04-28-2013, 08:13 PM | #251 |
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Fury Swipes Sing Nasty Plot Snatch Assuming you could never teach the Meowth anything else, this has to be one of the worst movesets I've ever seen on a Nintendo distributed Pokémon. Nasty Plot for absolutely zero moves that make any use of it. A terrible STAB physical move. One of the worst sleep moves in the history of sleep moves. And finally an unreliable move used to snatch stat buffs from others but only on the turns when they're actively trying to buff them. Man, what a joke.
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04-28-2013, 08:19 PM | #252 |
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Honestly, does anything use Sing? I see Hypnosis on occasion, but I never, ever see Sing.
Maybe Altaria?
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04-30-2013, 11:33 AM | #253 |
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So, Smogon has released a new CAP Pokemon:
The Grass/Dark type, Malaconda. Spoiler: show Stats: 115 HP/100 Atk/60 Def/40 Sp.A/130 Sp.D/55 Spe What this pokemon is supposed to do is equalize a metagame. It is supposed to discourage Water and Dragon types, increase the use of Fire types which would discourage Steel types, and give sun a viable answer to rain. I haven't tried it yet, but I have seen teams us it in Rain and work very well, which IS interesting..... Just thought I'd put this here since it tends to be the comp discussion thread anyways.
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04-30-2013, 11:51 AM | #254 |
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At first I thought it was based off the serpentine dragon that guarded the apples of immortality in greek mythology, but it just occured to me that it could also be based off the well known biblical example.[/DiscussingFlavorOfMunchkinMon]
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04-30-2013, 11:58 AM | #255 |
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Personal gripe: the design seems to be a bit at odds with the stats. ^^; Something as spiky as that should, if anything, have a higher physical defense than special defense. Not saying the design screams "low SpDef!" as it doesn't. Just saying that it screams "high Def!" The thing is covered with these huge spikes which look like they'd be quite painful to punch, fall on top of, etc. So isn't something which causes Pokémon to pull their physical punches a de facto high defense? Like, I get the point that could be made of "... well once you do actually punch it, the thing goes *SPLAT!* like a bug!", but that feels to me like a very half-assed apologetic defense of the design-stat mismatch. If they wanted it to have a naturally high SpDef, and considering most special attacks are things like streams of water, streams of fire, telekinetic waves, and so on, then I would've expected to see something like glowing auric symbols along its body (think Umbreon?). But yeah. Having those spikes, to me, suggests either 1) high Def and SpDef or 2) high Def but low SpDef. It doesn't suggest 3) low Def and high SpDef. ^^;
Grass tends to have good synergy with rain, ironically, thanks to Rain Dance slicing the power of fire in half, so I'm not really sure why they thought that this would encourage sun use over rain use. I mean, obviously Grass tends to enjoy sunlight more because of abilities like Chlorophyll, but still, that doubled weakness to Fire is nothing to laugh about for most of them, particularly not the ones with low speed and one particularly fragile defense stat ... like this guy has. ^^; To me, it sounds like they just gave rain teams an alternative to Ferrothorn. If inferior to Ferrothorn, then they won't adopt it, but they won't really care about its presence much either. (If it becomes a thorn in many rain teams' sides, they'll just start packing appropriate Flying, Fighting, or Ice-type attacks, or possibly Toxic, or possibly go for Scald to do some damage while at the same time crippling his Atk stat.) And if superior to Ferrothorn, then they'll merrily adopt it. But this is all speculation. Nothing really beats seeing it out in the open in actual use, so I guess now's a good time to see how it works. You forgot to mention what its ability is. That could really make or break it. Looking it up myself, it seems like the two abilities they gave it were Harvest and Infiltrator. Harvest sounds like it could be particularly broken with ChestoRest and these stats, but I guess that'll depend on everything else, like its other attacks and what all the metagame throws at it to kill it. They did at least give it a pretty awful speed, so it's not like it'll be pseudo-priority ChestoResting on you at the top of every turn. Still. ^^; I'd be interested to see how this thing fares against non-legendary Flyers and Fighters and whatnot. Its defense is, despite its HP, still much too low, I think, for it to be able to weather a Choice Banded Staraptor's Brave Bird, but with the right setup and with the right opponents remaining on the field, I could see him being quite the nuisance. I respect their ambitious goal of trying to reign the metagame in somewhat, but it is a tad disappointing that his typing isn't a more exciting one like Electric/Fire or Grass/Ghost. I guess they figured that GameFreak's probably got those bases covered anyway come Gen 6? Here's hoping! *crosses fingers* Grass/Dark is okay, but we already have a few failed experiments in that department, like Shiftry and Cacturne. Well, OU failed, anyway. Cacturne's pretty goddamn mean in UU, last time I saw. (Maybe that's changed as the metagame's evolved. *shrug*)
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04-30-2013, 01:50 PM | #256 |
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Grass/Ghost?!!!
