Tiers for non-fighting games?

Aurumat > *

I just downloaded Worms: Armageddon and wondered if there was a tier list for the weapons in the game. Been getting lots of use from the shotgun but I honestly have no idea on all of them. I can say though that I think the fireball (worm hadouken) is pure shit. Hard to aim, low damage, and many much better options for use if you are in place that it would work.

Call of Duty: Modern Warfare 2 perk tiers

Perk 1 Tiers
Top

  • Bling - Having 2 attachments on one’s weapon opens up a lot of options. Nothing is worse than a Sniper with both a silencer and a scope. The only problem with Bling is that some types of weapons don’t have attachments, such as Launchers and Shields. Bling Pro grants versatility by allowing 2 attachments to one’s secondary weapon.

  • Sleight of Hand - This is another great perk because it cuts reload time by half and with the Pro version, aiming time down by half. Only SMG users have no reason to use this perk since SMGs have great hipfire accuracy and the lowest reload time, making both versions of this perk relatively useless for SMG users. This perk is as viable as Bling, although SMG users should avoid this perk like the plague.

Mid

  • Marathon - Unlimited sprint is always a good thing, but the Pro bonus for this perk sucks since many stages have very few or no ladders to climb and it doesn’t help climb walls and crap, like the perk description would have you think.

  • One Man Army - Switching weapons is great in team games because it allows a person to change their loadout as the situation requires. The Pro version is required since the base version takes too long to change. The main use of this perk is that it refills ammo and grenades. This perk also allows easy counterpicking

Low

  • Scavenger - The base version is good because it allows people to refill their ammo and grenades, but the Pro bonus is ass since it gives a higher ammo capacity for one’s primary gun. Unless someone is boosting, there’s no reason to need more than 100 bullets for any weapon and One Man Army basically grants unlimited ammo AND allows counterpicking on the fly

Perk 2 Tiers
Top

  • Hardline - This is an excellent perk. It allows quicker use of lower cost killstreaks such as Sentries and Pave Lows and the Pro bonus allows someone to bounce back from a slump quickly. The only bad part of this perk is that for higher end killstreak rewards such as the Nuke still need a lot of kills, so this perk loses usefulness if you like higher cost (10+) killstreak rewards.

Mid

  • Stopping Power - Extra damage is always a good thing to have, but the pro bonus for this perk is dogcrap since using anything but a Launcher against an air support vehicle only wastes ammo

  • Lightweight - AR and LMG loadouts can definitely make use of Lightweight to get to the fight quicker, but SMG and Sniper loadouts don’t need this at all. The for this perk is one of the best in the game, but one might have trouble using this over Hardline and this perk still doesn’t give as much speed as one would have if Marathon is equipped

  • Cold Blooded - This is a useful perk to counter killstreak rewards and to operate in near complete secrecy. This perk is either really great or really crappy depending on your class, since not only this perk doesn’t help kill people, but it requires really smart play to get the most out of it

Low

  • Danger Close - This perk is only useful to AR users with a grenade launcher. Launcher secondaries don’t have enough ammo to justify wasting a perk slot on this perk and you won’t see much use out of the Pro bonus since just about everyone has at least 1 class choice with a Stinger for the sole purpose of countering air supports

Perk 3 Tiers
Top

  • Commando - The melee distance isn’t too useful unless you sneak up on someone, but the Pro bonus is great since it allows someone to drop on an unsuspecting foe or someone to safely escape from danger

Mid

  • Steady Aim - Increased hipfire accuracy is always good, but the Pro version allows a Sniper to do their job way more effectively. This perk is mandatory for Snipers once the Pro version is unlocked, though the Pro bonus is only useful for Snipers, which is the only that makes Commando a better perk overall

  • Ninja - THis is a great perk to counter snipers and objective defenders because heartbeat sensors are popular. This is a great, but situational perk. Combining this with Cold Blooded allows someone to travel completely off the grid.

