Forum Discussion

wapitipoker2's avatar
7 years ago

Please fix broken Turn Meter Mechanics

Let me begin by stating that TM manipulation is a huge strategic element of arena and other modes of gameplay that I love to utilize. Thank you for including it in the gameplay.

However, I just had an arena match where my Thrawn got the first turn and the obvious play is to fracture the most valuable enemy. However an auto-taunting tank on the opponent side is keeping me from doing this. Logical next step is to swap TM with target other ally (Grand Admirals Command), so I swap TM to Sion for the mass debuff. Logically, Sion should go next and debuff the tank. Instead the other team gets 2 turns, then Thrawn goes again before Sion can debuff and I have to fracture the tank after all.

Is this how you developers intend the mechanics to work on this move of Thrawn's? The complete random nature of this destroys strategy and thus the gameplay enjoyment. This is driving me away from this game as I enjoy strategy, not rolling dice.
Can you please come up with a better solution?

Thank you.
  • It might be working as described, but I doubt it's working as intended, because it's strategically useless when it's totally rng dependent.
  • "swgohfan29;c-1624079" wrote:
    "KausDebonair;c-1624074" wrote:
    "Wayng_Lingo;d-179079" wrote:
    Let me begin by stating that TM manipulation is a huge strategic element of arena and other modes of gameplay that I love to utilize. Thank you for including it in the gameplay.

    However, I just had an arena match where my Thrawn got the first turn and the obvious play is to fracture the most valuable enemy. However an auto-taunting tank on the opponent side is keeping me from doing this. Logical next step is to swap TM with target other ally (Grand Admirals Command), so I swap TM to Sion for the mass debuff. Logically, Sion should go next and debuff the tank. Instead the other team gets 2 turns, then Thrawn goes again before Sion can debuff and I have to fracture the tank after all.

    Is this how you developers intend the mechanics to work on this move of Thrawn's? The complete random nature of this destroys strategy and thus the gameplay enjoyment. This is driving me away from this game as I enjoy strategy, not rolling dice.
    Can you please come up with a better solution?

    Thank you.


    I think what Wayng’s saying is the swap mechanics are flawed. If Thrawn goes first and swaps to Sion, their turns should be swapped, not just their TM. So in that example, say the RNG decided order was Thrawn, Enemy 1, Enemy 2, Sion. If you swap TM with Sion, the order should be Sion, Enemy 1, Enemy 2, Thrawn. Instead, Sion gets 100% turn meter which is then subject to the RNG turn order.


    You do realise it says "Swap TM" not swap Turn right?


    Yes I am aware, thank you.

    You’re also aware that I said “mechanics,” right? Meaning the mechanics of the entire thing.

    It makes sense to “swap turns” as I explained. Even if every toon is exact speed and hits 100TM at the same time. The RNG turn order is already decided before the first turn takes place. A second RNG roll shouldn’t take place after the TM swap.
  • "NgH;c-1624251" wrote:
    It might be working as described, but I doubt it's working as intended, because it's strategically useless when it's totally rng dependent.


    My point exactly. There should be an order "stack" or some method of resolving (or at least indicating) the turn-meter tie or, as I originally stated, strategy is in the toilet.
  • "Wayng_Lingo;c-1627886" wrote:
    Thank you for changing this CG!


    Fixed! :—)