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[SPARK ACADEMY] SPOTLIGHT MAPS
Traminator
Posts: 59
I figured I should have my own thread (and also put in [SPARK ACADEMY] in all my titles of cool stuff to pass on to you guys ... if THEY don't like it, then this will magically disappear I suppose.
After THIS is finished, I'll start another discussion on AM 3 once I have updated the maps on those and include a crash course for those who have not yet tried it out
ANYWAY, here are the "last 3 maps" (4, 5 & 6) of the current spotlight mission "Optimus Primal: Well, That's Just Primal" ... ie. 2.2, 3.1, 3.2 ... Honestly I started with 2.2 because I knew it would be the prettiest of the maps... next best looking one would be 1.1 and I'll do the first 3 maps after the last 3... If George Lucas can get away with it, then why not?
ENJOY!
After THIS is finished, I'll start another discussion on AM 3 once I have updated the maps on those and include a crash course for those who have not yet tried it out
ANYWAY, here are the "last 3 maps" (4, 5 & 6) of the current spotlight mission "Optimus Primal: Well, That's Just Primal" ... ie. 2.2, 3.1, 3.2 ... Honestly I started with 2.2 because I knew it would be the prettiest of the maps... next best looking one would be 1.1 and I'll do the first 3 maps after the last 3... If George Lucas can get away with it, then why not?
ENJOY!
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Comments
Great map! We could use someone like you on the Transformers: Forged to Fight Wikia. You could upload maps and other statistical data.
Here are the CHAPTER 1 maps. Sorry for the delay, but I wanted to hold off on posting them until they had the EXPERT PI#'s & MOD PATH INFO integrated in as well.
Rating, or PI.
(I actually don't know what PI stands for, as I don't know what OG means as in OG Prime LOL. Performance Indicator and Original Generation?)
Dam...that was the other question I had held it in for the past month...what does PI stand for? haha
So how do you calculate PI? @KillMasterC @Darm0k
Changing your relics or masteries will also affect all your bots' PI across the board (if you are viewing the bots from the right mode that matches your relics - ie. if you have arena relics on, you'll notice the higher PI only during arena matches). Generally speaking, players can often get confused after another Kabam fumble on an update and the PI displayed is way off (usually on the low side), but it actually should be the least of your problems, LOL, because ultimately your bot hasn't changed... rank and level are always intact but that little calculator they built in to decide what the PI should APPEAR to you as at any given moment is sometimes out of whack after an update (case in point, this last update in Act 3 Chapter 4 where the Bot PI's as viewed on the map is different than the more accurate number shown when you click (from a distance) the bot itself. Another oddity is why different players viewing the same map at the same time see different PI numbers - most of the time the difference in the numbers isn't too great and tend to stay consistent for each individual player, but I haven't gotten to the bottom of this question yet and I don't believe it is as simple as saying that the explanation why the players see different numbers is linked "solely" to masteries.
PRACTICALLY SPEAKING, just use the numbers on a relative basis and as a personal reference on (a) how manageable the map will be for you to handle, to help you identify the easiest path in order to at least "complete" but not necessarily 100% the map, but usually the lack of mods on a path or the number of "*" shown along the path is a fairly good indicator of difficulty (and if the path has no stars, then consider that "0" stars and it being the easiest path)... and lastly especially when it comes to the solo maps, use them as a guide on which paths to run while your best bots are stuck in an AM (ie. without your top bots available, it might be easier to run the easy path on Chapter 6 rather than the hardest path of chapter 1 which you can do after your best bots have exited AM)
The use of "PI" incidentally, is a holdover from the replicated aspects of the gaming platform and genre that Kabam built for TFTF's older brother of a game MCOC (Marvel's Contest of Champions). As a general statement, I'm sure that the things that were popular in MCOC will eventually be brought to TFTF but a couple years behind. In most aspects, TFTF will be following in MCOC's footsteps except for the one very significant upgrade to their 1-on-1 fighting system which went from 1 dimensional (backwards and forwards, jumping/leaping/flying as part of some form of attack doesn't count) to a 2 dimensional circular ring where Sidestepping is a very huge part of the fighting experience (and ironically becomes any veteran MCOC player's biggest hurdle to learn when playing TFTF for the first time)
So here is what I DO HAVE so far... (I don't mind anyone contributing the missing info)... and I have already posted these "draft versions" on my website, but I'll put them up here as well so you have a complete set of the most recent and useful maps here in this thread.
Just realized I was confused with the PI because this is for Expert. I was wondering why the numbers differed so much for those from Hard mode. I therefore thought it was some hidden number rather than the big number that all bots (including mine) have lol.
So using Map 3.2 as an example, if you're going to go down MD4 (Melee Damage 4) then one simple approach to counter that particular mod is to focus on using bots that excel at a ranged fight and then keep your distance the entire match rather than face off in Melee combat where you are at decided disadvantage (where opponent Melee ATK is 2.5x normal ATK. Even with class advantage on your side, it doesn't match up to the ATK gains your opponent will be using against you. I would go so far to say that the right choice of a BOT that specifically counters or reduces the effectiveness of that MOD, BUT happens to also put your Bot at a class DIS-advantage is still a better choice for that fight on that path.
Since I have been so unexpectedly and extraordinarily busy (but might still get one HOUND SPOTLIGHT map out tonight) that I'm just going to open up the vault and make available to you my MAP DRAFTS (using Google Sheets) from this last round of SPOTLIGHT which will contain all the data and info you would want to know from the maps. Unfortunately for you, there are no arrows to show you the flow of the paths, but I think you guys can figure it out.
SPOTLIGHT - HOUND - MAP DRAFTS [EXPERT]
SPOTLIGHT - HOUND - MAP DRAFTS [HARD]
Anyway, here's the only map I got around to this month... Just wanted to show you because it will show you where I'm going with the next big update to my AM-3 Map and Guide
For the REST of the SPOTLIGHT MAPS (since technically there's still almost a day left), just follow the links in the post just above this one.
I'll start posting them below, but if you see some "empty looking posts" then that just means the pic has been removed to be replaced by a subsequent updated pic so just keep scrolling down until you find what you're looking for.
Orion°Pax (in game) or
Orion_Pax_12 (on LINE APP)
How do you plan to improve your maps? I envisioned large maps with images of Bots, nodes, Utility Mods, chests, are Ore-13.
Have you considered making image maps? I've uploaded many images from the game to the Transformers: Forged to Fight Wiki.
I haven't added 1~4-Star frames and chests into any article yet, so here they are:
http://transformers-forged-to-fight.wikia.com/wiki/Special:Search?search=frame&fulltext=Search&ns6=1
http://transformers-forged-to-fight.wikia.com/wiki/Special:Search?search=chest&fulltext=Search&ns6=1&filters[]=no_filter&rank=default#
That said, it's time to clean up the Kickback mess and clear the slate for Blaster (and yes, I know there's less that 12 hours left before we switch to the Blaster Spotlight, but for the sake of satisfying my OCD, I'm posting these up).
~~~~~
Since 2 of the EXPERT maps have now "disappeared" from above, I'll repost their final DRAFT form again.
KICKBACK (EXPERT) 2.2
KICKBACK (EXPERT) 3.1