A question/request for all active Combo-lead players (TE's)

Discussion in 'P&D Discussion' started by Tyizor, May 17, 2017.

How many seconds do you have to move?

  1. 6-7 (I just run what's on my leads)

    5 vote(s)
    13.5%
  2. 7.5 (An extra half second or two wouldn't hurt)

    5 vote(s)
    13.5%
  3. 8-8.5 (It's just the TE's on my ideal subs! I swear!)

    10 vote(s)
    27.0%
  4. 9-9.5 (I'm working on it!)

    4 vote(s)
    10.8%
  5. 9.5-10+ (Yes. I pause to think mid combo and try diagonals 2-3 times. Don't judge!)

    13 vote(s)
    35.1%
  1. Son_of_Poseidon

    Son_of_Poseidon Active Member

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    I went from 10 TEs on my Ronove team and 9 TEs on my Kaede team to 3 on my DAthena and 2 on my Meri... It took a while to get used to, but it's duable.
     
  2. mtb911

    mtb911 Master Teambuilder, Mediocre player

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    Explain this...is it a temporary badge?????
     
  3. xer 21

    xer 21 Mathematically the Worst Player on the Forums

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    yeah im confused about the badge comment too
     
  4. sgt502

    sgt502 ばかぷれーやー

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    I'm quite positive that the +2s badge is a team cost whore. So, when you've bought MP dragons, your MP is gone but you found out the hard truth that you're unable to use that badge due to team cost.
     
  5. philsov

    philsov has sufficient privileges to post here

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    I think he uses MP to mean "multiplayer."

    Going from solo play with +2 seconds to co-op (where there are no badges) is a huge difference. The first few turns are a bit wobbly as I readjust, lol.
     
    mtb911 and Iluvatar like this.
  6. Iluvatar

    Iluvatar Semi-IAP..damn you GH

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    Yep, you get used to the extra time and in MP it's gone.
     
  7. MagicMatcher

    MagicMatcher Sacred Life Cow <3

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    My Hathor team has 3 TEs usually + maniac TE badge for another 2 sec = 7.5s
    Yomi team has 11 TE LOL
    Bacetet team also has 11
     
  8. Rofl_Waffles

    Rofl_Waffles Well-Known Member

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    I want more time extends!!! But I will never use sub optimal subs. I think i have something silly on my Aizen team, simply because Aizen comes with 3 :D

    I just rolled Uruka and been pairing him with RaDra. I could match an entire normal 5x6 board in like 7-8 seconds but that 6x7 board is crazy. I need like 14 seconds.
     
  9. Paul Blank

    Paul Blank Defeater

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    I used to play YY with no time extends. It disciplined my finger very well. Then I also had no Myr subs so I never used her to ruin my finger. Now that I'm using Kushi with 7 TEs it feels like forever.

    It can also help people by going into endless no awakenings and practice with the basic time. Doing that often enough will have you moving way faster then just take that warmed up finger into your dungeon.
     
    Arranging likes this.
  10. Tsuioku

    Tsuioku Member

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    Depends on how much planning I feel like doing. I started back in the pre-TE days playing B/L Isis like Radra and planning was in the order of minutes *shivers*
    I just play very casually now. If I look at the board for 3-5s, I probably need ~8s to 7c an average board. When an ugly board comes up and I can afford to stall a turn, I play Anubis style and set up the bottom two rows, mess it up, and clear unnecessary orbs/make it easier to combo next turn.

    I learned a lot from TylerPAD's "Orb Tricks" on YT; in particular "Orb Pinch" and "Retrace". He does get pretty detailed though with the videos ranging from ~10-25 mins.
     
  11. Vincent Flyer PPL

    Vincent Flyer PPL The Last Extreme Gamer, Kamimusubi

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    Normally, I usually add 4-5 seconds from my 4 second move time but now I can utilize less time based on my speed at moving orbs. If I'm running a tournament/score attack dungeon, I try to use between 4-5 seconds of orb movement time. Otherwise I typically move orbs for around 5-7 seconds. So in a sense I add nearly 0 time extends because of my skill.


    I sometimes need them all to clear enough orbs but otherwise that's the way my current subs used to be.
    If I need to clear orbs with no skyfall I use more time in general to focus on one set of orbs for high or controlled burst potential, and then stack other sets of orbs on top of each other. For example, say I use Meridionalis leads. My priority for that is to connect at least 6 water orbs if possible. If I see that then I try to move the water orbs to the bottom or the top of the board, which wastes about 1 second on average. Afterwards I try to squeeze extra combos in between the next set of water orbs and the previous/current set of water orbs. This takes around .75 seconds but this can take 2 or more. This repeats for me until I run out of sets of orbs to match. If I knew that I messed something up, I'll use the remaining time to correct the orbs that are misplaced. For example, I connected 8 orbs, instead of 9 orbs, and left one orbs hanging there. What I'll do there is to move the hanging water orbs towards the set of 8 orbs and then repeat the process again. The order I go is: High/Controlled burst, junk orbs if needed, correction, repeat until time runs out or I matched enough.

    For tips so far, try slowly take away .5 seconds to move orbs until you reach a time frame where you are most comfortable moving orbs. If you think you did not do that right just try again with more time. Right now, I'm thinking about creating an unofficial guide to orb movement prioritization but I have scrapped that idea around a year ago, give or take a few months. I do not think there are many videos of PAD players moving orbs very quickly outside of the full board swipe, but someone can correct me on that. If you have no other option, I suggest watching Planet Puzzle League Score Attack videos there. Mainly the one by Poochie.exe. I don't recommend it but if you have no choice then it's up to you.
     

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