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funshade-express · 9 years
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the only upsetting aspect of this is the fact that Steven doesn't have hair going down to his legs like his dad
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Let’s move on
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funshade-express · 9 years
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Netrunner: Looking down The Vally
With the new set on the way I'm super excited about this new pack when some of the other cards where spoiled. 
:: SPOILERS :: WARNING::
We done? good. Let's jump into some of the neat things coming up and concepts behind using them in decks
1: Clot - Anarch - Program: Virus - 1c - 1 Inf - 1 MU The corp cannot score agendas on the same turn they are installed. Trash this program if the Corp purges virus counters.
Clot was a big spoiler that you hear most noise players talk about. This supposedly will compleatly shutdown NEH fast advance and I can see why. this will force the corp whos running fast advance to either purge each time it shows up and keep their agendas safe in HQ. or get some ice that can actually stop a runner. I'm seeing this card more in Shaper then anything. running a 1 of this card can stop a corp in its track if installed mid corp turn. The corp will go Install onto San San (rezed or not) Advance -
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The shaper yells slamming the table. Clone chips Self modifying code Finds clot installs it. "Ok, Continue" suddenly the corp has an Astro on an open Sansan and can't score it. This kind of stuff wont stop NEH compleatly but will force them to have to run other cards in the deck to counter Clot. Such as installing a Tommas Hass to bait out the clot play, or doing Cyberdex instant purge. making the corp have to spend EVEN MORE money to score their stuff.
A big counter to clot play will be Shipment from San San 
As an additional cost to play this operation, spend [Click]. Place up to 2 advancement tokens on a card that can be advanced
So you install onto SanSan City grid, and if they dont clot you Shipment it, Rez Sansan and score it before they can respond. or do the same thing with Astro. Now the runner will have to instant speed clot out each time you install an unrezzed card baiting clots out for possable Marked Accounts.
2: Paige Piper - Anarch - Resource: Connection - 0-2c - 2 Inf The first time you install a card each turn (including Paige Piper), you may search your stack for any number of copies of that card and add them to your heap. Shuffle your stack.
This little Anarch card I don't think will see to much play. But the big draw of it is if you run 3's of unique cards such as professional contacts or Asops Pwnshop and it "Deletes" it from your deck making your draws in the future much better for you. If your running Eater, now you can put 3 in the deck and the first one you find will remove any redudent draws.
3: Superior Synapses - Anarch - Resource: Genetics - 3c - 2 Inf The first time you lose a click each turn, gain a click.
This card I think will see a good bit of play once people catch on to all the cards it can be used for. a LOT of them will be in Anarch. The big one being Wyldside now will lose you the click but then instantly gain it back. or decks running Qianju PT and now you can avoid a tag every turn with no downside. Or make the super silly Annarch Starlight Crusade Funding deck that will let you play Queens gambit for one click no downside. or planned assault into a singularity for one click. Followed up by Power nap netting you pretty much zero costing lucky finds for 1 click.
4: Spike - Criminal - Program: Icebreaker - Fracter - Cloud - 1c - 2 Inf - 1 MU  If you have at least 2 link, the memory cost of Spike is 0, even if it is not installed. Spike has +1 strength for each installed Icebreaker. [Trash]: Break up to 3 barrier subroutines
Spike is going to be part of a criminal set focused around having 9 of these programs out and each one can trash to break programs using no memory and low credits to install it. I think it could have some intresting workings with it using LLDS Proccessor and Autoscripter to work in unision
5: Enhanced Vision - Resource: Genetics - 1c - 3 Inf The first time you make a successful run each turn, the Corp reveals 1 card at random from HQ.
I can see a Security testing criminal deck having 1-2 of these in the deck for some free information. and make those testings just the best ever. 1 card a turn doesn't seem like a lot but knowing what's in their hand is REALLY good. and lets you know if you might want to legwork them or not.
6: Gene Conditioning Shoppe - Resource: Location - 2c - 1 Inf Genetics also trigger the second time each turn their trigger condition is met.
This card will be in an even fewer niche decks but when it does, It'll do work. and being one influence you can splash it in the annarch Superior Synapses deck so now your Wyldside and your Hard at work can both go off at no click costs (draw 2 cards, gain 2 clicks at a Zero click cost!)
7: Synthetic Blood - Shaper - Resource: Genetics - 2c - (unknown influence) The first time you are dealt damage each turn, draw 1 card.
Oh man, a new way to deal with Meat/Net damage making it a little safer to run places. and now Universal between brain/meat/net damage. Stimhack runs now draw you a card after, Net ready eyes (in a future pack) doing 2 meat damage to yourself, You'll burn though your deck faster then prevent the net/meat damage but the fact that its universal seals the deal in a lot of decks.
8: Traffic Jam - Neutral - Event: Current - 2c - 0 Inf The advancement requirement of all agendas is increased by the amount of agendas in the Corp's scoring area that has the same name.
This one... is a bit confusing. So like if I have astro in the corp area, does astro cost more? or is it when there are two astros in the score area ALL agendas cost more. defiantly a weird card that will be dead in a good number of decks I think. even then it's a 1 of.
9: Symmetrical Visage - Neutral - Resource: Genetics - 2c - 0 Inf The first time you spend [click] to draw a card each turn, gain 1c.
This is one of the cards I'm MOST excited about (if its not unique, and currently assuming its not) This falls under the drip economy such as underworld but the stipulation is you have to draw at SOME POINT in your turn. using a normal click (I don't think it works with Diesel as you spend a click to play an event and the event draws you cards.) So it fits my slow and steady sharper lifestyle. and if you can stack 3 of them my Nasir economy is switching to this over underworld hands down. (perhaps one Gene Conditioning Shoppe so I can trigger each one twice) They where carful to make it not "when you draw a card" as it would have to be unique for Astrolabe or Exile decks that would abuse it on each turn rather then their own.
10: Brain-Taping Facility - HB - Asset: Facility - 1c - 1 inf - 4 trash The cost to rez bioroid ice is lowered by 1[CREDIT] for each unspent click the runner has.
Oh man. Stronger Togheater keeps getting more and more good stuff. being one cost 4 trash will strain the runner to trash it, but It can net the corp heavy money for rezzes. You can either run with no clicks and risk hitting Ichi 1.0 or run with 2 free clicks and now that ichi only costs 3 to rez. 
11: NEXT Gold - HB - ICE: Sentry - 7c - 4str - (unknown influence) -> Trash X programs -> Deal X net damage X is the number of rezzed NEXT ice
I HAVE to assume this card will get the Destroyer/AP subtypes, if it doesn't I'm going to get a new sentry breaker. face planting this can trash 3 programs with 2 other rezzed Next Ice. omg wtf bbq. the 7 rez is up there in cost and being 4 str puts it in magical atman zone. but being Next ice atman at 4 doesn't break any other ice. The other intresting aspect of this is the fact that it does not contain "end the run" unlike all other next ice. but the Net damage will be significant enough to stop runners from running without programs.
