Tiers for non-fighting games?

But if we’re gonna tier this honestly then overlooking points like that make it moot. If every tier list did that then shit would be a whole lot different in every last one.

Raph’s special is a perfect example. The reason why this happens is because of how the game is animated. The more active the special the longer the recovery to neutral even if ever so slight. Leo’s special just has less frames to recover from to get into a neutral stance than Mikey’s does. No matter how minute it’s there. Surprisingly, Don’s Special recovers even faster than either Leo’s or Mikey’s just to make the point.

It’s the simple fact that he’s so balanced all around that makes him the better character. Mikey can do all that stuff but a glaring weakness is a glaring weakness no matter how you look at it. So if Mikey gets in a tight spot then he has an issue. Leo can get into the same spot and he may be able to walk away. In the end it’s not about who does it best but who can do it safely and effectively.

anyone have tiers for The Red Star?

Kinnikuman/Kinnikuman Nisei tier lists GO!

I absolutely love that game, an overlooked gem.

The Red Star is pretty easy to tier imo:

[S] Maya
[A] Makita
** Kyuzo

Makita is the character you should start the game with. She’s fast, small and has nice and versatile combos with good range thanks to her dash. Her protocol attack is good for crowd control (which you’ll need in some of the later stages). Her invincible backdash is a great tool, in some boss fights she can evade bullet patterns that are hard to avoid for the other characters. All in all, she’s easy to play and can handle every situation well.

Maya takes some time to get used to (she’s a bit more defensive and you need good positioning skills), but once you figure her out she’s incredible. Her mirrors are hands down the best special in the game. With some positioning you can control crowds with it (the trickiest part when playing her), it is an absolute boss killer (reflecting their shots for massive damage), AND it protects you from EVERY projectile in the game. Her other special is a shield penetrating spike working like a projectile, which is a unique long range tool useful against some of the harder enemies. And if that’s not already enough, she also has an infinite with melee attacks that gets powered up once her protocol meter is full.

Kyuzo is definitely the weakest character with the most noticable flaws. First, he’s slow and a huge target, making him the hardest character to play once you have to dodge the more complex bullet patterns. In some situations he has to rely on stabbing bosses rather than shooting them, making it even harder since getting close is also a general problem with him. He even attacks slower than some of the normal enemies, so he has to block a lot more than the other characters. To make up for it, his crowd control is the best once you get it going, and his protocol attack (strong laser) is the best against bosses.

In the end every character is worth using, they’re all very unique so it also depends which style suits you best.

The ninja is easily as good as the priestess, if not better imo. The ONLY area where the priestess is better than the ninja is the first time you go through the graveyard in the fourth world. everywhere else, they are either equal or the ninja is better. Protect spell is nice, but the ninja doesn’t need it when he kills everything as soon as they enter the screen. he levels up slower, but he kills the fastest, walks to the next kill the fastest, and also gets more stat points per level, so his purported weakness isn’t really even a weakness. i level up at the rock golems after bypassing the second world in all my plays btw. and i only play the japanese version so the priestess is slightly weaker in that version. i suck with the mage, still can’t one-coin the game with him. I can consistently 1-coin with the ninja (every single time), priestess, and fighter (inconsistently). as for the mage, i don’t even bother (i probably could if i wanted to, on the World version with 8 herbs)

Also, this is my avsp rankings. I base beat’em ups MAINLY based on how easy and practical it is to one-coin the game. i dont really care about how good a character may be theoretically, if i have an easier time one-coining with a certain character but not with another, then it’s gonna affect my tiers. tiers are based on opinions anyway, so here are mine.

#1) Warrior - like you said, easiest to beat the game with. that means everything to me. few years back i emailed AvsPadmirer asking his opinions on the rankings. he said #1 is warrior and lynn, but lynn is way more difficult, so he said pred warrior is the easiest to 1coin the game with.
#2) Hunter and Lynn - Lynn has awesome potential no doubt, but despite all that effort to play her well… the two predators will still be just as effective with half the skill and experience… that’s my problem with her.
#3) Dutch - imo the most fun character to use.hella fast recovery on combo. powerbomb is awesome (try not to grab while walking diagonally unless its after a whiffed enemy attack - in capcom beat’em ups (starting from cad n dinos i think) diagonal walking is slower than walking left/right/up/down, so it will affect your success in grabbing enemies. awesome character, but more difficult and higher learning curve. (i used to think he sucks, a year or two ago on this very thread i said he sucks, but man i was wrong. he rocks)

Which one? The games or the show?

And which game because in Generations(PS2 version), the ninjas(Hanzo and The Ninja) were broken for being able to dodge all strikes by holding down the square button and moving around sporadically.

