You all overreact
I feel like a lot of people on this forum don't realize that if your account is only a couple years old, or newer, you're probably not supposed to be clearing every new piece of content the second it drops. My account is only about 9-10 months old and around 7 million GP. I've bought a few packs here and there, but most of what I've focused on is ships because everyone and their mother won't shut up about how important they are. After actually doing it, I kinda get why. The thing that gets me is all the crying about Colosseum. Is it perfect? No. But people act like it's the worst thing CG has ever added when it's given me a crap load of rewards. What people seem to miss is that fleets lead to crystal income. Those crystals let you 5-star the new Era characters without spending a fortune. Then if you're willing to spend about $20 on the Episode Pass, you get a bunch of the resources needed to actually level those Era characters up and make them usable. I've seen it firsthand. You're obviously not going to beat the dudes dropping hundreds of dollars a month, but you can compete way more than people on here act like you can. The biggest thing for me is the LST rewards. Those things progress an account faster than almost anything else in the game. So when I see people saying Colosseum is pointless or terrible, I honestly don't get it. The mode has helped my account a ton. It just feels like some people would rather complain about CG than figure out how other players are making the mode work. Build your fleets, get your crystal income rolling, use those crystals on Era characters, and if you can afford it grab the Episode Pass. For about $20 a month, you can make way more progress than people give it credit for. Maybe I'm in the minority, but Colosseum really isn't anywhere near as bad as this forum makes it out to be. yes before anyone asks the prompt is done by ChatGPT mainly because I really suck at punctuation tbh and don’t care to sit and figure it out the prompt isn’t exactly my words the ChatGPT changed some of the wording but the message is still there241Views4likes7CommentsLegendary Ship: Luke Skywalker's X-Wing
Unit Name: Luke Skywalker's X-Wing Crew Member(s): Luke Skywalker (Farmboy), R2-D2 Affiliation: Light Side, Support Tags: Rebel, Unaligned Force User Era: Era of the Rebellion Journey Guide Event: Red Five Standing By Attacks and Abilities Basic: This Is Red Five, I’m Going In Deal Physical damage four times to the target enemy. For each instance of damage, inflict Target Lock for that many turns and inflict a stack of Damage Over Time for 2 turns. This attack deals double damage to Imperial TIE Fighters. Target Lock: If this ability is used during Luke Skywalker’s X-Wing's turn, Red Squadron and Rebel Y-Wing allies gain 1 stack of Squadron (max 30) for each Red Squadron and Rebel Y-Wing ally present for the rest of the battle. Otherwise, inflict Defence Down for 1 turn and reduce the cooldown of One In a Million Shot by 1. Squadron: +10% Max Protection, Defence, and Tenacity; whenever this ship uses an ability, other allies gain 1% Turn Meter per stack of Squadron on this ship. This Turn Meter gain is reduced by -50% (stacking) for each ally with Squadron that previously used an ability this turn, which resets at the end of the turn. Special 1: We're Going In, We’re Going In Full Throttle (Cooldown: 3) (R2-D2) All Rebel allies gain Speed Up and 3 stacks of Squadron for the rest of the battle and recover 5% Health and Protection for each active Rebel ally. If there are no Scoundrel Support allies, Luke Skywalker's X-Wing gains Outmanoeuvre for 2 turns, and if there are also no defeated allies and Red Five hasn’t lost all Protection for the first time, gain Overconfident for 2 turns. Rebel Tank allies gain Health Up and Retribution for 2 turns. If there are no summoned Rebel Tanks present, they also gain +10% Defence (stacking) for the rest of the battle. Rebel Support allies gain Evasion Up for 2 turns and 2 stacks of Damage Over Time for 3 turns. Rebel Attacker allies gain Foresight and Critical Damage Up for 2 turns, then lose -10% Defence (stacking) for the rest of the battle. This Defence loss is halved for Red Squadron Attacker allies. Special 2: One In a Million Shot (Cooldown: 10) (Luke Skywalker (Farmboy)) Remove all debuffs on all allies which can’t be prevented. Instantly defeat the target enemy, then inflict Vulnerable on all other enemies for 1 turn and deal Special damage to them. Dispel all buffs on all Empire and Sith enemies, inflict them with Stranded for 1 turn, and remove 100% Turn Meter from them (including the Capital Ship). Rebel allies gain 10 stacks of Squadron for the rest of the battle, doubled for Red Squadron and Rebel Y-Wing allies. If Luke Skywalker's X-Wing has Death Star Plans when this ability is used, the enemy Capital Ship can no longer use their Ultimate ability. This ability’s cooldown can’t be reset by allied