They already did that. The Gen V CAPs are: Tomohawk(Flying/Fighting), Necturna(Grass/Ghost), Mollux(Fire/Poison), and Aurumoth(Bug/Psychic). I'm curious on how Malaconda will fare to, so I'm getting on PO STAT to see what it can do.
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04-30-2013, 02:02 PM | #257 |
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Oh wow, I missed those first two you listed. I saw Mollux as it happened, and I remember Aurumoth, but I'd never heard of Tomohawk before today when I checked the list earlier and I must've completely missed Necturna.
Kind of surprised that they made five CAPs in just one generation though. Considering it'll only have been three years old come this October, it just seems kinda quick. I like Necturna's stats much better than Malaconda's. In fact, I'm not even sure why I'd want to use him over her other than for his Harvest ability. (Necturna's Telepathy isn't too useful in 6v6 singles and Forewarn's a joke compared with all the other abilities out there. Yes, yes, it can be useful, not arguing that it can't. Just saying it's no Levitate, Intimidate, Water Absorb, etc.) Almost everything else about her strikes me as better.
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04-30-2013, 02:04 PM | #258 |
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The rest of the CAPs listed were for Gen IV. There was 11 I think in Gen IV.
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04-30-2013, 02:07 PM | #259 |
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Hmmmmmm. Always thought it was III + IV, not really following CAP to begin with. 11 in Gen 4, huh? So ... assuming they started in 2007, they've produced 16 fakemon in six years? That ... doesn't divide evenly. ^^; Like, at all. ^^;; Do they just do one whenever the hell they feel like it? Or is there some sort of rhyme and reason to things? If it were 16 in eight years, then I'd see the pattern easily. Or 16 in four. But 16 in six or seven ... hmm. ^^;;
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04-30-2013, 02:14 PM | #260 |
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Well, there were periods where they just sat down and took a good look at their process, iirc.
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04-30-2013, 02:14 PM | #261 |
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That was when CAP started, so I think they just did whatever came to their head, like a specially offensive rock type. Gen V shows a little bit more focus on the metagame.
My first match with Malaconda. Wow he is actually somewhat good. Taking only 52% from a Fire Blast from Hydreigon is very nice. I'm changing the berry to Lum though. Malaconda also counters Alakazam. What is this blasphemy?
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04-30-2013, 02:38 PM | #262 |
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04-30-2013, 02:44 PM | #263 |
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>I battled well
lol I suck but thanks for that. I realized that that a Tanga berry would be fun to soak up U-Turns...it is probably the item he had. Check my sig, I have another match where I end up countering an Alakazam. Scary shit. Just check this calc out(For FC Alakazam, the most common set): 252 SpA Alakazam Focus Blast vs. 252 HP / 252+ SpD Malaconda: 162-192 (37.32 - 44.23%) -- guaranteed 3HKO That is some special bulk, damn. Even with Life Orb it only 2HKOs, but with a Pokemon that can use a auto-Life move, you have to OHKO it to make any difference. I can stall Pokemon out of Focus Blasts, Fire Blast, soak up status...it nice. I like him.
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04-30-2013, 02:55 PM | #264 | |
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But you know ... he couldn't have had a Lum Berry either. ^^; (Or if he did, then he was really stupid to forfeit!) Because if he had had a Lum Berry, then he should've had no reason to fear your Glare. So ...
