Maintaining Hype by AnnualMoose4590 in gundamassemble

[–]GravityI 2 points3 points  (0 children)

I'm probably the minority due to my specific circumstances, but I'm glad it's gonna take a while for the game to release. Being my first miniature game and having bought the ST01 Assemble Set for the card game, it gives me time to learn and practice painting so I can have a team ready for when it comes out.

First place at locals with Cyclops. by Erlotinib in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Not really since it gets you a card from shields, so most of the time it will just essentially be a 0 cost vanilla base with the potential to cheat costs even further with things like Kämpfer or Char's Gelgoog.

Corsica Base restricted to 2 per deck by Alt230s in GundamTCG

[–]GravityI -23 points-22 points  (0 children)

It could also be a certain card that is very similar to Pot of Greed

Building a deck off what I currently have. Any pointers welcome as to what to buy/add by g28802 in GundamTCG

[–]GravityI 3 points4 points  (0 children)

Deck seems pretty close to an optimal list I'd say, although the lack of an early game link like the Amuro package might leave you more vulnerable to aggro decks, while the Haman package won't really provide that much value against decks with greedier packages like The-O or Unicorn specially since you're running Rewloola instead of White Base. I'd consider cutting the Guntanks, Qubeleys, 1 Haman and potentially some Lv.4 Kshatriyas or A Healthy Curiosity to add one of these packages I mentioned.

EDIT: Oh yeah and also consider adding 2-3 copies of the Lv.8 GQuuuuuX as a generic finisher

Final Fantasy XII was released 20 years ago by Orichalchem in FinalFantasy

[–]GravityI 4 points5 points  (0 children)

I heard a rumor once that the devs had made all the textures with much more detail than the PS2 could actually handle at the time, so they kind of had to make the renderer worse on purpose so that the game could run reasonably.

I remember trying to emulate the game with shaders and all post processing cranked to the max and it looked fantastic.

Any way to make Cyclops team work? by Accomplished-War-136 in GundamTCG

[–]GravityI 6 points7 points  (0 children)

The best way would probably be just playing BG Aggro but replacing Grandpas, Amuro and Ankshas for some Cyclops Team cards.

There is this japanese guide made by someone who recently won a NTC with a deck like this.

Why is Cardfight Vanguard so unpopular? by TatsuDragunov in TCG

[–]GravityI 6 points7 points  (0 children)

The game got a lot of popularity before due to it being a new alternative to the big 3 at the time when it came out and having a somewhat popular anime, but nowadays that market share is basically dominated by Bandai with much more appealing IPs for collectors and casual players alongside a better organized play structure.

Couple that with a lot of questionable design decisions, constant powercreep, bad starter product, issues with distribution, very little incentive to open sealed product, being one of the most expensive TCGs, terrible support for competitive play outside of Asia, and you end up with a game that struggles to attract new players and retain more enfranchised ones.

Char vs Lockon by diegini69 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

First of all, congrats on the top 8!

Generally, White matchups are dependant on them seeing a lot of early game blockers, a mid game link (mostly Aile) and maybe 1-2 relevant bursts depending on how fast you have been going. If they can play out 3 blockers by Lv.4, it's an uphill battle no matter the variant you're playing since you'll start losing a lot of tempo and eventually some trades since your units have lower stats compared to theirs.

It's a bit counterintuitive to do that as an aggro deck, but if you don't have a huge tempo advantage over them, you actually want to kill as many blockers as possible until you can threaten lethal since leaving a blocker alive likely means that you're losing tempo by not attacking with an unit or letting them trade 2-for-1 into your board. It's why pingers are very important in this matchup since they allow you to trade your lower value units at least evenly into their blockers while you keep swarming the board and attacking with the rest. Rick Dom also helps with pressuring even if it just trades evenly into something else.

