Fights in Tight Spaces

Fights in Tight Spaces

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movment card
I know they are working on another game so this one is probably done. But i really wish the flip movement didnt count as your 1 guarenteed card. ill be stuck in a spot where i cant move 2 away on any direction and end up just taking multiple hits. on the higher levels its usually enough to kill me or at least the vast majority of my health
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Beiträge 14 von 4
Zephyr 21. Nov. 2024 um 17:47 
Movement cards in general are a mess. There are two good ones which most people use, and the rest is a mixed bag of situational at best, and "not even once". A card like step is one you absolutely HAVE to throw away at the first gym you get to, no question asked. Same for flip, same for dash.

In general, a lot should be done in the game about balance of cards, and balance of enemies, especially for the DLC ones.
I disagree. There are movement cards that are obviously better than others, but most are good enough. Slip and Shift are the most flexible, and Shimmy opens up a lot of tactical options when used correctly. Option Play allows you to do minor damage with a movement card. Commit is good and free unless you do a counter build. Kinetic Move isn't for every deck but when you have excess momentum it gives you a good chunk of extra damage. Dynamic Move is great for avoiding auto attacks from the annoying Mafia Rifleman and Paramilitary, and builds some combo as well. These are the good movement cards that immediately come to mind.

Flip is harder to use than most movement cards, but if you add it to your deck, you need to consider its implications; position yourself so that you're far away from corners. It is essentially a trade-off that allows you to jump over enemies and obstacles in return for not being able to move 1 tile. I dislike it due to its situational nature, but alternatives are usually available.

There are, in my opinion, only three movement cards that need to be avoided: Feel the Burn (losing HP isn't worth the free move), Positioning Move (very inflexible) and and Panic Dash (extra movement range is nice but really only usable as the last card in a turn, lest it discards something important).
Shimmy is a trap. You can only use it if you move, and if you are trapped and it's your only option, you won't be able to use it. Being trapped occurs a lot more than you would think, as such Shimmy can very much kills you. Option Play is one of the situational I mentioned. But again, if you're trapped, this won't help you, especially when stuff with counter comes into play. Option play is a card you may want in addition to others movement cards, but it's always a risk: If you get trapped in a spot where you have only that, you are going to hurt. Commit is bad, Kinetic move is very bad because way too expensive for a movement, Dynamtic move is bad(as you have attacks which avoid auto attacks while moving you, of you can use ranged stun, grapple and others tools).

If you see any movement card which isn't, maybe, option play upgraded, don't bother even picking it up. Those cards can and will kill you.
It seems like there's a strong assumption here that you're playing a difficulty that has the 'you always get a move card' instead of the modes that take away that protection. Which is fair, just noting.


I'd also suggest adjusting your tactics if you find yourself playing without the confidence of always being able to pass through an enemy space. It's really nice to just get surrounded and wiggle out ever turn, to be sure, but it is possible to play in a more avoidant way instead. Maybe less effective, but possible...
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