10 Top Tips to Learn about Pokemon Masters Ahead of its Release This Week
By Josh Brown26 Aug 2019
The Pokemon franchise is no stranger to mixing up its traditional battle elements for the sake of its many spin-off titles, and Pokemon Masters – the latest attempt due out later this week – is no different. It may look like a fairly standard take on the franchise with its 3v3 battles, but there’s a lot of real-time decision making and new rules in effect here that can trip up even the most dedicated Pokemon fan.
In this quick-fire guide, we’ll highlight a few of Pokemon Masters‘ small mechanical quirks and dish out some helpful tips to overcome its challenges. That way veterans of the franchise won’t fall victim to decades of now obsolete knowledge and muscle memory, and newcomers can jump straight in without feeling too overwhelmed.
1. Pokemon Only Have Single-Type Weaknesses
Unlike basically any other title in the franchise, Pokemon are only ever weak to a single element in Pokemon Masters. Veterans of the franchise will have memorized weakness chart in their minds a long time ago, but that’s actually more of a hindrance in this game.
Rather than a Fire-type Pokémon being weak to Water and Ground, it might only be weak to one or the other. This is thankfully displayed beside each Pokemon on the field. But when these battles are all about quick decisions and fast fingers, you’ll need to keep these strengths in mind before you go using an Ice-type move on a Flying-type Pokemon that’s only actually weak to Electric.
2. Resistances Aren’t A Thing
Staying on a similar subject, type resistances also go the way of the dodo in Pokemon Masters. Just like weaknesses, Pokemon would traditionally resist other types of attacks based on their own. That’s not the case here. Here, there aren’t any resistances at all. That includes complete immunity, too. So don’t worry about using a Normal or Fighting-type move on a Ghost-type Pokemon. You’ll still sock that Ghastly right in the face.
3. Only The AI’s Centre Pokemon Will Use A Sync Move
One of the stranger things about Pokemon Masters is how the rules of battle aren’t identical between the player and the AI. Where you have access to a trio of Sync Moves to suit the situation, your opponent will only ever have the one.
Only the centre Pokemon on the AI team can execute a sync move. To make up for this, AI sync moves will always hit your entire team rather than just the one target like your own. It’s usually a good idea to knock this Pokemon out early to avoid a team wipe in one big blow.
4. Level Caps Aren’t Tied To Rarity
Trainers (or sync pairs) eventually reach what’s known as a “soft cap” – a point where they can’t be levelled up any further without jumping through a few hoops. Similar games usually lock this behind the unit’s rarity (or star rank), requiring players to boost the unit’s rank to unlock their level cap.
While you can upgrade a unit’s rank in Pokemon Masters through the Increase Potential menu, unlocking their max level limit is actually done in a dedicated window using completely different items. So if you’ve seen these systems before in other mobile games, just know that if you’ve reached a unit’s soft level cap, upgrading their rarity isn’t the way to push it further.
5. Use Items to Speed Up Sync Moves
In your effort to knock out the opposing team’s centre lead before they can get their Sync Move off, using items can really speed up the job. Items don’t consume the Move Gauge but do still contribute to the Sync Move countdown.
So if you’re trying to get a Sync Move off before your opponent, consider queueing up item uses on other Pokemon while another spams low-cost moves to accelerate the gauge. Remember: a low-cost move increases the Sync Move gauge just as much as a higher one.
6. Rarity Isn’t Indicative of Overall Strength
There’s no denying that rolling a 5-star character is an exciting prospect, and it’s no surprise that people will cram their teams with as many 5-star gatcha rolls as they can. But Pokemon Masters isn’t as clear-cut as that.
Just because a story character comes in at 3-star rarity, that doesn’t mean they’re completely useless by comparison. Any unit can be upgraded to a 5* with enough effort, and some of those story characters can easily rival a 5-star gatcha pull once they’re boosted to the same point. So just because they’re free, doesn’t mean they’re at the bottom of the tier list. They just need some TLC to really prove their worth. Don’t write them off too soon.
And besides; with type advantages being a thing, almost every sync pair has a use somewhere.
7. Make Use of Status Combos
If you’re having trouble knocking out a strong Pokemon before it has time to finish you off with a Sync Move, make sure you’re making good use of status combos for some easy extra damage. Tapping and holding an attack or skill in battle will show you it’s power, accuracy and additional effects.
Some attacks can inflict common status conditions like Paralysis or Flinching, and certain Sync Moves can exploit these for tons of extra damage. One early example is Flannery and her Torkoal. Torkoal’s base attack, Ember, can inflict Burn with enough luck, and its Sync Move deals considerably more damage to a Burned target. It’s best to build a team that synergizes well with these kinds of combos to exploit these bonuses and take down foes fast.