12: Jinteki Biotech: Life Imagined Identity: Division • Deck: 45 • Influence: 15 Before taking your first turn, you may swap this card with any copy of Jinteki Biotech[Click] [Click] [Click] : Flip this identity. The Brewery: When you flip this identity, do 2 net damage. The Tank: When you flip this identity, shuffle Archives into R&D. The Greenhouse: When you flip this identity, place 4 advancement tokens on a card that can be advanced.
To much to talk about in this spot. But I want this to be my main corp ID using a Jack of all trades Kill deck that keeps the runner guessing of how to murder them
13: Genetic Resequencing - Agenda - 1 ap - 3 adv cost When you score Genetic Resequencing you may put 1 agenda counter on an agenda in your score area.
This card wont see much use as other 1 pointers will be much more effective, The big draw of it is making a 1/3 Nisei MK II with the powerful "End the run" active. or on Braintrust making the rez cost of all ice lowered by one. This will be the 1/3 to fill out the 2 point decks (to score 6 in 2 pointers then a 1/3 to finish off to 7.)
14: Cortex Lock - Jinteki - ICE: Sentry AP - 2c - 4 str - 2 Inf -> Do 1 net damage for each unused MU the runner has.
This card fits where Neutral Katana is now voided in most decks. Being 4 strength Mimic can't break it without help giving the corp a cheap net damage hit early on. and as the game goes on later it either does no damage (them being filled out on MU) or you have other breakers. This card might cover Pup in a lot of cases but early game ice is something Jinteki Flatline needed.
15: Vally Grid - Jinteki - Upgrade - Region - 3c - 3 Trash - 2 Inf Whenever the Runner breaks all subroutines on a peice of ice protecting this server, his or her maximum hand size is reduced by 1 untill the beginning of your next turn Limit 1 region per server
This card will fit Into a "brain damage" style deck reducing the handsize so you can Ronin/Emp them to death. One of the downsides of this particular card is that cards such as Komnaiu and Enigma are not synergetic with this card. as the runner will break 4 net and take one. or "lose a click if able" and then get into the server without losing a hand size. So cards such as Neural Katana (3 net damage) helps as the one sub is a pain to take. but one (temporary) brain damage might kill you. the turn after. Or cards such as Eli/Rainbow that only have End the run subs to kick the runner out. Being a region forces the corp to choose the 1 net from Hokusai grid, or Handsize murder of Valley grid.
16: (No name yet) - NBN - ICE: Codegate - 0c - 5 str - (unknown influence) -> Runner gains one tag. Runner removes one tag after the run is completed.
This card is for decks that run Universal Connectivity Fee / Dedicated Response Team / Information Overload Letting you tag the runner during a run making each of thoes cards much more worth it. for a Zero cost ice. It works. but only in thoes decks. I think this card brings Gimmick to a new level of Gimmicky
17: (No name yet) - NBN - Operation: Current - 0c -1 Inf This card is not trashed until another current is played or an agenda is stolen. As an additional cost to steal an agenda, the Runner must pay 2c.
Being one Influence this is a nice filler card that can go in pretty much any corp deck as a 1/2 of. and particular decks can make the most of out if such as Heinlein Grid Stronger Togheater / RSVP at any point its at the veary least "zero cost, drain 2 credits from the runner" Most assets do that plus some but what the hell. if it can save you from them scoring an agenda its worth it.
18: Capital Investors - Weyland - Asset - 2c - (no thrash cost yet) - 2 inf Click: Gain 2 credits
Some people are excited for this card. Personally I see it as a crappy Melange (unless the trash is like 3+) Where melange can gain you 6 the turn its rezzed, this can net you 4, or if you draw it you can install/Rez Click click and spend 3 clicks to gain 2 but it'll set you up for more econ the next turn.
19: Negotiator - Weyland - ICE: Sentry - Destroyer The runner can pay 2c to break any subroutine on Negotiator -> The corp gains 2c -> Trash 1 program
This card is a classic fit of weyland of gain money, punish runner. Costing 4 is a little downside when you compare the entirety of it to Caduceus. Where Caducues taxes 3 credits to the runner with link (andy/kate) and Negotiator taxes 4. and can threaten to trash a program. I think this card is a bit to similar to Caduceus for me to be excited about it. I'll still take it over Caduceus but I'm not happy about it.
20: (unknown name) Neutral - Asset - 0c - 0 inf - 1 trash When your turn begins, you may trash (this card). If you do, search R&D for an asset, reveal it, and install it. Shuffle R&D
The more I read this card the more excited I get by it. This card lets you run "one ofs" of the big name asset cards. You need that Director Hass in your super server? BAM you got it! Full turn of Melange mining corp, Eliza's toolbox, or IT department? Done. tired of looking for Jackson/Hostile infrastructure Search for it. It does stack well with Turtlebacks/Hostile Infrastructure of jinteki as trashing it costs them a Net, and when you install the new asset it'll be in a new server (if you want) triggering turtle backs twice. It wont be for EVERY deck but I can put 2 in mine right now and remove one Jackson/melange so I can search for either.
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funshade-express · 9 years
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Netrunner: Dealing with Jinteki PE
So a recent Question from cobelli57 of "Whats a good way to trash cards without accessing them" (paraphrasing) leads to a root problem of "How to deal with Jinteki PE" You can build a deck around trashing cards without accessing them but it's not necessarily the best choice vs other decks where accessing is perfectly safe. So a better choice is "How to fight PE with my already made deck?"
You can find slight differences in the "shell game" Style of PE that run little ice but more focus on traps then anything else. So first lets see the terrible things that can happen to you.
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This is probably the most nasty thing to hit during your game fighting PE. Taking 3 brain damage (assuming its been Mushin no Shin) can make all of life harder to deal with later in the match up. where your constantly almost dead from being EMP'ed to flatline and you have to draw up first to even SCORE fetal let alone not die afterwords
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Snare! is a monster of its own. 3 Net from RND access can catch a lot of runners off guard and causes some of the most flatlines just from lack of clicks left to draw back up after hitting one.
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Psychic field is one im surprised more people don't splash into. some times more deadly then the Snare this is the most likely to cause flatlines from EMP the turn after
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The most painful agenda to score taking 3 net from PE and 2 credits you effectively pay 2 to snare yourself Scoring this monster.
