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some are simply stronger early, some are simply stronger later, some are weak or broken at all ranks
tho if you could share what you feel makes the collector feel so weak in terms of general balance or weaker traits i could work to adjust that and make it more reasonable
also i didn't engineer the ai so i don't think i can help much there
And no I'm not asking to nerf it :-P
Engineered Movement: Pawns move strategically to clear optimal paths, making the AI scripted for maximum threat.
Forced Checkmate: If long-range pieces (Queen/Rook) are not one-shot, an immediate, inescapable Checkmate threat follows.
Perfect Defense: Pieces move to establish flawless, layered defense (e.g., Bishop step behide a Rook when king ready to shot nearby it).
This is a critical design failure. I attempted Floor 1 with the Guiled Collector 30-40 times, and I am forced to Resign repeatedly. I cannot pass the first floor with this gun at Rank 31.
The few successful runs (3/40) were due to pure luck—the King randomly moved into a vulnerable spot. I am compelled to spam attempts until I get a lucky starting board.
Challenge must be based on skill and tactics, not on extreme reliance on chance. The AI's 'perfect' movements should not be determined by pure luck."
Second, I noticed some of the gun unlock methods in the pinned discussion post (SGK Extra - General Info/Self Help) were out of date last time I checked them - one that stood out to me was the post saying "Outis" still needed a five-turn pawn disguise to unlock when in the version I'm currently playing it instead required a specific card combo.
I've unlocked too many of the guns to go through their requirements and see what else is missing, but is there any chance one of you could update that post at some point?