Gears of War

Gears of War 1

S+: Host Lancer, Host Shotty

S tier: Shotty, Sniper

A tier: Lancer, Chainsaw, Boomshot, grenades

B tier: Torque Bow, snub pistol

C tier: Hammer of dawn, Revolver

Bottom tier: Hammerburst

Gears of war 2

Broken Tier: Smoke Grenades (Before update)

S+: Torque Bow, Flamethrower

S: Lancer, Chainsaw, Hammerburst, Grenades

A tier: Boomshot, Shotgun, Mulcher,

B tier: Snub pistol, Sniper, Poison Grenades

C tier: Mortars, Hammer of dawn

Bottom: Gorgon Pistol, Shield, Revolver

prolly been posted buts this is my opinion. I thinks its pretty damn accurate.

Time for a Mass Effect 2 squad mate tier list rewrite. As before, “resistance denial” is a term used to refer to any power designed to destroy resistances(barriers, shields, armor), and this tier list applies to Hardcore and Insanity levels of difficulty.

Top Tier
Miranda Lawson: Not much has changed about her. She has Warp and Overload, two of the game’s very best powers, as well as a passive damage boost that applies to the entire team. On the down side, Miranda suffers from a lack of range and respectable damage output, as well as being one of the flimsier squad mates. Overall, though, she is extremely effective and never a bad decision. I still hate her, though. :mad:
Kasumi Goto: Hoooooooleeeeeeeeeeee shit. Where do I begin? Kasumi’s only drawbacks are also flaws that plague Miranda: she has poor range on her weapons, and she’s wont to die easily if left unchecked. However, unlike Miranda, Kasumi has found a way around it with the use of Rapid Shadow Strike, which may very well be the best attack in the game. She can cloak, drop almost any enemy instantly, and return to cover without anyone being the wiser, and her devastating Flashbang Grenade is just the icing on the cake. Kasumi might be the best squad mate in the game. If you got the DLC, you got your money’s worth with this crazy bitch.
Zaeed Massani: There is nothing that this man cannot do. He hits like a freight train and has a way to get around all three resistance types(Disruptor Ammo for shields, Inferno Grenade for armor, and Concussive Shot for barriers). In addition, his damage resistance is high. He’s a perfect soldier, nothing more and nothing less.

High Tier
Garrus Vakarian: Garrus is a jack of all trades and a master of…all trades, actually. He excels in every situation, with Concussive Shot for barriers, Overload for shields, and Armor-Piercing Ammo to pierce armor. He is high tier rather than top tier for two reasons: firstly, he’s very flimsy and dies quickly, and secondly, there’s not a lot that Garrus does that Zaeed doesn’t do much better. Does that mean you shouldn’t use Garrus? Hell no it doesn’t. You’ll just have to watch his back a teensy bit more.
Grunt: This motherfucker cannot die. Period. In addition, he has assault rifles and Concussive Shot, two very notable combat talents. He hurts for range, and he hurts for it badly, but his damage output is halfway decent and you can’t kill him no matter how hard you try. That’s an exaggeration, but…not by much.
Legion: Legion is a very unique and interesting character, both in combat and in story. It has access to assault rifles and the devastating Widow sniper rifle, as well as its useful Combat Drone and Geth Shield Boost abilities. Its damage output is high, but its resistance denial is nonexistent. Pair it up with Zaeed, Garrus, or Miranda for the best possible results.

Mid Tier
Thane Krios: Thane sees a drop in the tiers because he is a less versatile Garrus or Zaeed. He’s still good, just not great. I use him all the time. Warp and Throw are two very useful powers, and Thane has excellent synergy with Garrus, Zaeed, or Grunt, which is valuable. He’s probably a better teammate than he is a single unit, which is ironic, considering his history.
Samara: Reave is good. Assault rifles are very good. Other than that, she’s really nothing special. Next!
Tali’Zora vas Neema: She’s a poor man’s Legion for the most part, but one huge difference is the presence of Energy Drain. Energy Drain is Tali’s saving grace, as it allows her to sap the shields of her opponents, thus greatly increasing her staying power. However, her primary weapons are shotguns. Boo.

Low Tier
Mordin Solus: Incinerate is the only thing he has going for him, and sadly, that’s not enough reason to bring him along as opposed to Zaeed, Miranda, Garrus, Grunt, or anyone else who can punch through armor. Neural Shock and Cryo Blast are ineffective for the most part, and his choice of weapons, while not as bad as Tali’s, Jacob’s, or Jack’s, is still pretty lackluster.

Bottom Tier
Morinth: Assault rifles are her only pro. She has Throw and Pull, which suck ass by themselves, and Dominate, which sucks ass under any circumstances. With no resistance denial, subpar damage output, and less crowd control than almost anybody, Morinth is hot garbage. Why would anyone take this useless skank over her hot mom?
Jack: It’s not fair. It’s just not fucking fair. They armed one of my favorite characters with a moveset that only serves anybody well on lower difficulty levels. I mean, yeah, she hauls ass on Normal or Veteran with Shockwave, but try that shit on Insanity. I bet you’ll love the piss out of that.
Jacob Taylor: He has it even worse off than Jack does, with the biggest differences between them being that Jack has Warp Ammo(which beats the shit out of Barrier) and Shockwave(which beats the shit out of Incendiary Ammo), making Jacob a completely useless endeavor. Jack has her uses on Veteran, but Jacob can’t even get that far, and I think that’s proof that BioWare is racist. Fuck them crackas.