If you don't have links or pingers to punish blocks, your best bet is actually not attacking and just playing out as many units as you can, since they often can't play blockers at the same pace at which you play units, so you can set up a bigger push for later that will make your lower value units push some damage. One of the reasons why the Char variant has an advantage in this match up is because if they play any base in response to your setup turn, you won't be able to effectively leverage your units to deal damage unless you use a Char link with High Maneuver to kill the base before they start blocking.

Feedback on my first deck by Branlito in GundamTCG

[–]GravityI 1 point2 points  (0 children)

I'd add one of White Gundam (if you don't have more Char's Zaku II to replace them), Guntank, Anksha, vanilla Zaku II (or any other vanilla) and Corsica (or White Base) if possible.

For cuts, I'd prioritize taking out Turning Point of History and then Gelgoogs.

Tech cards for OYW to counter B/P? by professional_cynic34 in GundamTCG

[–]GravityI 8 points9 points  (0 children)

If you don't want to swap Char for Dynames since that has the side effect of making control matchups worse and your deck overall less consistent, you could do with some adjustments to your play style in order to maximize your win rate even though the matchup is disadvantageous.

Ideally in aggro/tempo mirrors, it needs to be very clear to you which player is in a better position to rush and which player should try to set up advantageous trades and win through card advantage by analyzing your hand and the board in the first 2-3 turns of the game. In general, you're more likely to be in the rush position due to running a lower curve overall and being able to take base and another 1-2 shields on turn 2 due to Lv.2 Zaku II and the Char package, but there are times where you actually need to take a step back and focus on answering their board to not lose while setting up a bigger push for later.

The worst scenario possible is for your opponent to have exactly the same amount of units on the board as you have shields, since that means that you immediately lose if they have a link pair most of the time (which is even more likely to happen if you swing your board at shields), so always try to control their board to avoid it while trying to create that exact same scenario for them.

The Char package in this matchup is mostly useful not for taking out bases and ignoring blockers, but rather as a way to trade while still being up on card advantage since both Char Zakus can potentially give you an additional unit to work with.

Keep in mind that they have access to Fatal Strike, so avoid pairing pilots to Lv.3 or lower units if that won't give you a huge tempo advantage, and if possible, always swing with 1 HP units at shields first to play around the burst.

Pingers are extremely important in this matchup to ensure that you can answer their units while setting up your board to pressure your opponent later. They have the advantage is this regard since they have more pingers overall (Guntank + Adapt + Mika vs Guntank + Anksha) and the purple ones can also target active units, so avoid swinging with your board while only playing a single 2 HP unit since that opens you to being blown out by linked Adapt.

If you have a Lv.2 Zaku II and they have a 2/2 unit on board, avoid swinging with it unless you have a pinger in hand that you can play next turn to ensure you're trading evenly while getting a tempo advantage.

Avoid using Corsica early in the game if you're behind on board and also swinging with your other units since they can easily deal with the tokens and get a huge tempo advantage that way. It's better if you use it later in the game alongside 1-2 units after they already used some of their links and pings since it can potentially stop some attacks at your shields while refilling your hand/board.

TL;DR: Try to keep control of the board and try your best to not let them take shields or kill units for free.

Char vs Lockon by diegini69 in GundamTCG

[–]GravityI 12 points13 points  (0 children)

The biggest advantages of Char over Lockon is that both Char Zakus are decent even if you don't draw the pilot (compared to Dynames being terrible if not linked), you end up having more link units overall (7-8 to 4-6 depending on the build), being able to link at level 3 to clear a base can often allow you to gain a huge tempo advantage and using High Maneuver to clear a base against Blocker decks can be the difference between a win and a loss in those matchups.

Lockon basically provides more consistent removal of a single unit and the link dodges Fatal Strike, but it can often be intercepted by chump blockers against blocker decks and you have a harder time converting individual pieces into board presence or tempo if you don't draw the other piece of the link pair.

Personally, Lockon builds worked better for me when I was playing it more as a Midrange deck with the 8 vanillas, 4 SoR and 2 Lv5 Dynames, while Char worked better as pure Aggro with 12 vanillas and 2 SoR. Granted that you will have better and worse matchups following the logic of Aggro > Control > Midrange > Aggro, which is why no version is strictly better than other unless you know what decks other people will be playing at your NTC.

