CM 14 Day 4 Results:
Another bit of a rough go but the team still managed to get some wins!
Everyone did their best and I'm glad we made it to Group A finals!
It'll be a bit of a toss up to be honest based on the lobby but I hope for the best!
CM 14 Day 3 Results:
As expected, Day 3 came out swinging and it was a difficult day for everyone.
However, on the final ticket, they managed to pull it off and we made it Group A finals!
It was a hard fought battle, but we made it! Heavy front lobbies are land mines๐
CM 14 Day 2 Results:
Muteki had a fantastic day! She played really strong and held her own to get quite a few wins!
Natie got a couple wins too and out of nowhere, Falco joined the party to get some well earned wins!
Overall a great day and now the really scary part next.
Natie specifically doesn't have the right accel for the environment CM is in with a lot of fronts. I was greedy trying to get the right accel off GP inherit, while also running a guts deck but was unsuccessful.
I could have continued to do some runs but I was a bit burnt out on how RNG this CM is so I just went with what I had.
CM 14 Day 1 Results:
We made it to Group A! On the first ticket, both Muteki and Natie fought hard to each get a win for the 3 win ticket!
I can definitely see the gaps in my builds but with the RNG and how strong Fronts/Ends are, I'm super proud of the results!
Day 2 next!
I have my team for CM 14!
With how difficult this track is for late, and for my sanity to not burn out, I'm going to live with what I have. I wish both Muteki and Natie had Mile S, but it's so difficult to replicate this stat line AND hit everything else needed.
Falco is specifically to deny angling and scheming. I feel for late that A&S is more important to handle than ends. Fun fact, Falco has won practice races on her own with just 1 velo and dueling!๐คฃ
I hope for the best but don't expect the same level of success as the previous CM๐
I think they can make it to Group A finals but we'll see!
For those who may have not seen it, Cygames is planning to add a feature to the Japanese, Chinese and Korean versions of Umamusme that will let you auto play careers, even without the app running.
Sadly not surprisingly, Global is not included here. I personally think itโs because we are not far enough into our version to have this incorporated. Hell, we havenโt even gotten our first auto run career.
Now, could they add it? Probably, but I think global is the least prioritized version of the game due to how far behind we are and how much dev time it would take to alter our version to fit the more modern JP version. Unfortunately even with acceleration, if they donโt make drastic changes, we will just be stuck behind all the bigger QOL features.
Itโs odd too because weโve gotten some smaller QOL options that took years to get into the game previously, but I would bet it wasnโt much of a lift from CyGames end.
I do hope we will see some sweeping changes and features come GL, but weโll see.
https://t.co/VqmnupUjZG
@FamGuyMoments77 MANT is not yeah, but we could theoretically have had URA auto run to parent loop GP sparks, to then put into MANT runs.
Realistically, the best QOL features we needed during MANT were spark reroll and super skip to make the quality of MANT runs actually worth the long run time
@WhiteFangRoxell I wouldnโt mind the game being a bit buggy for a few days to just have those QOLs added early.
It would at least show they are paying attention to Global somewhat
@Frozt_KSA While it is early, weโre on an accelerated schedule and honestly should be getting features faster to keep up in my opinion. Itโs a struggle right now
@Kiwishiima Itโs all good! This CM is very Front/End favored so playing as late is not as reliable as it was in CM 13.
Iโm sure youโll do fine! โบ๏ธ