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This is a MUCH less common card in PE Shell as the solution is Deus X and in a lot of games 3 brain damage thats mostly unpreventable vs to 6 net, 3 brain will practicly win you the game if early one, but a June bug is compleatly negated by Deus X (I still like it) These are the WORST things you can access in your fight of PE. but the most important note. is that only Snare and Fetal work from HQ and RND. Everything else is 100% safe to access. 
When your fighting PE. Go for HQ/RND
As the golden rule, don't run last click. But running in HQ/RND is the safe bet fighting Jinteki PE. as we are all Scared of snare flatline if it doesn't kill you, it was wasted credits on their part. and you spend the rest of your turn drawing back up. and you'll never see that snare again (Cough cough Jackson) IT'S OK TO HIT SNARE!, as long as it's early in your turn hit it. make them spend credits then draw back up. A lot of people become crippled in fear of hitting a snare. I like to call it Occupational hazard. 
Ok they just Mushin'd a card. Time to Assess the situation
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Any PE Shell deck worth noting runs 3 of this card and will jackson it back every chance they get. When they do, it's gennerly one of three cards (with exceptions) Overwriter, Ronin, Future perfect, Fetal AI. The moment they Mushin first thing you should do Is check their archives. (not running but like... grab it and look at it) If you see 2+ Overwriter its probably not that and your safer to run it. Second thing you do is ask the golden question
If that is a Future Perfect. How F***ed am I going to be? if they are sitting at 4 points. you run it. I don't care. 3 brain damage is not worth the chance of losing right then and there. If they are at 2 or less points you might let them score a Future perfect as the game becomes impossibly hard with a 2 card hand size. Most PE decks run 2-3 Advancable Death traps (cerebral) 2-3 Ronin and 2 Future perfects. 3 Fetal AI. When they mushin a card if your to take raw satistics its about a 1/4 chance of something that will Ruin your day if you access it. I tend to be more scared of unadvanced things as hitting Snare! or Psy field will set me back an entire turn where advancing means its neither. 
Counting Cards Clicks and Credits
When your turn is about to end the few things you should do is count their credits and Cards and assess the situation. In their three clicks what would it take to murder you? If they have a 4 advanced card, and its a Ronin they can Ronin EMP EMP for 5 damage, if their new 2 advanced card in a ronin the most they can do is Advance Advance Ronin for 3 damage. or do they have the credits to emp you twice? Ect. Doing this small thing can help you figure out information of what everything is. if you have 4 cards in hand and he advances that 2 advance card twice. he might of realized he needed that ronin at 4 to kill you and is trying to correct himself too late.
TL:DR When fighting PE go for HQ and RND as much as you can until your forced to start checking remotes. only check remotes as an Opportunity (they are low on credits and can't hurt you) or a last resort. mostly I tend to ignore remotes unless they are Mushin'd
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funshade-express · 9 years
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Hey can you help me make a high trash runner deck? I'm facing a jinteki deck and need to be able to access and trash a lot cards.
The First question to ask is what kind of Runner Trash deck. are we talking about. There are plenty of cards that can trash assets but if your fighting jinteki a lot trashing isent as much of a problem as not dieing when you do it.So are you trying to trash Cards without accessing them. Are you have a problem trashing lots of Assets and dont wanna spend so much credits. or are you looking for safe ways to access a Jinteki's hand?
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funshade-express · 9 years
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Netrunner: Science of Biroids
When you take a look at a lot of Biroids a whole lot of questions pop up like "how effective is it REALLY?"
There are a lot of biroids to compare and how effective is each is highly interesting. Lets look at the classic one, Eli 1.0 The most used barrier ice in literally every deck (stimhack)
Looking at Eli a lot of people see it as "oh hey, it takes a runner HALF their turn to get past Eli to click past it. how awesome is that?!" Well. this goes back to the word "Click Compression" Lets assume the runner has a Corroder out and is now debating on clicking though eli, or spending the money to break it, (4 credits) 
A runner with Bad click compression, the prime example of 1 to 1 of Clicks/Credits looks at Eli and says "hey, it only costs me 2 credits to get past Eli, and ill do that" A runner with Better click compression lets just say. 1/1.5 sees eli and goes "it costs me 3 to click past him." Runners with great click compression with things such as free account siphons, Prepaid kate ect. Will max out the cost of an Eli to be 4 to break. If you have better click compression then 1/2 then its cheaper to just break eli with corroder.
Now put that Eli Right next to Heimdall 1.0 With that Corroder it costs 7 to get past Heimdall. or you can do it for 3 clicks, Not much different then then Eli 1.0 but actually worse for the corp being able to click past it over Breaking Heimdall. so if both where in a server. its cheaper to Break eli, then click past heimdall. 
Viktor 2.0 is a moderately popular Ice in HB costing a Gordian blade 5 credits to break, the bonus of the runner needing 2 clicks or more, and cant bounce of it unscathed. (more or less) once again, with click compression it feels like ALL Biroids are just way cheaper to click past then ever needing to FIND a breaker :/
Ichi 1.0 is an special one as with most common sentry breakers Mimic/Femme Ichi costs a Butt ton (mimic cant break it without help, Femme costs 9 to break the whole thing. But you dont even need to spend 3 clicks to break Ichi 1.0 ... You just break the 2 important ones and then laugh at the Trace 1. Unless your CRAZY broke.
TL:DR: Unless your CRAZY Rich and money is flowing out of you. its way better to click though all the Biroid ice. then breaking them with breakers.
This brings me to Haas-Bioroid: Stronger Together ... If its generally better to click though all ice... then why the hell would i make it even MORE effective to just CLICK though all biroid ice :/
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funshade-express · 9 years
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Netrunner: Oozing Economy
You as a netrunner player hear "Drip, Click, Burst economy" This is the term mostly used for explaining the different types of econ cards there are. We are going in depth to "Drip" economy and that fact that most people don't see the "Drip Economy" In a lot of cards. ALL DRIP ECONOMY HAS A STIPULATION
We'll start with the most well known and king of ooze Underworld Contact
Underworld Contact 
This is the most Well known as mentioned before as being Drip economy. the fact that it gives you Clickless credits that can be used for anything each and every turn, with the cost of needing the 2 Link. Some ID's are better about getting to the 2 link such as Kate/Andy/Nasir/Iain as they start with one and just need to install Dyson Mem Chip or Access to Globalsec to reach that 2 link, More uncommonly for the runner who don't start with 1 link, you can put 3 Rabbit Hole in your deck and if you find one, you'll get them all boosting you to 3 link instantly if traces are a problem in your meta but you GOT to play Wizard.
