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Power Usage Timing
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yabbaguy
Squadron Destroyer


Joined: 02 Oct 2008
Posts: 38

PostPosted: Tue Jul 13, 2010 11:17 pm    Post subject: Power Usage Timing Reply with quote

First day as member, and I just lost all EIGHT of my games today. I will never rank on the leaderboard at this rate.

Mad

Here are some orbs that I either have a strategy I'm doubting or entirely unsure about. Help me out here. I see no hope for improving otherwise.

- Bunker: ???
- Smart Bombs: I use these straightaway. Should I wait and run the risk of them getting pilfered/destroyed?
- Orb Spy: Does it matter terribly where they land? I just use it straightaway regardless of location.
- [Destroy/Inhibit/Tripwire/Spyware] Column- use straightaway or wait?
- Scavenger: I can't find a good way to get it in position.
- Centerpult: ???
- Wall [either]: ???
- Recursive: How do I start the chain?

And if anyone else was playing against me today and knows a better reason why I'm .000, please by all means hijack the topic and enlighten me.
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mattmonyo
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Joined: 18 Jul 2009
Posts: 36

PostPosted: Wed Jul 14, 2010 3:59 am    Post subject: Re: Power Usage Timing Reply with quote

yabbaguy wrote:
Here are some orbs that I either have a strategy I'm doubting or entirely unsure about. Help me out here. I see no hope for improving otherwise.


I'm not pro at this game, but over some time I think I've developed an understanding as to when you use what. I'll try to help you out here.

yabbaguy wrote:
- Bunker: ???


Bunker is a pretty un-used power. There is rarely a significant use for it other than trying to block off territory or trying to prevent your piece from getting stomped (if there's a jump proof and you want to protect a piece, etc.).

yabbaguy wrote:
- Smart Bombs: I use these straightaway. Should I wait and run the risk of them getting pilfered/destroyed?


Generally, I try not to use Smart Bombs at all. I don't like how good the power is and I feel like I'm cheating myself if I use it. However, if my opponent gets a lucky string of powers, I won't hesitate to use it. The earlier you use a Smart Bombs, usually, is better. The more pieces your opponent has means the more opportunities that you can hit something. Smart Bombs are also good to use when your opponent has a higher terrain. One of your bombs might be your ticket into their territory.

yabbaguy wrote:
- Orb Spy: Does it matter terribly where they land? I just use it straightaway regardless of location.


The only thing to think about with Orb Spy is to try and get it into your opponent's territory. Seeing orbs is good, but if you can see what orbs your opponent is going to get before he can get them is even better. It works as a spyware if you have a good memory. Also, if you see that a piece is about to pick up a lower tile, you don't have to contest it and you can go after the invisible a few squares away Razz

yabbaguy wrote:
- [Destroy/Inhibit/Tripwire/Spyware] Column- use straightaway or wait?


If you use these straight away, this is probably why you're losing. These powers are what will win you a game. Save these for when you can get the most out of them (as with Relocate. A common mistake is to use it right when you get it in the hopes of landing near a piece and stomping it. Save a relocate for a combo). These powers are best used with a Grow Quadradius as it makes them much more useful. When you do get a Grow Quadradius, don't use it until you have to. This way your piece isn't as much of a public threat. If you get an early destroy radial power, get on the fourth row and force your opponent into filling the two corners above/below you. Use the radial and hopefully get up to 7 torii on the fourth row (great for pushing territory).

yabbaguy wrote:
- Scavenger: I can't find a good way to get it in position.


Scavenger alone is a difficult power to make use to due to the fact that walking up to a piece with a power on it won't yield good results. Scavengers are most used with invisible or jump proof'ed pieces. This way they either don't know you're there, or can't stomp you if you come at them. Recursive is a very good mate with scavenger seeing that it can get you into position. If you don't have a foreseeable use for a scavenger, don't use it right away. If you pick up a 2X you can make much more use of it (If you don't know what using two scavengers does, just ask). Also, this makes your piece much more of a threat. I'm more scared of a piece with a power on it rather than an un-powered torii that's activated scavenger.

yabbaguy wrote:
- Centerpult: ???


Centerpults are best saved for when you can get a Move Again, 2x, or Invisible/Jump proof. If you get a piece with centerpult and move again, it's able to do tear shit up. Acquire a row or radial with it and move again with the Centerpult right into their territory and use your power without them being able to do anything about it. Invisible centerpult is deadly because your opponent has no chance of finding where you are if there are a lot of holes open. Be sure that you don't go right into their side of the board right after you activate Invisible because they'll guess there first.

yabbaguy wrote:
- Wall [either]: ???