Rebel Capital Ships until the first time it has been used. Unique 1: Use The Force, Luke Rebel Tank allies gain +33% Max Protection. Rebel Attacker allies gain +22% Max Health and deal True Damage equal to 2.2% of their Max Health whenever they use a Basic ability. These bonuses are tripled for Red Squadron allies and doubled for Crewless Tank and Scoundrel allies. Luke Skywalker's X-Wing has +55% Accuracy, and whenever it scores a non-critical hit it gains +5% Critical Chance (stacking) until it lands a critical hit. Buffs gained by Red Squadron and Rebel Y-Wing allies can’t be copied, dispelled, or prevented. Debuffs inflicted by Red Squadron and Rebel Y-Wing allies can’t be copied, dispelled, evaded, or resisted. Whenever a Rebel ally is inflicted with Buff Immunity, Daze, Healing Immunity, Shock, or Stun, they dispel it and can’t be inflicted with it for 1 turn (2 turns if these debuffs were inflicted by an Empire or Sith enemy), that ally loses 1 stack of Squadron for each Debuff dispelled this way, and reduce Red Five’s cooldowns by 1. At the start of battle, if all deployed allies are Red Squadron or Rebel Y-Wing and there are no Jedi or Rogue One allies (including the Capital Ship and Reinforcements), Rebel allies are immune to Shield Disruption and Target Lock from Empire and Sith enemies (excluding TIE Advanced x1). Unique 2: Red Squadron At the start of battle, Luke Skywalker's X-Wing, Wedge Antilles' X-Wing, and Biggs Darklighter's X-Wing all gain the Red Squadron tag. While an ally Wedge Antilles' X-Wing is active, all allies recover Health and Protection equal to damage done by Wedge Antilles' X-Wing. While an ally Biggs Darklighter's X-Wing is active, all Rebel allies are immune to Max Health damage effects and can’t be instantly defeated. If Han’s Millennium Falcon is in Reinforcements, it gains the Red Squadron tag. At the start of each encounter, all deployed Red Squadron and Rebel Y-Wing allies gain a stack of Squadron for each Red Squadron or Rebel Y-Wing ally (including Reinforcements) until the end of the encounter, and whenever a Red Squadron or Rebel Y-Wing ally reinforces, that ally gains a stack of Squadron for each Red Squadron or Rebel Y-Wing ally present until the end of the encounter. If all ships in the starting line-up are Red Squadron or Rebel Y-Wing, these Squadron gains are tripled, and whenever a Red Squadron or Rebel Y-Wing ally uses a Basic ability they call a random other Rebel ally to assist (limit once per ally per turn). The first time an allied Rebel Capital Ship uses an Ultimate ability, all allies (excluding the Capital Ship) recover 100% Health and Protection and gain Foresight for 3 turns. Reinforcement: Just Like Beggar’s Canyon Back Home Enter Battle: Red Squadron and Rebel Y-Wing allies gain Foresight, Advantage, and Dramatic Entrance for 2 turns, and for each non-Smuggler Rebel ally they gain 3 stacks of Squadron until the end of battle. For each allied Special ability used (excluding Call Reinforcement), all Rebel allies gain an additional stack of Squadron until the end of battle. Luke Skywalker's X-Wing gains Chaff, Defence Up, and Evasion Up for the rest of the battle. If an allied Biggs Darklighter's X-Wing is present, they gain Breach Immunity and +33% Max Protection for the rest of the battle. If an allied Wedge Antilles' X-Wing is present, they gain Offence Up for 2 turns and +22% Speed for the rest of the battle. Inspiration: Red Five took part in the Battle of Yavin, one of the most famous moments in cinematic history and galactic history. Nearly all of its abilities are named after lines said by Luke or to Luke during that climactic battle Red Five’s naturally high Speed, Speed Up, Overconfidence, and self-damage are a nod to Luke pushing the limits of himself and his ship (both to his detriment and ultimate victory) throughout the Battle of Yavin Farmboy Luke and R2-D2 were the pilot and Astromech that flew the ship, hence why they’re both Crew Members for the ship! The Unaligned Force User tag is here as Luke wasn’t a Jedi in A New Hope, learning how to use the Force Red Squadron was a fleet of X-Wings led by Red Leader Garven Dreis, and during the Battle of Yavin they supported Gold Squadron’s Y-Wings when they made their trench run on the Death Star. After Gold Squadron was wiped out, Red Squadron was forced to attempt the trench run down to the last man, with Luke, Biggs, and Wedge making the last attack run as the Death Star cleared Yavin Prime (and succeeding thanks to Han’s last minute save) Vader killed or forced out almost everyone who attempted the trench run, coming close to killing Luke and ending the Rebellion, hence why Luke’s anti-Target Lock clause is ignored by Vader Also players will be reminded of the Rogue Squadron trilogy of games on the Nintendo 64 and Nintendo GameCube back in the day Requirements: Luke Skywalker (Farmboy): Relic 9 Biggs Darklighter: Relic 7 Wedge Antilles: Relic 7 Admiral Ackbar: Relic 8 Princess Leia: Relic 8 Han Solo: Relic 9 Chewbacca: Relic 9 Old Ben Kenobi: Relic 9 *General Dodonna: Relic 7 R2-D2: Relic 9 Darth Vader: Relic 9 Any Rebel Capital Ship: 7 Stars Biggs Darklighter's X-Wing: 7 Stars Wedge Antilles' X-Wing: 7 Stars Rebel Y-Wing: 7 Stars Han's Millennium Falcon: 7 Stars Rebel B-Wing: 7 Stars TIE Advanced x1: 7 Stars67Views2likes2CommentsEra Boss Tomb Guardian Bug Damage Variance and Armor
