STOPP

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STOPP

Postby Ragdoll » Sun Apr 02, 2017 4:24 pm

Back in 2005, STOPP was a key element of team building. Standing for support, TK, Outwit, Perplex and Prob control, the idea was your team should try to included as many of these powers as you could. However, as the game changes through the years, I see less and less TK. Support has become one of those powers where it may be useful if it pops up, but paramedics are few and far between. Prob may see some decrease after the new powers take effect.

Do you think this is this still the norm? Will it be in new rules? Can you think of a better acronym for team building these days?
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Re: STOPP

Postby radone » Sun Apr 02, 2017 8:57 pm

Ragdoll wrote:Back in 2005, STOPP was a key element of team building. Standing for support, TK, Outwit, Perplex and Prob control, the idea was your team should try to included as many of these powers as you could. However, as the game changes through the years, I see less and less TK. Support has become one of those powers where it may be useful if it pops up, but paramedics are few and far between. Prob may see some decrease after the new powers take effect.

Do you think this is this still the norm? Will it be in new rules? Can you think of a better acronym for team building these days?


They have definitely changed the format of the game. TK isn't as powerful as it use to be since they have given characters more mobility and other ways to move around the map. Prob is always nice and will come back a bit more as they move away from stat increases. Outwit will be a must have with the increase in power it just got even with the minimal range. Perplex is still nice and will make a comeback now that there are fewer ways to increase stats. Support is a funny power it use to be really easy to heal characters with it but then late dial defenses went up plus they introduced other ways to heal and it fell to the waysides. With the new rebalancing of the powers this may casuse it to come back into the mix we shall see.....
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Re: STOPP

Postby switch21 » Mon Apr 03, 2017 3:25 pm

STOPP may make a comeback with the new ruleset, as Rob mentioned.

The current issue with Support is two-fold:
1) so much damage dealing is happening that characters are more often KO'd than hurt and able to be healed
2) the length of a competitive match often includes so few turns that "wasting" a turn healing a character rarely proves fruitful

Outwit is going to be a must-have (along with Stealth busting as a result) going forward.

TK is in much the same boat as #2 for Support - it can often feel like a wasted action in a turn. Though it has its obvious uses, the point value of characters that use TK effectively is often better used for resources, ID cards, equipment which enhance the effectiveness of the character more than an 8 square placement would. Figures like FF UXM Jean Grey will always have a place in the Meta scene, but the abundance of pick-a-power and resources led to a decrease in the need to outright include TK-possessing figs in team builds.

I think that perhaps the new acronym could be:
LoOFM :shock: 8) :lol:
Limitation of Opponent - map-wide (or effective) takeaways - Outwit fits in here too, but figs like Nighthawk Prime, new Deadpool Title Character, Faust, etc.
Free - loading up on the number of things you can do without tokens, especially if they're add-ons to actions given already
Mobility - TK was a handy form of map control that became a bit irrelevant due to increased mobility of characters in general, especially with non-GL multi-taxis being available
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Re: STOPP

Postby GMtravis » Sat Aug 12, 2017 2:53 pm

These days it's more like :

FLOPP

Free actions (the more, the merrier)
Limit your enemy (outwit and other limiters fit here)
One shot option (id cards and such-nots, aces in
the hole situations that are hard to stop)
Prob control (anything that lets you reroll dice)
Pulsewave (Because every team seems to need it)
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