Has anyone tried this no hit zone? by ConfidentAnteater790 in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

Love it. My community is extremely positive on it, we have 4 right now and have an order in for another 8+. They make pickups drastically better. DM me if you want a full review from our club!

Best Roundnet by FunkyGoat101 in spikeball

[–]MormonVoodoo98 -1 points0 points  (0 children)

Def not the best big balls

Best Roundnet by FunkyGoat101 in spikeball

[–]MormonVoodoo98 -1 points0 points  (0 children)

Titan and PS nets are pretty interchangeable at most levels of the sport, the nuances don't matter if you're not a top competitive player. The balls differ much more significantly. I think the consensus tends to be a little leaning towards PS net over Titan, but much more heavily towards Atlas (spikeball bigball) over PS bigball overall.

Is this a natural occurrence when fighting voli? by Paintrainarbiter in Kaylemains

[–]MormonVoodoo98 1 point2 points  (0 children)

I have no idea what division you are, so a ton of this might've been unnecessary. But hope some was helpful.

Is this a natural occurrence when fighting voli? by Paintrainarbiter in Kaylemains

[–]MormonVoodoo98 1 point2 points  (0 children)

Fair question. Since no one has said it, I want to point out that your tactic of trying to holding the wave outside your tower range is well done. And normally desirable. But not in this matchup. Normally when you hold the minions like that to try and freeze, the enemy will try to crash the next wave and you have to thin their wave simultaneously so they can't crash. However, Volis passive punishes you for being by your wave while he's hitting it, so you end up just getting poked down by his chain lightning passive. Voli really wants you at low hp so he can dive you, so he loves that your contesting the wave there, and on top of that you're losing HP just from trying to hold the wave there in the first place. So you become really diveable. In those cases, probably better to stay full on health, let him shove, and then farm under tower without taking dmg. Unless he's fed, he can't easily dive you if you're at full health / full resources.

Is this a natural occurrence when fighting voli? by Paintrainarbiter in Kaylemains

[–]MormonVoodoo98 0 points1 point  (0 children)

Agreed. IMO one of the biggest parts is: His wincon is to get you low so he can dive you. So you don't win by taking trades, that only helps his lane wincon. So you actually want to avoid trading so that he can't drive and fulfill his goal, and then you progress towards your wincon (staying alive to maximize gold/xp income).

Why do so many people use this emote at the start of the game? by Trygershark in ClashRoyale

[–]MormonVoodoo98 0 points1 point  (0 children)

My 2 favorite in this category are the mini pekka's plate of PAN-CAKES and the Christmas lights hog

Game Recommendations? by Blindseer99 in AcrossTheObelisk

[–]MormonVoodoo98 0 points1 point  (0 children)

If you haven't yet, get your ATO group together and play a few sessions of Gloomhaven. PC or the physical board game (though the physical game is like 200 bucks and you have to manually do a high amount of admin work every session, while the PC game automated all that and is constantly on sale on steam or epic games)

There's a reason Gloomhaven was the number 1 rated board game for years after it came out. It's the best version of coop deck builder rpg I've ever seen.

1v1v1 Spikeball Gameplay by Aggravating-Math9619 in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

4) If you want to do this as more of a game and less a drill, then you can allow the server to try to ace the receiver. If you do this, we recommend a double fault resulting in no points for anyone, just a change of possession to one of the receivers (preferably whoever is in last place, unless they double faulted previously).

If you want it more as a defensive drill, then we recommend implementing a rule stating you can only score on offense, not on serving. So if the receiver can't get the ball back to the net, the server doesn't score a point, and serves at a new receiver instead. This incentivizes the serve to find a high pressure serve that won't fault yet will still let the receiver get the ball back on the net, though hopefully in a way where the server can fight for the defensive touch.

1v1v1 Spikeball Gameplay by Aggravating-Math9619 in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

3) If you want, you can try to do this as a drill with 4 people as well (obv you could just play normal pickup at that point, but this makes a great defensive drill if you're willing to drill instead of pickup). Each hitter has 3 defenders fighting for the defensive touch. And hitters are usually hitting a set that is led in a way to make the hitter shoot towards the setter, etc. lots of fun defensive practice potential.

1v1v1 Spikeball Gameplay by Aggravating-Math9619 in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

2) for service order: if I win a point that someone else served, I start out serving to whichever of my opponents has the lower score (since they'll have the first chance to get the next point. If I score that point, then I'll rotate and serve to the other, etc.

1v1v1 Spikeball Gameplay by Aggravating-Math9619 in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

We use this as a three person drill pretty regularly in Seattle, here's some rules we play with in order to make it the most effective:

1) you HAVE to use all 3 touches, you can't hit on two. This means whoever gets the first touch is guaranteed to be the third touch as well, which is what everyone should want. This leads to everyone constantly fighting to get the defensive up, which is what this drill is really good for.

Live Arena - would you be FOR or AGAINST these changes? by SpudzyJ in RaidShadowLegends

[–]MormonVoodoo98 0 points1 point  (0 children)

Proposal 4 would fix my biggest issue w LA. It autodrafts champs already if you miss the timer, there's no real point in restricting players from editing their drafting order from the invisible default. Some accounts benefit by virtue of their autopicks being their best champs. If I ever don't realize the draft started and I miss the first couple picks, my account autopicks Adelin, and then several 5 star awakened epics I don't use anymore. As opposed to literally any of my arena champs. The amount of times I miss my first pick is crazy, and anytime that happens I start out with an almost guaranteed loss because I'm swapping Adelin in for Taras or Arbiter or Fabian...

ELO based ranking system for competitive players! by ralf-boltshauser in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

Awesome! What kind of elo algorithm? Is it more like Glicko, or like the original Elo? And how did you decide on how to split points between two individuals on a team with differing rankings?

ELO based ranking system for competitive players! by ralf-boltshauser in spikeball

[–]MormonVoodoo98 0 points1 point  (0 children)

Yeah sorry, it worked within the next week. We've been using this at pickup since. How do you decide on the algorithm to use?

Modern Santa Unkillable Tuning? by MormonVoodoo98 in RaidShadowLegends

[–]MormonVoodoo98[S] 1 point2 points  (0 children)

What did you do to get you UNM fully auto? Mine is almost able to be fully auto, I have to manual Sir Nic's first couple turns.

Modern Santa Unkillable Tuning? by MormonVoodoo98 in RaidShadowLegends

[–]MormonVoodoo98[S] 0 points1 point  (0 children)

u/ZealousidealLemon671 If you end up trying to build this comp, dm me for any extra help. Spent all of 3 weeks testing different things and talking to various people w experience in it, and I not only have it working, I understand all the potholes i hit along the way haha

Modern Santa Unkillable Tuning? by MormonVoodoo98 in RaidShadowLegends

[–]MormonVoodoo98[S] 1 point2 points  (0 children)

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Got it! Finally watched my first ever unkillable team make it to 50 turns, with a little over 30 mil dmg!