I saw a CoD:MoW2 tier list earlier, and here’s me and my bro’s my take on tiering the perks:

Perk 1:

  1. One Man Army - Extremely deadly in the right hands, especially smart campers. OMA setups makes you extremely versatile, and if you don’t opt to change classes, you can change into your OMA class again and again to refill everything (unlike scavenger, which only refills partially) or change to a different class depending on situation. My bro’s typical nuke setup is simply OMA + Danger Close + Grenade Launchers, also known as the dreaded “unlimited n00b tubes” :smiley:

  2. Sleight of Hand - Great for run n’ gun playstyles, it eliminates a lot of downtime associated with reloading.

  3. Bling - I don’t rate this top tier because of two things: The perk is for gun only, so if you run out of ammo with that gun and you have to pick up another, the perk does not carry over, so to those who get long killstreaks, their bling bonus won’t last them much. Second reason is that if you drop your gun (by dying or picking up another weapon), the enemy can potentially pick it up. And if they have scavenger, they can refill your blinged up gun. Decent with people who rely on heartbeat sensors, but personally, those are distracting and covers only a certain range.

  4. Marathon - Not as high as the rest, but still very important perk, due to increased mobility. Gets you in position faster, especially its pro version. This is what Commando knifers should pick.

  5. Scavenger - All the 1st perks are great, and Scavenger is still great, despite me putting it at the bottom in Perk 1. It’s only recommended for run n’ gun though, because for scavenger to take effect, you much come across a dead body first. It does not fully refill your ammo and grenades, but it serves well enough if you make kills in close proximity, and in those ranges, OMA change class downtime might be too long to get your ammo back.

Perk 2:

  1. Stopping Power - Very good perk that everyone should use, unless they’re making a class that takes advantage of the other perk 2 perks. Keep in mind that stopping power bonus varies between different guns and whether you’re playing in Hardcore or not, so some guns won’t gain much extra damage while others do.

  2. Danger Close - Underrated perk, given that people don’t pay attention that Danger Close pro also increases the power and radius of kill streak rewards! Also a favorite to use for my bro’s nuke class, since grenade launcher/RPG/AT4 + OMA + danger close in a well guarded area makes it extremely brutal in some of the maps. Danger close gives you a better chance of killing more than one enemy at a time (especially if they’re all close together), which is invaluable in getting kill streaks! Plus, killstreak rewards like predator missile, harrier, precision airstrike, stealth bomber and AC130 benefit greatly from this perk. One time, I actually killed nearly the whole team by using Stealth Bomber + Danger Close in Wasteland (got a sweet +750pt multi-kill + other bonuses for it!). Perk best used with OMA and scavenger.

  3. Lightweight - This is good to circumvent mobility penalties associated with bigger guns, but it’s great and highly recommended with Commando knifer builds, which most of them should know by now.

  4. Cold Blooded - This is necessary for stealth classes and anti-killstreak classes. If they know how to blend with the surroundings well enough, it’s also good against thermal scopers, although some experienced players can still detect them. Keep in mind that sentry guns can’t directly target on enemies with Cold Blooded, so they’re perfect for destrying sentry guns.

  5. Hardline - Makes it 1 kill easier to get killstreak rewards, at the penalty of being unable to kill, defend or move as well due to not selecting the other perk 2 perks. You can circumvent this a little via OMA trick though, although it can be time-consuming. It’s good for people settling for lower kill streak rewards though, as they get their stuff sooner, just in case they die too soon.

Perk 3:

  1. Commando - One of the most annoying perk… for the people who are the receiving end of it :smiley: Commando is crazy as hell for the ridiculous distances they cover (can even go across rooms in a split second!), and is the reason why you see a lot of commando knifers. Pro version + any mobility perks + tactical sidarm makes you go through the map faster to find more prey and go through cover to cover.

  2. Steady Aim - Just as necessary a perk as stopping power. If you’re not going for any of the other perks, this should be your default perk 3 perk.

  3. Ninja - Invaluable in stealth classes and search & destroy modes, it serves to counter people who use heartbeat sensor too much. The ability to silence footsteps is actually pretty valuable, especially against people who has a good sound setup when playing.

  4. Sit Rep - This is another underrated skill, and you wouldn’t believe how useful it is when you finally get to Sit Rep pro. Sit Rep alone is good, as it gives you an idea by picking up the enemy’s trail and camping spots. Once you get pro though and you know how to use it, it’ll be harder for anyone to sneak up on you since their footsteps are so damn loud, you’ll hear them coming or going from quite a distance away. Also gives away enemy position if they’re moving around, and the usefulness of this magnifies with the use of good headsets and sound system.

