Grand Admiral's Command remains a RNG gamble under zEP lead.

by jays100_31415
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Grand Admiral's Command remains a RNG gamble under zEP lead.

★ Apprentice

Product: Star Wars: Galaxy of Heroes
Platform:Apple iPhone
What type of device are you experiencing the issue with? iPhone 6+
OS Version every
Ally Code: (Find it here: http://bit.ly/AllyCode ) 872-818-391
What type of issue do you have? Gameplay
How often does the bug occur? Often (50% - 99%)
Summarize your bug Thrawns special GAC is interfered by zetad Emporer Palpatines lead in the spirit of the game/ability.
Steps: How can we find the bug ourselves? Have e.g. zEP as a lead. In a match, while either Thrawn or an ally with nearly full TM is debuffed, activate GAC and select the beforementioned ally. RNG dependent, the selected ally may be active or another ally who gained 100% TM du to the gain by expired debuffs.
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It may have been described before several times, but please bear with me:
Grand Admiral Thrawns special Grand Admiral's Command describes as recovering up to 40% protection and debuffing as well as  swapping the turn meter with the targeted ally.
As I think the purpose of this ability is to give a chosen ally control, which is to be done by swapping the 100% TM of Thrawn with the ally.
Due to the rework of Emporer Palpatine his leader ability interferes with the special. Due to the debuff several allies can obtain 100% TM by the special, the active character is selected by RNG.
This is of course not desirable.
In regard of pretaunting this severly limits GATs viability: Say under zEP lead, in squad arena, a match is started against a Commander Luke Skywalker lead Team with Baze as pretaunting tank. It may be desirable to fracture CLS. However, Baze will prohibit this. Possibility 1: Fracture Baze with certainty and deal with CLS.
Possibility 2 (better): Debuff Baze for example with Sions Special and fracture CLS afterwards. (EG: Darth Vader Special 1, Special 2, GAT gets a move, Special 2 to switch to Sion, Special 1 to debuff,..., GAT fracture CLS).
However this leads leads usually to a RNG based gamble in which Thrawn even GACs himself as next character, with increased cooldown on GAC, a not useful basic at the moment and fracture, thereby forcing to possibility 1 (fracture Baze). Meaning: You are basically worse of than before, as GAC is on cooldown. This of course influences the match heavily, and it is shown that e.g. Han Solos Shoots is specifically designed to ensure a first move (barring very special circumstances as another Han Solo or a followupbattle in which an enemy remains at 100% TM) .
I think it would be in the spirit of the game to force GACs selected ally to become the active character in the battle, TM switch nonewithstanding. Afterwards, RNG may kick in again for the next character to be active.
 

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Re: Grand Admiral's Command remains a RNG gamble under zEP lead.

[ Edited ]
EA Live QV Team

Hi @jays100_31415 and thank you for the report.

 

If two or more units have 100% turn meter, then it is indeed a matter of RNG, which unit can go first. Even if Thrawn is giving another unit 100% of his own turn meter it is possible, that another unit can go first due to RNG. Unfortunately, there is currently no way around.

 

Feel free to post this as feedback and suggestion here: https://forums.galaxy-of-heroes.starwars.ea.com/categories/characters

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Re: Grand Admiral's Command remains a RNG gamble under zEP lead.

[ Edited ]
EA Live QV Team

Hi @jays100_31415 and thank you for the report.

 

If two or more units have 100% turn meter, then it is indeed a matter of RNG, which unit can go first. Even if Thrawn is giving another unit 100% of his own turn meter it is possible, that another unit can go first due to RNG. Unfortunately, there is currently no way around.

 

Feel free to post this as feedback and suggestion here: https://forums.galaxy-of-heroes.starwars.ea.com/categories/characters

Message 2 of 3 (249 Views)

Re: Grand Admiral's Command remains a RNG gamble under zEP lead.

★ Apprentice

Thank you for your kind and quick reply!

I assumed as much. However a relatively simple "is active"-flag would maybe solve the problem (also for the Shoot First Problem I mentioned):

 

 As long as this flag is set a character is active. After concluding his turn the flag is removed and an algorithm starts for choosing the next active character (most times that would be a filled TM).

This flag could be made to automatically set e.g. at the start of a turn if one Han Solo ist active or after use of Grand Admiral's Command.

Perhaps you may be so kind as to include the topic in a future discussion about required updates in the game mechanism?

 

thank you again!

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