There are no universal squads for completing CM
Medical Station, Malachor, Death Star - On these planets, no squad, including squads led by a galaxy legend, can complete any CM on auto-battle. On the previous planets, squads including legends can complete all available CMs. Even the dark side fleet cannot pass CM on dark side planets.98Views0likes7CommentsNew characters - Belgium & Brazil
Due to gambling laws in Belgium and Brazil we can’t buy new character packs with shards. Due to this it is impossible for us to advance in colisseum or to unlock newly released journey characters. Why isn’t there the option to buy the same pack but with a guaranteed reward? Even at 5 shards? That would at least give us a chance to participate…227Views6likes13CommentsOnly Bulk Quantities for Mk I Raid currency
I just noticed that CG eliminated all of the lower quantities of the parts for Mk I raid currency. Now, the lowest number of any part you can buy is 75 and for most of them you can only buy in quantities of 125. Why? This is so stupid. So if I only need 5 or 10 quantity, I have to lock in another hundred or so for months and months sitting in inventory before another character needs it. This gets even dumber when you consider that for any single part node, a character needs no more than 50 of any given part. So on every single buy you are forced to massively over buy what you need, sinking resources into a useless inventory. When you only get 17k in Mk I raid currency per raid, you could be limited to only buying 4 parts per raid, using a tiny fraction of that, then having the rest sit around in inventory for months. This is just about the dumbest decision CG has made since some lead based paint chip munching **bleep** came up with Conquest.53Views1like3Commentsabout this droid?
Two-Boots & Reb Ambushed [1080p] - YouTube i know this is new and all but imagine we get this droid and its partner be playable. I was thinking? it can be used to unlock a new maul. so mabe the requirement to get a new maul character would be this droid, this new darth talon, the old darth talon, her jedi master, early phase storm trooper, and etc47Views0likes3CommentsShip Kit Concept: TIE Avenger Prototype
Unit Name: TIE Avenger Prototype Crew Member(s): Cassian Andor (Undercover) Affiliation: Light Side, Attacker Tags: Rebel Description: This experimental prototype from Sienar Test Facility 73 was stolen by undercover Axis agent Cassian Andor, who utilized its impressive durability, maneuverability, and deadly arsenal of weaponry to fight the Empire and protect his allies. Legendary Event: One Year Later (Based on the season premiere of 'Andor Season 2') Attacks and Abilities Basic: Formidable Heavy Arsenal Deal Physical damage to all enemies, then deal True damage to a random enemy. This attack deals additional damage equal to the combined Potency of all active Rebel allies. If the target enemy is Rebel, Undermine them for 1 turn, which can’t be dispelled or resisted. Target Lock: This attack ignores Defence. If target enemy was already inflicted with Target Lock at the start of this attack, this attack will critically hit if able. Special 1: I Need To Call Home (Cooldown: 10) Deal Special damage to target enemy and a random other enemy, then inflict both enemies with Burning for 1 turn. Target other ally gains Guard until the end of the TIE Avenger Prototype’s next turn or until the TIE Avenger Prototype is defeated. If that ally has Axis, Burning instead lasts for 2 turns and Guard lasts until the TIE Avenger Prototype takes 2 turns or is defeated. The TIE Avenger Prototype and target other ally gain Secret Intel for 3 turns. Special 2: Harder Than It Looks (Cooldown: 5) Dispel all debuffs on the TIE Avenger Prototype and target other ally. That ally gains +10% Defence and Tenacity (stacking) until the end of the TIE Avenger Prototype’s next turn or until the TIE Avenger Prototype is defeated. Then, the TIE Avenger Prototype gains Outmaneuver for 3 turns (can’t be copied, dispelled, or prevented). Axis Bonus: The TIE Avenger Prototype also gains Secret Intel for 1 turn and recovers +30% Health and Protection. Target other ally instead gains +20% Defence and Tenacity (stacking) for each debuff dispelled, +20% Turn Meter for each ally with Axis present, and recovers Health and Protection equal to the Health and Protection recovered by the TIE Avenger Prototype. If they have Guard, this recovery is doubled for that ally. Special 3: Retractable Emission-style Heavy Laser Cannon (Cooldown: 20) Deal massive damage to the target enemy, which can’t be evaded. If the target enemy was an Imperial TIE Fighter, instantly defeat them. Undermine all enemies for 2 turns, which can’t be dispelled or resisted by Empire and Rebel enemies. This ability starts on cooldown and can’t be used unless the TIE Avenger Prototype has Outmaneuver. Axis Bonus: If an ally has Guard, deal another instance of massive damage to the target enemy. Unique: Coming Home To Yourself (Crew Ability: Cassian Andor (Undercover)) Whenever the TIE Avenger Prototype uses an ability, inflict Target Lock on target enemy for 2 turns, which can’t be evaded or resisted by Empire and Rebel enemies. While enemies are inflicted with Burning they lose -12.5% Offence, doubled for Empire and Rebel enemies. At the start of battle, if all allies are Rebels and there are no Jedi or Unaligned Force User allies: Gain the Axis status effect until the end of the battle, which can’t be copied. If there is an ally Fondor Haulcraft, gain Rebel Network until the first time the TIE Avenger Prototype is defeated, which can’t be copied, dispelled, or prevented. For each Rebel ally (including the Capital Ship), gain +20% Defence and Tenacity, and the TIE Avenger Prototype gains +15% Potency for each ally with Axis. Whenever an ally gains Guard, they also gain these bonuses until Guard expires. Whenever an ally gains Secret Intel, increase Upload progress by +4%. At the start of each encounter, gain Secret Intel for 2 turns Reinforcement: All Part Of The Same Rebellion Enter Battle: The TIE Avenger Prototype gains Dramatic Entrance for 1 turn, which can’t be copied, dispelled, or prevented. All Rebel units without Axis (including Reinforcements and summons) gain Useful Pawn for the rest of the encounter. Whenever a Rebel ally is summoned, they gain Useful Pawn for the rest of the encounter. All allies with Axis gain Secret Intel for 2 turns. Allies with Useful Pawn do not recover Health or Protection from Rebel Network. Whenever a unit with Useful Pawn takes a turn, Steal 5% Critical Chance, Critical Damage, and Offence from them for the rest of the encounter (stacking, max 20% per unit) and if they were an ally, grant them 5% Critical Avoidance and Defence for the rest of the encounter (stacking, max 20% per ally). Requirements: Cassian Andor (Undercover) (Relic 1) Luthen Rael (Relic 1) Kleya Marki (Relic 1) Range Trooper (Relic 4) Stormtrooper(Relic 4) Imperial TIE Fighter (7 Stars) TIE Advanced x1 (7 Stars) Cassian's U-Wing (7 Stars)63Views0likes1CommentGood Conquest, save one thing
Namely, a couple of the feats. Now, there have always been new characters required for feats. What I'm concerned about is how Satele is a feat unit right off the factory line. If you didn't get her ASAP, you're penalised. I will be the first to admit it's a very minor penalise. As far as my knowledge goes, you can drop about 30 keycards and still hit max crate, so this isn't hard gatekeeping players from earning max rewards, I'm just a little...concerned? Paranoid? I just want to know if more stuff like this is going to happen with how CG's been ramping up the monetisation in recent months. Or maybe I'm just crazy, who knows.119Views1like5CommentsGrand inquisitor event
It is stressful, it is disrespectful. Game designers should be ashamed for such a poor game mechanics. Game should give joy, not stress and dissatisfaction. If to pass the game mode one need to move all the best mods and do 10s or even more of retries, that means that this is a very poor design. This event makes me want delete the game and not waste time anymore.30Views0likes0Comments