why would you kill marauder over HK? im curious as to know why... im not saying its wrong or anything.
I don't have anything to contribute to the actual discussion re:IPD and GG, but marauder can do enough damage with his throw to one-shot any character. He's always a top target for me. Perhaps not relevant for Nuke/DR matches, as there aren't quite as many debuffs as DR mirror matches, but I still wouldn't underestimate him.
This has been brought up before. GG does actually get a bonus turn and CD reset from IPD after it detonates. The problem is that units (HK in this example) begin gaining TM naturally while IPD is slowly disappearing from the screen, but GG doesn't get a bonus turn until after IPD disappears.
Next time take a look at GG's TM during the enemy's turn after IPD detonate. It will jump to 100% TM during their turn.
Uhg now I gotta go into 1x speed ewwww. Ill update after more info. Kind of screws the Bonus Turn mechanic idea though, as bonus turn isn't a TM gain so to speak.
This has been brought up before. GG does actually get a bonus turn and CD reset from IPD after it detonates. The problem is that units (HK in this example) begin gaining TM naturally while IPD is slowly disappearing from the screen, but GG doesn't get a bonus turn until after IPD disappears.
Next time take a look at GG's TM during the enemy's turn after IPD detonate. It will jump to 100% TM during their turn.
Enemies don’t have to land the killing blow or even be responsible for it on a droid to trigger GG’s turn. Palp’s special, magnaguard’s bonus turn then dying (technically his unique that defeats him), and GG’s unique dropping B1 all trigger GG’s turn, among other abilities. With B1 though, if GG’s unique takes him out he doesn’t reset his cooldowns like the text suggests. Idk what the status of some of these weird “possible” bugs are, but if they’re WAI, they should adjust the text to match.
Enemies don’t have to land the killing blow or even be responsible for it on a droid to trigger GG’s turn. Palp’s special, magnaguard’s bonus turn then dying (technically his unique that defeats him), and GG’s unique dropping B1 all trigger GG’s turn, among other abilities. With B1 though, if GG’s unique takes him out he doesn’t reset his cooldowns like the text suggests. Idk what the status of some of these weird “possible” bugs are, but if they’re WAI, they should adjust the text to match.
@flux_rono Maurauder is more lethal until HK's assassination shot, which with 2 left and IPD and GG may very well not reach HK's cool down. That throw of Maurader's though that is like Traya's. That thing 1 shots a lot of toons. IPD = ez 1 shot from it.
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HK took next turn even though he was not full turn meter.
Top image shows skittering horror cooldown decreased.
and i think their's a thing where only enemies killing droids/seps counts for Grievous's unique, so a sacrifice doesnt work
His ability states whenever a Droid/sep is defeated.
IPD explode reads: IPD is defeated and blah blah blah
I don't have anything to contribute to the actual discussion re:IPD and GG, but marauder can do enough damage with his throw to one-shot any character. He's always a top target for me. Perhaps not relevant for Nuke/DR matches, as there aren't quite as many debuffs as DR mirror matches, but I still wouldn't underestimate him.
Next time take a look at GG's TM during the enemy's turn after IPD detonate. It will jump to 100% TM during their turn.
"Should" as in I think it was confirmed that IPD blowing itself up does not count as a droid being defeated.
not this
this.
edit: I think. hmm
Whether or not it should is different that what is currently happening. Watch Ultra's video for example. Quick link: https://youtu.be/2ypcFYLAkww
yeah they should adjust it