Forum Discussion
"Kyno;c-2162603" wrote:
"Pan2218;c-2162525" wrote:
It feels as if there are dozens of bugs with the game now. Tanks not taunting, 5* ships with lesser pilots going first a lot of team oriented zetas failing to operate etc.... say what you want. I have also been playing this game for a very long time."Kyno;c-2162519" wrote:
"Pan2218;d-235262" wrote:
nothing works right anymore & all of these powerful R7 toons are seemingly useless against g12 since then. I have never had more angst in doing something that is supposed to be fun.
Would you care to offer any context?
See below:"Waqui;c-2162561" wrote:
"Pan2218;c-2162525" wrote:
It feels as if there are dozens of bugs with the game now. Tanks not taunting, 5* ships with lesser pilots going first a lot of team oriented zetas failing to operate etc.... say what you want. I have also been playing this game for a very long time.
You may be right - or you may not. If you want to discuss whatever bugs you claim to have seen you need to describe whatever it is you saw.
Which tanks didn't taunt? In which scenarios?
Which low power ships moved first? In which scenarios?
Which zetas don't work any more? In which scenarios?
This game is rather complex in many respects and it does have issues, but often things like what you are saying tend to be misunderstanding of the mechanics and not bugs or changes at all.
In order to have a fruitful conversation you may want to pick one of the above scenarios and go into more detail. In particular, what exact characters involved, teams on both sides, ext....
I got 1 for you. I'm playing an opponent that has Vader behind DR Malak. All members of my team get the MM mark, but then Vader stops there. No AOE. No 5 basics. Other team members just start going and I kill them with my Padme team.- Da_BauersNew SpectatorTroopers enjoyed it though.
- I was thinking this was a complaint that it broke the game by reducing the random factor of the game.
I just read up on the tm changes a minute ago, and I know there were people saying that making it not a coinflip would destroy the game by making speed the only thing that matters in arena (which everyone already claimed it was anyway).
I kind of agree with that sentiment.
My favorite parts of this game have always been the chance to overcome the odds thanks to RNG and the ability to be creative in team crafting. Most of the last few characters that have come out actually feed into creativity (though JKL should really have Rebel synergy too) but luck in combat is slowly decreasing IMO. "Pan2218;c-2167606" wrote:
I tried to stay optimistic about it for awhile, but after a few weeks of game play it was very clear that older teams no longer functioned, Zetas are seemingly useless & high relics are a nonfactor in some instances. It has really been making me question the $ that has been invested over the years. Continually making game modes that have a twisted sense of what was begged for or just increasingly too difficult to play.
while general statements are great and all, do you have any specifics?
also have you tried to tailor any of these older teams to a more specific strategy, now that you can implement one? did you try to do anything with your mods?
this change didn't have any major effects on anything relating to zetas or high relics."Pan2218;c-2167614" wrote:
Ha...if by tailor, you mean changing mods? Then yes. All you need to do is participate in GA or TW to understand that there are too many specifics. I am not the only person making this statement either.
There are very few that are making it with any verifiable proof.
I dont think there are, I mean a round of GA is only 8 battles. is it all 8?"Pan2218;c-2167615" wrote:
FO & Rebels seemed to have really benefited from the update however
You mean teams that have the most TMG are the ones that benefit from a system that tracks TM. Yes I agree, but what benefit? not being random, sure, thats great, but it didn't change any behavior that wasn't already there. it just allows a player to tailor it and plan better."Pan2218;c-2167616" wrote:
it makes me question if there ever was a problem to begin with?
Yes, the problem was there was no reliable way to know how some battles would play out and there were counters that would be very reliant on a factor that the players dont have control over.
now players can plan and make strategies that play out the same or as planned. Also they can make better educated guesses as to the turn order on teams like rebels and FO who have a lot of TMG and before would just be random.- VaderizerSeasoned Newcomer
"Pan2218;c-2167651" wrote:
it is totally my right to do so.
Sure it is, but that doesn't make you right or even coherent. "Pan2218;c-2167651" wrote:
I am not going to sit here & mince words not allow words to be put in my mouth. The plain simple fact is that the game no longer works & has become a headache since this "fix" was brought about. It has been several rounds of GA & TW since this. & BTW you can't remod for your opponents in GA & TW. I have to say that whatever they did sucks & it is totally my right to do so. Since it is a daunting task to present bug reports, here is where we go to vent our frustration.
I just find it odd that "everything is broken" or "nothing works right", yet you cant give a single specific example.
You could never remod for TW and GA, but you can setup your mods to be the best setup you plan to use then for.
I am not questioning your opinion, I am wondering what is broken or needs to be fixed. That information is how things fixed.- bruh, post an actual example of something.
- Because Vader usually starts at 0% TM, then gets a bonus turn. Maybe 20% under Palp lead on a Basic when inflicting Ability Block. Then Vader’s Bonus Turn is triggered, along with any other bonus turns that he triggered (Anakin>Padme, GG, Malak).
If those characters have any TM (or >20% TM under Palp lead) they’ll have more Overflow than Vader and take their bonus turn first.
Overflow happens before Speed. "TargetEadu;c-2167700" wrote:
Because Vader usually starts at 0% TM, then gets a bonus turn. Maybe 20% under Palp lead on a Basic when inflicting Ability Block. Then Vader’s Bonus Turn is triggered, along with any other bonus turns that he triggered (Anakin>Padme, GG, Malak).
If those characters have any TM (or >20% TM under Palp lead) they’ll have more Overflow than Vader and take their bonus turn first.
Overflow happens before Speed.
this maks sense. speed only comes into play as a tiebreaker iirc
About SWGOH Strategy & Tips
Share guides, tips, and tricks for Star Wars: Galaxy of Heroes, discuss Arena strats, and help new players get started.
22,726 PostsLatest Activity: 4 hours agoRelated Posts
Recent Discussions
- 16 hours ago
- 2 days ago
- 4 days ago