Data Folding 
Datafolding is a new card that just came out of order and Chaos and the big aspect of this card compared to underworld is that it costs more so longer to get your money's worth out of the card but you can install it from your opening hand and start getting credits. for thoes deck that dont push programs out like rats this is an effective card for that and Overmind / Sage decks
Zona Sul Shipping
This is HIGHLY comparable to underworld without needing the link. for thoes decks who run zero link this is a nice alternative. It has a high weakness to some decks but as long as you dont need credits every split second these will rack up to 4+ credits before needing to click for them becoming highly effective. Although big weakness to decks running Snare! / Breaking News If you run Zona Sul I would suggest Qianju PT over Plascrete to avoid taking tags vs Jinteki like decks or if your scared of SEA Source
Prepaid VoicePAD
WAIT A MINUTE! That card doesnt give me credits!!! Oh... Yes it does, just in a diffrent way. As long as your using events each turn this is JUST as effective as underworld contacts and the credits go directly into your bank when you use cards such as Sure Gamble. But lets be real. when it replenishes credits every turn. its drip economy and most kates don't even see the comparison to that and Underworld Contact
Cyberfeeder
Cyber feeder much like Prepaid is drip economy in a different way, Making runs pulls the drip economy out of this card as long as those runs cost you money. Now making stupid runs just to pull credits off of Cyberfeeder is really dumb but if you do make lots of important runs, about one each turn, Or install viruses each turn, then this card becomes quite effective
♦ Spinal Modem  
Ya same stuff but now your getting 2 credits per turn and Holy cow. thats a lot of cash! at the cost of only able to have one out and you might die from it (quite rare)
♦ Order of Sol
Nasir and my personal favorite drip economy. This card can net you 2 credits each turn (one for yours, one for theirs) but you have to be broke to get the money off of it. mostly paired with Personal Workshop as you can use the paid window on the corps turn and get your credit from Order of Sol being 2 clickless credits a turn
Inside Man
Well... if you REALLY like hardware and have a LOT of it, this is the drip economy for you. if you install hardware every other turn its as effective as Data Folding, and oddly pares well with it if your hardware biased 
♦ The Supplier 
This is an odd one, its a light combo between inside man and something else that it can't compare to. but if your connection heavy this card will net you some massive gains thoughout the game as long as you keep up with it, and works best with decks that can put Daily Casts and Earthrise Hotel, If you have a late game deck the supplier is the card for the job as it excels at getting a rig/econ up and going.
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funshade-express · 9 years
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Netrunner: Beyond the ID
So In Netrunner there are a lot of things a new player will have to get used to. One of the big one is figuring out what you should be expecting when you sit across from a player. Here is a Quick Reference guide for Brand new players and followed will be a more expansive guide on A few popular ID's
Can't Touch This (Shapers)
   Sharpers are mostly RND/Money focused
Shapers I would best describe as "Finding the peice to the puzzle"
Most shaper deck have a plan in mind
; From "Locking down RND so the corp never gets to see an agenda ever" to "Im so set up im going to access any scoring server any time I want" The shaper tools let them fit to this plan by solving the ice puzzles that come there way. Self-modifying Code is a classic example of this. They will use Self-Modifying code to use their massive banks (Magnum Opus) to find the breakers they need RIGHT before/after they encounter a piece of ice. (see 3.1 of Timing structure of a run) That moment is a Shapers dream. Using other cards such as Clone Chip to fix whatever problem they are having.
Time is Money (Criminals)
  Criminals are Mostly HQ/Event Focused
Criminals are more of the "Hit their wallets" the main example of this is Account Siphon and Emergency Shutdown, Stealing the corps money wile giving them-self a nice chunk of change. Shutdown can lead to a big hit of 5+ credits agiesnt the corp (sometimes a LOT more). This will keep the corp from rezzing too many ice that gets in their way. They will use tricks to Circumvent Ice such as Inside Job Letting the criminals get into servers where they normally wouldn't, Passing that mean Tollbooth for a mere event of 2 credits.
The Reds (Anarchists)
Anarchists are Archive/Trashing Focused
 "Im going to be the problem the CORP has to deal with, Not the other way around"
The reds are not good at targeting any particular server. They excel at going everywhere. They will install Medium Run the RND a few times wile its cheap perhaps using Knight on the one ice on that server. When RND is iced up and is now expensive to run that server. They will trash their program, install Nerve Agent and start running HQ. Using Imp / Parasite to deal with any particularly annoying ice. 
Onto corps---------
Neither Confirm Nor Deny (Hass Bioroid)
HB is a highly Secretive Corp that doesn't like showing what its got with Cards like Ash 2X3ZB9CY. They are mostly Asset money makers that excel at making taxing servers with the flagship ice Eli 1.0 to make trashing the Adonis Campaign cost 3 credits and 3 clicks (1 to run 2 for eli 3 to trash) wasting an entire turn to keep their money down. With Highly effective ice comes the downside of the runners some times dont have to dig for the ice breaker they need as they will just spend Clicks to get though the ice. HB takes advantage of this and starts scoring agendas with Biotic Labor wile the runner is busy wasting time.
Public Relations are handled by Lawyers (Weyland)
Weyland Is all about that money and they don't care how to get it. Hostile Takeover is a Prime example giving the corp a boost in credits when scoring this agenda rather then being behind. Their ice tend to be more hefty then other factions and uses the new found wealth with their signature card Scorched Earth Aiming to fix their runner problem and take out a few buildings with it. 
Knowledge is power, Data is money (NBN)
NBN is the Fastest of the 4 corporations using the massive draw power from Jackson Howard and scoring out their 7 points before the runner has time to even get a rig. the big name agenda AstroScript Pilot Program Witch allows the corp to score another 2/3 agenda out of hand for only 2 credits. The other aspect of NBN is about the traces trying to tag the runner using cards like Closed Accounts to slow the runner down.
Open doors hitting you on the way out (Jinteki)
Lots of Net damage, Jinteki has the most traps out of all the factions, letting the runner in for a cost Komainu, Won't stop you but accessing leads to cards such as Snare! that can trigger on RND accesses. With some of the most nasty sentries in the game you don't run without some kind of breaker for it let you die from net damage
So there is a lot to go though when it comes to particular decks. So Ill try to cover the most common decks you'll see in competitive play.
Andromeda: Dispossessed Ristie
Sucker Andy: Being set up fast lets Andy set up her Datasucker / Desperado / Security Testing to turn her early clicks on your archvies into money making machine. Getting 3 credits from the run from testing/desperado and Datasucker tokens letting cheap breakers get past expensive ice so she can Account siphon you. You'll commonly see R&D Interface  in this deck 
Stealth Andy: Much like Sucker andy but focuses on using Stealth breakers Switchblade / Refractor to make runs on zero credits most of the time.
