New Minion Group: A.I.M. Scientists
Comments
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Michael1957 said:Waddles_Pines said:Genetic construct repeater should denote which goon it belongs to. You cycle through the goons and none of them indicate it's theirs, so you have to guess which goon to take down.
With others (say, Maggia Hitmen), you can cycle through the enemies, and when it gets to the one that generated that particular countdown, the countdown will flash briefly. Construct tiles don't do that.
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TPF Alexis said:Michael1957 said:Waddles_Pines said:Genetic construct repeater should denote which goon it belongs to. You cycle through the goons and none of them indicate it's theirs, so you have to guess which goon to take down.
With others (say, Maggia Hitmen), you can cycle through the enemies, and when it gets to the one that generated that particular countdown, the countdown will flash briefly. Construct tiles don't do that.1 -
OJSP said:Just a minor feedback. The AIM HIGH Event Rules mentioned to “Check back every day for new missions”, but in fact, the nodes can be played consecutively one after another and we could finish the event in one day. So, even if we check the event every day, there are no new missions. Either the event’s nodes should’ve been opened one per day or the description in the Event Rules is wrong.5
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I like them except for the animation of the tile. It's like getting hit with strobe lights. Perhaps make the animation steadier instead of that weird tile fade that feels like it can induce a seizure.0
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SaltnPeppa said:I like them except for the animation of the tile. It's like getting hit with strobe lights. Perhaps make the animation steadier instead of that weird tile fade that feels like it can induce a seizure.
I suspect there is a plan to add these guys into more PVE and I dread that day. I thought the Mindless ones were bad. Gonna add lots of Idle Time to the game if they start popping up in nodes.
Please try to make the game actually run faster before putting these guys in.8 -
Putting them in PVE is going to suck. The scaling on these guys will gut your team at higher SCL. I guess they were giving out too many rewards in SCL 102
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I hope that the introduction of these guys will be the catalyst for a game action speedup.
When the devs did their speed optimizations awhile back, they explicitly cited "Mindless Ones" in the list of annoying things to wait for. And yet, bizarrely, did nothing to address it.
With AIM minions being even slower, maybe that's the extra straw we needed to finally get some action.3 -
froggerjohn said:I hope that the introduction of these guys will be the catalyst for a game action speedup.
When the devs did their speed optimizations awhile back, they explicitly cited "Mindless Ones" in the list of annoying things to wait for. And yet, bizarrely, did nothing to address it.
With AIM minions being even slower, maybe that's the extra straw we needed to finally get some action.5 -
bluewolf said:Or, you know, stop playing the game.
I think maybe you were at least partially joking, but for me it struck a chord: I spend too much time playing the game already and these goons are going to make it worse x2 because of the issues with the slow animations coupled with neutralization of my fastest PvE team, Juggergritty. At the very least this might get me to skip events entirely.3 -
froggerjohn said:I hope that the introduction of these guys will be the catalyst for a game action speedup.
When the devs did their speed optimizations awhile back, they explicitly cited "Mindless Ones" in the list of annoying things to wait for. And yet, bizarrely, did nothing to address it.
With AIM minions being even slower, maybe that's the extra straw we needed to finally get some action.
I hope so too...3 -
Mindless ones are not too bad. What is bad is a pve where there are only those guys. Like the one running now honor among thieves sub2, 11 nodes of only mindless ones per 7 times equal 77 times fighting only a type of a goon.
That bores anyone and any change here would be more than welcomed.0 -
I hate when you can't match away an attack tile that a mindless one puts down then every turn you have to hear the sound it makes and watch the damage number slide up. It's pointless.0
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MrPlow said:I hate when you can't match away an attack tile that a mindless one puts down then every turn you have to hear the sound it makes and watch the damage number slide up. It's pointless.
https://forums.d3go.com/discussion/82891/attack-tiles-and-floating-damage-numbers-please-make-it-stop-already#latest
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I've been having fun with the 4* team of Gladiator Hulk,America Chavez, and Mockingbird. Lots of passive ap accumulation benefits and no special tiles to be messed with...
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First sighting in the 2* wave node in the DDQ. They're in the second wave.
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Not too bad at 2* tier levels, wonder how it will go when they get thrown into Enchilada.0
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MrPlow said:First sighting in the 2* wave node in the DDQ. They're in the second wave.
Indeed, today was the first AIM in DDQ, I expect they'll be back soon: https://forums.d3go.com/discussion/39967/deadpool-daily-quest-randomized-matchup-thread/p87
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Just wanted to add to the "these guys are slow" chorus after playing them in DDQ today. I am sure there is an A.I.M. themed event being worked on and I am always happy to get new content but this is going to be a bear if they are still this slow to resolve their turns.3
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St_Bernadus said:Just wanted to add to the "these guys are slow" chorus after playing them in DDQ today. I am sure there is an A.I.M. themed event being worked on and I am always happy to get new content but this is going to be a bear if they are still this slow to resolve their turns.
AIM and Modok are the main baddies in the Avengers game coming out in September, so yeah probably going to be a few AIM events round that time. Wouldn't surprise me if we'll get a new KK then as well.
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Michael1957 said:I started in October 2016 a few days before Strang3 release and I don’t know how anyone handled minions before he arrived. I know Muscle wouid have killed me . Strange/ Okoye will always be the go to for any goon squad .
Back in the early (pre-strange) days, I relied HEAVILY on 2* or 3* (depending on my roster strength) Cap America. With yellow at 3, this means that your red can overwrite ANY tile, and your blue does the same. Both return MOST of the AP needed to throw those attacks again once their CDs are done.
So, I did what I could to build up red/blue every match, and just 'controlled' the match.
Once again, this was when the game was SOOOOO new and my 2*s and 3*s weren't anywhere close to done -- but cap covers were easy and more common back then, so having a functional cap was common.
Anyways -- that was a fun trip down memory lane. Nowadays, Kitty just laughs and gets rid of 1 tile every turn, no AP cost. If there's ANY downfall, its that she can't pick which one she targets. A small price to pay for instant gratification.5
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