  5. Scrambler - Scrambler actually makes people discover that there’s an enemy nearby, which in a way goes against being stealthy using scrambler. Under the right hands though, it’s good for run n’ gun style, small and multi-story/layered maps where the advantage of having UAVs and mini-maps are neutralized, therefore, killstreaks like predator missiles or harrier can’t be used properly without eliminating the nearby scrambler first. They also won’t be able to discover the location of where your killstreaks will be, as it won’t reveal the minimap display of airstrikes, missiles, choppers, etc., so long as you’re near them (which makes avoiding them harder for the people that got their minimap jammed). Pro also lets you run through claymores, although you can get discovered beforehand. Its usefulness is greatly lowered when playing in hardcore or round by round spawn game modes, so this moves to bottom tier in those modes.

  6. Last Stand - It’s decent enough if you want to put up a fight even when you’re down. It has it’s uses in hardcore team deathmatch as the enemy won’t get the score if you kill yourself (using the grenades in last stand pro) or if an ally kills you while in last stand. They’ll get penalized for it, but at least the enemy won’t get score. Due to that, this perk moves up in usefulness in those modes, but only for a bit.

Death streak:

  1. Final Stand - The main reason why I put this over painkiller is that this stays as long as you stay alive and only get hit with body shots or fall damage, while painkiller is only temporary. Not only is this a way better last stand due to the ability to use your regular weapons, you get the chance to get back up and fight, and it’ll still remain in effect until you finally get finished off.

  2. Painkiller - It’s a very big bonus in health while it’s on, but it won’t rank as well as Final Stand since it’s only temporary. In small maps, it’s enough to re-establish yourself. For spawning into an anti-air rocket class, painkiller is a must in order to survive the potential AC130 and chopper gunner onslaught long enough to get a rocket or two out.

  3. Martyrdom - Not as broken as it used to be in back in CoD4 since it’s a deathstreak. You have to die in close proximity with the opponent anyway for this to be effective. If you have this, you can try stunning/flashing everyone in a small room and either kill them or get killed, then kill them anyway after you die since the flash or the stun means they either can’t see the grenade indicator or they’re moving too slow to be able to avoid it.

  4. Copycat - It’s a low-level deathstreak, so you don’t really have much of a choice early on. You can get the good gun and perks the guy who killed you has equipped, but when you’re still low level and new, you usually don’t know how to use the class anyway. Switch copycat once a new deathstreak reward pops up, because this is not worth it compared to other death streaks.

Take note that in general, info on these tiers change in certain modes, as most of these tiers are based from team deathmatch, ground war and domination modes. Some perks are favorable while others become crap in other modes, like hardcore modes.

I guess while I’m at it, I can revisit Mass Effect 2 bonus talent tiers.

Top Tier
Warp Ammo: It delivers a great deal of damage assistance to both biotic barriers and armor, which is great for classes that suffer in these areas. It’s also just a really effective talent in general. I’ve seen Sentinels that take this, and they beast through Insanity with just Warp Ammo and Overload. Sheer versatility is what makes this talent top tier. There isn’t a single class that doesn’t benefit from it in some way.
Flashbang Grenade: The area of effect is huge. It does outrageous damage to shields. It stuns enemies even when they’re protected. It disables weapons. What’s not to love about Flashbang Grenade? Like the kleptomaniacal game-breaker that comes with it, Flashbang Grenade might actually be a little bit too good. This is as close to the olden days of infinite Marksman + Immunity as Mass Effect 2 gets, people.

High Tier
Armor-Piercing Ammo: You get more damage and less versatility than Warp Ammo. I personally use it on my Infiltrator because it augments the strengths of the class, freeing up Incinerate for various other uses. I cannot stress enough, however, that the biggest draw of Armor-Piercing Ammo is the absurd increase in damage that it brings. Being able to inflict 170 percent of your normal damage against armor and health essentially turns krogan, varren, husks, abominations, and scions into punchmeat. Lock and load.
Reave: One of the most damaging attacks in the game can eat through biotic barriers and armor as well as stun the hell out of any unprotected foes. It’s especially effective for dealing with krogan; strip through their armor, Reave them, and rip them apart. It’s essentially Warp Ammo in power form. Adepts and Sentinels could get a lot of mileage out of this. The reason why it’s high tier and not top tier is because using it triggers a cooldown, which means six seconds of inactivity for the power-heavy classes that would benefit from it the most.

Middle Tier
Inferno Grenade: It’s a tiny bit frivolous, but Inferno Grenade has one fantastic application: husk control. Husks are some of the most annoying enemies in the game, and Inferno Grenade can make short work of them. It also does very well against krogan and varren, just like any fire-based ability. The range on it is kind of derpy, though.
Energy Drain: Like Inferno Grenade, it’s a bit frivolous, but it’s essentially a beefed-up version of Overload. The problem, though, is that Overload doesn’t need beefing. It’s perfectly fine as it is, which calls Energy Drain’s effectiveness into question. However, it’s obvious that if your class doesn’t have anti-shield measures, you could definitely stand to benefit from this.
Barrier: The fact that biotic power and duration upgrades apply to Barrier make it what it is. If you’re a biotic and like to rush that shit down, then go for it. You could certainly do worse.
Geth Shield Boost: Same deal as Barrier, but with tech upgrades. However, it’s interesting to note that Improved Geth Shield Boost gives you a nice ten percent boost in your weapon damage. This makes it an interesting prospect for every class, but especially the Soldier.
Dominate: The more I watch of people who use this power, the more I’m firmly convinced that those people are onto something. Large fields of organic enemies can be controlled and set against each other with Area Dominate, which works very well on hordes of things(again, husks). It’s gimmicky as hell, but I can’t argue with the results that I’ve seen. Put the right amount of effort into it, and Dominate can work.

