|
Post by ceebee on Oct 31, 2010 16:54:56 GMT
...Is not complete. It hasn't even been started. But I will PERSONALLY see to it that it eventually exists. How, you ask? We all know that Stick Ranger codes are adhered to one Dan-Ball user. But there is a work-around! A team of people would use a universal account (with a simple ID, user, and pass) to play Stick Ranger, constantly update game codes (via Pastebin.com), and publish a single Vs. Mode Team. The process would make this conceptual Stick Ranger Team impossible to beat in the end!!! We would most likely make it to the end of the game, as well!!! It's an idea, right? Tell me your opinions. -CB- Note: Realize that many people will be working together on one Stick Ranger Team, but anyone who wants the User, ID, and Pass must consult me first. I'll work out ALL the details as time progresses.
|
|
|
Post by RubiksMaster123 on Oct 31, 2010 17:38:25 GMT
eh heh cuz all teams have some weakness
|
|
|
Post by ~Memzak~ on Oct 31, 2010 18:35:50 GMT
Too bad we can't make a team with 8 instead of 4 people.
Then we could cover all the weaknesses and have some SUPER strengths.
|
|
|
Post by RubiksMaster123 on Oct 31, 2010 19:06:29 GMT
ya but then the other team would be stronger
|
|
|
Post by disabled on Oct 31, 2010 20:15:56 GMT
I think its like Rock-Paper-Scissors. Some classes work better agains others but they are beaten by another class. And different weapons change the game too. I don't think there is one group that can't be beaten in VS (except by the same team of course).
But to try to find a good team, I'd start with looking at whats best for each class, what weapons and compos work best. There might be different weapon options though that might work about equally good. At the same time you can try to find out which classes/weapon combos work good agains other combinations. So if you found the best combinations per class and found out what combinations work well agains each other, you can look at the top 20 Teams and make a statistic about what classes are used and then deduce a team that might be able to beat quite a bunch of them. Still there is no guarantee you will make it to the top...
And what works well in VS doesn't needlessly work well in the SP game. VS is a very specific scenario and the SP has a much wider variety. I think the best SP team is a flexible team with quite a few alternative weapons combinations for special purposes. Like my boxer usually has a sonic punch with Vamps card and some Bonus card like Quicks or Criticals, but sometimes I like to change the bonus to a freeze charm or even an onigiri card. I also usually carry around more then one weapon for my magician...
|
|
|
Post by GamesExploit on Nov 1, 2010 10:05:18 GMT
There is not 100% all time, cause I beat every single top 10 team with custom builds against their weakness So there won't be an unbeatable team, in any way, but you can do a team that is hardly beaten, like disabled has said.
|
|
|
Post by ceebee on Nov 1, 2010 22:32:14 GMT
Exactly my point. A hardly beatable team. It's very possible.
|
|
|
Post by ruisen2000 on Nov 16, 2010 16:45:11 GMT
I would say a ranged team, with priest using max Str and having poison charm 3 and black crystal 4 to cover for its physical weakness. The a poison sniper with 25 on mag, everything else on Str, capsult 4 and peridot 3 to increase length of poison(I'm noticing 70% of the successful pvp teams now all have poison charm 3), a mage with ice meteor and capsult 4 and poison charm (90 on Str, 20 on LP). Then a dummy boxer with everything on LP, sonic knuckle and black crystal, along with a poison charm. The main weakness of this team is lack of defense, even with compo to make it stronger, it would still be quite weak. Although non-ranged teams shouldnt be a problem, it wouls take them out before they can reach my team, however another ranged team then you might have to take chances (another ranged team would also be low on def)
|
|
|
Post by TragicMagic on Dec 8, 2012 3:36:00 GMT
I'm finding magicians pretty good,
STICK RANGER V12.2
Level: 74 HP: 342 (x4) FP: 150 (Rank 8) Class: Magician (x4) Weapon: Electric Shock 5 (x4) Compo: Topaz 5 (x4) Compo 2: Bullets Card 4 (x4)
STR: 140 DEX: 0 MAG: 6
Attack: 2 - 52 AGI: 80-90 Range: 310
All that, and I'm having no problems beating Rank 9's with FP's of 160+
|
|
|
Post by Qwerty on Dec 8, 2012 5:44:25 GMT
Magicians are certainly versatile, except against that one boss that is only vulnerable to physical attacks. That guy's a jerk.