Low

  • Sit Rep - All this does is serve to meta against Claymore spammers and Tactical Insertions. This perk is only useful in matches with capture points because Claymores and Tactical Insertions are great defensive tools. The Pro bonus is crap since gunfire is still louder than footsteps even after the bonus and the Pro bonus takes forever to unlock

  • Last Stand - There is no reason to use this perk over Commando or Steady Aim

Shit

  • Scrambler - This is the worst perk in the game. Cold Blooded does the same fucking thing without blowing your cover. The enemy will know that someone is close by as their map disappears and Sit Rep is better meta against Claymores, so the Pro bonus is useless as well

Deathstreak Tiers
Top

  • Painkiller - This gives roughly a 200% HP boost for a few seconds which is useful if you spawn with an enemy running behind you or if you’re being spawn camped. This deathstreak also requires the least amount of consecutive deaths to activate. This deathstreak is too good and needs some nerfing.

Mid

  • Final Stand - Painkiller is better, but this can be good since not many people expect it and you can use your primary weapon. This really shines if you have a shield since you can back up against a wall, forcing someone to use a grenade to finish you off or making you unkillable, which lets you heal in about 10 seconds and keep your killstreak going.

Low

  • Martyrdom - This will very rarely fool anyone because the grenade does not have a big blast radius and takes about 3 seconds to detonate, meaning that it can be avoided altogether by simply running away or backing up. Martyrdom was nerfed big time compared to MW1.

Shit

  • Copycat - This deathstreak is useless since its supposed to serve as a counterpicking tool, but merely copying my killer’s class doesn’t help to counter them, since they more likely than not know how to use their class better than I do.

Except it’s a really bad idea putting a silencer on a sniper as it really messes with the range and accuracy, Slight of hand is much better than Bling IMO.

I agree with you on most of the other stuff :wgrin:

:sad:

I could do a GT list but I haven’t played that shit in years.

pretty sure it’s gonna have SSJ4 Goku on top. But something tells me someone besides him raped hard in that game…

Persona 4

[S] Charlie Tunoka (Main Character)
[A] Yukiko
** Chie, Kanji, Naoto
[C] Yosuke, Teddie

Yousuke? C TIER?! He can deal good damage with Magic and once he get’s Brave Blade, he can start dealing good Psychical damage as well. Tentrafoo is quite helpful in early levels, and he has healing spells (Single target, but better then nothing) and buff spells, and he can debuff enemies as well.

Not to mention, barring the Main character, he’s the fastest party member in the game. He’s a very well rounded character like Akihiko in P3. I would place him as a solid A tier, he should rarely leave the party at all. Teddie isn’t all that bad either, totally not C Tier, I would put him at least B. He can buff like Yousuke, he gets good healing spells, and he can deal good magic damage. Yukiko can do healing and magic better then Teddie, but she can’t buff. He’s still a B IMO.

Kanji magic is crappy, and he while he has like the highest attack in the game, he can only go after one person at a time. He has some buff spells, but only like three. Yousuke and Teddie beat him in that department. Chie gets Power Charge while he doesn’t, on that basis alone she just totally shit over him in the damage department. So I put him down at C along with Naoto. Naoto might be kind of good for regular encounters, but she’s no good at all against most bosses since Light and Dark spells won’t work on them.

She has almighty magic, but you need to get a Chakra Band because of the high SP cost for it to even be useful. You can’t boost/Amp them, so they never get any stronger.

I agree with Yukiko and Chie’s placement though. The Main character is obviously God Tier though, he can pretty much take anyone role in the party and do it way better then them, but of course he is the Main character. >>

Kanji is B because he’s a tank. Simple as that. He can take insane punishment, and deal it out, mostly to one opponent at a time. He’s very useful in boss fights.

Yosuke is a C because frankly other players beat him. He’s a below par healer, his magic is mediocre, his buffs are overrated, Tentarafoo is the single most overrated spell in the game. He doesn’t have great stamina and doesn’t deal great melee attacks. He’s below par.

Teddie could have been a B, I don’t think there’s much between him and Chie. Maybe in the next revision of the Tier list he might get pushed up.

