[CPT-FGC] Re: [CPT-RPG] Re: Stuff off

  • From: Ilitirit Sama <ilitirit@xxxxxxxxx>
  • To: cpt-fgc@xxxxxxxxxxxxx
  • Date: Thu, 17 Oct 2013 14:14:42 +0200

Cool, so at least the marking works.  You can use this:
/macroicon "Shield Lob"
/marking off <t>
/ac "Shield Lob" <t>
/marking attack1 <t>

Then the icon will look exactly like shield lob.  Just drag it to your
hotbar

Consider adding the marks to your hotbar.  Mark the targets in the order
you want the DPS to take them out.

http://i1.ytimg.com/vi/mZjpzhghQ7Y/maxresdefault.jpg


On Thu, Oct 17, 2013 at 1:59 PM, lindsey kiviets <lindseyak@xxxxxxxxxxx>wrote:

> kinda worked, i think i misspelled shield lob.
>
> but its better to have the other know who to attack. so they one that has
> a 1 on them they will attack.
>
> ------------------------------
> Date: Thu, 17 Oct 2013 13:53:34 +0200
>
> Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
> From: ilitirit@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>
>
> Did that macro work LB?
>
>
> On Thu, Oct 17, 2013 at 1:51 PM, Wynand-Ben Viljoen <
> paashaasggx@xxxxxxxxxxx> wrote:
>
> I have no idea.
>
> Not even 100% sure what that other guys was trying to do last time, cause
> it clearly didnt work even when we ran with him or stayed behind
>
>  ------------------------------
> From: alasdair.donaldson@xxxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
> Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
> Date: Thu, 17 Oct 2013 11:28:48 +0000
>
>
>  I dunno, Paas?
> I think you died before you got them across the line anyway.
>
>  *From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx]
> *On Behalf Of *lindsey kiviets
> *Sent:* 17 October 2013 1:28 PM
> *To:* cpt-fgc@xxxxxxxxxxxxx
> *Subject:* [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
>
>  last night when i tried to pull the creeps to one side in av , they just
> went back to their original positions. how do you pull them and then they
> stay there?
>  ------------------------------
>  From: alasdair.donaldson@xxxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
> Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
> Date: Thu, 17 Oct 2013 11:00:57 +0000
>  Anyways, enough of this stupid gaming stuff. Time for some real news:
>
> What?
> Snoop Lion is evolving!
> Congratulations! Your Snoop Lion has evolved into Snoopzilla
>
>
> http://www.theguardian.com/music/2013/oct/16/snoop-dogg-lion-snoopzilla-damfunk
>
>
>  *From:* cpt-fgc-bounce@xxxxxxxxxxxxx 
> [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx<cpt-fgc-bounce@xxxxxxxxxxxxx>]
> *On Behalf Of *Nicholas Robertson-Muir
> *Sent:* 17 October 2013 12:46 PM
> *To:* cpt-fgc@xxxxxxxxxxxxx
> *Subject:* [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
>
>    Sure, if they know it's going to kill...
> ...but what if it's really close.  I think it would add a lot to the game.
> 1.  People would actually have an incentive to use super moves.
> 2. The shitty "death" animation wouldn't look so bad after a massive super
> has just landed on them 'cause it'd be swapped out for a "super finish"
> animation.
>  3. It'd just be more bad-ass.
>
>  On Thu, Oct 17, 2013 at 12:38 PM, Donaldson, Alasdair <
> alasdair.donaldson@xxxxxxxxxx> wrote:
>  Yeah, but would eventually go the way of finishing moves in MK. If the
> opponent has a certain amount of life left and you’ve got a special
> animation for the death, along with the current long aimless animation of
> the win poses, then wouldn’t people just land up exiting the match and
> starting a new one?
>
>
>  *From:* cpt-fgc-bounce@xxxxxxxxxxxxx [mailto:cpt-fgc-bounce@xxxxxxxxxxxxx]
> *On Behalf Of *Wynand-Ben Viljoen
> *Sent:* 17 October 2013 12:30 PM
> *To:* cpt-fgc@xxxxxxxxxxxxx
>
> *Subject:* [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
>
>  Sounds cool.
>
> Would be trickier to judge the damage needed/done if used in a combo with
> scaling involved etc.
>
> But would definitely look nice
>
>   ------------------------------
>  Date: Thu, 17 Oct 2013 12:26:58 +0200
> Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
> From: nicmuir@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>  I havn't been concentrating on the interactibles so much.
> It definitly gives Ares a massive benefit.
> In a kind io "I'll just teleport over to your interactibles" kind of way.
>
> So what do you think of the "finisher" idea?
>
>  On Thu, Oct 17, 2013 at 12:24 PM, Wynand-Ben Viljoen <
> paashaasggx@xxxxxxxxxxx> wrote:
>  I just feel interactables give Power and/or Zoning characters the
> greater benefit.  There are exceptions for a few stages ofcourse.
>
> Same with clashes.  No matter who initiates the clash or who wins it you
> are always back to fullscreen away from each other almost.
>
>   ------------------------------
>  Date: Thu, 17 Oct 2013 12:20:19 +0200
>
> Subject: [CPT-FGC] Re: [CPT-RPG] Re: Stuff off
> From: nicmuir@xxxxxxxxx
> To: cpt-fgc@xxxxxxxxxxxxx
>
>    If I could change anything in Injustice, It would be the supers...
> I would've added "super finish" animations on final blows.  Like a stomp
> from Ares, to go with his "buddha palm"
> ...or a drag away with Batman's car.
> ...or a swamp drowning after Grundy's headstone.
>  ...or an opponent just left on Mars for Martian Man Hunter.
>
> Also, maybe like a 10% damage incentive if you kill with a super.
> Like say your 40% super combo is normal damage, but if you nail an
> opponent who has 50% life remaining with the super, it should kill him. If
> he had 51% life the super should still only do 40%.
>
>
>
>
>
>
>
>
>
>
>
>
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