|
|
|
Post by Alonso on Dec 8, 2012 14:10:19 GMT
The physical guy is easy but time consuming now. Just use bait and my old friend thunderstorm. So many 1's. anyway, Mage team I found ages ago, my annoying thing is flying creatures, no joke....
|
|
|
Post by Qwerty on Dec 8, 2012 20:32:28 GMT
Really? I thought mages were good for flying creatures and it was melee teams that hated them. They were the bane of my four-priest team awhile back.
|
|
|
Post by Alonso on Dec 8, 2012 22:01:12 GMT
Why I accidentally did was make my icicle specifically for range and dex meaning I freeze them so I can attack then with my other mages...
|
|
|
Post by dakota on Apr 27, 2015 13:33:33 GMT
i faoubd if you use the angle the archer and 2 of the sorcerers non the magician the one with the ball like thing floating in his hands it is a priity good combination if i did say so myself. but it is beatable but hardly beatable
|
|
|
Post by The Gamer on Jun 21, 2015 18:54:56 GMT
Enemies have a resistance and a weakness, but every player does not have that, unless there is a compo in the slot. A thunder Attack to a water type enemy increases the damage twice the amount the Attack would be. But a thunder Attack to a thunder type enemy will greatly decrease the amount of damage that the Attack would be to 1, not matter how strong the weapon is. But a person deals the amount of damage it would normally be.
|
|
|
Post by More tip each days on Jul 25, 2016 22:26:19 GMT
A class (or profession) is an attribute of a character in Stick Ranger. It determines the starting weapon of a character, the weapons a character can equip as well as the stats that increase when SP is invested. Each class has its strengths and weaknesses.
Contents[show] List of classes There are 8 classes overall. Every class has pros and cons, which are listed below.
A pro [+] means that the class has a certain strength. A neutral [=] fact means that the class can either be beneficial or detrimental depending on the setup and situation the player is in. A con [-] indicates a weakness that the class has.
Boxer [+] Fastest class in the game (lowest AGI) [+] Great DPS [+] Intense magical attacks [=] Can't handle big mobs well (unless using the Sonic Gloves, equipping an Explosion's Card, having extremely high DPS, and/or having very intense magical attacks like Spark Gloves) [=] Requires a good amount of MP (especially Charge Punch 5) [-] Lowest range in the game (range of 15), that can only be increased indirectly with a Big Card [-] Most flying enemies can kill them easily unless supported by a ranged character [-] Most eels are hard to defeat because they will swim away quickly (unless supported by a ranged character or other melees) Gladiator [+] Can handle mobs well [+] Twice (or more) the range of a Boxer [+] Flexible min-max AT range [=] Requires a good amount of MP [=] Jumps and gets closer to the enemy while attacking [=] Has a medium amount of range for melee characters, which can only be increased by the Long Sword's Card and Katana's Card [-] Most magical effects are not so intense compared to Boxers and Whippers [-] Can't handle single enemies well compared to other melee characters [-] Most swords do not accept the Bullet's Card Sniper [+] High Range that can be increased with STR [+] MP efficient [+] Powerful Poison and Fire attacks [=] Reliable but low AT (can be increased with DEX and Red/Yellow Crystal) [=] Extremely effective at dealing with enemies far away but less effective at defeating nearby enemies (except for using Shot type bows) [-] Enemies can dodge slower attacks [-] Limited weapon types available [-] Attacks can be blocked by the terrain (unless using the Pierce's Card, Fire Shot, Pierce Arrow or Flame Shot) Magician [+] Can be both supportive or damaging [+] Intense magical effects [+] Does not require MP [+] Attacks usually come with many bullets [+] Most orbs start with a decent range (usually 80 or 90) [=] Many orbs are good at dealing with many enemies at once, but are less effective against single enemies. [-] High AGI (can be improved with DEX/Quick's Card to some extent) [-] Some