Where do all-mook opponents get their AP?

If mooks don’t match tiles, how do they generate AP?

(Yeah, I tried searching the forum for this and found nothing)

They just generate AP in their power colors automatically every turn.

I’m not quite sure how the amount that is generated is determined.

Things would be a lot easier if they just included this in the power descriptions for the goons. Would it be so bad to append something like the following?

(PASSIVE) At the start of the turn, generate 1 yellow AP

Every other character has their passive abilities documented …

I’m in favour of adding it to the power descriptions, but I’m afraid that if it is a passive then the devs will see it as an opportunity to add even more annoying banner pop-ups that slow down the game.

Maybe it varies by something other than the character, so they can’t. Isn’t there a Musclex2 team that feeds a ton of red to Carnage? And don’t they tend to generate the same amount of AP even after you down one of them? I don’t remember the AP gen slowing down.

Then again, I’ve never paid enough attention to know.

In fairness, the original version of that node was absolutely brutal. But, yeah, the continued nerfs after the first were uncalled for. Especially since we still have that Juggs/2x Muscle node in Meet R&G. Ugh.

This was on Maggia only, presumably because they were doing much too good a job at feeding Hood Yellow and Black AP.

Of course, they also cut the costs in half (Thug Pistol costs 2), so now they’re non-stop countdowns on nodes where there’s one character making matches for them in their color.

Also the one with Ares and the two Mutations (I think? The dog ones) feeding him red for Rampage every other turn.

I’d assumed each goon was generating AP independently: they do seem to slow down with the countdowns when you kill one or two off.

If my suggested wording doesn’t reflect what’s going on in the game, I’d suggest including an accurate description. It’s not an excuse to leave it with no description.

I don’t notice that it slows down. Tile gen sure seems to continue. But again, I’ve never really bothered to do a study or anything.

Slowing down goon countdown tile generation actually makes them harder to beat, because it means they’re getting blasted by Dr. Strange less. :stuck_out_tongue:

It’s been weird running G4mora/R4G/Strange in Meet R&G, because I keep having to decide if the extra tile(s) Gamora will generate from the Stuns are worth the reduction in Flames damage.

I thought goon ap was generated by sticking their hand in their pocket and shuffling some “gems” around.

They do; each Maggia Thug (for example) generates 1 Yellow AP. Thug Pistol costs 2 Yellow, so if there are two or more of them they can make a pistol tile ever turn. If there’s only one (and no other yellow generators) they can only make one every other turn.

There are real trade off between running a thanos / Strange / baby groot. alot really depends on how consistent you can maintain Damage Per Turn.

babygroot/guardians are best against goons because health packs and no risk of strike tiles getting matched

Strange variants are best against opponents with cheap powers

Thanos variants are really effective when one enemy is significantly weaker than its teammates.

alot of pve speed is making sure you use the best combos against various nodes.

No matter how far into the 4* tier I progress, when fighting three goons I have yet to find a faster team than my old 3-star goon-clearing squad: Patch/IM40/Strange.

I haven’t champed 4-star Rocket/Groot yet (I’m just a cover or two away) so that may change very soon.

What, you liked eating a Symbiote Scythes every other turn? For tinykitty’s sake, man, that node was tinykittying awful.

I do remember when they displayed how much AP the goons generated, I didn’t mind it but apparently it caused confusion and angst. Dunno why.

There is one change I would like to occur with active + goon nodes. That the goons don’t produce AP until the active is killed off.

So right now you have good feeders getting the active much more AP/turn than would be normally possible with normal 3 matches. I know the goons don’t match and so to compensate you have to give them free AP. But with an active present this means they get something like 10-12 AP/turn which is ridiculously unfair.

Hmm.. if only the devs created a banner for the mooks (goons) that appeared every turn that showed the amount of colored AP they generate!

https://forums.505go.com/discussion/54174/i-miss-the-old-new-victory-banner

I’m not particularly against nodes that require some thought to complete, but it is fairly clear that the current game design makes many people hate them.

A few of the reasons include:

  1. the game rewards speed, in the form of better placement rewards in story, and completing matches without being hit in versus. So time spent in a trial and error loop is time wasted here.
  2. the game punishes failure, by making you use limited health packs or move on to other rostered characters who might have an even worse chance of winning.
  3. the progression rewards don’t properly scale with difficulty, so you’ll often be rewarded for picking a lower difficulty level where you’ve got a 100% chance of winning all matches, than a harder one where you might not be able to complete all nodes.
    All these things combine to increase the anxiety over playing challenging matches that you might not be able to win. It is a bit short sighted to just blame the player.