Low Tier
Neural Shock: It’s essentially a poor man’s Reave minus all the things that make Reave so useful. Take away the resistance denial from Reave and all you have is a damn stun move that only works when an enemy isn’t resisting. It’s saved from bottom tier by the knowledge that it wreaks absolute fucking havoc on lower difficulty levels. With that in mind, it’s actually a fantastic tool for level grinding.
Fortification: Because it is a combat power, it can’t benefit from the same upgrades that enhance Barrier and Geth Shield Boost. It’s only good for Grunt because it works hand-in-hand with his constantly regenerating health. It’s saved from bottom tier for the fact that it has practical applications(taking less damage is always good).

Bottom Tier
Slam: Why would you use this? Seriously. You’ve stripped down an enemy’s defenses and now you want to pick him up and drop him? Dominate lets enemies work for you. Reave sucks out their fucking soul. Slam is nowhere near as useful as that. As frivolous as Energy Drain and Inferno Grenade can be, Slam is nothing but a frivolity. No. Just no.
Shredder Ammo: Once an opponent’s resistances are gone, he’s already dead. An ammo type that does extra damage to health is just fucking insulting. What’s even more insulting is that I can’t get Thane to stop using the fuckin’ shit when I take him on missions. Jackass.

Nice, I like watching a lot of these fighting game vids, even if I’m not willing to learn how to get that good.Chicorita is terrible against all gyms but the fighting and normal one,By the time you’re fighting Hoothoots, you should already have a Butterfree or be pretty close if you’ve been allowing Caterpie to do most of the fighting…

Final Fantasy 13 Tiers

S Tier

  • Lightning - Lightning is great. She can do almost anything except Synergist and Saboteur. Lightning is the 2nd best Commando, the best Ravager, and tied with Hope for 2nd best Medic and depending on how you look at it, best or 2nd best Sentinel. With the Elude skill and Nimbletoe Boots, Lightning will dodge about 85% of attacks aimed at her. Lightning is also the fastest character and can stagger enemies pretty quickly, making her the best character for chains. Give her the Axis Blade and she becomes a highly versatile attacker and support character.

A Tier

  • Fang - Fang starts off pretty useless due to not getting her Ravager skills, but with a lot of CP, she becomes almost as versatile as Lightning. Fang is easily the best Commando, but she’s the 2nd best Saboteur and can do everything except Medic reasonably well, though her high HP is somewhat wasted since Snow and Lightning are much better Sentinels.

  • Hope - Hope is great. He’s the best late game Medic, and he’s the 2nd best Ravager and Synergist. Hope is also a respectable Saboteur and a decent Commando with his elemental moves, though he’s only useful as a Commando against enemies susceptible to magic. Hope’s main problem is that he dies very easily since he learns next to nothing to boost his survivability.

B Tier

  • Vanille - She’s basically a weaker Hope. Vanille is by far the best Saboteur in the game, but otherwise, she’s outclassed by Hope in every other way. She’s still a good Synergist and she’s the 2nd best late game Medic, due to Hope having better magic stats, although Vanille is one of the best characters in the early and mid game.

  • Sazh - Sazh is the best support character in the game if you used the Spica Defenders. With the Spica Defenders and Watchmen’s Amulet equipped, you’ll be able to put buffs up at the start of battles that last the whole time. No one can touch Sazh as a Synergist. He’s tied with Lightning for ability to chain the gauge if you use the Procyons. Sazh would be a lot better if his stats weren’t so horrendous. He is the best character for farming the Adamantoise because his Blitz gives him the best damage output against giant foes. Outside of farming and boss battles, Sazh doesn’t have much use since he’s only good as a Synergist and Ravager.

C Tier

  • Snow - He loses steam late in the game. At the end game, Snow is only good as a Sentinel, but Lightning is tied with him for best Sentinel. While Lightning can dodge most attacks, Snow soaks a lot of damage, so Snow is preferable when you’re fighting a stronger enemy. Snow is decent as a Commando, though he’s outclassed by Lightning, Fang, and sometimes Hope as a Commando. Snow sucks and deserves his own tier.