Walls have to be saved for when they benefit you. Don't activate them carelessly or you might end up screwing your self over. Walls are well used to trap opponents and make your pieces able to kill others (if your torii is lower than another one you can wall up un-expectantly and stomp the adjacent torii (Note: Don't do this unless you get a large gain from it. Walling just to kill a simple torii isn't worth the power)).

yabbaguy wrote:
- Recursive: How do I start the chain?


A Recursive chain can be started many ways. Sadly, all of these require powers. Jump proof and walking right up to a group, invisible and walking right up to a group stealthily, getting as close as you can and then using a move again to get within reach are all I can think of right away. Recursive can change a game really quick if you use it wisely.

yabbaguy wrote:
And if anyone else was playing against me today and knows a better reason why I'm .000, please by all means hijack the topic and enlighten me.


Just be patient, you'll get there. The biggest advice I can give you is to not sit back and wait if you have the advantage. Be aggressive, territory is the deciding factor of 99% of games. Get up in their face before they get a miracle power and you're percentage should rise.

Hope this helps.
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Rubik87
QR Deity


Joined: 22 Mar 2007
Posts: 366
Location: italy

PostPosted: Wed Jul 14, 2010 8:57 am    Post subject: Re: Power Usage Timing Reply with quote

yabbaguy wrote:
- Smart Bombs: I use these straightaway. Should I wait and run the risk of them getting pilfered/destroyed?
If your opponent has no powers you better wait. As a rule of thumb you can use bomb when your opponent has 5 or more powers total.

yabbaguy wrote:
- [Destroy/Inhibit/Tripwire/Spyware] Column- use straightaway or wait?
Use it against a power.

yabbaguy wrote:
- Centerpult: ???
This makes a good combo with move again ad destroy radial. Just keep it, eventually you'll pick up a move again a destroy radial and a beneficiary.

yabbaguy wrote:
- Recursive: How do I start the chain?
This makes an OP combo with move diagonal. Also good with invisible and move again. Or when there are 4 tori to a "+" shape, 2 yours and 2 opponents, and 1 of yours has recursive you can sacrifice the other in the middle, in order to take 2 opponents down later with the recursive.
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yabbaguy
Squadron Destroyer


Joined: 02 Oct 2008
Posts: 38

PostPosted: Wed Jul 14, 2010 10:37 am    Post subject: Reply with quote

Other thing with a Recursive, what's the minimum number of victims you would want to claim with it? I'd figure 4 anywhere would be sufficient, but are there other factors that might affect it? Or is it even quantitative (i.e. if I kill, say two tori with orbs a-plenty, is that a good idea?)

Quote:
This makes an OP combo with move diagonal. Also good with invisible and move again. Or when there are 4 tori to a "+" shape, 2 yours and 2 opponents, and 1 of yours has recursive you can sacrifice the other in the middle, in order to take 2 opponents down later with the recursive


Usually my opponent is astute enough to dodge to the side, i.e.:

(I'm red)

Blank tileGreen pieceBlank tile
Green pieceBlank tileRed powered piece
Blank tileRed pieceBlank tile

"+" formation

Blank tileGreen pieceBlank tile
Green pieceRed pieceRed powered piece
Blank tileBlank tileBlank tile

Powerless moves in to middle, piece on right has recursive trap lined up.

Green pieceBlank tileBlank tile
Green pieceRed pieceRed powered piece
Blank tileBlank tileBlank tile

Opponent forsees trap and opts to protect. If piece on left has power, might also be fearing a Scavenger.

Agreed that I may be wasting the Column screwers too soon. I'll keep that one in mind.
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mattmonyo
HotSpot HotShot


Joined: 18 Jul 2009
Posts: 36

PostPosted: Wed Jul 14, 2010 1:16 pm    Post subject: Reply with quote

yabbaguy wrote:
Other thing with a Recursive, what's the minimum number of victims you would want to claim with it? I'd figure 4 anywhere would be sufficient, but are there other factors that might affect it? Or is it even quantitative (i.e. if I kill, say two tori with orbs a-plenty, is that a good idea?)


The whole thing about Quadradius is that there are no "use this power only when you get x as a result". If you are able to kill his best piece but only end up being able to kill 2 torii overall, don't hesitate to use it because you don't get 4. Just use your judgement when using powers.
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driven2sin
Orbgasms


Joined: 07 Jan 2007
Posts: 1585
Location: casting judgement from beyond your sight

PostPosted: Wed Jul 14, 2010 9:44 pm    Post subject: Reply with quote

"...eventually you'll pick up a move again a destroy radial and a beneficiary"

..and some snakes, acidics, relocates, quads.. hell just call it the Noah's Ark attack and wait until you have two of everything before you go anywhere
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wetmunchymamith
Inebriate Radial


Joined: 07 Mar 2008
Posts: 14
Location: Santa Barbara CA

PostPosted: Fri Jul 16, 2010 9:29 pm    Post subject: Reply with quote

Quote:
- Bunker: ???