8. Items Don’t Regenerate Between Rounds
Before you go spamming items early into a zone, be aware that they don’t regenerate between fights. This means if you’re going into a story zone with two or more fights, blowing all your items in that first battle to rush out a Sync Move might leave you grasping at straws later on.
9. Use The Suggested Team To Level Up The Rest
The Level-Up Training zone is a great way to boost low-level sync pairs, but you don’t need to take them in to reap the benefits. Rather than making the easy fights difficult with low-level teams that can’t exploit weaknesses, just use the training manuals rewarded at the end to level up these non-optimal characters. That means you can make quick runs through the level-up training fights with your better teams and use the resulting items to power up your weaker ones.
10. Turn On Battle Order In The Menu
By default, you can’t easily see which Pokemon is next in-line to attack. If you absolutely need to know who’s about to strike next, you can actually turn on a battle order indicator through the menu mid-fight.
Just open it up through the cog icon on the top-left and scroll all the way down. With the option toggled, an indicator on the right-side of the screen will appear with three slots denoting each Pokemon’s position on the battlefield. Enemy Pokemon will show up in red, while friendly Pokemon will be blue.
Want to know anything else before the game releases? Let us know in the comments! There’s still time to pre-register, otherwise Pokemon Masters will release on iOS and Android world-wide on August 29th, 2019.
We just shipped 1.1.0 Preview 1 of Azure SignalR Service SDK to support some new features in ASP.NET Core 3.0, including endpoint routing and server-side Blazor. Let’s take a look how you can use them in your Azure SignalR application.
Here is the list of what’s new in this release:
Endpoint routing support for ASP.NET Core 3
Use SignalR service in server-side Blazor apps
Server stickiness
Endpoint routing support for ASP.NET Core 3
For those who are using Azure SignalR, you should be familiar with AddAzureSignalR() and UseAzureSignalR(). These two methods are required if you want to switch your app server from self-hosted SignalR to use Azure SignalR.
A typical Azure SignalR application usually looks like this in Startup.cs (note where AddAzureSignalR() and UseAzureSignalR() are used):
ASP.NET Core 3.0 introduced a new endpoint routing support which allows routable things like MVC and SignalR to be mixed together in a unified UseEndpoints() interface.
For example, you can call MapGet() and MapHub() in a single UseEndpoints() call, like this:
The only change you need to make is to call AddAzureSignalR() after AddSignalR().
This will be very useful in the case that SignalR is deeply integrated in your code base or the library you’re using. For example, when you’re using server-side Blazor.
Use SignalR service in server-side Blazor apps
Server-side Blazor is a new way to build interactive client-side web UI in ASP.NET Core 3. In server-side Blazor, UI updates are rendered at server side, then sent to browser through a SignalR connection. Since it uses SignalR, there is a natural need to use Azure SignalR service to handle the SignalR traffic so your application can easily scale.
If you look at some server-side Blazor code samples, you’ll see they have a call to MapBlazorHub() to setup the communication channel between client and server.
The implementation of this method calls MapHub() to create a SignalR hub at server side. Before this release there is no way to change the implementation of MapBlazorHub() to use SignalR service. Now if you call AddAzureSignalR(), MapBlazorHub() will also use SignalR service to host the hub instead of hosting it on the server.
Please follow these steps to change your server-side Blazor app to use SignalR service:
Open your Startup.cs, add services.AddSignalR().AddAzureSignalR() in ConfigureServices().
Create a new SignalR service instance.
Get connection string and set it to environment variable Azure:SignalR:ConnectionString.
Then run your app you’ll see the WebSocket connection is going through SignalR service.
The typical connection flow when using SignalR service is that client first negotiates with app server to get the url of SignalR service, then service routes client to app server.
When you have multiple app servers, there is no guarantee that two servers (the one who does negotiation and the one who gets the hub invocation) will be the same one.
We hear a lot of customers asking about whether it’s possible to make the two servers the same one so they can share some states between negotiation and hub invocation. In this release we have added a new “server sticky mode” to support this scenario.
To enable this, you just need to set ServerStickyMode to Required in AddAzureSignalR():
Now for any connection, SignalR service will guarantee negotiation and hub invocation go to the same app server (called “server sticky”).
This feature is very useful when you have client state information maintained locally on the app server. For example, when using server-side Blazor, UI state is maintained at server side so you want all client requests go to the same server including the SignalR connection. So you need to set server sticky mode to Required when using server-side Blazor together with SignalR service.
