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  1. #61
    Opening Act
    Join Date
    Jan 2010
    Posts
    197
    I was messing around with the other power ups today instead of the old reliables, and noticed that there is really little reason to even bother with 2x or Shockwave. 2x's bonus just doesn't seem that good in the long run compared to even a small smattering of successful runs of Jackpot (and Road Rage would probably give more on note dense songs), and Shockwave's point bonus is just tiny even if you use a full bar on a song like Visions.

    Shockwave should give a bit more of a point bonus, since it's not actually destroying notes. Can't think of a way to make 2X as viable as Jackpot unless you have it take less meter to become available.

  2. #62
    Quote Originally Posted by Nekketsu View Post
    I was messing around with the other power ups today instead of the old reliables, and noticed that there is really little reason to even bother with 2x or Shockwave. 2x's bonus just doesn't seem that good in the long run compared to even a small smattering of successful runs of Jackpot (and Road Rage would probably give more on note dense songs), and Shockwave's point bonus is just tiny even if you use a full bar on a song like Visions.

    Shockwave should give a bit more of a point bonus, since it's not actually destroying notes. Can't think of a way to make 2X as viable as Jackpot unless you have it take less meter to become available.
    Well, I don't think there should necessarily be some kind of parity among the powerups, as some of them require more skill to use and thus should be rewarded with more potential points. 2X shouldn't be as viable as Jackpot because it doesn't require you to play flawlessly for the payout. It's best served for people who can't quite confidently keep a long streak on a given song, so it's a lower-risk, lower-reward version of Jackpot. I can't think of a whole lot of songs that I'd rather use 2X than Road Rage in that scenario, however, since usually the tougher songs to maintain Jackpot are the ones with highly dense note tracks across all lanes.

    I agree that no powerup should be virtually worthless, but I don't think they should be striving for equal high-scoring viability.

  3. #63
    Opening Act
    Join Date
    Dec 2007
    Location
    Chicago, IL
    Posts
    477
    Quote Originally Posted by Epsilon82 View Post
    Well, I don't think there should necessarily be some kind of parity among the powerups, as some of them require more skill to use and thus should be rewarded with more potential points. 2X shouldn't be as viable as Jackpot because it doesn't require you to play flawlessly for the payout. It's best served for people who can't quite confidently keep a long streak on a given song, so it's a lower-risk, lower-reward version of Jackpot. I can't think of a whole lot of songs that I'd rather use 2X than Road Rage in that scenario, however, since usually the tougher songs to maintain Jackpot are the ones with highly dense note tracks across all lanes.

    I agree that no powerup should be virtually worthless, but I don't think they should be striving for equal high-scoring viability.
    Agreed. To me, Point Doubler (2X) is basically for non-expert players going for 5*/Gold Stars, while Jackpot is for experts going for a #1 score.

  4. #64
    Rising Star
    Join Date
    Nov 2008
    Posts
    610
    I think the power ups need serious re balancing because Bandmate/Flame is extremely overpowered and pretty much makes every other powerup pointless for the majority of 4 lane songs. You shouldn't be able to get 200-400k above the next highest score(especially if it's a jackpot/flame score) with a band/flame run.

    As long as Bandmate/Flame is in the game. This game has no sense of balance whatsoever.
    PSN: ZAGESAW

  5. #65
    Quote Originally Posted by zage1337 View Post
    You shouldn't be able to get 200-400k above the next highest score(especially if it's a jackpot/flame score) with a band/flame run.

    As long as Bandmate/Flame is in the game. This game has no sense of balance whatsoever.
    Well Jackpot/Flame allows for 200K+ beats. The balance is already gone by randomness of the powerups/flame & blast spawns etc. no those don't offset it that much but they easily can 50K or more. The only way it could really even be close would be leaderboards for each overdrive powerup as has been suggested by someone else, that would also encourage more play for people going for multiple leaderboards, and the same thing would happen in the long run, the same people would be at the top.
    RB/RB2/RB3/AC-DC,Lego RB + Assorted DLC
    PSN: Diamanical (set my PSN account while under the influence and made a typo )


 

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