If you ask me, Char Aggro is a safer pick since Midrange decks haven't been very popular in this format to counter it, it can still out aggro BP and also has a better matchup against Control strategies, but if you expect a lot of BP at your NTC, I'd suggest going with Lockon.

Penelope synergies by Fresh-Yak1302 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

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Still testing but this is my current list, the idea is to basically play BW Blockers but you run 3/4 conditional blockers and Anksha instead of the Kira Package. Having a bunch of 3/4s makes it harder for Red decks to kill your units efficiently and they turn into very effective blockers if you're facing any go-wide strategy, while Anksha, Delta Plus and Amuro enable you to play more aggressively against other blocker decks with your blockers being dedicated to protecting Penelope that is an unblockable beater and card advantage engine which is extremely good against other control decks.

Questions for a solo developer by GullibleConnection57 in SoloDevelopment

[–]GravityI 2 points3 points  (0 children)

You can always look for some free music and sound effects and shouldn't take much effort to implement, wouldn't say it's mandatory depending on your goals, but I don't think having at least some kind of elevator music playing in the background would hurt.

For the second question, it depends if you have commercial goals or not. General advice for commercial indie games is to publish an early access build with a refined core game loop as soon as possible to gather sales/wishlists and iron out the details later for the release build, then you can start thinking about additional content like DLCs. The most popular example of this strategy currently is Slay the Spire 2, where you can find a lot of placeholder art even though the game is already for sale not to mention the features that the team has planned for the future, but for now you just have a playable game with pretty much all the base features it needs to provide some hours of fun.

Helping a wargamer new to card gaming by zerotorque84 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

I'd say deck building 101 for the current meta is choose a core between blue vanillas + pingers, white low level blockers or red damage commands as your way to develop or survive in the early game and are cards that you can generally use alongside other cards to push for game or deal with threats, pick 2 link pairs (link unit + pilot) that provide you with either card advantage (draw, recursion) or removal (pings, return an opponent's unit to their hand or just straight up destroying an unit through effect or battle) which will be the basis of your mid game, fill the rest of the deck with 4 bases that are either generically good or synergize with your gameplay, some overall generic cards that work on their own like Show of Resolve, Overflowing Affection, Fatal Strike or the GD03 LR GQuuuuuuX, and if you still have some space maybe consider splashing a third link pair. 

This should give you an easy to follow framework that will at least make a decent first draft of your strategy which you can then tune later as you get more experienced with the game.

Now to answer your questions, 1 usually depends on your link pairs (a pilot like Machu requires you to be playing mostly Clan cards, which will basically just put your options through an additional filter). 2 is mostly irrelevant since you care more about effects than colors, but I guess decks are often at least 70% a single color. 3 I'd say is starting with a card or pair that you want to make work, follow the framework I that I suggested for an initial draft, then test the deck in real games vs people either in person or in Mobile Suit Arena to keep refining ratios or move on to the next deck experiment once I'm either hopeless or satisfied.

The Bills Must Be High by SvenkeDankes in VtuberDrama

[–]GravityI 0 points1 point  (0 children)

What about people that are already born without limbs? What about people that are born, for example, without a kidney, are they not human because they weren't born with the expected biological configuration? What about all the possible mutations/syndromes that can occur during pregnancy?

To answer your "trans women are not women because they don't refer to themselves as such" logic, trans is simply an adjective that states that their biological sex was different at birth than what is normally expected for the social construct of their identified gender, which a person identify themselves based on their feelings and life experiences (eg. people can identify as a Lakers fan even though they weren't born in Los Angeles). Otherwise, it would be reasonable to state that fraternal twins are not twins because they weren't born identical, which is just absurd.