Push it up to your front line, activate, step back, wait for orb to spawn in it.
or-
Move something, like snake tunneling or recursive into the frontline bunker and let ‘er rip
or-
Bluff it, keep the power and chase your opponent around
or-
Bluff it, work diligently to get that seperatist into enemy territory and your opponent will be forced to pilfer, destroy or recruit that cheesy bugger

Quote:
- Smart Bombs: I use these straightaway. Should I wait and run the risk of them getting pilfered/destroyed?


Killing your opponents early only creates room for more orbs for them. Save Smart Bombs for times when it can do real damage but don’t let it get stolen. Use it in hard times or forbs.


Quote:
- Orb Spy: Does it matter terribly where they land? I just use it straightaway regardless of location.


If you get Orb Spy Row early, use it on your 2nd to back row or bluff with it. It is better to hold on to powers in the opening game. Having and bluffing with powered pieces makes it harder for your opponent to hop around and power up a juggernaut.

Quote:
- [Destroy/Inhibit/Tripwire/Spyware] Column- use straightaway or wait?


Use as necessary when it will inflict real damage. Try to destroy powered or uber pieces first.
Also-
Spread inhibit, spyware and tripwire columns out so your opponent has to move around their retarded soldiers

Quote:
- Scavenger: I can't find a good way to get it in position.


Usually scavenger is used as part of a combo with relocate, move again, move diag etc. Activate it and any network bridge powers just before stomp.
Great in the opening game with Jump Proof

Quote:
- Centerpult: ???

I use cp in the opening to collect all my orbs with a single bastard

Quote:
- Wall [either]: ???

Dont' box yourself in!
Leave landscape architecture to the pros

Quote:
- Recursive: How do I start the chain

Activate recursive just before you butt-action your opponent.

If you REALLY want to win, pay attention....PAY SEVERE ATTENTION. Don't watch porn while playing, don't eat, read or diddle your hairy nipples while playing Quadradius.
If your girlfriend walks in the room...
yell...DON'T BOTHER ME I'M FUCKING PLAYING QUADRADIUS!!!!
GAAARRR!!!


Give it a couple of months,
Have fun, asshole
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Rubik87
QR Deity


Joined: 22 Mar 2007
Posts: 366
Location: italy

PostPosted: Wed Jul 21, 2010 6:59 pm    Post subject: Reply with quote

yabbaguy wrote:


Usually my opponent is astute enough to dodge to the side, i.e.:

Not if there is an orb in the middle.

Blank tileGreen pieceBlank tile
Green pieceOrbRed powered piece
Blank tileRed pieceBlank tile


With a recursive even a 2 tori kill in exchange for 1 is enough, if you dont see how you could get more in the near future.
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Shmoo
HotSpot HotShot


Joined: 25 Apr 2007
Posts: 27

PostPosted: Mon Aug 09, 2010 3:56 pm    Post subject: Reply with quote

A couple comments:

1) The most important use for the less useful powers is bluffing. Use these to "threaten" other pieces by lining them up, or run with them and lure your opponent into using powers on them. If I have a bunker and my opponent destroys it with a destroy column I am happy. If I am afraid my opponent can pilfer I sure don't use my scavenger to keep it from being pilfered - I try to convince him that the scavenger is a power worth pilfering via my play. This is so important that I will often not use powers even if I have a use for it because I think the bluff value is more important. Also, many of these powers, as pointed out in the other posts, are useful in combinations. Leveraging these as bluffs rather than spuriously trying to eke a little advantage out of them gives you a chance to get those combos.

