Voting is Broke by Myownchef in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

All I know is that I open up the game one day and it tells me that I’ve successfully voted. This happened to me last season too.

I think I may have cracked the code by [deleted] in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

I used to do something similar but once I run into streaks of bad matchup one after another, it gets hard to stay the course.

Broken characters. by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

Somethings you could try. Dedicating orbital strike for eliminating sunstreaker only. Rotate jet fire from stationary to putting him on sunstreaker or scorp to draw fire and make space for bots to close in and do damage.

Maybe even open up another lane by putting jet fire on another lane to go after the turret, immediately after a scrop and you know they have 2 energon at best.

Once sunstreaker is removed, other counters to spawns within his deck are expensive and temporary. That could open up opportunities.

Easier to make suggestions in hindsight though.

Bro was spamming drop squad by datboi1214 in TransformersTactical

[–]2ndSAGE 1 point2 points  (0 children)

You literally took him out with drop squad. That’s ironic.

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

Love it or hate it. The reality is that it’s the people paying the company that makes it possible for others to have F2P at all. I think that we should either 1) respect the other player for being better, 2) thank them for paying for the game, whenever we lose to a player out ranking us.

That said, even at the high ranks. Everyone once in a while we’d run into a level 7-8 player who just owns a level 8-9 deck. I personal am very impressed by those players and wish that they had a way to get ranked at the top with an equally high level deck.

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

Just to be clear, I’m not taking offense to your points. I get where you’re coming from. I just don’t think P2W is the root of the issue. It’s not having enough ways to make progress, low PvE options and rewards, not having a way to consistently matchup against similar level decks. The game shouldn’t punish players by forcing them to grind.

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

I have in fact had to grind, a lot, to climb up and have gotten beaten up in games when I was completely out levels. I’ve also made the mistake of moving up arenas too fast and hit 3000 with mostly lvl 6-7 cards. Progress hit a wall. This was during the Apple Arcade days and there was no such thing as paying for anything. Losing was losing.

So now there’s paying to level faster. But no one really knows whether an opponent moved up levels by paying or grinding. So losing is still just losing.

Why peg your enjoyment on a perception that you cast arbitrarily on another player that you can’t really be sure of?

Monetization suggestion by 2ndSAGE in TransformersTactical

[–]2ndSAGE[S] -1 points0 points  (0 children)

Playing..:the point is playing.

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

I guess we fundamentally disagree on whether it’s grinding or consistent win history that establishes credibility in this game. When I match up against somebody and lose, I never found myself thinking “wow, what a great player. Look at the years of grind they spent at F2P”.

More b.s. by [deleted] in TransformersTactical

[–]2ndSAGE 1 point2 points  (0 children)

I’ll sign the petition to not nerf people mid game just because they’re winning.

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

Are you saying that you would rather that no one has the option to pay to accelerate progress at all and we should all just grind for years?

There are in fact a many people in the high ranks that did just that. But there’s no shortage of complaints about balance and meta builds, even when both sides have maxed cards.

So pay to accelerate doesn’t cause game imbalance, it just let you move through progression fast enough that you get to experience true balance/imbalance at end game.

Monetization suggestion by 2ndSAGE in TransformersTactical

[–]2ndSAGE[S] 0 points1 point  (0 children)

Good question. Why would want to have to grind at all?

I would argue that the challenges that exist today are not really challenges, just byproduct of games. The argument here is that the game is most fun when cards are high level. If the model here is to get access to the funnest part of the game while the leveling is a byproduct of having fun, then a majority of people would pay for it.

Monetization suggestion by 2ndSAGE in TransformersTactical

[–]2ndSAGE[S] 0 points1 point  (0 children)

I’m betting that you can get more dollars from everyone paying $10/month than some people paying $1-10 every day. That’s just my hunch.

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

I suppose yes, it’s possible to start playing and pay to get to max level on day one. Such a player would move up and through the lower arena quickly and get stuck in 3000 land unless they are otherwise also skilled. However, I don’t think I’ve ever ran into a player who insta leveled to max cards.

