When the cells are depleted, if you have a combo of Vent+CoolingCell+Exchanger, the heat will never go completely down - meaning that the exchanger is just keeping everything in balance, not allowing the vents to do their job (I can only suspect that it happens because, since the values of heat being transferred from a component/reactor to another are so low [like, below 1], the vent doesn't really get a bite at it).
This also happens when the cells are still working, but is not as noticeable because of the heat exchange between the components.
The exchanger should know that, as long as it doesn't destroy the vent, the heat should be directed in the vent's direction, so that all other components end up with 0 heat. (In a real world situation, that's how it works, too)
you should consider positioning the material receiver at the base of the station in such a way that it would be facing whatever it was draining (ence the delay -> because you have to wait for it to be redirected), instead of having it rotating with the rest of the station.
another "bug": -> If I were to kill an enemy that has Burst and Scavenger (from Crowe), sometimes the damage from Burst is applied before the heal from Scavenger, and sometimes after, so I never know when i can properly heal an ally while killing that enemy...
few "bugs":
-> Rage doesn't work with Blast, but i didn't read anything about it not being able to;
-> Zeal also does not work with Blast;
-> Shielded units sometimes have their shield absorb damage from Blast/Strike, and sometimes don't, i don't really get that;
soooo... either make the rules more specific or patch this, thks
How about a list of all the cards available? (or at least the ones already seen...) It'd be really usefull for someone like me who likes to plan ahead the kind of deck they want...
Obrigado. ;)