u/kappa23

▲ 18 r/movies

Random thoughts on Iron Man (2008)

Obviously Iron Man is a stellar movie in most aspects (performance, direction, script), I feel like the under discussed parts of why this movie works are the design of the Iron Man suit and the quality of graphics making it happen.

While I'm not exactly the biggest comic book reader, I am familiar with a lot of the Iron Man suit designs, in both comics, animation, and the live action suits which followed the first movie. And a lot of times, the Iron Man suit looks kinda goofy, which makes the reader/watcher not take the character as seriously as you'd want.

But the Mark III suit which Stark develops in the movie is by far one of the best suits designed (across mediums).

I think the main things which the suit nails are the helmet itself, which looks menacing, and using the color gold instead of a brighter yellow. The decision to make the eyes white lights, instead of being slits that Stark can actually see through is also a solid choice.

The movie's decision to present the reveal of the Mark III in the Afghanistan scene is by far one of the best reveals of a superhero character suit in movies. Like compare this to the full reveal of Batman in Batman Begins (a movie that I love and consider of comparable quality to Iron Man). While the scene is well constructed, I feel the final reveal where Batman breaks through the car and says "I'm Batman!" to Falcone is kinda goofy in retrospect, and despite me thinking the Batman suit of the TDK series works well for what's its trying to achieve, I cannot in good faith suggest that this scene is anywhere close to the Afghanistan scene of Iron Man (Bale's Batman voice also does not help, in this comparison)

Basically what I'm trying to say is that no matter how well written Iron Man had been, no matter how good RDJ, Paltrow and Bridges might have been in their roles, this movie fundamentally would not have worked if the suit design and the graphics making it work didn't work as well as intended.

I think a similar thing happens in Transformers 2007, where the design of Transformers worked well in favor of the movie. Now I know that the Bayformers designs are not as universally liked as the Mark III armor, and a lot of fans would prefer a design closer to G1, but I think we can all agree that for a modern design attempting to ensure the size of the robot matches that of the vehicle they transform into, it does well enough to make them believable

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u/kappa23 — 9 hours ago
▲ 22 r/VGC

[Rate My Team] Trick Room Mega Drampa

Team Idea: I threw this team together with scraps I got from the in game recruitment. The main goal was to understand Trick Room, how it plays, and whether this was my style of play or not. With most players currently running Tailwind as their main form of speed control, I found that this is a great way to flip the speed dynamic and play the game without having to remember specific speed matchups.

Team Description: This team basically has two modes: Mega Drampa and Mega Aggron. I find myself playing Mega Drampa 9/10 times, and bringing Aggron only to matchups where I see Fairy type damage I cannot deal with otherwise.

Aggron: Its running a standard bulky Aggron set, with EV investment in HP and Attack. The main goal of Aggron is to take out the Fairy type threads with Iron Head under Trick Room. I've also tried setting up with Curse but this gives me diminishing returns, because Aggron dies to special attacks, and it feels counter intuitive to setup while under TR.

Drampa: The center piece of this team. Its my main damage dealer. Under Trick Room, I don't think anything other than Torkoal under speeds it. I run Draco and Hyper Voice as stabs, and Flamethrower to cover for opposing Steel, Grass or Bug types. Thunderbolt helps me wall and also revenge kill any Basculegion. I've once kept Drampa in the back, bringing it out only after a Scarf Basc locked into Last Respects, forcing a forfeit. Thunderbolt is also rather useful against opposing Zard Y, Pelipper, Aerodactyl. I find Hyper Voice to be a little less used, often wonder whether I should drop it for Protect. Berserk I find useful mainly to offset the SpA drop from Draco, but I've often wondered whether I should drop it for Cloud Nine

Incineroar: Running a default Incin, with max special bulk and attack. The idea with this Incin is to try and deal with opposing Farigirafs or any other Pokemon weak to either Dark or Fire. I don't find myself using this often, with all the Kingambits or Milotics runnning around. I also generally don't see myself needing Fake Out support, because I feel Mimikyu usually is able to setup TR on turn one.

Machamp: This is an untrained gift Machamp. Machamp's purpose is to help me further in the Zard Y and Kingambit matchups. Zard Y is a one shot for Stone Edge, and Machamp usually takes a Heat Wave, if moving after Zard Y. Lum Berry helps against opposing burns, although I feel like unless facing Sableye, I'm not much threatened by burn. Dynamic Punch also one shots Kingambit. I find Ice Punch useful against Dragonite, Garchomp, Sinistcha etc, and Bullet Punch is priority for quick kills. I think Machamp really needs Protect, and also Assault Vest, but that's not in the game until later.

Mimikyu: Equally as important as Drampa, Mimikyu is the sole trick room setter on this team. While I've experimented with a second Trick Room setter with Sinistcha, I find that Mimikyu nearly guarantees Trick Room turn one, and is tanky enough to survive to setup a second TR. Play Rough is my only source of Fairy Damage, and Shadow Sneak, while weak, does respectable damage to opposing Gengar, Basc, etc with priority. With not a lot of Pokemon running Taunt, I felt that Leftovers gives me a lot of recovery, and use that instead of Mental Herb.

Galarian Slowbro: The second source of raw damage on this team, Galarian Slowbro has come in clutch many many times. Its my main response to Sneasler. With most Sneaslers preferring to run White Herb instead of Sash, they are sitting ducks to Slowbro. Slowbro also easily kills opposing Sylveon, Gardevoir, Floette etc with Shell Side Arm. Quick Draw has also helped a lot more than I expected it to. Flamethrower is an unexpected tool against opposing Kingambit, who cannot one shot me with Kowtow Cleave thanks to Colbur Berry. Slack Off also really helps against any Sucker Punch attempts. I've also considered using this as my secondary Trick Room setter, but find it hard pressed to drop any of my moves.

My main mode with this team is Mimikyu, Machamp, Drampa and Slowbro, with Mimikyu being lead 100% of the time, and its partner being whatever I anticipate will lead well into the opponent. I usually like keeping Drampa in the back, bringing it safely after either Machamp or Slowbro have chipped opponents. The second mode is to lead Mimikyu and Aggron, TR turn 1 on Mimikyu and Protect on Aggron. From turn two its usually Rock Slide or Iron Head on Aggron.

Progress so far - I've mainly used this team as a way to climb up from Pokeball to Master Ball. Currently hovering at low Master Ball 4. While I've played some competitive Pokemon in Gen 6 and Gen 9, and religiously watch VGC youtubers, I've never actually played this as seriously as I have until Champions rolled out. So while my decision making and reads need a lot of work, I would love any advice on team building.

Pokepaste - Mega Drampa Trick Room

u/kappa23 — 2 months ago