Naoto is definitely B. Her magic attacks alone when grinding are great. But let down by health and melee attacks. She’s not great for boss encounters.

Teddie’s not C tier. He’s the best healer next to Yukiko, plus he has the most support magic. I would put Kanji in C tier instead. He can only target single enemies (and not reliably due to the nature of his attacks), and he can’t power charge like Chie can. Remember, Chie can do Power Charge + God’s Hand…what can Kanji do that compares in power?

@pizza cat

scavenger is hands down one of the best 1st perks in the game, refilling your rpg or atsh4 ammo and getting free grenades and nube tube ammo is second to none. And your list in general is kinda fucked up, stopping power is the boss, it turns most guns into 2 trigger pulls/one burst to kill. Hardline is cute but once you drop a kill streak your going to ramp up to another quickly and the one less kill to get that kill streak should only be neccesary for shit players.

also marathon is great, not on its own but with lightweight and commando pro and a tac knifed pistol its unstoppable.

Peggle tiers:

S
Warren: his ability is broken. If Peggle was a fighting game, Warren would be banned for sure. In addition to having his own unique ability, he can also copy the other characters’ skills. On top of that, you can get 3x the points for a few turns, meaning you can dominate multiplayer games easy if you’re a good shot. No risk, all rewards with this guy.

A
Master Hu: The game basically takes a shot for you, and usually it’s a good shot.

Cinderbottom: His skill’s a good way to grab orange pegs when there’s a ton of blue pegs in the way…just burn through that shit. You only get one turn, and the ball can’t richochet off of pegs, so you have to make your shot count.

Tula: At first, I didn’t think much of her skill, but once I learned how it worked, it can be pretty powerful. The only problem is that your success with her skill depends on where the green peg is sitting; if there aren’t any orange pegs nearby, then the skill won’t do anything. Given how there’s usually a ton of pegs though, chances are you’re going to get a few orange pegs.

Renfield: Good if you want to keep the ball in play for a long period of time and rack up points/extra balls.

B
Bjorn: I think this guy is underrated. Being able to control exactly where the ball goes is useful. When you’re down to the last few orange pegs, his skill can save your butt. You get multiple uses too.

Claude: Being able to keep the ball in play at will is great, as long as the ball travels to the sides. If it falls down the middle, then you have to leave it up to the bucket.

Jimmy: Potentially good ability…it really depends on where the green peg is located. If it’s near the bottom of the stage, then it’s useless.

Splork: I don’t know if his ability is that great. Maybe if the explosion was bigger. I wouldn’t choose Splork over Tula.

C
Kat Tut: Fairly useless, as all it does is make the bucket wider so the ball doesn’t go out of play as easily. It doesn’t directly help you get orange/green/purple pegs.

I wrote in my post that Scavenger is a good perk, but I still think its the worst (though still good) 1st Perk. Refilling grenades is the only purpose of Scavenger since someone will only get low on ammo if they waste bullets like there’s no tomorrow. I personally think One Man Army is still better than Scavenger because that refills ammo as well, plus it grants on-the-fly metagaming.

With respect to Hardline, I’ll admit that it becomes borderline useless depending on which Killstreaks a player chooses. IMO, if a player has more than one 10+ killstreak, Hardline should be replaced. I consider it the best Perk 2 because some of the early Killstreaks are abusable (especially the much maligned Airdrops) and the Pro bonus is useful to prevent instant death if you’re being spawn camped by a player or air support (presuming Painkiller), which can happen if you’re unlucky. I guess I can move Stopping Power into the same tier as Hardline.

I’ll try out the Marathon combo you mentioned and see what I can do with it. Good insights

I was bored once and wrote down how many characters were played in online matches of Peggle XBLA. Out of about 50+ matches I don’t think one person chose Claude.

I think Jimmy should be ranked higher, but then again you’ve got a point about green pegs at the bottom.

Ninja Gaiden Sigma 2 weapon tiers?

Anybody got Mario Power Tennis tiers?