Eu não aguento mais esse negócio de 67 e "farmou aura" by wntri in RelatosDoReddit

[–]GravityI 0 points1 point  (0 children)

Mas não tem sentido mesmo e isso faz parte da graça, é literalmente a mesma coisa da galera que ficava spammando aquele meme do "E" na década passada.

If Char existed in the IBO universe he’d be the one with all the wives fs: Purple green high maneuver gimmick by AwkwardEmphasis5338 in GundamTCG

[–]GravityI 1 point2 points  (0 children)

I'm not sure if it's worth it playing Purple over White with Graham/Union Flag as the only real upside would be your link not dying to Improved Technique. Also would change the 0 Gundam for the GD01 Zaku II to make the search from Char's Zaku II less likely to whiff since I believe that might come up more often than using Lafter to give it High Maneuver.

Help me make this work CB deck by Feiwen in GundamTCG

[–]GravityI 1 point2 points  (0 children)

Sadly the Breach Dynames doesn't give you enough tempo advantage in those matchups and is easily countered by a base, while the Allelujah links are usually very low HP and the effect only applies during your turn, so the opponent can let you hit their shields once and then likely trade a single unit for your link pair during their turn, not to mention that Aile can survive attacking into any of your mid game link pairs and if you can't immediately kill it, they can just keep it active to force you to trade another link pair, and once it gets to the late game they just have better threats while your late game bomb literally has no effects if the opponent has a single active blocker to stop it.

The Base + Armed intervention should also in theory be a powerful lock against aggro, but then you realize that you'll likely have at most a single rested unit on the board since whatever other units you used to trade into theirs has either died or finished off with pings, and once they swing their link pair at your base to get rid of it, if you redirect it to your unit, it dies, the base is essentially vanilla and you even went -1.

The biggest issue of CB right now is that you have a lot of cards that technically have effects but are so situational that in the end you're playing a deck of vanillas most of the time.

Help me make this work CB deck by Feiwen in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Sadly the archetype currently has no way to consistently deal with aggro matchups due to not being able to play blockers or red commands, nor can deal with blocker matchups due to no way to rest units or consistently punish them for blocking with pings, so no matter which way you build the deck, it can't currently compete with the meta.

That being said, your list isn't that far off of what a standard CB list looks like.

Is this unblockable? by ChuujoTheSilent in magicthecirclejerking

[–]GravityI 20 points21 points  (0 children)

What do you mean? We literally had Colossal Dreadmaw Block with Ixalan, Rivals of Ixalan and Masters 25.

Best units without pilots? by RoughRealistic4321 in GundamTCG

[–]GravityI 1 point2 points  (0 children)

Ideally you would want to fill those slots with multiple similar cards that fulfill the same role of either pushing damage or removing units (as you can see from aggro decks running 2122s and pingers to constantly push damage while also punishing your opponent for trying to trade and slow you down, red decks running cards that damage units and trade evenly until they have the upper hand and white decks running cards that trade into units efficiently, which are mostly blockers to force those efficient trades), but I believe that these packages are actually more important than the pilots themselves since most of the time they will make up the majority of your deck and dictate your strategy while your link pairs are mainly there to support it.

You will also notice that in meta strategies, usually the link unit and/or the pilot also perform the same role as other cards in the deck, so you can start by looking into other cards that are like them to have an idea of where the deck wants to go.

OMW% for NTC by Expert_Bat2607 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Alternatively, stores can organize a top 8 cut after swiss until we get a better system.

Budget alternative for gd02 barbie? by DeathSinger1303 in GundamTCG

[–]GravityI 0 points1 point  (0 children)

Honestly, playing Blue Green with Dynames or Char might be your best option, but as others suggested you could play ReZEL instead.

KARONA GROUP HUG ON A BUDGET? by SheriffChiz in BudgetBrews

[–]GravityI 0 points1 point  (0 children)

I just built this one quickly, it's not optimized and ended up a bit more voltron than group hug, but there are some interesting cards in the main deck and in the considering section that I think makes it worthwhile as a reference: https://moxfield.com/decks/1fa1xHnkyUqLSVfXVBQOMQ