hamsingame wrote: Bowgentle wrote: Enemy IM made a match 4 that included 2 traps - those two went off and killed IM. Then the rest of the traps detonated and killed the enemy Thor. That ability is insane. That behaviour has happened for me once, but other times not. Can you recall off-hand if the traps from the actual match would have downed the current target? Maybe that's when it'll chew through 2 guys? Edit: Some damage data. At level 209, Iron Man did 2543 damage, Hulk did 1281
Bowgentle wrote: Enemy IM made a match 4 that included 2 traps - those two went off and killed IM. Then the rest of the traps detonated and killed the enemy Thor. That ability is insane.
Bowgentle wrote: hamsingame wrote: Bowgentle wrote: Enemy IM made a match 4 that included 2 traps - those two went off and killed IM. Then the rest of the traps detonated and killed the enemy Thor. That ability is insane. That behaviour has happened for me once, but other times not. Can you recall off-hand if the traps from the actual match would have downed the current target? Maybe that's when it'll chew through 2 guys? I think they would have, yeah. I'll pay attention next time.
hamsingame wrote: Bowgentle wrote: Enemy IM made a match 4 that included 2 traps - those two went off and killed IM. Then the rest of the traps detonated and killed the enemy Thor. That ability is insane. That behaviour has happened for me once, but other times not. Can you recall off-hand if the traps from the actual match would have downed the current target? Maybe that's when it'll chew through 2 guys?
Phantron wrote: I'm not seeing where people get this trap spread out damage amongst the available targets thing. I've tried it several times by getting Daken down to 1 trap killable range and the guys behind him never got hurt when he matched the multiple traps I have out.
nisamun wrote: Phantron wrote: I'm not seeing where people get this trap spread out damage amongst the available targets thing. I've tried it several times by getting Daken down to 1 trap killable range and the guys behind him never got hurt when he matched the multiple traps I have out. I have had it happen once or twice, I don't recall the circumstances though
Handsome3314 wrote: nisamun wrote: Phantron wrote: I'm not seeing where people get this trap spread out damage amongst the available targets thing. I've tried it several times by getting Daken down to 1 trap killable range and the guys behind him never got hurt when he matched the multiple traps I have out. I have had it happen once or twice, I don't recall the circumstances though It works only if you make a match with two or more traps at the same time.
DayvBang wrote: Handsome3314 wrote: It works only if you make a match with two or more traps at the same time. If so, this might be a bug. Maybe each matched trap triggered the total damage separately?
Handsome3314 wrote: It works only if you make a match with two or more traps at the same time.
hamsingame wrote: DayvBang wrote: Handsome3314 wrote: It works only if you make a match with two or more traps at the same time. If so, this might be a bug. Maybe each matched trap triggered the total damage separately? I think this might be right. I remember a specific instance last night where the AI made a match 4, which caused them to gain AP from 2 different trap tiles, and two of the enemy team just fell over.
BelligerentGnu wrote: Patch R57: Nick Fury now correctly only blows up one dude if two bombs are matched simultaneously. They really ought to make a beta client - I can only imagine how much it would speed up/improve their character output if we could all test things in development.
eidehua wrote: BelligerentGnu wrote: Patch R57: Nick Fury now correctly only blows up one dude if two bombs are matched simultaneously. They really ought to make a beta client - I can only imagine how much it would speed up/improve their character output if we could all test things in development. And we'd gladly do it for free! A beta client with unlimited hp/iso to test characters with-- of course not linked to PVP or PVE just a simulator
mischiefmaker wrote: I used to play a game where the developers would occasionally invite highly involved, highly skilled, longtime players to play on the same test server as the developers themselves used. Worked great -- you get a lot more people who have a ton of experience in spotting gamebreaking balance stuff looking at things before they go live. There are two issues though: 1, you need to have that test server set up so that you can invite an arbitrary person to use it but lock it down against everyone else, which is not exactly rocket science but it does take some time and maintenance; 2, you have to be very certain that every person you invite is both going to contribute utility regularly and isn't going to spill the beans to anyone. #2 in particular gets tricky when you have people who've seen the new content before it comes out and have playtested it, so know something about strategy, but aren't allowed to tell people in their alliance what they know. Given how frequently people are called out around here for cheating, how long do you think that arrangement is going to last?