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| VS System 2PCG info released | |
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| Tweet Topic Started: May 27 2015, 12:20 AM (25,988 Views) | |
| x_chan | Jul 15 2015, 02:05 AM Post #541 |
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Well, he also needs energy to use his powers. With only 4 cards in the deck that can give him that (if you are spamming him in other teams), I'm not so sure his superpower will see much play. |
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| Psychotime | Jul 15 2015, 03:22 AM Post #542 |
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You can play energy from your hand without your opponent anticipating it. All Red Skull needs to do is be there and he's a threat as long as your opponent doesn't call your bluff. A threat is a threat. It's like Prowess in Magic. The visible NOTION that a combat can go bad for you will make you play differently around it. They're gonna be rereading Red Skull every time they look at your side of the board and see you have cards in hand. Edited by Psychotime, Jul 15 2015, 03:23 AM.
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| KardKrazy | Jul 15 2015, 04:12 AM Post #543 |
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Ok...that Red Skull might just be a bit bananas. I agree with you Psycho. Unless he is the "norm" of combat tricks I will immediately be putting a play set of him to the side when I start building my deck Friday night for the tourney Saturday. |
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| x_chan | Jul 15 2015, 05:20 AM Post #544 |
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What I mean is that it's not a permanent power. Yes, he is a threat, but so are most of the superpowers. Chances that your opponent has 2 of the energy required are pretty slim, so just team attack him. He has 1 health so he will be KOd pretty fast. I don't really see combats going bad unless they involve the MC. SC characters are there to stun, be stunned and get KOd. They are mere fooder... |
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| Psychotime | Jul 15 2015, 05:54 AM Post #545 |
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The only main character revealed so far with a superpower that can be used as a combat trick is Wolverine. For everyone else they have abilities that can only be used outside of combat and only on your own turn. Let's look at the odds of how often you can use Red Skull's power. Using the formula for hypergeometric distributions (learned about it here), if you're playing with four Training Grounds and four wild Villain locations, that means you have a 42% chance of drawing one of those locations in your opening hand. By turn three you have a 32% chance of having two of those locations in hand. Turn five, the chance of having three is 25%. According to the same mathematical formula, a deck without the wild cards and only four basics has a 33% chance of drawing the location on their opening hand, 17% chance of drawing two on turn three, and 5% of having three on turn five. The average player isn't going to pay attention to the odds or know the construction of your deck. It's not about if you CAN use it, it's if your opponent THINKS you can that makes the difference. If push comes to shove and they call your bluff, there are combat tricks like Take Cover to protect him from six drops like Emma Frost or various other silly mess like +1/+1 counters that a player is probably going to take advantage of to keep him around. And there's also the fact that as a supporting character, you have the chance to recruit him again. Edited by Psychotime, Jul 15 2015, 06:06 AM.
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| Speedy92286 | Jul 15 2015, 10:54 AM Post #546 |
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Yeah, he is defintely a threat, even if you don't have the red location; will your opponent risk attacking him? I also love Red Skull because yku can keep him in the back row to help take out non range threatsby attacking or keep him directly in front of your MCto decend your own if the opponent does not have flight (or maybe you do want to bait the flight?). He is such a great mind game card since he can stun MC's as well with his power so your ooponent might not want to risk attacking him much at all early game. Even without the red location you can still have plot twists (savage surprise, +3 defense, the avengers plot twist that cancels combat) that can keep him safe and stun back the attacker.Your opponent has to decide if sending in at least two attackers is worth trying to take him out. And the worst part is? As pyscho said, you can always recruit him again and resume said mind games since ANYONE can be stunned. Unless other tesms have a decent 3 drop I think every deck might just be a villains vatiant becaise all of their SC's are very good and are all about advantages. We have not seen plot twists yet or other MC's but I can confidently say that the villains plot twists will be decent and might have one that can stun characters (villains already have 3 ways to auto stun opposing characters outside of combat althougj there are conditions) so I think that might be a main theme for the team. |
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| BatHulk | Jul 15 2015, 02:57 PM Post #547 |
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I don't think Red Skull is a game changer but he does have a good power. It is situational and I'm wondering if there are an effects where you can change who the defender is (I think there was a card like that in OVS). At least it's during combat and as a defender, not like Roy where you can shoot and reset. |