Two Primal Forces from Kanji deal more damage than a Power Charge+God’s Hand from Chie, until Kanji’s been ramming the 99 STR cap for a while (which means post 90 levels). Plus, Kanji has MT attack buff and WAY more HP than Chie, enough so that the HP cost from two Primal Forces means he’s not that much lower on health afterward despite using so much of it on attacks. And unlike P3, where it might have mattered that you had insane one turn damage output for the final boss, that doesn’t exist in this game.

Chie has better physical attacks for randoms, Kanji has better magical, and Kanji is better at bosses. Winner = Kanji.

Probably Cross knights at the top, then Lancers, Summoners, Healers, Mages, Knights, Assassins, and then those weird dancing things.

But the dragons rape all of them, espically Salamando once it’s maxed out.

Hearing about this game takes me back… I should play it again.

I can do this myself now that I have played it and I’m mostly done.

Hyper God Tier

Salmando - Infinite HP once he reaches Sacred/Dark form and keeps it in Master form. He is unstoppable once he hits this level of power and can solo entire maps with ease even the Hard dungeon although it will take awhile if let him do that. Since he is a dragon once he is maxed out his defense, physical attacks and breath attacks are incredibly useful and powerful.

God Tier

Dragons - They are great throughout the whole game. They will use attacks according to the weaknesses of the enemy they fight as long as their wisdom is high. They can even heal your party once they learn Refresh. They sometimes help out in enemy encounters and will attack the enemy group before you or your enemies get a chance to do anything. Once they reach max stats they are just insanely powerful, and increasing their powers also increases the effectiveness of the powers of they group they are linked too. All in all they have a high level of utility and incredible power.

Top Tier

Cross Knights - Great stats across the board with good movement as well. They have no real flaws or weaknesses. A strong balanced class. They have the Swordtech skill which lets them hit all enemies for good damage of different elements and a moderate SP cost. They have low SP though so they can’t just whore Swordtech which keeps them balanced. Overall they are just really good. Swordtech also works on the field increasing their versatility.

Light Armor - For battle they are garbage. Weak attacks and while Tower Technique hits all enemies it takes a similar amount of MP as Swordtech for less damage which is not good at all. Their real value is their field ability which is sprinter. This greatly increase the amount of spaces your party can move for that turn. This makes them infinitely useful for when you need to quickly get around for strategic purposes or you need a group of attackers to hit hard and fast. Sprinter also increases with a Dragon’s dexterity stat, further increasing the amount of spaces you can move on the field.

Summoner - They have Red magic and Summon. Red magic is just some basic attack and healing spells which is useful in it’s own right, but the real power they have is their ability to summon the holy dragons for HUGE amounts of damage. The dragons start off doing over 2k points of damage if both summoners are in your party and the numbers only get higher as your stats increase and you learn more holy dragon summon spells. They are your number one source of huge consistent damage throughout the game. Summon is far better on the field due to massive range and the ability to hit multiple enemy parties and wipe them out in one attack.

Dragnar - This is Yoyo’s true class. Only difference from a Summoner is that she gets a stat boost which is really nice. She can still summon and wreak havok with the holy dragons.

High Tier

Knights - Solid stats. Similar to cross knights, but with a few changes. They have two skills both used in battle. First skill is Technique. Similar to Swordtech, Technique lets knights do a strong elemental attack targeting one enemy called pulses. Their passive ability is what makes them even better. Critical increases the damage done by special attacks from your party members. This ability raises in level according to your dragon partners strength AND it stacks if you have other knights in the party. The higher the level the better chance you have of doing a critical attack. This combined with their pulse technique attacks makes them absolute boss killers later on in the game when they get their stronger elemental attacks. They are only good in battle, so they specialize in brute force.

