|
|
|
|
|||||||
| Old Tips, Tactics and Questions Tips, Tactics and Questions Archive forum |
THEORY: Toonup Battle Rounds are Good/Bad
|
|
Login or Register now to see less ads. |
|
|
Thread Tools | Display Modes |
Sponsored Links |
|
||||
|
Good point, Trev. I, too, have noticed that when in a building, a lot of the time it seems to be either all heals work, or all heals fail. Both in the LE and the Test.
This doesn't seem to always be the case, but I would say that in maybe 80% of the cases, it goes cross-heal - i.e., you can have a person with max juggle fail just after a person with pixie dust has failed, or so on. Lately, I've started to notice a few instances of one type of heal failing, then the next up working, BUT never once have I seen 1 lips fail then the next (still in the same round) work. Seems odd to me. I'd like to see the heal work on a more consistent basis in bldgs. Such as:
Then again, maybe it would be good to have it take their heal powers into account too (?), just don't make it an across-the-board, 'if one fails they all do' kind of thing.
__________________
-Ann aka Iggie Disney Freak Extraordinaire šoš |
|
|||
|
I concur with Iggie.
I've seen times where a heal will fail, and the higher level heal folowing it will succeed, but I've never seen an equal or lower heal succeed in the same round as a failed heal. On the flipside of that, I've never seen a successful heal followed by a missed one in the same round. It seems the whole round hinges on the first heal. This seems to be true of most gags, in a way. All pies thrown at a single cog will either hit or miss. I have seen 1 time, and only once, where 2 safes were dropped on the same cog, and 1 hit and the other missed. It would be nice if gags were somewhat more independant of others used. |
|
|||
|
yep we have discussed this before and i think its a good point to bring up again. It seems that alot of the battle (such as successfull hits/miss) is predetermined. I do not believe it is based on whether or not the first heal or lure hits or failes, nor on the level of the gag or the level of the toon.
I wish there was a set minimum that a heal will do. Say start out a gag lvl 1 heal will do a minimum of 5 and then a lvl 6 heal will do a minimum of say 20. You get the idea. |
|
|||
|
It's not just buildings!
Over the past few days of hunting bloodsuckers, backstabbers and glad handers in every district, I've noticed that there are many times that you meet a "bad" cog - i.e. one that every second gag misses, that will NOT be lured no matter what, that can not be hit by certain gags.
It can happen with any cog over lvl 4. Sometimes, you will get a 6+ cog that will hit you for 12+ points every turn, and sometimes you get one that almost always misses, and will only do 3 pts. damage when it does get you. Maybe the game is just trying see if you know when to "Run!" Evil dev-cogs! |
|
||||
|
Quote:
__________________
Zippety Bumberroni Nibbles "Wheee! ...ow, I bit my tongue!" - Ralph Wiggum |
| Thread Tools | |
| Display Modes | |
|
|