Leader Ranks

  1. Fang
  2. Lightning
  3. Sazh
  4. Vanille (she’s the best leader for speed runs, fighting things if you’re underleveled, and is tied with Sazh for best farming leader)
  5. Snow
  6. Hope (never, ever use Hope as the leader)

I hate Hope.

god of war 3:

top tier:
nemean cestus (gauntlets) - best weapon in the game. after getting it, it’s used 95% of the time. best dps in the game. okay magic.

good tier:
nemesis whip - quickest launcher. if you’re not using the gauntlets then this is probably used for the launcher. great magic for it’s cost. it also stuns. the magic is great vs zues if you somehow let him summon more than 1 clone.

okay tier:
blades of exile - you’ll probably be using this until the gauntlets. okay all around weapon, but pretty weak. there was a part where i prefer the blades over the gauntlets and it was during the cyclops fight in the caverns. you can stun lock the cyclops w/ s, s, t. while the gauntlets can also do this w/ s, s, s there’s no AoE and the other cyclop can smack you.

bottom tier:
claws of hades - like the blades, but weaker. there was a part where i prefer the claws and it was during the hermes fight cause of it’s slightly longer distance. other than that it wasn’t used again. this would probably be higher than the blades if you’re doing just a regular chaos run cause of gorgon’s magic. it’s quite useful for the cerberus + satyr fight which is arguably the hardest part in the game. you can use gorgon’s twice if you have a full bar and it’ll make the fight easier. but if you’re doing something harder like a NUR+ then this weapon is pretty weak cause you need to upgrade to get the gorgon’s magic.

I did my best to read the whole thread but gave up on page twenty-something so excuse me if this has been done before and there is a general agreement on it.

Turok 2 weapon tiers.

Top

Plasma Rifle
You get this on the third stage and will probably use a lot throughout the game. It is very strong up close but the game’s hit detection is not great, meaning sometimes you will need anywhere between 3 and 5 shots to kill the wimpier of the lizards and often heads burst when you are aiming at their chest. That is just weird. It also has a sniper mode that fires a concentraded shot with MUCH better hit detection, the best way to make those headshots count. Lots of ammunition for it can be found eveywhere, allowing continued use.

Firestorm Cannon
What a BEAST. Its rotating barrel is a little slow to startup and to stop but in between those it is a feast for your assassin instincts. Fires bullets very quickly and rips anything in half within moments. Its only real drawback is that you only find it in stage 5 and it is very ammo consuming but nevertheless you should use it a lot.

Charge Dart Rifle
I expect some people to go mental with this one but bear with me, it is awesome. Its stun is long enough for you to kill the enemy with an arrow to the eye or with a melee weapon. Or you may just ignore him and be on you way. A fully charged shot paralyzes the foe for almost one whole minute! That is enough time to take a piss AND wash your hands! If you are a man that is. I find this guy to be extremely handy in the last level, in which every enemy is an absolute terror to kill. Too bad it doesn’t work on bosses.

Shredder
Tonight I dine on lizard soup. This should be your weapon of choice when you run low on plasma packs or there is about a bajillion little critters on screen or when you want to hit someone’s butt or really whenever you want. Good for any distance but in tight spaces it shines like a super nova. Deals a lot of damage with the splinter shots and the explosive shells ricochet shot.

Tek Bow
Nothing spells certain death in Turok 2 better than an arrow to the face. One headshot is a GUARANTEED kill for all non-boss enemies. Add to that a sniper mode, very long range and the fact that you cannot run out of arrows and you’ve got yourself a very solid weapon for mid and long ranged combat. Tek Arrows are okay to use but again the weird hit detection on area of effect weapons makes them weak sometimes.

High

Mag 60
Great accuracy, power and dismemberment capabilities. What is not to love? Replaces the Pistol as soon as level 2 and is a very good weapon at all times. Its only downfall is that its ammunition runs low way fast.

Shotgun
Ah, what would be of a FPS without a shotgun? You pick this up in the first level and is your brute force weapon until you meet the Plasma Rifle. Excellent power from up close, should kill anything with one or two shots. The Shredder is better in all aspects though.

Cerebral Bore
Oh God. Oh SWEET God. Coolest weapon in the Turok series and top 10 coolest weapons ever. It kills in one shot every enemy in the game save for the bosses, against which it doesn’t work. It also doesn’t work on the smaller dinos, spiders, Primagen’s flying robots, wasps, Sisters of Despair, leeches and sentry guns (duh). I Don’t remember whether it works against zombies.
The only drawback is that you only get 10 shots and its ammo isn’t easy to find. Also, you can only pick it up at the very end of the fourth level. Two levels of usage is not that bad however, as it proves to be extremely useful against the thoughies of levels 5 and 6. When in doubt, drill their fucking brains out.

Scorpion Launcher
Ridiculously powerful, triple missile launcher found in the fifth level. It has a lock-on function too. There is not much more to say about this other than it kicks major ass, has a lot of ammo and it is undispensable in the latter levels.

Middle

Flamethrower
Okay against hordes of small enemies and to light dark corridors when you cannot be bothered to switch back and forth between the Flare and a fire arm. Still good enough to toast a few blind ones but you probably won’t be using this that much.

War Blade
Talon on 'roids. It is actually strong enough to slain any of the unarmed enemies save the Purr-linns in no time and some of those with guns too. Pretty good weapon.