Unfortunately, the era Tomb Guardian Boss has a bug regarding high damage variance and taking next to no damage at 70 to 90 percent preventing high level toons from clearing the stage. My team is Mando Beskar lead, Drogan, Colonel Ward, and R5-D5. Era units are level 71, Zeb is 5 star at 84, Colonel Ward is 5 star at 79, and R5 D5 is 5 star at level 82. My first attempt I had R5 D5 at level 79 and achieved a 97 percent but performed minuscule and 0 damage for 5 minutes once reaching 90 percent progress. I had R5, Colonel Ward, and Zeb alive with max protection at the time. Second attempt I spent 1800 gems to upgrade R5 to 84 and performed a 98 percent. Regrettably the gems did nothing. Third attempt I reach 84 percent. 4th attempt I reach 90 percent. Fifth attempt I reach mid 70s. The damage variance was so drastic that the upgrades of level units had no effect on performance. I passed the same stage with ease on the last raid boss from yesterday. Lastly, the defense was so high I could not make any damage.54Views0likes1CommentCompensate for my 256 thermal exchange unit
The big big big bug!!!!!i lost 256 thermal exchange unit! I got level 20 rewards in episode track about 6 hours ago,when it is 192 circuit breaker module,and i saw clearly the level 22 rewards is 256 thermal exchange unit But!!! Now ,cg changed rewards in episode track suddenly,they changed level 20 rewards to 256 thermal exchange unit,it showed i have received level 20episode track,however i never got any exchange unit!!! Compensate for my 256 thermal exchange unit!55Views1like1CommentRadio silence on all channels
Not a word about the missing Smugglers Run 2. For over 8 days now, no news about the botched Shattered Empire event. Yesterday, like others, I was given 2 Aero Magnifiers for free and have absolutely no idea why. Not to mention, no road-ahead info, new raid, or anything else for ages. Community management has never been a strong point of the game, but now it’s worse than ever. What’s going on, CG_Meathead ? CG? Hello? Can anyone hear me? Anyone out there? Pssst? Cuckoo? Why is it so dark in here? Are we all alone on this planet? Am I alive? ......136Views4likes3CommentsQuality of Life improvements we sorely need
I wanted to list the largest annoyances in the game that make me consider quitting on a daily basis and the QoL improvements that would address them. Mod management Mods are a great way to customize characters and deal with various challenges. And they are necessary for doing well in various content requiring deliberate planning to optimize raid teams or TB missions. But as annoying as spending 5 minutes to move mods to characters to complete a mission are, it is much more annoying to have to spend 10 minutes restoring the mods to the characters they are normally on. Fix: Allow us to snapshot all mod placements and restore to that state with a single button. Raids become a repetitive chore. Most players plateau in raid performance. Doing the raid is just a grind made worse by issue (1). Fix: Allow us to sim the raid and just claim the last/best score we previously got. TB becomes a repetitive chore. Similarly, guilds tend to plateau on TB progress. Fix: Ideally players could sim individual missions they previously 3* and the characters they used previously would be marked as used. This I understand can be more difficult as garrisonning can result in different characters being available in each phase. Perhaps a guild-level sim for the whole TB could be done and guilds can determine when they feel they have grown enough in power to try for more stars or bonus rewards. TW deployment is a repetitive chore. Casual guilds don't vary their defensive deployment plans to often. Mainly when new datacrons come out. Having to deploy the same 10-15 teams with datacrons every TW is a chore. Fix: Give us a button to deploy the same teams/DCs we did last time to all sectors but allow us to edit our deployments like we can in GAC. Those are the biggest annoyances that I think could be addressed with relatively low effort and help lower the unnecessary burden this game imposes on long-time players who want to focus on specific activities that interest us most.46Views1like0CommentsTier 9 cantina Vel Sartha farming nonsense
Putting her shards on this 20 energy per go nonsense is just crazy. How are we meant to play this game and get things relic'd to where you want them if were going to spend an unreasonable amount of time farming her shards? Completely unreasonable526Views5likes22Comments