Please note in this mode, there may be additional cost for the service to route connection to the right app server. So there may be some negative impact in message latency. If you don’t want the performance penalty, there is another Preferred mode you can use. In this mode stickiness is not always guaranteed (only when there is no additional cost to do the routing). But you can still gain some performance benefits as message delivery is more efficient if sender and receiver are on the same app server. Also when sticky mode is enabled, service won’t balance connections between app servers (by default SignalR service balances the traffic by routing to a server with least connections). So we recommend to set sticky mode to Disabled (this is also the default value) and only enable it when there is a need.
You can refer to this doc for more details about server sticky mode.
Posted by: xSicKxBot - 09-08-2019, 02:47 PM - Forum: Windows
- No Replies
New ‘Gears Forever’ trailer now online
We’re just a short time away from the biggest Gears yet with Early Access for either Xbox Game Pass Ultimate or with Gears 5 Ultimate Edition, and today while fans eagerly await its release, we’ve got a brand new trailer showing off Gears 5’s five modes.
In Gears 5, there are five thrilling ways to play: the all-new aggressive, high-stakes co-op mode Escape; the competitive Versus mode, featuring nine modes including the all-new Arcade for players of all levels; the deepest Horde Mode ever; the intuitive Map Builder and the biggest Campaign yet.
Yesterday, we shared news about latest blockbuster partnership in Gears 5 with WWE Superstar Batista making an appearance in Gears 5 as a multiplayer character, donning the armor of the legendary Marcus Fenix. Fans can also look forward to the inclusion of Sarah Connor and the T-800 Endoskeleton from Terminator: Dark Fate and Spartans Emile-A239 and Kat-B320 from Halo: Reach with Xbox Game Pass Ultimate and Gears 5 Ultimate Edition.
Gears 5 early access will begin at 9pm on September 5th in your local time zone. For countries with multiple time zones, the earliest time zone will determine when you can play. For example, North American early access will begin at simultaneously at 9pm ET, 8pm CT and 6pm PT.
Both Xbox Game Pass Ultimate members and Gears 5 Ultimate Edition owners will be able to gear up and take the fight to the Swarm. On behalf of everyone at The Coalition, we’re excited to have fans jump into the world of Gears 5.
For more information on Gears 5 and the Gears franchise, stay tuned to Xbox Wire or follow Gears on Twitter @gearsofwar.
Nvidia’s GPU-powered platform for developing and running conversational AI that understands and responds to natural language requests has achieved some key milestones and broken some records that have big implications for anyone building on their tech — which includes companies large and small, as much of the code they’ve used to achieve these advancements is open source, written in PyTorch and easy to run. (Source: TechCrunch)
Cockpit and the evolution of the Web User Interface
Over 3 years ago the Fedora Magazine published an article entitled Cockpit: an overview. Since then, the interface has see some eye-catching changes. Today’s Cockpit is cleaner and the larger fonts makes better use of screen real-estate.
This article will go over some of the changes made to the UI. It will also explore some of the general tools available in the web interface to simplify those monotonous sysadmin tasks.
Cockpit installation
Cockpit can be installed using the dnf install cockpit command. This provides a minimal setup providing the basic tools required to use the interface.
Another option is to install the Headless Management group. This will install additional packages used to extend the usability of Cockpit. It includes extensions for NetworkManager, software packages, disk, and SELinux management.
Run the following commands to enable the web service on boot and open the firewall port:
To access the web interface, open your favourite browser and enter the server’s domain name or IP in the address bar followed by the service port (9090). Because Cockpit uses HTTPS, the installation will create a self-signed certificate to encrypt passwords and other sensitive data. You can safely accept this certificate, or request a CA certificate from your sysadmin or a trusted source.
Once the certificate is accepted, the new and improved login screen will appear. Long-time users will notice the username and password fields have been moved to the top. In addition, the white background behind the credential fields immediately grabs the user’s attention.
A feature added to the login screen since the previous article is logging in with sudo privileges — if your account is a member of the wheel group. Check the box beside Reuse my password for privileged tasks to elevate your rights.
Another edition to the login screen is the option to connect to remote servers also running the Cockpit web service. Click Other Options and enter the host name or IP address of the remote machine to manage it from your local browser.
Home view
Right off the bat we get a basic overview of common system information. This includes the make and model of the machine, the operating system, if the system is up-to-date, and more.
Clicking the make/model of the system displays hardware information such as the BIOS/Firmware. It also includes details about the components as seen with lspci.
Clicking on any of the options to the right will display the details of that device. For example, the % of CPU cores option reveals details on how much is used by the user and the kernel. In addition, the Memory & Swap graph displays how much of the system’s memory is used, how much is cached, and how much of the swap partition active. The Disk I/O and Network Traffic graphs are linked to the Storage and Networking sections of Cockpit. These topics will be revisited in an upcoming article that explores the system tools in detail.