* EDIT: Oh wow, for some reason I was thinking of the Sinnoh elemental berries as the Unova gems when you said Tanga Berry. ^^; Stupid me. Yes, he could've easily had a Tanga Berry to try and cover his 4x weakness to Bug, I quite agree. With the asterisked sentence, I was originally going for "He didn't have U-Turn and therefore wouldn't have had Tanga Berry either." My error.
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05-02-2013, 12:52 PM | #265 |
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Wherein Regice proves its worth.
Wherein I'm left to wonder how soon he'd have fled had he not gotten that critical hit. Wherein some asshat comes to cheer on his friend, prompting me to tell it like it is. Juisho = me.
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05-02-2013, 04:20 PM | #266 |
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Wherein I repay the favor of a Gear Shifting Klink with a SubPunch Bulk Upping Poliwrath.1
Wherein I crush a Fire team's spirit with my courageous Durant. 1 Yes, in hindight I should've used Circle Throw to finish off the Ekans; but in foresight, I was worried about prematurely giving away that I had the move, in case it would be useful. Turned out that when I did end up using it, it was the worst case scenario. >_< ^^; (Should've made another sub that turn instead. Oh well! )
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05-03-2013, 11:01 AM | #267 |
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So, as you can tell from the videos above, I decided to give Pokémon Showdown a bit more of a fair shakedown than I had previously done. I've put in, I dunno, one to two hours so far? It's an okay system, but I really do honestly prefer Pokémon-Online overall. And here's why. Here are some of my top complaints with Pokémon Showdown.
Problem 1. The Countdown Timer My biggest complaint with Pokémon Showdown is how they handle user idleness. First off, the default setting is to not have a timer on. This is retarded. A, you're going to want to turn the timer on in 90% of cases, so why wouldn't you just make it the default and make not having any timer the user-enable-able option? B, by making it so that the user has to turn the timer on, it creates unnecessary drama with your opponent, particularly people who are new to PS. When people did it to me in my first few matches despite me going ASAP with moves and switches, I felt a little insulted and felt like these kids just wanted cheap wins via DQ. Then when I got into the habit of always turning the timer on at the start of a match (b/c of people who will idle ad infinitum if you let them -_-; ), I found myself on the other side of the fence: now I was the one who had to worry, "Am I going to be perceived as a jerk for doing this? " It's dumb. You can avoid all of that drama by just having the timer be on by default. If someone wants to turn it off, then they may, and then the other party can at that time go, "Wow, what a swell guy. " Until he takes 10 minutes between turns. Then it's time for the gloves to come off and the timer to come back on. Problem 2. The Audio On Pokémon-Online, I'm pretty sure there is the option to leave battle SFX on but to disable music. (Haven't bothered to check, and it's been a while since I've used it, but I'm pretty sure, because the PS way bugs me to Hell and back.) There's no such option on Pokémon Showdown. Either you have the music on (UGH -_-; ) or you have all of the sound turned off. Not cool. I want SFX on but music off. I do appreciate that PS has a wide variety of songs it randomly selects from (unlike P-O which only has one or two songs it chooses from in any given build of the software), but let's face it: Pokémon battle music is very annoying. You hear it over, and over, and over again, and it's very annoying. They've never found a good way of making good battle music that doesn't drive you crazy to hear it over and over again. It seems like all the battle music in Pokémon is 30-second ditties that then cycle over and over again. It's not like this example of battle music done right: five minutes of unique yet similar segments, so that the music suits whatever is happening in the battle at any given moment but at the same time the listener doesn't feel like he's losing his mind hearing the same exact notes over and over again. I dunno. This is a real problem that's gotta get addressed. Problem 3. User Interface results in Multiple Battles Risk In Pokémon-Online, when you choose to get into a new battle, you do so via a menu system that brings up a window. And when you click "OK" or whatever on that window ... it vanishes instantly. One click, one use. Once you click, there goes the window. This subtle design feature smartly prevents users from requesting multiple battles in a row by accidental misclick. Pokémon Showdown is designed differently. Pokémon Showdown has a static mouse-over button on the main interface, and you're to click it when you want to find a battle. Click it once and the button remains, along with the rest of the interface. So you can potentially click it again. And again. As many times as you like. And the server will queue you up for as many battles as you performed clicks. This is, frankly, terrible. Thankfully I've only had this happen to me once, but the one time I accidentally clicked twice and got pulled into two different battles was terrible for me (I can't really multitask well like that) and I ended up losing both in ways I usually never lose (0-4 for one, 0-3 for the other) because I made rushed decisions due to the 2m30s timer limit. And not just that, but also the fourth problem I want to address ... Problem 4. Battles Pause When You Migrate Away From Them This. is. terrrrrrrrrrrrrrible design. -_-; I'm sure somebody out there thought it was a great idea -- and that's why he designed it this way! For himself! -- but for 99% of us, I dare say, we don't want our battles to pause when we're multi'ing. We want want them to proceed so that when we mouse back over to them we can quickly assess (in less than 5 seconds) the current state of the battle and make appropriate orders. Instead, here's what PS did to me: Talon is on Battle 1. (Battle 2 has 60 seconds remaining before he'll be DQed.) He mouses over to Battle 2 ... and has to sit through 20 seconds of battle animations of the attacks that IRL were registered by the server two minutes ago but which Talon is only just now seeing for the first time. Fucking A, let me see what he sent out and let me make my orders! @_@ I don't have time for this bullshit! I'm not somebody who is into doing multiple battles, but I can easily see how PS's design decision would prevent people who like to do 4+ battles at a time from doing them. It would make exhibition multis by top-level battlers all but impossible: you'd be doomed to time out on at least one of the battles because of unexpected hangups in the others. And last but not least ... Problem 5. Butthurt Quitter-Children I hate the slang term "butthurt", but good lord does it come to mind when describing over 20% of the people I've encountered on Pokémon Showdown. I have never seen so many people turn tail and quit so early in all my life. There was nothing like this on P-O -- not at this level! @_@ -- and I'm very grateful for it. What am I talking about? Here, here's an example fresh off the presses from today: a Turn 3 forfeit as follows: Turn 0: I've led with Duosion. (Calm Mind, Psychic, Shadow Ball, and one other move.) He's led with Zekrom. I figure that he's not only almost certainly got Outrage but that he plans to use it too. Electric attacks get STAB too, sure, but Outrage is something which should surely OHKO Duosion, he hopes. And I fear much the same. So ... what should I do? Well ...And this is my problem with Pokémon Showdown. As annoying as Pokémon-Online's OU metagame was -- as much as it bugged me so bad I took a leave from the game -- nobody was a quitter. Oh, sure, not literally "nobody"! You'd run into a quitter maybe once out of every fifty battles or so! But nothing like this. Nothing like Pokémon Showdown where, I swear to God, it feels like one out of every five or six battles I go into ends before the tenth turn because my opponent runs away. So yeah. PS isn't too too bad, but it's certainly not the bundle of roses that Blaze likes to make it out to be. I'll be updating my P-O client here in the near future and giving P-O another whirl to see what it looks and feels like. I doubt I'll stick with it for very long -- I've only been playing PS's Random Battle tier because I'm still burned out on the notion of playing in Übers Junior -- oh, I'm sorry, OU [/yeah fucking right] -- and miss the days when I could go into a battle and not see 2+ legends on over half the teams. Not to mention rain, rain, fucking rain. Argh. A true lesson in "Be careful what you wish for!" -_-; If only 2013 me could tell 2009 me how awful the metagame can become if you bring Drought and Drizzle into OU. Maybe then he wouldn't have wished so hard for it, been so delighted when he saw that his personal favorite Ninetales was blessed with such a godlike ability from the Dream World.