Kate "Mac" McCaffrey: Digital Tinker
Atman Kate: is about using the Atman to make highly effeicent runs though breakers and Datasucker to help fix the strength of the ice to be the correct number. More set up time then sucker andy but much more effective when set up compleatly 
Prepaid Kate: You'll see this quite commonly where they focus on drawing all of their economy and using Prepaid VoicePAD to increase the ammount of credits they gain using it a lot like Underworld Contact. But digging though the deck so quickly with Quality time will lead to The Maker's Eye / Indexing runs faster then one would expect. Stay on your toes.
Reina Roja: Freedom Fighter
Deep Red Overmind: Not as common before it made a few plays. using Deep Red to make Rook and Knight highly effective and her ID + rook draining credits out of the corp and letting her in to RND with Medium. If any problems arised Overmind would get extra counters from Deep Red
Tag me: This is not uncommon for any annarcs but most people see it in Reina for the extra Economic strain. Joshua B. Data Leak Reversal, and more cards to force the corp spend time trashing these cheap Resources all wile Reina gets into servers unimpeaded
Noise: Hacker Extraordinaire
There are a few variations of the deck but the main focus is installing Viruses for cheap and each one installed is a Psudo "access RND for one card" by trashing it he can easily go into archives and pick them up or just mill the corp out compleatly
Chaos Theory: Wünderkind
Big Rig Events: This kind of deck tends to run 3 breakers and 30+ events with Oracle May Oracle may being the most effective click compression one can find turing one click into 2 credits and a draw. using Test Run to find Garrote , Torch , Corroder and then run where she needs to
Stimhack Workshop: this deck will draw fast doing its best to get out Personal Workshop putting all the hardware and programs onto it then Stimhack to use the credits from the event to install the stuff.
Corp ID's tend to be much more stright forward with what they are trying to do with slight variences
Jinteki: Personal Evolution : Will have very little ice in the deck and is more focused around tricking the runner and hiding agendas with Snare! to flatline the runner. Using Mushin No Shin to put out The Future Perfect, Ronin, Cerebral Overwriter, or sometimes even Psychic Field. (Run HQ and RND, its WAY safer)
Haas-Bioroid: Engineering the Future: This deck has many ways to go about it, but the bottom line is prepare for lots of ice, and not so much flatlineing. 
(more to come but I'm REALLY tired of writing)
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funshade-express · 9 years
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Netrunner: The Overhead View
The first question to ask when your sitting at the netrunner table, full on clicks, is ok...
(Skip to the bottom for Quick guides and Tells)
What do I do this turn?
This is not an easy question to ask or answer. and depends on what side of the board your on. But lets roll back to the main objective on each side. The runner is about assessing the situation and making CHOICES. The corp is about giving the wrong assessment, hiding information, forcing runners into bad spots with hidden assets/agendas/ice. The runner is the hardest one (I think) to get a hold of learning the game so I'll start there with what I'll say are the 3 types of runner turns (first 2-3 turns excluded)
1) The Set-up
This is spending your clicks gaining your encomy, drawing cards, installing your rig. Criminals might have their set up be. Draw, draw, draw, Sure gamble. as a lot of Criminal cards are about thoes big name run events such as Inside Job, Legwork, The Maker's Eye, Account Siphon. If the runner doesn't see easy accesses (RND behind a popup window) this can go for 1-3 turns in a row if they see fit.
2) Big play
The big play is WAY more epic sounding then it really is. And this can come in a large Variety of ways. For example installing the Corroder from hand and now you can account siphon past that Wraparound laughing at you. For Shapers it's more likely Slapping down R&D Interface and running.
The reason why you commonly see "first click install second click run" in big plays is to prevent the corporation from defending the target you wish to hit. If I the corp see a gabe install a Corroder their last click, I'm going to trash Wraparound and put down a Rototurret on HQ to prevent any Account Siphon
3) The Juke
This kind of turn is MUCH less common and takes an inner working of the game to really nail it on the head. This is when you force the corporation too thin and hit multiple places in a turn. For this you have to have a keen eye on the corps credits. A common example of this is to run RND and see if the corp will rez any expensive ice (or not then you get cheap accesses) Now with the corp lower on credits, its harder for them to defend on an Inside job on the scoring remote server unable to rez enough ice to keep the runner out. The easiest way to ever make a "Juke" play is Forged Activation Orders and when you understand the concept does that card suddenly look better.
Why should I pick one of these three and not just "wing it?"
This is where the phrase "don't run last click" comes in. Truth be told you can very well run last click but you zero any options you COULD have. There are a lot of reasons not to run last click in order of importance.
1) YOU GOT TAGGED SUCKER 
When you run last click and you bump into a hunter/shadow/snare and you become tagged on your last click your now open to all kinds of punishment the corp can dish out from trashing that Katie with 9 credits on it. to straight up Losing the game with Scorched Earth Corp
2) You just took a Metric Butt Ton of net/brain/meat damage
Psychic Field. Komainu, Heimdall 2.0, Wall of Thorns, Snare! 
Now on your last click you have no opportunities to draw your hand back up and this makes you highly vaurnable to Neural EMP or Scorched Earth Where the corp would need 2 or 3 of the cards, you now are at so little hand size they can kill you outright.
3) that window is now closed
You just ran HQ last click just because it seemed open, and you doubt you could get into that scoring remote server with The Future Perfect. OH SNAP he Just rezzed a tollbooth, you can get into HQ sure, but now your window to Emergency Shutdown or run the remote server now that he has only 4 credits and cant rez anything scary is no longer an option.
You should try to use your last click for Econ cards if you dident need it during your turn, drawing to get your hand back up, Trashing assets that you needed to get rid of at some point. (out in the open)
THE CORP -------------------------------------------------------
The corp turn is much MUCH less involved in making choices like the runner will have to in the sense of "deal with the hand given" and the only big question the corp is asking is "What do I think the runner is going to try to do?" Each runner can attack any server she/he wants to but some runners are better at a particular spot mostly due to influence. Shapers have less access to HQ baised cards, Criminals have less access to RND. Annarchs specialize in "being a problem all around" They aren't as good in any particular server run but their job is good at being everywhere.
So when you sit down across of a shaper generally you wanna put your "good" ice over RND, and your "annoying" (I.E. Pup)  ice on HQ
Looking at the situation from the corp
A lot of times its easy to tell if the runner is going to do a Big play or a Set up turn. if a runner took a big hit from net/meat damage they are going to draw the next 3 clicks, or if they are at 3 credits they might spend the turn getting their economy up. If you see a Criminal Mr. Li for a turn straight, has plenty of money, they are setting up for a big run and that's when you install assets in server not agendas to bait out that big run at the wrong time.