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| Psychotime | Jul 15 2015, 03:25 PM Post #548 |
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I can easily be overestimating him. I honestly hope that I am. |
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| Speedy92286 | Jul 15 2015, 07:00 PM Post #549 |
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I don't think you are however there might be better cards that even make him look lackluster. |
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| BatHulk | Jul 15 2015, 09:31 PM Post #550 |
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Combat with Ranged and Flight article posted: http://upperdeckblog.com/2015/07/vs-system-2pcg-preview-flight-and-ranged/ It's interesting and flavorful how they now do the front row, back row, flight and ranged attacks now. I like that if one of your front row characters have flight, your back row characters can't be attacked by flight characters. Ranged is pretty powerful in that you can attack from the back row and there is no strikeback if the defender is not ranged. August needs to get here faster... can we order online the same day this stuff releases at GenCon? Amazon same day shipping rules! And 6-drop Quasar is for x_chan with the resource row manipulation. :) |
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| plaid_warlock | Jul 15 2015, 10:25 PM Post #551 |
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Quasar is pretty nasty. I'm not sure how many times you'll get to use her power in a game but it will definitely hurt. A little sad that we only got one new card today. I'm interested to see next week's article on deckbuilding and I'm hoping we see more of the locations. I've heard a lot of conflicting information regarding the basic locations. They've said the 4-copy rule applies but do all the basic location sets have the same names or not? I mean it seems pretty silly from a design standpoint to have all these characters with powers when you only have a very finite amount of chances to use them. |
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| KardKrazy | Jul 15 2015, 11:27 PM Post #552 |
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Man this combat system makes Vs 1.0 combat look easy. Don't get me wrong. I don't mind it and it is VERY flavorful but once again it looks like the designers got confused while designing the game. One minute it seems they are striving for basic and then they put in this rather complex system which is supposedly the core of the game (since they want it combat oriented and not grant us alternate ways to win for now). |
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| Psychotime | Jul 15 2015, 11:43 PM Post #553 |
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Yikes, I honestly do not like that change to Flight at first blush. I get the flavor, but it's a little awkward to think about, if you ask me. But we'll see if I can get used to it. I do like the distinction about melee and ranged attacks, though. It's not about HAVING range, it's about WHERE you're attacking from. Having range just gives you the OPTION of making a ranged attack. It explains the issue with team attacks. Huh. I wonder how long it takes until we get cards that do ranged attacks from the front row. ![]() Quasar's cool enough, I guess. EDIT: I wonder how they're going about identity this time around. Quasar might be confirmation that they are not doing it. Edited by Psychotime, Jul 15 2015, 11:50 PM.
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| x_chan | Jul 16 2015, 01:53 AM Post #554 |
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Well, not exactly. What's the reason to separete attacks into ranged and melee? Why not let the characters decide that? If I have a character with range, he can't be striked back unless the oponent has range. Quite simple, and a lot more flavourful. Why overcomplicate the stuff, is this like WoW or something? I't going to get more messy that I thought, and I can't see any benefit from it. Too much stuff to check before any attack is made, and people are going to ask why Iron Man can't team attack with Captain America a lot.... And about Quasar, that's not resource manipulation, as there's no benefit of that. It's more like a negation effect to me. But not sure it's going to be worth it, as you are wasting an energy card, so your oponent wastes one of his too (unless Rocket can get your energy back). |
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| BatHulk | Jul 16 2015, 02:25 AM Post #555 |
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To me it's simple, front row attacks, regardless of Ranged, are Melee. Back row attacks (which you can only do if you characters have Ranged), are Ranged. And it's easily discerned by position... think of a battle where your front row warriors use hand-to-hand combat (Melee) and then your back row warriors use guns or projectiles or energy attacks (ie Ranged). The distinction is important as they can run effects based on the type of combat (which we have seen already). Things like being able to stop a Ranged attack since you can put up shields or what not. Quasar is resource *row* manipulation in such that you take away an opponents ability to use a location (since you can do it during the Main phase to prevent them from using it during combat). But it's more to my point about why they should keep the resource row, you wouldn't be able to use that effect if there were no resource row. |
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