Lancers - Stat wise they are meh. They are basically watered down Cross knights, but still really good. Their skill isn’t so hot in battle. For one SP they can deal elemental damage to all enemies, but the damage is only a bit stronger then a normal attack. On the field is where they shine. The ability Javelin, launches an elemental javelin at an enemy group hitting everyone in it. This ability stacks if you have multiple lancers in one group increasing the power of the ability. You can also make strategic strikes, breaking down walls, destroying the spot where an enemy is on bridge so they will drown, soften up strong enemy groups before sending in a strong group to finish them, or just using them to snipe an enemy group that’s already been weakened. 3 lancers and a light armor is a very useful and strategically valuable party.

Mid Tier

Heavy Armor - Altered versions of knights really. High defense and high attack, but not quite as strong as the knights by themselves since knights have critical. They are slow though and reduce field movement of the party. They have two abilities like knights. Their technique is called Smash and it’s the same as the knight’s pulse technique. Their passive ability is called defense. When an enemy attacks there is a chance that the target will automatically defend, reducing damage. The higher the stat the higher the chance of defending and the ability stacks with other heavy armors. In this way you can attack and not worry if your defense ability is high because their is very high probability you will defend. Thanks to their abilities and stats they are good in boss fights, but hurting the movement of the party reduces them to mid tier.

Priests - They start off really useful then they become back-up healers that basically just hangout behind your frontline. When you get the strongest spells their damage potential increases and they become slightly more useful, but never more useful then the better classes. Their magic stacks though and rises in level with your dragon which does make the magic decent. They also let you save money by using White Drug to heal and not items.

Wizard - Offensive counter parts to the Priests. They have high MP, and since magic stacks and levels you can do alot of damage to groups of enemies. They are better off in the field where they can snipe at enemies and deal damage to the entire enemy party. They are in the same boat as the priests really. Solid class, but there are better ones. Summoners do what wizards do offensively but with far more power and range and they can still heal just like priests.

Low Tier

Assassins - Interesting class. They use Ninjitsu which attacks the area around. They have elemental attacks and instant kill attacks as well. Their instant kill attacks have a chance to fail and their attacks overall do low damage, around the same as a light armor. The Chakra skill heals your party and cures status ailments which is really good. That’s probably their best overall skill though. In general they aren’t a very effective class.

Royal Guard - A modified Heavy Armor. Higher stats but only one ability and the ability isn’t even that great. The ability Destroy can be used in battle or outside of battle. Both on the field and in battle its a thunder attack. On the field it hits for one space and in battle it hits one enemy. In battle it’s called Inspire. The damage is decent, but this class lacks versatility and still has the penalty of decreasing movement just as Heavy Armors do. So you get the same draw back, but lack the useful abilities to make up for.

Bottom Tier

Mini devils - You can’t control them and they can’t equip anything. This means they are going to die pretty easily. They can’t do anything except their ability which is Dance. Dance causes a random effect. You can heal your party, cast spells, do crap damage or MASSIVE damage. Anything really. They can also fail. The right dragon can let them do near 9999 damage for no MP at all. Still they are high risk high reward and lack of consistency plus not being able to control them regulates them to being bottom tier material IMO.

This looks pretty good to me although some things are very debatable.

Pretty nice. Can’t believe I forgot about the Light Armors though. That class broke the game even more.

And for fun, I’ll tier one of my favorite RPG’s that needs more love, Live-A-Live. This is in the final chapter, by the way.

God

Sundown- Only god tier for one reason; Hurricane Shot. Does max damage to anything if it hits, making him the best damage dealer in the game.

Top

Oboro- Perfect leader for the final segment cause of his fast running speed. All of his techs are nice. His final tech also does nice damage, but needs to be charged first.
Inheritor (Yun, Lee, or Samo)- Strong, plus their final tech is instant and rapes. Yun is the best cause of his stats, then Lee for her speed, then Samo.
Cube- Best healer in the game. His healing counter is amazing. Crappy offensive moves, though.

High

Pogo- Very strong damage dealer. Final attack deals alot of damage, but makes Pogo weaker every time he uses it.

Mid
Akira- Techs don’t do that much, and Cube heals better than he does.

Bottom

Matsuda- Poor him. Weak techs, and his final tech takes too long to use. Can be useful, but the Inheritors outclass him.

Feel free to argue.