There are a few tricks you can play on runners. but one part that seperates good players from Ok ones is using the information the runner has agiesnt him. a Runner runs RND sees the top card, continues his turn, I draw a PAD Campaign it was the card the runner saw, so I get some encon and then go "guess ill put that here" slide it down in a empty remote server. Runner pays no mind its a pad. BAM Braintrust 
Quick Reference guide
Runner - Start of turn
How many agendas statistically should he have in his hand?
Count agendas scored/lost/jacksoned (guess)
Count cards in in their hand
Does the corp have credits to stop what I wanna do, and how can do i assess the situation. (23 credits can drain faster then one would think)
think of the other ice in their deck and think of the WORST ice he can rez against you
Is accesing a central server worth my credits in accesses
Seeing one card is worth it if its close to free to run otherwise wait for mulit access
If they installed in a server, use this guide
What is the BEST agenda they could score, and how much will it bone me if it is.
Guess how much it'll cost to get in the server (see 2.1)
Is it worth draining their credits to make a Juke run on the remote server
ITS OK TO LET THEM SCORE A FEW POINTS
If you think its an NAPD. Let them have it (not all the time) letting them get 3-4 points is ok if you now have time to hit other servers harder/get set up
Corp - Start of turn
How much money will it cost to get into the server I want to protect the most. This is also to figure out if you can drain there credits enough
Can you protect it with credit you have on hand?
If I install / play everything what percentage of cards in my hand are agendas?
Are they preparing for a Big Play? What kind of Big play will they do? (Siphon, Keyhole, Parasite Makers, inside job)
Just gained a lot of credits
Drew a lot of cards
Check what they have used
WHAT DO THEY KNOW ABOUT MY DECK?!
if they know you have an Ash try installing an agenda FIRST just like you would Ash.
Do they think I'm going to scorch them or Fast advance ect ect
What am I going to do next turn
This is important because some times scoring an agenda the turn after will set you low enough on credits where you cant rez protection from that RND Keyhole dig they are about to smack on you
Tells
Every player is different and bluffs in different ways, Some pay zero for 
Caprice Nisei
 some pay 1. This is about the Obvious tells from every player (not 100%)
You're the runner
The corp Rezzed Jackson and drew a lot, discarding a few cards
The runner is looking for a particular card, Biotic labor, San San, Sea/Scorch. Use your knowledge to guess what he's looking for
The corp was flooded with agendas and is shuffling them back into his deck, 
The corp put a 2ed ice down on a remote server nothing in it
He is attempting to set up a scoring window, he most likely has agendas in his hand and is worth running (asses the situation)
He is just finding places to put ice so when he draws an agenda he can put it in that server and leave HQ unprotected. (you can figure this out if hes drawing a lot then installing to avoid discarding)
The corp just did Credit, Credit, Credit
He's in a bad spot and trying to stall the game till he can be in a better position (corps tend to do better late game) To avoid drawing and flood his hand with agendas he cannot score. (check hand and deck size counting cards)
You're the corp
The runner just Drew drew Drew ... (pauses) *anything* *discards*
The runner is in a bad spot looking for an answer he doesn't have and is trying to figure out if discarding more cards is worth it or not.
The pause is the fact that he didn't find it. you probably are safe for the moment.
"Draw Credit Credit Credit" 
Check their money, they might be clicking to have enough money to use a Sure gamble or some other econ card you have a good chances of a scoring window
If they are OK on money they are counting credits till their Big Play to install first click then run.
The runner has no breaker to break your rezzed ice, has been balanced between drawing installing and econ.
Hes setting up for a big play and probably has the breaker in his hand. Waiting for you to make a move or find the legwork/Makers eye
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funshade-express · 9 years
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Hunter and the Tag
In Netrunner Tagging is an Odd subject that everyone is familiar with. Some decks try to actively tag you through the game, and some decks just try to tag you just once. *Cough SEA Scorched* The decks that tag you just once are considerably straight forward. Wait for money. Collect pieces, Murder.
Today I'm not talking about that kind of deck. I'm going to be talking about Hunter
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Hunter is one of thoes strange cards that are pretty much NEVER included in any deck ever... EVER. its 100% of the time Data Raven if someone is making that kind of deck. And I DO NOT understand why. We'll get into that but first lets understand ... TRACE THREE
Trace 3 is a magic number in netrunner. assuming a runner with no link bumps into a hunter. with no other effects it effectively costs them the same credits to match the trace, as to not match the trace (ignoring click compression) they can spend either 3 credits now. or a click and 2 later. and click = credit so effectivly 3 credits later. For a one rez card this is HIGHLY effective when you just look at only that math. But this card gets WAY more complicated then that. And this is a card that depends on how effective the runner is.
A runner might not care about being tagged as they dont really have imporant resorces and suddenly hunter becomes a blank box.
A runner might have link and now hunter costs 2-0 credits to match the trace
So for hunter to be effective we have to be able to scare the runner into removing tags with cards like Psyographics, bad times, Scorch, closed accounts. 
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Ok so We are scaring them into removing tags. (assuming) but they'll just remove the tag after hunter and deal with it. 
Well that's the fun aspect about tags. Being tagged during their turn puts the runner on a clock. All the things they wanted to do this run now have a MUCH narrower window (and even more so if False Lead involved) Where they might want to inside job or Emergency shutdown, they'll run out of Clicks to remove the tag and have to deal with the punishment. 
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So... Why do people take Data Raven? Well the idea is that there is no way around taking the tag. you HAVE to take the tag to get into the server... Well... no the other option is to just.... Not take the tag, and walk away. Decks that advidly punish using tags might as well take data raven and just make it a ice wall. Thats what it does, it stops people. I follow the mindset of Jinteki when I compare Data Raven to hunter. Let them in and kick them on the way back out. Hunter does not give the runner the OPTION. 
AND HOLY PLANT OVERLORD its Str FOUR, the only effective way of breaking it is Mimic data sucker.
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funshade-express · 10 years
Note
card abilities not permanent yet, changing some stuff around ;D what do/would loyalty counters do again?
Loyalty counters are the counters on the planeswalker himself. you start at 3 loyalty counters and when you +1 you go up to 4
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funshade-express · 11 years
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The Best Card in Standard, that no one knows about
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I had recently come accross a card that just Blew my mind. I thought to myself holy! WHY is this card not 5$?! it was 75cents at my local shop and for that I will not stand for it! This card can go in pretty much every deck KNOWN TO MAN and get a HUGE amount of mileage out of it.
Its specifically good with every card in standard that costs more then about 5$ with the exceptions of planes walkers. I know the standard is Super fast red kill kill kill and dont have the spare mana. but I think people will be pleasantly surprised by what they can get out of this card
First thing to really know is How abusable is this card. and to understand that we need to remember what is a triggered ability. as the card states "When," "Whenever," or "at"
"at" --- is the easy one "At the beginning of your upkeep" so ya. there are more cards like that then you might know
"Whenever" --- "Whenever a a creature dies" this will be not so great as a lot of "whenever you play a red spell gain one life" so coping the trigger wont help nearly as much
"When" --- "When X enters the battlefield" Every ETB card can be effected by Resonator. and once again, it goes in any color.
