Marc Spector wrote: I am utterly baffled as to why the met-condition on green (having _# of locked tiles) makes the power weaker. Obviously you're trading damage for the ability to basic-ify locked enemy special tiles, but the tradeoff doesn't seem particularly exciting. She still seems like a bit of a wonky support-character to me, which the A.I. may not necessarily be able to play very effectively -- although I hope to be proven wrong once her changes go live!
Jam_Adams wrote: so for her ... it's a good power to use if there are 1-3 on the board (8,299 dmg) relatively speaking, it's not quite as good if there are 4 to 6 (4,280 to 7,470 dmg) over 6, the damage then goes up again (7@ 8,715 dmg; 8@ 9,960 dmg; 9@ 11,205 dmg; etc etc) so the best thing would be to fire (do the 8,299 dmg and get 4 bubbles), then fire (get 3 more bubbles and 3 strikes), then fire green again to pop all bubbles (8,715 + 3x180 = 9,255). that's 17,554 dmg (!!!) unless i'm understanding something wrong.
Skygazing wrote: My biggest question is whether or not blue is usable without enemy special tiles on the board.
AlphaNik wrote: Skygazing wrote: My biggest question is whether or not blue is usable without enemy special tiles on the board. Tried it this morning. It's possible. You just create strike tiles.
Spiritclaw wrote: Are you sure you don't also lock some random tiles if there are no special targets present? I did Crash immediately on waking, so maybe I was too sleepy and didn't see what I thought I saw, but that was my impression. Also, I did randomly put a force bubble on a team-up tile, so the Quicksilver/Invisible Woman team hasn't lost all synergy. That might have been with the green, though.
Crnch73 wrote: Question: why does locking an enemy special tile appeal to anyone? Does it negate that power while it remains locked, or does it merely mean it can not be moved around the board? If the first, then that seems like a good idea. If all it does is lock it in-place... then this is still a useless character except for crash and required nodes. I am struggling with IW real hard, meaning I have her but never want to use her. This did nothing to change my mind.
madok wrote: Spiritclaw wrote: Are you sure you don't also lock some random tiles if there are no special targets present? I did Crash immediately on waking, so maybe I was too sleepy and didn't see what I thought I saw, but that was my impression. Also, I did randomly put a force bubble on a team-up tile, so the Quicksilver/Invisible Woman team hasn't lost all synergy. That might have been with the green, though. I just did crash and blue just puts out the strike tiles. No bubbles were added.
DapperChewie wrote: I have noticed there's a big difference between locked tiles. There are 3 characters that can lock tiles - IW, QS, and Bagman. IW: - Clear bubble. Bagman: - locked bubble with a web over it. QS: - It looks like there's a gate on it or something. Now, I need to test this more, but from what I have found, QS locked tiles do not count towards IW's green. I had 3 & 3 on the board and she did the large damage & added more locked tiles to the board. Pretty sure it works the other way too, you need 4 of QS before he will do his supersonic move. I could be wrong here, I only tested this in one match. But I'm pretty sure the different locked tiles are counted differently now, and QS & IW don't have the synergy they used to, which is unfortunate.
Jam_Adams wrote: just tried with bagman. fired for the advertised 8,452 dmg, and got 4 of her then fired to get 4 more with the 8 total locked tiles on the board, I should have gotten 10,144 dmg (8X 1,268) however, only tiles were popped for 5,072 dmg (4x 1,268) C'MON MAN
Ludaa wrote: Anyone know if the locked strikes from an opposing OML or PHX will still count towards their respective limits?