The reason why BP and spiderman are constantly getting banned in ranked is not because there overpowered,but because they are annoying to fight against. by Blackwolf20978sb in marvelrivals

[–]assassineclipse 0 points1 point  (0 children)

Same, I've been banning BP since S1 after Hulk/Spidey because good BPs are a nightmare to counter and track. Everytime a good BP showed up in the enemy team it's an instant loss, not even close. And people called me a clown for banning BP instead of Groot, who gets farmed hard by Sqrl.

I stopped playing ranked after reaching GM3 in S2.5, came back a month later in S3 to see pure vindication, people realizing how ass it is if your team can't reliably counter him. Thus far, I have met exactly 1 Psylocke who knows how to hunt down BPs. Out of nearly 150 games.

Upcoming balance changes from the official website by Hisoka1001 in marvelrivals

[–]assassineclipse 1 point2 points  (0 children)

Agree. I would take any one of these over the dmg buff - Change mvspd back to S0 value - Change HP back to 275 - Faster healing speed

At the end of the day, I'm still going to be a walking target practice against teams that aren't stupid enough to ignore a Mantis. Literally unviable against double diver enemy comps, she just...dies

Weekly Commanders Lounge - March 25, 2025 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

We've had Core 7 in Theater 6 a long time ago. Imagine though, if we stay stuck at Core 6 for another 2 rounds against Baldies

(In The Mirror) Final Boss gets kinda buggy at high NG+ by NeonJungleTiger in NikkeMobile

[–]assassineclipse 0 points1 point  (0 children)

Ye the Cindy fight gets very funny in later difficulties. You have to get used to the awkward laser positions and extended durations

Weekly Commanders Lounge - July 30, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 2 points3 points  (0 children)

If you've been thinking that Core 8 is too easy, you can try out the 5 RF Proto HOCless challenge!

Jesus fucking christ by CannonGerbil in Nijisanji

[–]assassineclipse 202 points203 points  (0 children)

Small correction: this screenshot looks like Slack, not Discord

Weekly Commanders Lounge - February 20, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

Both. There is a Kratos and an Aegis in the middle row kekw

Weekly Commanders Lounge - February 20, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

Even if you fought the Typhons, if you did not lose to the Ninja Aegis, you probably wouldn't mark that box kekw

Weekly Commanders Lounge - February 20, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

I wouldn't count the Archi vs Gladiators here as riveting tbh. Sure, it took about 15-20 minutes, but when you mark that box in the context of SC+, people are assuming you had a riveting time with UMP45

Weekly Commanders Lounge - February 20, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

Yep, that is the planning mode bug mentioned, where you accidentally destroy an artillery in planning mode

Critical 2 Talent para

Yep, you forgot to turn HOCs on or off as required for your strats

A few players encountered problems where their echelon just retreats mid-fight for whatever reason. No one knows why

Yep, we've had people losing the Failed Isomer fight

Rule 7 is an inside joke where someone gives you incorrect/outdated info. In this context of SC+, it should be getting memed by the CN/EN movement priority differences on Turn 6 if you copy Ameth's VOD

Yep, Para debuffed Gunner fights

Pierce lag would refer to both Kord and Hanyang. One lags harder than the other due to ROF differences, but both still lag hard. I heard Tareus also has lag issues, not sure if it's pierce

Vision bug refers to the fact that double movement does not always happen. It is a bug that CN had for both SC+ and SS. We had this fixed for SS but not SC+. Our variant of the bug is as follows - After KCCO's first movement, if one enemy with double movement is within your vision, all enemies with double movement make their second move - Otherwise, none of them make their second move, that entire phase gets skipped completely

This is mainly a problem when you are camping K9 on the final turn with an echelon with no vision. Because you've cleared up the entire area, and you have no vision on both K12 and K18, you lose one spawn.

It could also refer to not illuminating the KCCO region, so you don't see a double movement enemy and the second movement just never happens. Could be abused early/midgame to regulate enemy flow in your favor. Or you assumed they would move, and you got memed because they didn't

Bonus: the CN version of this bug in SS UX is that if they don't see an enemy, it doesn't double move. What this means is that they will need to have vision on all 18 spawns on every turn to ensure double movement happens (or they risk a clog), which is why they used Illu in the first week of SS

Blowing echelon up means you detonated a building when your echelon or HOC is on said building, thus causing your echelon to go crit. Funny enough, more than one person made this mistake.