ONE THING TO NOTE: If an ETB trigger TRACKS the card that came into play. copying the abblity will still track the same card. if you play creature X. and using the resonator you exile cards A and B until card X leaves the battlefield. Both effects track X as a card. it will come up later
lets start with Master of Waves
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Some argue the best blue card in the game right now. if your running mono blue this 4 drop can easily dump 5+ 2/1's into play witch is no joke. Now, assuming you have the spare mana of 6 and your betting they are not gonna top deck a doomblade Why not copy the ETB effect? Sure you'll take 10+ 2/1's and probobly swing for game next turn. becaues unless they have some crazy shannigans, 20 damage will take em out.
Now remember he counts for a devotion himself so haveing 4 other blue symbols is super easy to get. and on that note
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This game is all about control, be it counter spells or damage, controlling the good cards is how this game stays fair. for 4 mana, this card now comes into play, and permanent taps DOUBLE the amount of cards
Now here is the part I had to note. Copying the triggered effect will still track Tidebinder mage, so if she dies, both creatures get to untap
ONTO OTHER COLORS: now I could go on and on, but im just going to point out some of my favorites
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now these are cards i thought about FIRST when I was thinking of the resonator, When you play these you get to pick TWO targets?! doubling the effectiveness of single cards from being good, to being compleatly broken. dention sphere is a little harder needing 5 mana, but Chained to the rocks, for 3 mana getting to exle two creatures is just ridiculous
lets Get into Boros really quick, as that has the best stuff
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so, at first it looks like this card does not work as it says "first time" so the trigger effect looks for the first time she attacks. (sorta) but when you copy the effect just pretend the wording is printed on the card twice. if you attack the first time, you will get two combats. but sadly they will not untap each time, just the first.
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some people say if this enchantment hits the battlefield then its pretty much over. now make it double speed. at the upkeep copy the trigger, and first one will be 3 tokens, then the second go around will be 5. and 7 and so on. That is pretty much just flat out insane
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This.... This... This.... This is the reason the Resonator should be 5$ at LEAST. when you can Double the damage coming from his effect is a little bit stupid. block a 5/5 force the opponent to take 10 damage... please and thank you
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Yes, I would like to swing for 16 trample on turn 6 (you copy the "double" effect" bringing it to 8, then 16)
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pretty self explanatory, now if only you could untap resonator...
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yes.
oh and EVERYTHING involving Evolve
For the last one, here is a kicker
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Even though its a spell... it creates a trigger at your mainphase that you can copy, so yes. if you copy a spell for 5 mana, you can copy it next mainphase, and then have 8 mana floating and only down two lands
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funshade-express · 11 years
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My Favorite Card Ill never get to use
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Conspiracy is a fun interesting with a lot of promise and shenanigans that you can do!
Sadly although it seems like a fun exciting card when you break it down in application building a deck around this card is EXTREMELY hard for two main reasons
V -- Read more -- V
if you where to pick a creature type X to use, why not just make an ENTIRE X deck and ignore Conspiracy?
No matter what you pick, your going to come into a problem of "what is the benefit of having Conspiracy in the deck? a good card that comes to mind is this one
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now, no matter what you pick for conspiracy this will fit PERFECTLY, you can say Elf, and BAM if it comes accross any creatures. it can put it into play.but now, the question is, do you want to make a deck full of Non Elves, so that the off chance you play Leaf-Crowned elder and other elf cards it will make a perfect combo? what if you dont draw conspiracy, will your deck still not work? if you want Leaf-Crown to work why not just make a treefolk deck? there are plenty of cards that work and you dont need to combine it with elfs.
Reason Number two: If you make a combo, its nigh impossible to make all the combos work with the same word.
There are a good number of cards you can use with Conspriacy to make the card broken beyond all reason that making a "elf" deck cant solve
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Say Everything is an ally, and then BAM Infinate combo that creates ally and triggers his effect and stacks forever. But then whats the rest of your deck? is it an ally deck? and if it is, do you really want to bank on HOPEING you draw the two necessary cards for the combo?
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Here once again, as long as you pick any name OTHER then Thrull you can make as many "thrulls" as you want. the seconed effect wont ever trigger as you no longer can own a "thrull" Now lets throw this curve ball. Assuming you have Endrek Sahr in play, what would be better, being able to put out any amount of thrulls or... 
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A card that is Far easier to get out, and works even if your deck doesn't draw up Endrek sahr....
Its ALMOST IMPOSSIBLE to have a built around Conspiracy, that wont instantly be undone by a simple Disenchant. All your combos might as well look like this
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Pick Saproling
All saprolings are now forests as well
Land fall put a 1/1 Sap forest into play (infinate combo)
Turn all lands into swamps
Exile cards in target deck biased on your swamps
My friend wants to make a deck biased on this
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its a fun little combo that lets you play whatever you want, but.... What do you do in the mean time? you HAVE to fill your deck with draw cards, and things to stall time then it requires you to draw All three cards otherwise the combo is pretty much worthless..
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funshade-express · 11 years
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My Favorite card in Standard, Altar's Reap
First things first, I build Budget decks, and when I say Budget, I don't mean under 50$ I mean 15$ MAX (I average about 12$ a deck) Magic is about wasting time as a hobby, If I dump money into the game to increase my chances of winning then I don't really enjoy myself. 
As a Hipster I like to make the Neglected shine and on that note
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When most people think of draw cards the first thing to come to mind is Blue. although this is true, a SUPER close runner up is Black, but when black draws its generally cheaper and at the cost of something, Life, Graveyard, your draw step, land, And in this case. your creature.
READ MORE!!!
First lets compare this to other draw cards at the current standing. a few things to compare, first is we are looking for something cheap and fast. or we would be comparing things between 2, and 6 mana.
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A few quick examples, 
Izzet charm and wild guess wont net you a Bonus ammount of cards, (wild guess - Discard + draw 2 = +0 hand size)
Ordeal is good if you can get the Counters off pretty easily mixed with white heroics can go off super fast but predictable, Same concept with Fate foretold but different deck synergies
Divination is closest in mana but the HUGE downside is that its a Sorcery, NOTHING is more scary then a card in hand and open mana, and Sorcery dont portray that.
So Inspiration is up there but, 4 mana is a LOT to waste for draw
So, why Altar's Reap? I mean you have to Sacrifice a perfectly good creature for it! that's like down a creature and a card! how is that diffrent from Wild guess?
