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Re: short runs and low scores in live competitions. Some observations, FWIW.
This is not a comparison of different TFs. The following were constants:
All 10 runs were done with the Gold Block as the high value target.
TFs used were Level 8 Soundwave (15% bonus) & Level 8 Grey Slam Grimlock (25% bonus).
Combined bonus = 40%
Energonicon was always Health-pack
TFs were switched to better handled airborne threats.
Time started after TF exited the teletran and on the ground.
Time ended when TF was on the teletran ramp.
Runs started with 9 hours remaining in the day’s competition and ended with 4 hours remaining.
Data order: node, raw score, after 40% bonus, elapsed time, notes.
Cobalt Valley – 471, 660, 1m 24.19s – slow time warps, note elapsed time
Beach – 804, 1126, 2m 05.75s – compare with 2nd Beach run
Desert – 770, 1078, 2m 05.15s – WMTs & missles
Pig City – 290, 406, 1m 06.46s – note elapsed time
Meadows – 900, 1260, 1m 54.02s – high value target rich environment, see Meadows below
Cobalt Valley – 293, 411, 1m 06.92s – no targets early, dodging falling monoliths
Desert – 1418, 1986, 2m 08.22s – Unicron standoff, used Soundwave when shield was raised, Quick but numerous use of transport mode, scrambled TFs.
Meadows – 896, 1218, 1m 53.39s – high value target rich environment, results similar to 1st Meadows run.
Beach – 710, 994, 2m 04.08s – results similar to 1st Beach run
Cobalt Valley – 372, 521, 1m 15.57s – took monolith damage to increase score
Confirming the obvious: Pig City nodes suck.
Cobalt Valley runs vary wildly due to time warps / falling monoliths / lack of targets early in the run
Longer runs yield higher scores.
Runs tend to be of same duration with a few seconds difference, Cobalt Valley excepted.
Excepting Pig City & Cobalt Valley, competition runs last ~2 minutes.
Unicron encounters- a standoff is OK, but it ain’t no win.
EDIT IN: YMMV