Grenade Launcher
Strong but only carries 10 grenades at a time and ammo is scarce. Granted, there is a point in the game in which you are REQUIRED to use the Grenade launcher, but it is only to stop the level 5 cockroaches from coming from the vents on the walls. It is not GoldenEye’s Grenade Launcher so you are most likely using the more general purpose weapons such as the Shredder and Firestorm Cannon instead of this limited ranged imitation.

Torpedo Launcher
If you want to make it out of level 4’s watery maze you better hop on this. The whole point of the Torpedo Launcher is not its firepower but its propeler that allows you to move much faster underwater. A very neat feature in general and a godsend in the aforementioned maze. You can use it to kill the enemies that dwell in the water, too.

Razor Wind
The ultimate melee weapon and a personal favorite is sadly only found in the last level, reducing drastically its usefulness. Remember that The Primagens Lightship’s enemies are no pushovers and may kill you within moments. If you miss with the Razor Wind there, you’re screwed. Still, It is okay to kill that small wheeled robot and its power is undeniable. You can Kill Primagen with it alone too which I strongly recoment you to do.

Low

Talon
Very useful against the tiny and annoying enemies that surround you. The War Blade makes it obsolete though.

Pistol
Carries a lot of ammo and the hit detection is perfect but sadly the fire rate is low and the fire power is weak. Useful in the first level and that is it. The Mag 60 susbstitutes it in River of Souls.

Bow
See Tek Bow above, except with no Tek arrows, no sniper mode and takes longer to acumulate elastic potential energy. There is no reason to use this over the Tek Bow after you get it.

Harpoon Gun
It is a good weapon in all its merit but the abismal number of eligible targets and the speed boost granted by the Torpedo Launcher makes this weapon almost pointless.

Trash

Flare
I actually think the concept of this gun is pretty interesting but it turned out terrible. It is trash not because it can’t deal damage but because you do not have to use it a singe time in the entire game. There is no room dark enough to warrant the light it provides and even if such a place existed, an experienced player can beat the game blindfolded anyway.

Tranquilizer
Man, what a piece of shit. Not only it is bad in itself, it is completely and utterly outclassed by the Charge Dart Rifle. An hit enemy takes a while to fall asleep, which makes sense actually, this is how it work in real life. The bigger the enemy, the more darts they need, which is also in accordance with real metrics. However, I am not hunting pheasants, I am on a god forsaken quest to save the universe with every evil minion after my head! On top of that, the latter enemies take way too many shots to sleep and the Tranquilizer only has 15 of them. Also, its ammunition DOES NOT spawn in ANY ammo/health generators for whatever reason. This leaves you with the two Tranquilizers you find in the levels and Adon’s ammo refill. Boo.

Sunfire Pod
A flashbang is very useful indeed but it blinds the enemies for way too little time to be efficient against a large group of enemies. What is more, it can ONLY be found in the fourth level (in hefty amounts though), doesn’t spawn in generators and you can only carry 6. I heard they instantly kill the blind ones but never tried it. If it is true, the Sunfire Pod will become middle I guess.

P.F.M. Layer
Only 10 mines and the uncertainity they will cut my enemy in half? No. The fact that it fails to do appreciable damage added to its limited use really hamper this weapon. You only get it at level 5. From there, all enemies are a) too strong to be taken out realiably by it, b) too weak to not use the War Blade, which also does the job faster or c) flying.

Nuke
The flashiest and strongest baddies killer happens to be one of the least useful in the game, ironically. You only get it when you are almost done with the game, in a stage where you already have Cerebral Bore, Scorpion Launcher and Firestorm Cannon, an arsenal more than enough to make your way through what is left of Primagen’s Lightship. Nuke is just overkill. You can make an argument for the flying robots in the battle with Primagen but Shredder does the job just as well, sorry.

Gotta disagree with all the people saying Marle is low tier in Chrono Trigger. Her damage output is balls but don’t forget that she has Haste. Once that’s up on everyone (shouldn’t be hard, Haste Marle at the beginning and pick and choose) your team will be attacking twice as fast.

I don’t think Haste is enough to save Marle from being low. Plus marle has to be stuck in the party taking up a slot for someone who could deal the damage to end the battle quicker. Making haste kinda not needed.

Haste is good, but even less useful when you have people like Chrono and Ayla dealing max damage each hit late game.

Limited healing, terrible damage, and a lot of useless double techs kinda make Marle an albatross around your party’s neck. Haste is great, but it’s not worth using a party slot for, and make no mistake about it- it IS what you’re bringing Marle with you for, most of the time. About the only time she shows any genuine worth are places that go greatly easier with, specifically, water magic (since Frog’s magical-type damage is pretty terrible.) This mostly means she mostly shines in a single optional dungeon and against a few scattered specific foes around the game. If you need healers, Frog and Robo both do it better and when it comes to ST healing your item bag does it better and lets you use ANYBODY to do it.

