u/AudunAG

Where to find slingshot rides? [Wiener Prater]

Where to find slingshot rides? [Wiener Prater]

This might not be the right group, but I don't know where else to post.

I was just now in Prater in Vienna, but I did not get to ride the Ejection Seat 110m slingshot ride they have there. I'd love to try one of these. Do you know where else it is possible to find these slingshot rides? I have googled a lot, but it's difficult to find proper information.

u/AudunAG — 10 hours ago

COMPLETE COMPILE PROTOCOL TIER LIST

After hundreds of Compile games, I decided to give my take on a full protocol tier list of all the protocols. It is divided into 5 tiers, with 6 protocols in each tier, also ranked within the tiers. I’ve added a little description of each protocol, and reason for its placement. The game is very balanced, as all the protocols can get the job done. That being said, some are still stronger than others on many cases. And this is my list based on these small variances.

I'd love to hear your thoughts. Let me know where you think I am completely wrong :)

S:

PSYCHIC:

SS-tier, the only protocol that feels broken. All cards in the deck are well above average in strength, and do multiple strong effects at once. PSY 1 is so busted in certain combos that it instantly wins the game if covered. PSY 2 rearranges your opponents protocol, which is a game winning effect. The only protocol I would consider nerfing.

PLAGUE:

The stax-protocol. Lots of busted cards here, very good at choking your opponent. All cards above average, self-synergy with the discarding, and PLA 4 even feels busted. Second strongest protocol.

DARKNESS:

Good at everything. DAR 2 instantly wins its line in most cases. All cards are strong here, and have a lot of versatile flip/shift effects. Easy to combo off other protocols, while also giving some draw and raw value. Very solid over all.

GRAVITY:

Focuses on its own line. Very good at winning its own line, and lots of versatile abilities with shifting/flipping. Many ways to win with this one, and no bad cards. Very solid.

LIFE:

The best combo-protocol. Generating a lot of face down cards, and then flipping them. Easily triggers other protocols’ effects, and generates a lot of value. Rarely goes wrong with this one.

COURAGE:

Focus on your opponent’s strongest line, which is often where you need to focus anyway. A 6 with practically no downside, a 3 that easily triggers other middle effects, and no weak cards in general. Feels like the prodocol has an answer to most situations.

A:

DIVERSITY:

Wants many protocols in play at once. DIV 0 is bonkers. Being able to surprise-compile out of the blue is one of the strongest and most unique effects in the game, and your opponent will always have to keep it in mind. All other cards are useful too. Very unique and strong.

DEATH:

The delete everything protocol. Very good for controlling the game, and definitely the best at deleting. DEA 2 can be a gamechanger, and DEA 1 feels very safe to have around.

LUCK:

The RNG protocol. If you hit all the RNG, this is the protocol with the most value. But sometimes you’ll miss, and that might be critical. Still very strong. Learn to calculate the different outcomes, and you’ll do great with this one.

MIRROR:

Copy your opponent. MIR 1 can be a gamechanger if you get a solid middle command multiple times in a row. Most of the other cards are very strong, with just MIR 2 often being a bit underwhelming. Very solid over all.

CHAOS:

All over the place protocol. All cards are good here, and they have all kinds of different effects. Having a protocol rearranger in CHA 1 is massive, CHA 2 can easily trigger your best middle commands, and CHA 0 can be a gamechanger on multiple lines at once in the best case.

ICE:

High numbers and shifters. ICE 1 and 2 are very versatile and strong for triggering middle effects. The rest of the deck is mostly just high numbers, but that’s often all you need. ICE 6 can be very solid with no downside at all if used correctly.

B:

FEAR:

Jack of all traits, master of none. The most well rounded protocol. Feels like it does a little bit of everything, and FEA 4 random discard can hit hard. Just solid and nice to have protocol you can’t go wrong with.

CLARITY:

The tutor protocol. CLA 2 can tutor any 1 from your deck, so make sure to remember your 1 effects. Some of the cards are a bit meh, but can still generate good value. Solid over all.

WAR:

The ongoing effects protocol. It loves to play with decks that let you get your cards to different lines, so you can have multiple ongoing effects at once. You can get a tight grip on your opponent if played right, but underwhelming if they play around your abilities.

ASSIMILATION:

Steal your opponents cards. Another all rounder like Fear, but in a totally different way. It swaps around all cards back and forth. Feels great to snatch your opponents best cards, but not so much when you get their shitters. So it is often dependent on what you draw. Games are always a mess.

WATER:

Very versatile combo-protocol, similar to life, though a bit weaker. WAT 4 often hinders more than it helps, but you can get good value from it if played right. WAT 2 is the opposite of Psychic 2, but rearranging your own protocols is nowhere near as strong as rearranging your opponent’s. Solid over all, with some shortcomings.

CORRUPTION:

Mess with your opponent in cheeky ways. Good at choking and ongoing effects. But some cards feel underwhelming at times. No self synergy with COR 1. COR 0 can be busted, but also hit the wrong way if your opponents play 0’s in that row, or if they hit you back with the COR 0. Very unique.

C:

SPIRIT:

The protocol of unique possibilities. SPI 3 can be crazy from comboing with other middle effects, and SPI 1 can totally change your game if you get it set up. A lot to like here, though sometimes a bit underwhelming.

FIRE:

Discard your own cards. Lots of versatile abilities here, similar to Death in that it hits your opponents cards. Very good at generating value from cards in your hand you don’t want anyway. But struggles if you need the cards you have.

LOVE:

The group hug protocol. Similar to Assimilation in that it trades cards with your opponent. A lot of value with high cards, but you might just give your opponent just what they want.

TIME:

Deck-shuffeling effects. Has a lot of unusual effects, but they often end up not doing that much. TIM 0 can be a crazy tutor if your trash is full. The protocol seems crazy, but often underperforms in practice.

SMOKE:

Face down cards all over the place. Generates a lot of value with all the face down cards, but needs another protocol that is good at flipping to truly shine.

PEACE:

Topdeck protocol. Often removes your own options, but has high numbers in return. PEA 1 can be massive, forcing your opponent to draw the next turn, while also giving you a card if played right. Likes to have no cards in hand and top deck, but that strategy often leads to nothing.

D:

SPEED:

Effective protocol. SPE 3 and 0 are very good for comboing. SPE 2 and 1 feels a bit underwhelming at times. A fine protocol over all.

HATE:

Deleting cards, with a price. Strong at deleting cards, deletes harder than Death, but often hinders itself in doing so. HAT 4 and 2 can often backfire and feel really bad.

LIGHT:

Draw and reveal protocol. Lots of nice card draw, but often lacks options over all. LIG 4, 3 and 1 can all feel underwhelming. Needs other more versatile protocols to not be a sitting duck. All the card draw is its saving grace.

METAL:

Creating walls for your opponent. However, it hinders your opponent in ways that often feel insignificant. MET 0, 1 and 2 are easy for your opponent to deal with. Some nice card draw though, and can get value out of most of their cards. I’d consider a small buff.

UNITY:

The tribal protocol. Very unique, but the problem is: most cards are just as good as most other protocols, but they only trigger if you already have Unity cards in play, meaning they sometimes do nothing. UNI 1 can be great for surprise-compiling, but if you already have 4 Unity cards in the field, you’re close to compiling anyway, so often does nothing. I’d consider a small buff.

APATHY:

Flip everything face down. Feels like the developer overvalued playing face down cards when creating this one. APA 0 is just a weaker version of Smoke 2, and APA 2 can often hurt yourself more than it helps. Little versatility. I really like this protocol, but it feels underwhelming. I’d consider a small buff.

u/AudunAG — 12 days ago