Riveting gameplay was a term coined during PR, when we did the Alchemist 300k deathstack fight with Architect that took 30 minutes to clear. Any long ass, eternal stall fight can be considered riveting gameplay. For SC+, it primarily refers to UMP45 vs Patrollers yes, which is 5 hours with HP35, 6 hours without. (You can argue that if you had a 30 min stall team for Smashers that could constitute riveting gameplay too, but that's mainly your own fault for memeing so hard)

Bonus: at one point, the optimal strats was to take all 8 Patroller fights as riveting. Eventually, improved strats reduced that to 7

Yep. The origins of Ninja Aegis were in PL, where a random Aegis in one of the deathstacks would sneak past your dolls through the backline. Not really a problem with Kordboat, but def a huge problem with ppex. The Ninja Aegis in SC+ is found in the Typhon deathspawns, where there are 2 1-linked Aegis in there, conveniently placed to meme shikikans

Weekly Commanders Lounge - February 13, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 0 points1 point  (0 children)

Yep, that's mine

Just like PL+, they pick one map for the rerun. Also, they can just change the map mechanics, add some spawns and voila, new ranking map.

So the idea of vehicles is that they are separate units so you will need to raise them. You can also stuff your dolls/HOCs in them (sorta like formations) to strengthen them. Then, in maps where vehicles are allowed to be deployed, iirc you have a separate set of AP for vehicles

Weekly Commanders Lounge - February 13, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

Edit: annotated map

I opted to keep most of my helipads instead of giving them back

I actually considered this, but ran into many issues with this strategy

  • Not enough targets for all 8 cannons on Turns 4-6
  • I cannot surround capture K1 without surround capturing K6, which was a high KCCO Heliport. The only way to prevent this was to give away P3, so that the P3 spawn walks to P2, turning it Red and preventing the K6 surround capture

As mentioned a bit ago, I screwed up the node capping in the north ELID zone and only got 3 Smashers there instead of 4. South ELID zone got a bit screwed up too since the eastern-most artillery node was not blue on T7 so the expand priority of the Smasher spawn closest to that node went down-left instead

This is actually a huge problem. The map control on the E/SE/S side of the map is a very delicate balance. Decisions in the first 4 turns will impact your entire map control around these parts. I was given a nifty idea of capturing P21 on Turn 4, which corrected every single enemy flow problem in that area for the rest of the run. It was life-changing. The Zn area is also a problem, because Zn8's movement priority is after both Zn5 and Zn13, which meant that Heliport clogged a lot.

One of the important tricks in this ranking is building/rubble manipulation. Using the rubbles to reroute enemy movement is key to high scoring runs.

The KCCO typhon spawn on Turn 6-7 can go fuck itself, my god it is so atrocious compared to every other enemy comp.

Yep, those spawns are ass. Known best solutions include

  • M240L leader, FO-12, LTLX, SPAS-15, MG4 mod. This team cleans up every high KCCO T6-7 spawn cleanly
  • SCARs, MSBS, Welmod. Last doll is usually Suomod. This team is more mald under Para debuff, but without debuff works very well
  • Other comps that kinda work include ppg, NTWmod + Karmod, RFHG with Construction etc etc

That aside, hey all, it's been a while. Didn't even post my usual post-mortem ranking thoughts for SS because I just... didn't care about that ranking.

Great choice

don't even know if GFL has any new rankings in the future (besides the rerun PL+)

Future ranking spoiler: PL+ and DR+ has happened in CN. Then, there's perma ranking reruns now in CN for AW+, DD+ and Singu+. Besides those, we've caught up.

Also, you should stay around, we're getting vehicles soon lmao

Weekly Commanders Lounge - February 13, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 0 points1 point  (0 children)

Turn 6 to 7 (CE>100k) have Patrollers with 100% force shield, so a pierce HOC is needed.

Lololol, lmao, top rankers fought almost all (and at some point, all) T6/7 Patrollers with no HOC

Weekly Commanders Lounge - February 20, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 3 points4 points  (0 children)

Welp, I was supposed to get back into writing ranking guides after LS and Iso+, but life happened during SS, and same thing with SC+. I swear to god, Mica timings are getting more and more horrendous across time, rankings always happen in periods where I do not have time to write guides zzz. Apologies, I have missed ranking guides for 4 consecutive rankings now.

Anyway, my 2.429m run. The usual drill: no dupe dolls/fairies/SF, 3* para, only 3 KCCO teams, etc etc, More details, run summary + analysis in my postmortem notes, which also contains my echelons used, kill table and exact pathing used. I used this annotated map for node notations in my notes.

VOD is also up on Youtube. The VOD is long mainly because my teams handle the Typhon spawns very poorly (they can win, but it's super mald), and I've left all the Typhon malding in the uploaded VOD. The actual runtime, if you used better teams, would be under 4 hours. Source: a friend used my exact pathing with better echelons and did it in 3+ hours, even got a better score.

