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7 years ago
"CG_SBCrumb;c-1554913" wrote:"kevsmart;c-1554880" wrote:When multiple units gain Turn Meter and reach 100% Turn Meter simultaneously, those units now take their upcoming turns in order from highest to lowest initial Turn Meter.
This is a huge change that should have been given more attention than a footnote at the end of the patch notes.
Hi folks, Just to be clear, this change is NOT in the new update. We apologize for the confusion. This was pulled before launch due to balance implications but slipped into the notes.
I'd love to hear your thoughts on how you would change the turn meter mechanics if we did decide to revisit this in the future.
Hi, i think this needs to be canged instead of a die roll like it is now. I think for player strategy purposes, like intentionally getting ahead of the enemy who also has or will have 100% TM the same time as you, leting the one with most TM before would just cancel the strategy of it out. I can suggest a way which can cause the player to make a calculation and get ahead the enemy, or intentionally try to go after your enemy according to strategy. This can be made by letting the toon with higher speed stat go first, it can even take only base speeds into account and not mods. Either way the player would now the mechanic and make a clear decision, either benefit or get punished by it according to the wellness of the strategy made by the player.
Edit: another suggestion of mine is to make the toon with the most, recent tm gain win and go first. so basically if toon x had 90%TM and toon y had 80% TM. after a move X got 20% TM and Y got 30%, so Y would go first. If toon X had 100% TM already and toon Y gets t0 100% from 80% with a move, X will have gained 0 in that move and Y will have gained 20 so Y would go first etc. Thank you if you condier these and thanks for the update.
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