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. Constructs are from Splicers . In case of multiple splicers , as previously with any multi goon of same subclass you just have to guess which one it belongs to.
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.
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. Constructs are from Splicers . In case of multiple splicers , as previously with any multi goon of same subclass you just have to guess which one it belongs to. 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.
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.
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.
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.
bluewolf said: Or, you know, stop playing the game.
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.
MrPlow said: First sighting in the 2* wave node in the DDQ. They're in the second wave.
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.
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 .