2) In general destroying random pieces is not very exciting, unless you already have a large piece advantage. I would say in general this is my breakdown of priorities, on a scale of 1-10:
Destroy KNOWN DANGEROUS tori (grown, invisible, one that has used beneficiary): 10
Destroy suspected dangerous tori (a few powers, behaving suspiciously): 7
Getting a lot of territory: 6
Getting an orb: 5
Getting a little territory: 4
Destroying a torus with a power: 3
Destroying a random torus: 1

Note that often destroying random tori - while being a long term advantage is actually a short term disadvantage because it gives the opponent extra territory. That is why it is more exciting to acid column a couple random enemy units than simply destroy - the burns prevent them from getting territory off the dead units. That doesn't mean you should acid column willy nilly but it does mean that you should be more willing to, in particular if it really clogs up the enemy territory.
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Rubik87
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Joined: 22 Mar 2007
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PostPosted: Mon Aug 09, 2010 5:30 pm    Post subject: Reply with quote

I would move "Destroying a torus with a power" up the ladder, to right below "Destroy suspected dangerous tori"(to which i would assign a 9). One random power has the potential to be the decisive one, I would kill it at first opportunity unless I have a read on it (meaning he could have stroke with a row, radial or column power but he didn't).
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Shmoo
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PostPosted: Mon Aug 09, 2010 7:15 pm    Post subject: Reply with quote

Quote:
I would move "Destroying a torus with a power" up the ladder, to right below "Destroy suspected dangerous tori"(to which i would assign a 9). One random power has the potential to be the decisive one, I would kill it at first opportunity unless I have a read on it (meaning he could have stroke with a row, radial or column power but he didn't).


So you would in general forgo an orb to kill a torus with a power? Cool, good to know that. My impulse - as I recorded it, was that a torus with a random power on the other side is less important than a torus with a random power on my side because all else being equal they are obviously the same, but the fact that the enemy already has the power usually means I have some read on it and in practice it is less valuable. But this read is probably much less reliable against a good player. Also, a top notch player like yourself will probably want to reduce randomness by eliminating unknowns at all times, where less expert players have to take more chances.
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Rubik87
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PostPosted: Mon Aug 09, 2010 7:49 pm    Post subject: Reply with quote


Blank tileBlank tileBlank tileBlank tile
Blank tileRed powered pieceBlank tileRed piece
Blank tileBlank tileBlank tileBlank tile
Blank tileGreen powered pieceBlank tileOrb
Blank tileBlank tileBlank tileGreen piece

(I am green, and my power is move again)

Yes, in a situation like this I would probably go for the kill rather than taking the orb.
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driven2sin
Orbgasms


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PostPosted: Mon Aug 09, 2010 10:04 pm    Post subject: Reply with quote

not a totally fair example using move again there, since you are also gaining a fair amount of territory.. would you still use the move again if that enemy had a vanilla tori next to it that would eliminate your territory gain?

going from what you said, you would, but i don't think you would in practice.

Shmoo's list is pretty accurate but it does depend some on your opponent's skill and game circumstance... bluffing weaker players sometimes is worthless and is best to use moves in a more productive way even if you are giving up ground, etc, since they usually do not get a lot out of their powers and you can trap and basically ruin all their options in a few moves that they do not even realize

also I think Shmoo is seeing clearer the different types of styles to play just like MtG had.. not as many as MtG of course but things like denial, swarm, uber combos, and counter are all present

i am particularly fond of using tile height powers to throw off an opponent's value system. the more desturbed the board is the more likely even good players make bad moves. Either by moving too fast, or not wanting to restrict themselves. And that is one glariing way to see if your opponent knows anything about good risk/reward strategy. Most want reward with little to no risk unless they are immediately threatened.

(and not wanting to destroy too much of an opponent's pieces also had the reverse effect of poor gamemanship of letting your time run down on your first move to clear out half your back row to get more orbs..)
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Rubik87
QR Deity


Joined: 22 Mar 2007
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PostPosted: Sat Aug 14, 2010 3:18 pm    Post subject: Reply with quote


Blank tileBlank tileBlank tileBlank tile
Red pieceRed powered pieceBlank tileRed piece
Blank tileBlank tileBlank tileBlank tile
Green pieceGreen powered pieceBlank tileOrb
Blank tileBlank tileBlank tileGreen piece

(I am green with move again)

In a situation like this, if i use move again to kill his power i don't miss the orb (assuming he jumps me back, otherwise i also get a lot of space like in the previous example). So it's not a good example to weight the importance of killing a power over collecting one.

Anyway in this situation (say my opponent has just taken that power, so i have no way to know what it is) it depends on the rest of the board. I would use the move again to kill it if i already have a big lead. I would keep my move again hopeing to combo it with something good if i am way behind. I don't know where I would drag the line "to kill or not to kill", it's too complicated.
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driven2sin
Orbgasms


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PostPosted: Sat Aug 14, 2010 3:52 pm    Post subject: Reply with quote

I agree - i was just pointing out that the first example you gained on two fronts (negating a power and gaining ground)

That is why i like chaos - the permutations forces one to use percentages of risk/reward in complex manners

hell i would love a new power called EarthQuake that is like bombs but randomly moves tiles up and down
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