Altar's reap is a card that you use in REACTION to something else. lets face it, Creatures die, Creatures die ALL THE TIME and we hate it, so lets get some use out of it
NUMBER 1 CHUMP BLOCKING
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Chump blocking is when you take a smaller guy 2/2 and block the much larger 8/8 to prevent the damage, a few people dont know this but After blockers are declared, the creature attacking is BLOCKED, no matter what happens after that, the creature cannot deal damage to the player with a few exceptions the main one is Trample. So after Blockers are declared, You take the creature Already going to die and get two cards out of it. suddenly you have a 2 mana, Draw two, instant. with no repercussions
NUMBER 2 well... its pretty much the same as one,
When some one targets one of your creatures with any sort of the control going on, Detention sphere, lighting strike, the list goes on. (my favorite is using it on my one zombie that they attempt to Detention sphere that would kill the rest of my tokens)
NUMBER 3 Its cant be responded to (sorta)
No one can kill something that is already dead. if you have three mana open Altar's in your hand, I'm pretty sure there is not a single thing in standard that can prevent you from procing Drainpipe Vermin Right after their draw step on their turn
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funshade-express · 11 years
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Capsized mission 9
The game is getting harder and more fun all at once, I just reached a super fun level where I had to go collect Power cores (batteries) in a level with super low gravity, I used the gravity booster to launch myself around the level bouncing around using any sides of objects i could where i had to attempt to outrun swarms of enimes wile shooting at them at the same time
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The slight problem im having is needing to find the right weapon takes a bit too long, being 9ish weapons and having then on the num pad makes problems when you need to quickly switch between the rocket that will blow up in your face if you shoot it, and the flame thrower thats on number 5, all wile your being attacked by a guy attached to your face
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funshade-express · 11 years
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Zombie Driver!
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This game is short enough where multiple posts are not required, Aslo theres not much new stuff from level to level. 
Your a Taxi Driver when the apocalypse happens. Your an AWESOME Taxi Driver who knows how to take out zombies with style, and have no clue about the city. Your job is mostly to go save people around the city and the more zombies you take out along the way gives you money, Heres a quick image of what it looks like to help you get an idea
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This game is surprisingly fun. the longer you play the better you get at it and start doing maneuvers that make you giggle on the inside. As you progress though the story, you can upgrade your car to be better at ramming, speed, and overall armor. You pick up different cars along the way, from Buses to sports cars you pick the right car for the job (I mostly stuck with the police car) You aslo pick up weapons and weapon upgrades. Machine gun, Flame thrower, Rail gun, nitro ect. This helps you plow though enimes when you get bogged down by to many zombies (running them over slows you down)
My ONE downside to the game is with the super overhead camera and no mini map, you will find yourself constantly running into dead ends because you a taxi driver don't know the city. and considering there are bridges in the game. you will find yourself trying to dive into the river because that's where the marker is telling you to go, then have to back track to find the bridge... FIND THE BRIDGE
Story
The story is simple. As you start picking people up, they "hint" (blatantly tell you) That the government doesn't care about saving anyone and its a big conspiracy for something. Fact of the matter is, your too busy side swiping zombies and shooting rockets at the same time to really care. You cant do anything about it your job is to save people not stop the government from not saving the people your already and currently saving
The ending (ya knowing spoilers makes story better so keep reading) is actually kinda cute. You end up saving a vet and her experiment at one point and mentions that it attacked you. in the last few levels people start to mention you "don't look so good" The title of the game is quite litieral. at the end your a Zombie Driver.
They mention that they have saved everyone they can out of the city and everyone is in the Evac zone, They have been authorized to put a small tactical nuke in the city but cant airdrop it in... So its your job to drive the bomb in the center of the city. I think its a fitting ending for a small indie game
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funshade-express · 11 years
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Capsized! mission 7
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You found friends! They are not all dead! Hooray!
This game is starting to get more and more hetic, enimes have shown up with super natural powers like flight, teleportation, and head lasers. and with these new fights you have to start using the terrain more then anything diving behind corners, launching yourself up and over hills to avoid the guy about to shoot all the bullets its absorbed into his face. its emphasizing the overall theam of the game that its more about movement then shooting.
The story line is starting to get more about you being the hero in your group of scientists
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This was the level you had to go find the super beings who could create a black like hole, absorb all of your shots, then toss them back at you.
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You have found a broken communications aray and your job is to kill everyone that could harm your teammates, its 4 large warriors who have a spear head the size of your entire body, can teleport, and shoots a long laser if you stay out of range of him too long. The game is starting to get a wee bit more intense and I like every bit of it
One large problem im noticing with the game. is the fact that a lot of times they dont really tell you how some things work, or how to destory an idol. I end up spending a crap ton of time dieing to things I shouldent be. One part is a tunnel that shoots arrow darts at you and theres no way to stop it. --- Untill you figure out the stupid alt fire of the flame thrower can repel projectiles.... or trying to figure out how to break an idol that you cant shoot
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funshade-express · 11 years
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Capsized! #2 --5 missions in--
So the missions start to varies from "start -- > end" keeping it from being just a shoot everything Action. one thing I'm going to mention is the "Feel" of this game. Everything seems to be on par... The world fits, the action is smooth, and the story doesn't suck
--The Word Fits--
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All the alians you fight either Tribal or monsters are obviously fair weaker then your gun toting future laser cannons but you are one and they are many. they are adapted to their world and your a stranger to it. This is super conveyed by the world itself, lets take a look
There are two monsters in this screen shot, one to the right and one directly under me. the one to the right is a tribal and him being a heavy one shoots some kind of green matter (feels like bio matter) the one under is a feral creature who stays low and moves fast. he BLENDS with the surrondings and a lot of the times, you will easily lose track of him in the chaos of doging bullets and being knocked around. they put some MASSIVE thought into this and i appreciate it
--The action is Smooth--
When your dodging cannon fire, and trying to avoid mosters from grabbing onto you. you will get bounced around a lot in this low gravity planet. But everything is predictable and you have a LOT of air control. so Despite being thrown around, a lot of the time you use that to your advantage. They give you a Energy shot thats free and point blank that will launch projectiles or yourself. I tend to use it to Throw myself around the map in long leaps wile shooting at the enimes
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--The story doesn't suck--
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Here is a story with no words. and is one of the best conveyed.at;around mission 3. you have to find one of the crew members. hes the only one you been tracking as he left a message and you know he was taken underground. you shoot up the level killing monsters left and right to come to this
"You are trapped on a planet that hates you, Your alone and there is no help" This is the kind of artwork that I truly enjoy as you put your own wording into it. Quickly in the next level it gives you a goal and something to work for. you know what your character is doing, and WHY
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