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Thread: Reveal effect

  1. #1

    Default Reveal effect

    I was playing the science lab with all three expansions. I was in wave 2. I had all storm troopers and grenades, pulsar bombs. Pretty sure that's it.

    I used a grenade to finish off a bug and the extra two damage on the last bug in the lane. It was a panic spider, when it flipped up it shot my trooper with out giving me a chance to use my pulsar bomb.

    I was down to 2 bugs in the lane, so the grenade killed the bug in place 1, and I did the 2 extra to the but in place 2. So when it flipped up it was technically in place 2 so I guess the pulsar might not work, but the bug in first place was dead, so I don't know.

  2. #2

    Default

    You're correct, the Pulsar Bomb should work on the first living enemy. In your game state with the out-of-turn reveal things got a little awkward.

    We'll fix, thank you!

  3. #3

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    Quote Originally Posted by BlackLotus View Post
    You're correct, the Pulsar Bomb should work on the first living enemy. In your game state with the out-of-turn reveal things got a little awkward.

    We'll fix, thank you!
    Likewise I think I encountered a similar situation where an activated chainsaw revealed a shocker that I was not able to respond by playing a pulsar bomb. Also, I don't quite recall if I had killed the position 1 bug yet, but I think I encountered a similar bug with the grenade launcher's extra one damage, which revealed an eater of hope that I was not able to respond to with a pulsar bomb.

    Also, is it intentional that field medic's damage prevention doesn't stay pass the current enemy? E.g. I knew my field medic is going to die, so I activated its ability on my next troop but when it's my next troop's turn to fight, the damage prevention effect frizzled. Do med kits work the same way?
    Last edited by p51dray; 11-11-2015 at 05:22 AM.

  4. #4

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    Quote Originally Posted by p51dray View Post
    Likewise I think I encountered a similar situation where an activated chainsaw revealed a shocker that I was not able to respond by playing a pulsar bomb. Also, I don't quite recall if I had killed the position 1 bug yet, but I think I encountered a similar big with the grenade launcher's extra one damage, which revealed an eater of hope that I was not able to respond to with a pulsar bomb.
    the pulsar bomb only effects the first living bug, in my case the enemy was the first living bug. Took me a little while to figure out the pulsar bomb myself.

  5. #5

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    Quote Originally Posted by p51dray View Post
    Also, is it intentional that field medic's damage prevention doesn't stay pass the current enemy? E.g. I knew my field medic is going to die, so I activated its ability on my next troop but when it's my next troop's turn to fight, the damage prevention effect frizzled. Do med kits work the same way?
    Yes, prevention only works in the next immediate phase, in the paper game it's supposed to be used exactly when someone takes damage, but that's not really feasible to implement in the digital game, so you get to activate it prior to the damage itself.

    Also, about the whole reveal shenanigans: We actually found a broader arching and very rare issue with reveal effects not happening at all or the game not pausing for a reveal phase. Next patch should come with a fix for it (1.4.4 or 1.5, not sure if the next expansion will be ready then).

  6. #6

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    Quote Originally Posted by Georgecook83 View Post
    the pulsar bomb only effects the first living bug, in my case the enemy was the first living bug. Took me a little while to figure out the pulsar bomb myself.
    Agreed. Bugs with 0 HP sticks around until the reaction phase ends: is it still treated as "living"? If death isn't immediate like state based effects in MtG, when does it occurs?

  7. #7

    Default

    Quote Originally Posted by p51dray View Post
    Agreed. Bugs with 0 HP sticks around until the reaction phase ends: is it still treated as "living"? If death isn't immediate like state based effects in MtG, when does it occurs?
    From his reply originally it sounds like if the forst enemy has 0hp then the pulsar bomb should work on the next bug. That is why he's looking into it. So it should get corrected in an upcoming patch.

  8. #8

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    Quote Originally Posted by Georgecook83 View Post
    From his reply originally it sounds like if the forst enemy has 0hp then the pulsar bomb should work on the next bug. That is why he's looking into it. So it should get corrected in an upcoming patch.
    Actually, Pulsar Bomb should already ignore any bugs in the lane that are "dead" at 0 HP when it's used. But there's the scenario where the revealing enemy is revealed already dead (let's say you Hi-Ex a face-down Ambush Larva), and in that situation we had to change the logic a bit as well.

    We also found another issue that "skips" the Reveal phase in rare situations, in that case you don't even have a chance to use the bomb and I think at least one of your reports fits here.

  9. #9

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    Quote Originally Posted by BlackLotus View Post
    Actually, Pulsar Bomb should already ignore any bugs in the lane that are "dead" at 0 HP when it's used. But there's the scenario where the revealing enemy is revealed already dead (let's say you Hi-Ex a face-down Ambush Larva), and in that situation we had to change the logic a bit as well.

    We also found another issue that "skips" the Reveal phase in rare situations, in that case you don't even have a chance to use the bomb and I think at least one of your reports fits here.
    That is what happened to me yes, and sorry for giving bad info, small difference, but an important one.

  10. #10

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    Quote Originally Posted by Georgecook83 View Post
    That is what happened to me yes, and sorry for giving bad info, small difference, but an important one.
    No such thing as bad info! Thanks for reporting!

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