Secure Shell Keys and authentication
Because security is a key factor for sysadmins, Cockpit now has the option to view the machine’s MD5 and SHA256 key fingerprints. Clicking the Show fingerprints options reveals the server’s ECDSA, ED25519, and RSA fingerprint keys.
You can also add your own keys by clicking on your username in the top-right corner and selecting Authentication. Click on Add keys to validate the machine on other systems. You can also revoke your privileges in the Cockpit web service by clicking on the X button to the right.
Changing the host name and joining a domain
Changing the host name is a one-click solution from the home page. Click the host name currently displayed, and enter the new name in the Change Host Name box. One of the latest features is the option to provide a Pretty name.
Another feature added to Cockpit is the ability to connect to a directory server. Click Join a domain and a pop-up will appear requesting the domain address or name, organization unit (optional), and the domain admin’s credentials. The Domain Membership group provides all the packages required to join an LDAP server including FreeIPA, and the popular Active Directory.
To opt-out, click on the domain name followed by Leave Domain. A warning will appear explaining the changes that will occur once the system is no longer on the domain. To confirm click the red Leave Domain button.
Configuring NTP and system date and time
Using the command-line and editing config files definitely takes the cake when it comes to maximum tweaking. However, there are times when something more straightforward would suffice. With Cockpit, you have the option to set the system’s date and time manually or automatically using NTP. Once synchronized, the information icon on the right turns from red to blue. The icon will disappear if you manually set the date and time.
To change the timezone, type the continent and a list of cities will populate beneath.
Shutting down and restarting
You can easily shutdown and restart the server right from home screen in Cockpit. You can also delay the shutdown/reboot and send a message to warn users.
Configuring the performance profile
If the tuned and tuned-utils packages are installed, performance profiles can be changed from the main screen. By default it is set to a recommended profile. However, if the purpose of the server requires more performance, we can change the profile from Cockpit to suit those needs.
Terminal web console
A Linux sysadmin’s toolbox would be useless without access to a terminal. This allows admins to fine-tune the server beyond what’s available in Cockpit. With the addition of themes, admins can quickly adjust the text and background colours to suit their preference.
Also, if you type exit by mistake, click the Reset button in the top-right corner. This will provide a fresh screen with a flashing cursor.
Adding a remote server and the Dashboard overlay
The Headless Management group includes the Dashboard module (cockpit-dashboard). This provides an overview the of the CPU, memory, network, and disk performance in a real-time graph. Remote servers can also be added and managed through the same interface.
For example, to add a remote computer in Dashboard, click the + button. Enter the name or IP address of the server and select the colour of your choice. This helps to differentiate the stats of the servers in the graph. To switch between servers, click on the host name (as seen in the screen-cast below). To remove a server from the list, click the check-mark icon, then click the red trash icon. The example below demonstrates how Cockpit manages a remote machine named server02.local.lan.
Documentation and finding help
As always, the man pages are a great place to find documentation. A simple search in the command-line results with pages pertaining to different aspects of using and configuring the web service.
The Fedora repository also has a package called cockpit-doc. The package’s description explains it best:
The Cockpit Deployment and Developer Guide shows sysadmins how to deploy Cockpit on their machines as well as helps developers who want to embed or extend Cockpit.
This article only touches upon some of the main functions available in Cockpit. Managing storage devices, networking, user account, and software control will be covered in an upcoming article. In addition, optional extensions such as the 389 directory service, and the cockpit-ostree module used to handle packages in Fedora Silverblue.
The options continue to grow as more users adopt Cockpit. The interface is ideal for admins who want a light-weight interface to control their server(s).
What do you think about Cockpit? Share your experience and ideas in the comments below.
The Solstice armor step objective “defeat 100 minibosses in the EAZ” has been updated
Now requires only 50 minibosses
Completing the boss phase counts as 5 miniboss kills
Moments of Triumph
End date for Moments of Triumph has been extended to 9/17 (changed from 8/27)
Moments of Triumph T-shirt claim date has been extended to 9/17
Sparrows
Micro Mini Sparrow has a new, size-appropriate, Microdrive
Collections
The “Wolves Unleashed” and “Prismatic Inferno” emblems can now be reclaimed from Collections
Disruption/Insults/Disrespect
Disruption/Insults/Disrespect
Harassment/Personal Attacks/Privacy Violation
Gory Violence/Explicit Sexuality
Illegal Activity
Hacking/Cheating
Spoilers/Stolen Content
Soliciting/Phishing/Impersonation
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