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05-03-2013, 04:12 PM | #268 |
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Oh look: another example. -_-; This was my third battle since making the post this morning. It only took three battles for me to run into someone who vanished ... after Turn 2. Because Heaven help the trainer who has to worry about Substitute *AND* Dry Skin on the same set! [/heavy sarcasm]
Anyway ... Wherein Moxie proves itself a far greater gift than Mold Breaker. Wherein Probopass proves itself the Pokémon world's equivalent of Rid-X. Spoiler: show
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05-03-2013, 04:29 PM | #269 |
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Problem 1: I agree
Problem 2: Eh it doesn't really bother me but I can see how it'd bother some people. Problem 3: I agree Problem 4: I agree. Especially frustrating combined with number three. Problem 5: Well you're statistically more likely to run into users that quit for a few reasons. One is that PS gets a lot more traffic than PO, we've had over 4000 users at peak times. With more people you're just statistically more likely to run into people who quit. Another is that you're playing RandBats (I didn't watch any replays but you said that iirc). People are more likely to quit with a bad team of randoms than one that they've built themselves. I'm guilty of giving up too easily myself in that tier. On the bright side you get free points on the ladder but I understand if you're just looking for a good match only it could be frustrating.
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05-03-2013, 09:31 PM | #270 |
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I've written up a lengthy reply to your take on Problem #5 (spoiler: I lead off with asking if you even read my post or understand mathematics ^^; [/asshole]), but before I could submit it, I realized I needed actual experience outside of PS's Random Battle tier. So ... I bit the bullet, loaded up Pokémon-Online for the first time in months, went into the team builder section, and exported my team from P-O and into PS.
My first ever OU match on Pokémon Showdown No idea why I started at 1007 according to the battle log's final bit. Like I said, I didn't even have an OU team in PS until today. I didn't even have a registered account until yesterday. (Had been playing unregistered until then.) And without either of these, it's not even possible to have played in OU before. Does PS not start newbies off at a straight 1000? Or ...? [/confused] I mean, hell, even the "/ranking" command reveals that I've had 1 W / 0 L / 0 T so far in the OU format. Oh well, not my glitch to fix. But since you apparently work for PS in some capacity, phoopes, figured I may as well point this out to you so that if it is a glitch you can tell your boss men to look into fixing it. As for how my match went, you'll just have to click to find out. Commentary below though. Spoiler: show As for more battles, I might do some later tonight, but more likely I'll hold off until tomorrow. There's a Strip Search stream on YouTube I'd like to check out that starts in half an hour and will run for at least two hours. And there's also the matter of giving phoopes a chance to report the glitch I noted to his higher-ups. (And if it's not a glitch, cool, let me know so I'm not twiddling my thumbs for no good reason.)
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05-03-2013, 09:52 PM | #271 |
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Just a few things I might want to point out, simply because you might now know.
Galvantula is RU now. Togekiss is UU, but it was last Gen to so no big surprise there. Breloom is one big bad mofo. No longer do you see the SubPunch sets that were so common Gen IV. Now, all the credit lies in the amazing Techiloom set, with Spore/Mach Punch/Low Sweep/Bullet Seed. Yes, Bullet Seed. His set was stupid anyways, but keep in mind, if Breloom is coming out first, it's sashed, and your Mamoswine is beaten by it. Infernape is definetely low-half OU now. And I love the Scarf Hydreigon set. Hydreigon needs more love and to NOT FALL TO UU PLEASE!
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05-03-2013, 11:09 PM | #272 |
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That's pretty ridiculous that Galvantula is so low
I dunno. I like the electric spider. :< RU? Seriously? ... haow.
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05-03-2013, 11:16 PM | #273 | ||
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Quote:
In UU, it is stopped by the same pokes as Yanmega. Registeel can paralyze it, while Snorlax just hurts it bad. Quote:
The only reason Alakazam is OU is Magic Guard in all honestly. He can never be 1HKOed because of it with a Focus Sash, and he rips through stall with a Life Orb.
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05-03-2013, 11:42 PM | #274 |
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All my favorites should fall to NU so I can annihilate with them. >
(Galvantuala is pretty badass, despite their relatively low Sp Atk. |
05-03-2013, 11:46 PM | #275 | |
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11 | Galvantula | 12.85463% [Source] That isn't going to happen anytime soon. Galvantula is perfectly happy in the Ru tier. If it were to fall into Nu, it would be unstoppable, since there are all of NO good special walls in NU outside of Shitishity and Gardevoir. Also, Beheeyem in NU is equivalent to an atomic bomb.
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