. ^^ How about a faction that’s more building-based? Imo the ancients would be perfect for it.

 
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Topic: Tyrant / Deck critique plz

Meh, I just found another weakness. Since most of my creatures have only 2 attack, it’s easily weakened.

 
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Topic: Tyrant / Deck critique plz

Thanks for the comments.

@ddarkgamer: Good point. It’s probably because I haven’t met too many counter/armor-heavy decks, and I doubt I will any time soon. When I do encounter a heavily armored card, my airstrike/emp usually takes care of it. If the enemy plays a card with counter 3 or something, it’s usually killed by the next turn; unless all of the enemy’s cards have counter, I’m not going to have too much trouble with it. If the commander has counter, well, the deck’s too fast for it to kill my units off.

@ArcanisX: Hmm, I’ll try that. The Queen’s high health could also act as a buffer so that I could play down more cards. I’m likin’ it. ^^

@Troin & ArcanisX: Well, I just started like a week or two ago… so it’s a pretty low-budget deck. =/ I’m buying as many gold packs as I can right now to get the tiamat, and I’m still working on completing the missions just for the heck of it. Which basically means it might be a while before I get the predator. (I did complete Xeno invasion 1 though, cuz I accidentally thought it was the next mission in line. XD)

 
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Topic: Tyrant / Deck critique plz

Commander: atlas
1x hydra
2x hatchets
1x fury walker
1x arc trooper
1x cannon walker
1x sawblade
1x tremor worm
1x emp
1x airstrike

Very fast deck, since most of the cards do 2 damage and only have 1 wait. With atlas’ strike, the initial card could do 3 damage, enough to wipe out most enemies. Many of the units also have 2+ health, adding to the initial survivability. Fury walker can rally itself, doing up to 6 damage with flurry.

The emp and airstrike are there to make up for the lack of heavy damage. The tremor worm… is there for a filler really. Most of the time, the game ends so fast that I barely even need it.

So far, its blazing through the arena and some of the harder missions. Any ideas on its weaknesses/improving it?

 
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Topic: Tyrant / Deck Archetypes

How about reserving some space for later? It would help out with the clutter.

lol, I’m not helping by posting this, am I .

 
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Topic: Tyrant / Suggestions

Repetitively said, but +energy per level up. It’s what got me hooked on mafia wars (’cause you can at least add to your energy pool). Coming back every few hours just to get a mission in is becoming endlessly annoying… for me anyway.

 
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Topic: Tyrant / Apex + Xeno mothership

Dunno, maybe it doesn’t do that because of balancing issues?

Too lazy to think about it ..

 
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Topic: Tyrant / New Ability Suggestions!

How about something along the lines of “strike proof”, maybe even a “strike jammer”?

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] UMAG is dead

I was one of the earliest ones to start playing it. I’ve got no proof, but I got on the high score list once (forgot where) when I was still a n00b, I think around level 15. Yeah, that far back.

Seriously, it was fun chatting with DthDealer, rofling with the players, and casually calling "fail"s on misses and nsing on the godly ones. It was the social interaction. Now, I’d be lucky if I have a good chat in-game.

The game’s losing its main source of energy, the positive interactions between the players. Imo, it might have been because of the overflow of players from different sites. Everyone became total strangers to each other; new people coming in from different unfriendable communities, and not being able to “friend” in-game didn’t help at all.

UMAG, concept-wise, is still fun to play. It’s just that it’s become dull, blasting robotic players and being destroyed by not-so-modest railguns (and being bs bombed by total bitc- idiots).

 
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Topic: Kongregate Multiplayer Games / [Unnamed Multiplayer Artillery Game, Open Alpha Test] Stats for player 2 starts

will a giant patch including a looped-field take too much time? or is the game too progressed to implement it?

 
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Topic: Elements / Good Element card combos

I base my deck on this combo:

Rainbow Deck + Air Pillars + Nymph’s Tears + (optional, but highly recommended) Quintessence

Nymph’s Tears creates a Blue Nymph out of the air pillars. If one can use Quintessence, they should use it the moment the Nymph is played (i know, stating the obvious).

Now comes the fun part: Produce Unstable Gas Using the Nymph(s). They do 20 damage each; when exploded every turn, in roughly 5-6 turns, the enemy would be blown to pieces. If one doesn’t have Quintessence, stockpile on the Unstable gas, and when there’s enough, click on for spontaneous explosions, or else the nymphs would die before the enemy does.

It will not work on reflective shields, more or less, it hurts you A LOT, but then, that’s what you have Steal for. =] If the reflective shield is protected by Enchant Artifact, give up on this strategy and use something else that’s in your arsenal.

 
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Topic: Elements / My Ritual Deck

It’s just a mix between Dark and Death… with a nice little twist.

My deck isn’t complete yet, but here’s what I have so far:

Dagger x1
Bone Pillar x7
Bone Dragon x1
Virus x3
Vulture x2
Graveyard x2
Plague x3
Arsenic x1
Bone Wall x1
*Aflatoxin x2

Obsidian Pillar x5
Devourer x1
Steal x2
Nightfall x1
Drain Life x1

With only 33 cards and low quantum costs, strategies can be easily executed and integrated.

It begins with the “ritual”: Graveyard, Viruses, a vulture or a dragon to distract them, and finally, using Aflatoxin on yourself. Optional: use Bone Wall =]

It relies greatly on this one card, Aflatoxin; its resulting Malignant Cells multiply like crazy, practically doubling damage for 3 turns. The easy low lives on these cells help to feed the Bone Wall, making up for their high death rates by putting up a high defense.

By using Boneyard and Nightfall, an insurance for low, but constant, damage is, well, insured.

But what about those annoying shields and weapons? The low damage/life would die against them. Take them, use them, Steal them. Use the enemies’ own defense against them.

In essence, this deck reverses the concept of “kill to win” strategies completely. Instead, here, one “dies to win”, confounding enemies with mass numbers of little minions.

… Still gotta test it out on the higher levels XD.