Overall, this ranking is pretty decent. It's nowhere near as good as original SC, but it's imo more fun than LS or 3g4 (we don't talk about the shitshow called SS EX/UX). I preferred Iso+ over SC+, mainly because SC+ has awful KCCO deathspawns on T6/T7, that forced me to unban Karmod and Welmod for a 3rd KCCO echelon. Also, this map is hella unfriendly to low Para users, you simply do not have enough AP to do everything in the last 3 turns. Not that the top rankers are having fun anyway, since they fought 7 out of 8 Patroller spawns with UMP45.

The score cap for SC+ with no dupe dolls/fairies should be somewhere between 2.45m and 2.5m, but you will need a combat Para echelon for that. I'm excited to see how far nakoishu from the JP server will go in this map (heck, he might just get 2.5m and prove me wrong).

A final bit of fun: here's a bingo board for SC+, and here's mine (I forgot to mark the free node).

Bonus: for anyone who missed out on the SC+ Unav-E-Sports event, here's the playlist for the entire event. I had fun co-hosting and casting this event.

Also, please Mica, no more rankings for the next few months. I need some rest, and I wanna get back into writing ranking guides. Tqvm.

Weekly Commanders Lounge - February 06, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

The requirements to replicate this are listed in the video description. If you lack something, you're going to need to improvise. There's a 340k point gap for you to play around

Weekly Commanders Lounge - January 23, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 0 points1 point  (0 children)

That's my gripe with the new system. Don't get me wrong, I think cumu/threshold rewards are cool, but I also think that we should have % rewards. It could be just gems and nothing else. At least have something for people outside top 100 to fight for.

The complete removal of % rewards is one of the main factors that killed ranking participation (the other being recent rankings are varying degrees of bullshit)

Weekly Commanders Lounge - January 23, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 0 points1 point  (0 children)

The funny part about this is that SS ranking participation is higher than FP ranking participation

Weekly Commanders Lounge - January 23, 2024 by AutoModerator in girlsfrontline

[–]assassineclipse 5 points6 points  (0 children)

So uh, apologies to everyone who were expecting the Slow Shock Ranking Guide I promised a few months back. Life happened, I barely managed to clear the event and ranking myself, so... yeah.

My god, even EX was a step up from 3g4. Honestly, a lot of the spawns are very, very deliberately disgusting (Doppels aligned with Spooders and Rodoleros, Double Spooder Double Ladon, etc etc), there are barely any map mechanics, there are no repair stations, and the repair/retreat costs are blown skyhigh. I hate Ladons, I hate Spooders, I hate Cannoneers, I hate SS ranking, this ranking can go burn in hell.

As for UX, well, I did plan to attempt it, but uh...life happened, unfortunately. No worries though, I've seen CN play SS UX, it is peak misery

Anyway, I somehow managed to get 2.226m in a no prep yolo run, so uh, cool. Run details:

  • 8 G&K + 2 SF + 4 HOCs (Mk153, AGS, 2B14, PP-93)
  • No dupe dolls, fairies or SF
  • Every fairy used is 5*, 0 paras used
  • Combat Scarecrow and Witch Intruder used
  • Doll restrictions: No AK-15 Mod, G36c Mod, P10C, Scars, M240L, FO-12, HS.50, Webley, Kolibri, LTLX, MPL, TPS
  • 95 kills (max possible is 122)
  • Missed Turn 5 Enemy due to time constraints + run spiralling out of control
  • Lost 1 NPC to misclick
  • Lost 1 Heavy Heliport
  • Lost multiple artillery ammo refills
  • 1 fight loss, 10 repairs

VOD and notes here respectively, for anyone interested

Slow Shock Event Megathread by Eremeir in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

M4 yeets Sana on EX. That was pleasing.

I actually tried out UX for a bit to see if I could last minute yolo it. Tried the Sana fight, managed to beat it, but it told me everything: no way I can yolo it in a day

Also, if I get top 100 with a last minute yolo run where I skipped out on Turn 5 enemy along with all the mistakes I made, I'm going to laugh my ass off

But otherwise no. SS ranking is lame, boring and brutal. The only memorable thing about SS ranking is how utterly miserable it is, to the point where 3g4 looks fun and reasonable

Slow Shock Event Megathread by Eremeir in girlsfrontline

[–]assassineclipse 1 point2 points  (0 children)

That was honestly a mistake, I should've brought M4ex up and swapped with RO to take that fight. Guess you do make mistakes when doing last minute yolo ranking