Why screaming of joy for that extra ...
This question looks a little strange but it is on my mind for a few days now.
Why are we trying to get that few smash combos in our run and dont work on the consistant combos ?
For example: you are running a game when the majority of your combos are x11. Lets compare that with a game where you got the majority of the or cs getting a 10x combo, but you are able to pull of a few x14. I think you'll score higher with the first one.
Why should we bother about that 'one extra combo point'? Why are we using the feartrinket instead of another usefull trap that works ALL the time?
I know about the combo-table of points but I would like to know from the community what should work better and why ?
P.S.: with 'we' I refer to you. Yes you are a MLG pro ! :D
Why are we trying to get that few smash combos in our run and dont work on the consistant combos ?
Simple : we're not.
Smash combos come on top of an existing killbox.
Why are we using the feartrinket instead of another usefull trap that works ALL the time?
As I've stated many times, the fear trinket is only a fallback option, when there's no good trap option for that slot. So again, the answer is "no, we're not." ;)
There are two ways to drive the scores up : increase consistency, increase potential (max combo).
Your questions and the (wrong) assertions they're based on seem to show you believe we've been too focussed on the latter and not enough on the former.
Well, I guess it may seem that way nowadays, but that's because that battle's been fought and is over. The 4x2 offered the potential, but not the consistency. The new physics-based killboxes are all about consistency.
But once consistency has been achieved, you raise scores by increasing the potential.
Need more convincing ?
Try high-scoring with the Bromage. Can't beat Tar for consistency. See if that overcomes being one combo point short. ;)
That said, keep the attitude. If new breakthroughs are to be made, it'll be with people not simply copying the existing strats, but trying out new stuff. :)
Thank you for replying! Now this thing is clear to me :)
Yup i would have to agree with Wyatan here. I try to never interupt the normal flow of orcs to get a smash combo. However, I dont make too many runs anymore that dont have at least one in there. A x14 smash combo is the same score wise as getting 2 x13's. So as far as numbers go, it is not at all worth it to try to force these to happen, and thats why we don't.
You will find that the opportunity to get a smash combo presents itself more often than not on almost every wave. This adds some fun and a bit of excitement when you see the big numbers :) As you start to achieve more and more high scores you will learn to use the smash, both for entertainment and scoring purposes. You will find that it is more for entertainment than scoring though. Consistently higher average combos build a higher score, thats what it is all about. But it sure is nice when you get that lone straggler to smash into an x14 just because you can!
On the fear trinket, as Wyatan mentioned it s the last resort fallback. The main reason I ever use it is because overkill is potentially a problem in the killbox. The fear trinket is a way to add a combo point without doing any damage to an orc in a situation where another physics trap is not available for use. The Jar of Ghosts popped at the most opportune moment will give you the benefit of adding that undamaging combo point to a pack of orcs while also buying a few moments time from heavy types that are about to invade your kill space and mess up all your trap timing. Although it is not the first thing I try to fit into a load out, it is a powerful survival tool when used properly, amd am excellent alternative choice.
To clarify - the 4x2 was designed around maximising two things in OMD1. The first was constant x7 and x8 combos. This was the highest on average combo point with consistancy and created a base line. Following that - the x12, x13 and x14 combo's were reserved for extremely powerful location setups. So we'd run the x7 and x8 and hit an x14 the score would catapault forward.
Omd2 does not follow this rule set - due to the consistancy of such high combo's x12 and x13 in bio balls, the extra combo point counts as doubling the score for that particular hit. A single x15 combo can be extremly worth it to put that extra 'edge' on a kill box to push you that little further ahead of the others who are pushing the same strategy as you are. They will always fall slightly behind because on those rare occasions you get the extra point that pushes you that much further ahead.
OMD has always been about passive traps though - and still is. The fear trinket provides a one time passive no damage combo point. The value of this (not killing orcs) is huge. Each killbox is extremely carefully designed. It is very easy to pick up what is now considered 'the finished product' and make a variation and use it out of the box. But putting it together took many people from this community and a lot of minds to adjust and modify the damage outputs to make sure that even the lightest of orcs survive the beat down before reaching the end.
All in all - it's about getting that edge. Doing that thing that puts you a little ahead of everyone else.
Is there something like an overly-active community ?
Great feedback y'all !








Why are we trying to get that few smash combos in our run and dont work on the consistant combos ?
Simple : we're not.
Smash combos come on top of an existing killbox.
Why are we using the feartrinket instead of another usefull trap that works ALL the time?
As I've stated many times, the fear trinket is only a fallback option, when there's no good trap option for that slot. So again, the answer is "no, we're not." ;)
There are two ways to drive the scores up : increase consistency, increase potential (max combo).
Your questions and the (wrong) assertions they're based on seem to show you believe we've been too focussed on the latter and not enough on the former.
Well, I guess it may seem that way nowadays, but that's because that battle's been fought and is over. The 4x2 offered the potential, but not the consistency. The new physics-based killboxes are all about consistency.
But once consistency has been achieved, you raise scores by increasing the potential.
Need more convincing ?
Try high-scoring with the Bromage. Can't beat Tar for consistency. See if that overcomes being one combo point short. ;)
That said, keep the attitude. If new breakthroughs are to be made, it'll be with people not simply copying the existing strats, but trying out new stuff. :)
Check out my channel : http://www.dailymotion.com/Wyatan
Follow me on Twitter : https://twitter.com/WyatanEchoes