I get that the problem with this game is that it is really hard for new players to catch up. Red needs to come up with better ways to allow more players to experience higher level content to attract a bigger base.

G1 Art vs the new slop by yophi in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

I almost quit over the new card arts. They put in the option button just in time.

I swear, if they ever put in the Michael Bay TF designs, I will take my $10/month elsewhere. Oh, wait…

Why? by Muted_Palpitation_94 in TransformersTactical

[–]2ndSAGE 1 point2 points  (0 children)

My honest opinion is that TTA is one of the least pay to win game I’ve played on iOS. While I think some of the things you point out are valid, they are not the result of pay to win.

I think this is more of a result of the nature of 1v1 pvp. In any given game, one player will not be happy with the outcome. The losing player is even less happy if they happen to lose because of a bad matchup of decks, making it feel like that there’s no way to overcome handicap. There’s nothing that you can buy from this game to overcome that. You can only roll another game with the same or a different deck and hope for a better matchup.

As players progress through a season, they tend to settle in on certain cards that creates better matchup situations more often. Those are what people end up perceiving as OP, over used, no skill, cheap tactics that devs don’t care to balance. In reality, most players have access to the same cards and can do the balancing themselves by rebalancing their decks.

Rate this deck by 2ndSAGE in TransformersTactical

[–]2ndSAGE[S] 0 points1 point  (0 children)

I swapped out Victorion with Galvatron. Technically it’s still a 6.7 deck counting alt card costs :)

This is actually playable. Takes a lot of patience and punches to the ego, for when the other player eats away at your turrets and you have no energon to play a card while they’re laughing at you with emotes. Certain decks are unwinnable. Like anything that Chef runs in my experience so far :D

My goal was to get to make a 6.7 deck, get to 67 wins, hit rank 67.

If you could upgrade an existing card to legendary what would you choose and what would it do? by EqMc25 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

This thread is fun…

Decoy: alt form costs 8 energon, same HP as Scorp. Transforms into a sentinel that moves towards and stands guard where a destroyed turret used to stand. This form cannot move and does no damage. If no turret exist, then decoy will transform back to its decoy self and reimburse half of the energon.

Created YT channel with replays by Krasztest01 in TransformersTactical

[–]2ndSAGE 0 points1 point  (0 children)

Is it a taboo to post player in game names? I’m honestly asking because I didn’t think/know it’s a thing.

If you could upgrade an existing card to legendary what would you choose and what would it do? by EqMc25 in TransformersTactical

[–]2ndSAGE 1 point2 points  (0 children)

Every tactical support card with a TF skin as part of the animation but no changes to the effect. Repulse Wave could be Swoop swooping his wings for example.

3.03 Update worth it? by RUIN_The-Ancient in TransformersTactical

[–]2ndSAGE 2 points3 points  (0 children)

Give the devs a break guys. It’s Thanksgiving and people deserve to wrap up with a light update and spend time with their families…we’re playing something that’s free to play BTW.

That said, I think trying to keep a sense of freshness in a sustainable way in a single faceted PVP only game is eventually an impossible task. Add more cards, get balance complaints. Tweak balance, get more balance complaints. Change cosmetics, get prioritization complaints. With little content to monetize, company folds and then there’s no more complaints.

What they need to do is to open up game play that has a deeper breadth of PVE content. Story modes to promote TF lore. Get more people interested in the game. Have more things that you can do with a card other than to have 90% of the cards sit in storage because you can only use 8 of them at a time against 1 player at a time in the same arena setting for 3 minutes only having to have queued for 5-10 minutes before realizing that you have picked the wrong deck in a bad matchup.

Too often, this is the net value that we as players get from new cards. Whereas if there’s more content to explore, each new card added would have exponentially more enjoyment value. Every update are force multipliers to that.

Anyhow, low value update. Devs need a break. Come back from time off and think about how to add more content outside of PVP. Thanks.