attacks can be blocked by the terrain Priest [+] Can increase AT and Defense of all characters within the range of the Priest (the range can be improved with MAG and a Catapult's Card) [+] Most staves' attacks ignore terrain and cannot miss [+] Can handle mobs well for most staves [+] Long staves start with high range [+] Does not require MP [+] Having weapons of all 6 types [=] Attacking mobs very close together with some staves results in one of the enemies taking all the damage and the other(s) taking none (except when using staves that deals splash damage) [=] Most staves start with mid range (usually 70) [-] Most staves have low AT and weak magical effects (except some late-game Poison/Thunder staves) [-] High AGI (80-90) which can only be lowered with Quick's Card [-] Most staves can't handle single enemies well [-] Lower vertical range than other classes [-] Lower LP multiplier in VS mode Gunner [+] High AT at mid range (usually 50 or 60) [=] Various AGI ranges for different guns [=] Few magical weapons [-] Burns money on most guns (except the starting gun) [-] Most attacks are blocked by terrain (unless equipped with a Pierce's Card or weapons that have piercing projectiles such as Laser Gun) [-] Cannot increase range without using the Catapult's Card, however can be ineffective for some guns depending on the level of the card as the projectiles eventually disappear after a short distance or crash on the ground due to gravity before reaching the enemy (can be fixed with a Reflection Card for Cannon like Weapons). [-] Lower LP multiplier in VS mode Whipper [+] Intense magical effects [+] Can increase amount of projectiles of magical attacks without using a Bullet's Card (when using a Bullet's Card, the effect is calculated after the increment by the Bullet statistic) [+] High range compared with other melee characters, which can be increased indirectly with the Big Card [+] Can attack flying enemies easily with certain weapons [+] Can attack mobs like a Gladiator [+] Having weapons of all 6 types [=] When the character makes an attempt to attack an enemy and misses, it is possible to drag the Whipper to a flying enemy high in the air and hurting them by just the ball of the whip touching the enemy (will not work when travelling to another room) [-] Most whips have low Physical AT (except for Iron Whips) [-] Whips require very high MP [-] Most whips have low accuracy Angel [+] Fairly intense magical effects [+] Has better range than average Gunner [+] Rings fly around the target, hitting all enemies around it [+] All rings penetrate through terrain and enemies, damaging them as the ring returns to the Angel [+] Has more LP than the other ranged classes [+] Has a decent DPS for ranged characters (e.g. with the Power Chakram) [=] Can increase amount of rings with DEX and Ring's Card, with a maximum amount of 6 [=] Most rings act like Fire-type weapons (can linger around and pierce enemies), even though its elemental type might not necessarily be Fire [=] Rings have a unique system for how frequently a ring can damage enemies during its flight. Most rings have an ability to hit enemies 2 times per second for each ring. This rate is independent from AGI and thus cannot be increased with a Quick's Card. [-] Most rings do low physical damage, unless with a decent amount of STR, or using the Power Rings [-] Weapons require an intense amount of MP; many more than whips, especially Charge Chakram 6 with 600 MP (highest in the game so far) [-] Cannot increase range without using a Catapult's Card [-] Rings must come back to the angel before being thrown again, making Quick's Card not very useful (unless having high DEX and/or a low range, and/or is attacking a large spreaded group of enemies)
|
|
|
Post by HueHuey on Jul 26, 2016 11:38:54 GMT
^Dafuq?
|
|
|
Post by Antares on Aug 19, 2016 20:00:37 GMT
Double Hell Fire and Lightning are everywhere now, it seems the best team has been found
|
|
|
Post by Qwerty on Aug 21, 2016 3:05:26 GMT
I guess we'll see if that changes with updates, but it seems like the game is nearing the end anyway.
|
|