Bots, goons, foot soldiers..

2

Comments

  • Spoit wrote:
    Wait, are you sure sniper is 10? I could have sworn he was 0 AP
    It behaves somewhat unusually. It seems to require at least 10 green to get placed, without consuming any. I've also never seen more than one sniper countdown tile on board at the same time, even when three snipers were around, so there's probably some restriction in there.
  • over_clocked
    over_clocked Posts: 3,961
    Don't confuse Snipers (0 green AP), Assassins (10 green AP) and Maggia Hitmen (Blue AP).
  • DrNitroman
    DrNitroman Posts: 966 Critical Contributor
    Does anyone know how much AP (and which color) is generated by goons per turn?
    I'm not aware of the rules: does it depend on the type of goon, goon's level? Or is it specific for each fight?
  • DrNitroman wrote:
    Does anyone know how much AP (and which color) is generated by goons per turn?
    I'm not aware of the rules: does it depend on the type of goon, goon's level? Or is it specific for each fight?

    I think it's two AP per turn for goons that only use one skill, and one per color for pnes that has multiple skills. I'm not sure though
  • Peacemaker wrote:
    DrNitroman wrote:
    Does anyone know how much AP (and which color) is generated by goons per turn?
    I'm not aware of the rules: does it depend on the type of goon, goon's level? Or is it specific for each fight?

    I think it's two AP per turn for goons that only use one skill, and one per color for pnes that has multiple skills. I'm not sure though

    I believe this is the correct general rule, but I've heard there are a handful of goon types that are exceptions. I'll try to track that when I get a chance next.
  • The general rule of thumb for AP generation is 2 AP if the goon has only one color of skills, and 1 AP for each skill if they have more than one colors. However there are plenty of exceptions. I believe Maggia Don generates 2 blue, yellow, and black AP each turn, for example.
  • Phantron wrote:
    The general rule of thumb for AP generation is 2 AP if the goon has only one color of skills, and 1 AP for each skill if they have more than one colors. However there are plenty of exceptions. I believe Maggia Don generates 2 blue, yellow, and black AP each turn, for example.

    Yeah, he does, I just checked him specifically. Just waiting for the node where Black Panther shows up with a pair of Maggia Dons...ow.
  • Ronfar
    Ronfar Posts: 150
    Vairelome wrote:
    Just waiting for the node where Black Panther shows up with a pair of Maggia Dons...ow.

    Or Spider-Man (Classic) with even one of them. He could stun every turn without having to make a blue match. Add Venom for a third party member and we'll have players getting swallowed left and right.
  • Nonce Equitaur 2
    Nonce Equitaur 2 Posts: 2,269 Chairperson of the Boards
    This is kinda evil, but I like it. Make up a list of tricky teams containing a goon for the next Simulator event.
  • Because Maffia Don has relatively high AP costs, there's some chance they will skip an ability like ATU, but the odds are still not good of course.
  • please add the AP production to the table
  • I thought I`d dedicate a thread to those pitiful, yet sometimes annoying folks. If there is a similar one already, please let me know (couldn`t find).

    I have a probably silly question: I`ve been playing this game for a few months now, but still don`t understand how they generate AP (as they don`t move any tiles).icon_e_confused.gif
    So...how do they do that icon_question.gif
  • hurcules
    hurcules Posts: 519
    They generate AP via photosynthesis. Especially potent in Desert stage.
  • Since the goonies do not match tiles, game lets them have certain amount of AP each turn for their skills. Not a big deal. Until certain goons are paired with enemy who uses same color APs and thus get free skill shots. Simulator event has many occasions for these.
  • Phaserhawk
    Phaserhawk Posts: 2,676 Chairperson of the Boards
    Here's something interesting. What if you could play goons, maggia, shield agents and were ap generating characters in your roster that you could use?
  • mags1587
    mags1587 Posts: 1,020 Chairperson of the Boards
    Phaserhawk wrote:
    Here's something interesting. What if you could play goons, maggia, shield agents and were ap generating characters in your roster that you could use?

    There are some goon combinations I would love to have the chance to play with. Green generating goon + Human Torch is top of the list.
  • Phaserhawk wrote:
    Here's something interesting. What if you could play goons, maggia, shield agents and were ap generating characters in your roster that you could use?
    That would be horrifically imbalanced. The PvE battles where you fight mooks paired with characters that can make good use that AP are some of the toughest battles in the game already... and that's with far from optimal combinations and terrible AI. In the hands of a player that could compose a better team and play it intelligently...

    I mean, hell, imagine Venom with two Mutant Criterion to back him up. You'd be able to stunlock the entire enemy team somewhere between 50% and 100% of the time, and spam Devour to finish them off. And that's just a 1* character. Higher tier characters would be absurdly out of control, such as 3* Thor with two green batteries pulling out Call the Storm every three or four turns (depending on green matches), or Punisher going on a Judgement/Molotov rampage with two Mutant Subjects.
  • vudu3
    vudu3 Posts: 940 Critical Contributor
    I recall a node during the last Simulator event against an extremely high-level GSBW and two green feeding goons. The only way to win the fight was if the AI randomly decided to place a good tile instead of Sniper Rifle. This happened about half the time. When entering the fight there was no way to know if your team was going into an impossibly easy battle or just an impossible one.
  • GrumpySmurf1002
    GrumpySmurf1002 Posts: 3,511 Chairperson of the Boards
    vudu3 wrote:
    I recall a node during the last Simulator event against an extremely high-level GSBW and two green feeding goons. The only way to win the fight was if the AI randomly decided to place a good tile instead of Sniper Rifle. This happened about half the time. When entering the fight there was no way to know if your team was going into an impossibly easy battle or just an impossible one.

    That's basically what 2 Hitmen + IM40 is doing currently. I got completely blown up when it launched Ballistic Salvo like 5 turns in, was so used to it dropping the blue Sniper Rifles and casting recharge before the nuke, which had been enough time to get him killed. Whoops.
  • Ariakos wrote:
    Since the goonies do not match tiles, game lets them have certain amount of AP each turn for their skills.

    How exactly does that work, for example? Is it possible for us to know when will they get how much (like with normal characters) ?