That said, she isn’t complete failure. While most of her double techs are pretty bad, she has a couple of genuinely great ones with Ayla (Ice Toss) and the Lucca/Marle double techs are one of the few reliable sources of Shadow damage you get, especially if you don’t recruit Magus. (That’d matter more if Shadow damage was useful more often, but meh.) Lifeline (the Crono/Robo/Marle triple tech) is also genuinely the most broken thing in the game, although there is nothing in the SNES version and little in the DS version that warrants leaning of the Reraise crutch in long, drawn-out battles of attrition because 1/3 of your team is incapable of bringing the pain.

As for FFXIII, it seems the tiers really shuffle around a lot as you play through the game- that list sounds right the closer you get to maxing out all your characters, but some of that doesn’t kick in for a long long time- Sahz in particular is way up there for most of the main game (assuming you’re keeping gear up to date- his base stats are mediocre except for his HP, but his guns give absurd bonuses that keep him up and above a lot of the party up until around you really start hitting the end of the main game) but starts dropping off once you hit the late game/aftergame and other characters start getting stuff he got way earlier (Haste, most notably) as well as superior stat boosts. Fang stands out as odd as well- she’s probably the best Sentinel you got when she first joins up, and a mediocre Commando and HORRIBLE Saboteur- but as her Commando starts really getting the fun toys, her Saboteur starts getting multi-target effects, and her Sentinel never really gets any better, she shuffles around her uses, priorities, and team value a lot.

Resonance of Fate weapon setups:

Top Tier:
SMG/SMG
Pistol/Pistol

High Tier:
SMG/Magazine

Mid Tier:
SMG/Grenades
Pistol/Grenades

Low-Mid Tier:
Pistol/Magazine

Low Tier:
SMG/First Aid

Bottom Tier:
Pistol/First Aid
Grenades/First Aid

WTF Tier:
Grenades/Magazine
Magazine/First Aid
Anything/Barehanded

Are You Fucking Serious Tier:
Barehanded/Barehanded (for the record: you will have an extremely long fight against level 5s when at level 300)

And now for the easiest character tier list in RPG history:

High:
Vashyron

Mid:
Zephyr

Low:
Leanne

Ok, I was playing X-Men Genesis the other day and I wanna revisit these tiers because they were already done. It’s a pretty safe bet where Nightcrawler and Wolverine are tops in this game, but there was some argument of where to place Gambit and Cyclops. This is consider one of the more harder X-men games, even though it’s like 100 years old.

The Tiers Revisited

God: Nightcrawler

Really, he just breaks the game. Mastering his teleports is a must but once you get it down (and it’s not hard to do) he’s pretty damn good. He owns some of the toughest bosses (Apocaplyse and Ahab), and I just teleport through levels not having to endure any combat at all. Now lets talk about his moves, his reach is INCREDIBLE! Not when standing yeah, but everything else is abusable. He has the best jumping attack in the game, as it can cover major distances. His crouching atk has good range too, very useful. In that BIG ASS LEAP towards the end of Ahab’s world, he can cover the whole jump without the use of mutant power. Speaking of his mutant power, that shit does not drain (well it does if you teleport through walls, but you won’t have to keep doing so once you do). You’re gonna need his mutant power when the Shi’ iar ship takes off! Without him, you’re characters cheaply fall of the screen every time.

Top: Wolverine

Solid choice. The healing factors are useless here but they are there (they just recover verrrrrrry slowly), all of his attacks seem to have good range. With the adamantium claws on he has the best ranged attacks in the game, including his jump and sweeps. But, since he has to use his mutant power to be on par with Nightcrawler I can’t say he’s better. These are the only two characters in the game that can cover the BIG ASS LEAP OF DEATH in Ahab’s world towards the end. Cyclops and Gambit will never make it if they don’t have Iceman, and even then it gets kinda complicated with those Sentinels everywhere. His mutant power doesn’t drain much unless you some lethal attacks (that aren’t much useful). Overall, play to his strengths and he will be on par with Nightcrawler on most occasions.

Mid: Gambit

The last tiers had Cyke here I believe, and after a play through with him I rethink some things. For one, I like his reach. Reach with weapons/fist/swift kicks are important in this game because you don’t wanna be abusing your mutant powers (that become more and more useless as the game goes on). His jump is not that good, it can’t cover distance at well but he’ll get more reach with his pole when you attack. Most of his attacks have good range, but his mutant power holy shit! I never seen anything drain so damn fast! You could probably throw 6/7 cards max before that shit is done, forcing you to save it for bosses (and even then, they’re not that useful). He’s ok in 2 player, but singles he’ll struggle.

Low: Cyclops

Sorry, but Cyke is low here. Totally low. He has no reach at all and his jump sucks, forcing you to optic blast on many occasions. He’s got a neat 360 jumping optic blast that fills the screen but it really hammers the mutant power bar, and doesn’t do shit against some bosses. His mutant power doesn’t drain like gambit but it still goes sorta fast at times, because you’re always using it. Cyke simply cannot make that fucking jumping in Ahab’s level, his going down every time without Iceman assist. Gambit really doesn’t have a chance either but if I had to pick I’d take him over Cyke, he can’t jump worth a damn! Not even useful in 2 player mode (well unless you’re mains are about to die and need to switch)