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> 4-Wide Guide, library of knowledge regarding 4-wide combos
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ZeroT
post May 26 2010, 03:49 AM
Post #21


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QUOTE(chowmain24 @ May 26 2010, 01:52 AM) *

if your stratagie is 4 wide and you win you are good enough of better than them. is just like tetris ing

Uh....wow blink.gif


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post May 27 2010, 07:18 PM
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LOL. Grammar, Spelling, and Punctuation Policeee, we ooo we ooo we ooo.
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zaphod77
post May 27 2010, 08:14 PM
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I propose the following heuristic to nerf center gap 4-wide. (and center gap in general, though it affects 4 wide most)

Count total blocks in and above the playfield.

if there are ever more than

183 blocks in and above you field after line clear at any time, you lose, even if you didn't lock out.

I figure this as a full field of standard garbage is 180 blocks.

we add four above the field to that, that should be a lock out.

This is the most generous one I can think of.
Lets say you've got a full stack on each side. that's 120. 9 lines of garbage at that point will top you out.

If this is to hard to program, then work it this way.

If the ninth row above the top gets a block in it, you lose, even if the center is clear.
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Pineapple
post May 29 2010, 12:52 PM
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...or just bring combos down to a reasonable power level?


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zaphod77
post May 30 2010, 01:34 PM
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It would take a huge nerf in combos to keep center gap 4 wide from becoming too powerful. I'm not even sure capping it at 2 extra lines per clear would be enough.
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Dagorath
post Jun 4 2010, 09:12 AM
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BS idea. Would make them completely useless.
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zaphod77
post Jun 24 2010, 12:07 PM
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QUOTE(Dagorath @ Jun 4 2010, 09:12 AM) *

BS idea. Would make them completely useless.

That's why I said, that it's better to nerf center gap so that you'd lose sooner.

There are two reasons to play center gap.

One is because it's faster to attack after you've set up the stack.

the other one is that you can let the side of the field rise above the top without getting knocked out.

The disadvantage is that it's harder to make 2 clean stacks than one.

4 wide center combo start heavily abuses the second reason to play it.

Even with my proposed nerf, you could still let the sides tower up for a bit, but if you let it get too high, it would top you out.
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post Jul 7 2010, 04:20 AM
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With new TF garbage system, it seems like it favors the 4-wide even more and strengthens it. Eventually they'll make it so strong that once the system registers that you're doing a 4-wide, you auto-win. wink.gif
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XaeL
post Jul 7 2010, 04:25 AM
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QUOTE(zaphod77 @ May 30 2010, 01:34 PM) *

It would take a huge nerf in combos to keep center gap 4 wide from becoming too powerful. I'm not even sure capping it at 2 extra lines per clear would be enough.


actually if each combo sends 2.5 (isntead of the current 1-5) then it would be the equivalent power of tspins. Hence if u did a fast 10 combo you would be sending at the same effiency as 5 tspin doubles. (+- backtoback, u get the point)


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QUOTE(Paradox @ Dec 16 2010 @ 05:52 PM)
Like many setups here, it is useful if your opponent doesn't move and you get 4 Ts in a row.
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post Jul 7 2010, 04:32 AM
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The fact is that I think they made that high of combos so strong because they never imagined a combo past the 2 wide.
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