Difference between revisions of "Talk:Retcon Guide"

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I've been thinking incorrectly; +XP (and +FT) is generally better than -time. For example, comparing Hammer Time vs. n-barreled shotgun (triple) over 100 turns, it's 500 seconds (or about 8 minutes) vs. 600 XP. In a retcon environment, you're going to hard pressed to get 600 XP in 8 minutes. Just something to bear in mind when making equipment recommendations. --[[User:Jesus|Jesus]] 23:31, 18 October 2010 (PDT)
 
I've been thinking incorrectly; +XP (and +FT) is generally better than -time. For example, comparing Hammer Time vs. n-barreled shotgun (triple) over 100 turns, it's 500 seconds (or about 8 minutes) vs. 600 XP. In a retcon environment, you're going to hard pressed to get 600 XP in 8 minutes. Just something to bear in mind when making equipment recommendations. --[[User:Jesus|Jesus]] 23:31, 18 October 2010 (PDT)
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:Well, it's a question of degrees, right? Of course the shotgun is a no brainer if you have one, since its XP bonus is so large. But I'd say +2 XP is about equal to -5 seconds in early to mid retcon, with time becoming increasingly beneficial as you're able to get to zones that give better XP. The other thing is, -time affects every turn, but not every turn gives stats. --[[User:Prestige|Prestige]] 00:54, 19 October 2010 (PDT)

Revision as of 23:54, 18 October 2010

I would recommend either moving this to your profile page or making it a neutral, third person article. Also, you have as a con for gadgeteer that there permed skills arent helpful, and then they are tied for the most "necessary" permed skills. What that? --blackmatter615

That would be based on Valera's opinion in chat that many gadgeteer skills aren't of much benefit to other classes, such as Sniper (only good for ranged attacks, when other classes are better off melee at low level), Improved tinkering (obviously), catalyze (not useful during retcon levels), supercomputer skills (again, not of use during levels 1-11), Electric Net/Stun Gas (most benefits classes who already have good dodging, AKA Gadgeteer), Stealth (high PP cost for small gain), and so on. I changed the statement to "some" instead. -- penguinpyro


My only issue is that as players add information that may benefit them, other players who add may not see that as useful or benefical. There should be an agreed guide, and then players could write their own sections or info and keep it on their user page. Or it'll get messy! But good info so far, it's building nicely! Strlikecrazy

Agreed. We should instead have those interested make a guide on their own user page. Then use this page to link to those guides for those interested. Having 1 page on the wiki makes it appear as if that is the "official" opinion of the sum total of the community, which there could be large disagreement on specifics. It will make it clear that the guide the person is reading is opinion only, and that others may disagree. Actual wiki pages should be fact, user pages are for users opinions and free space. Either that or we should make a section in the forum for guides. --blackmatter615

I've been thinking incorrectly; +XP (and +FT) is generally better than -time. For example, comparing Hammer Time vs. n-barreled shotgun (triple) over 100 turns, it's 500 seconds (or about 8 minutes) vs. 600 XP. In a retcon environment, you're going to hard pressed to get 600 XP in 8 minutes. Just something to bear in mind when making equipment recommendations. --Jesus 23:31, 18 October 2010 (PDT)

Well, it's a question of degrees, right? Of course the shotgun is a no brainer if you have one, since its XP bonus is so large. But I'd say +2 XP is about equal to -5 seconds in early to mid retcon, with time becoming increasingly beneficial as you're able to get to zones that give better XP. The other thing is, -time affects every turn, but not every turn gives stats. --Prestige 00:54, 19 October 2010 (PDT)