Anyways switching tactics in the same round to gain the benefit of both in the given round is indeed a bug and an exploit.
So you have been warned.
Short of the dev's providing a comprehensive list of all possible damage outputs on speed and power, and for all abilities, there's absolutely no way to know who's using what tactic at any given moment.
Because of this, switching tactics will remain an issue for as long as CR2 lives. The only way to counter it is to make sure your opponent doesn't win many rounds.
Switching to 'Power' with every won round still doesn't guarantee a win, so this ranks way behind stacking for now.
I am just gonna copy what I said from another thread:Just to throw in my $info... as far as I remember in CR1 no matter what tactic you used an ability would do the same damage. Can't it be made so Abilities do a kind of base damage of the style used... like let's say an universal tactic that all abilities use but that you can't manually use? An idea.I also have a bit of info how the states problem can be fixed. You know how when using misdirect punch, or sky high (or someone else on you) the downgrade starts before the damage and the animtion or in worst cases simultaneously. Can't this be done with normal tactics so they work in the same way? Maybe even make them blinking like abilities, and every ability for itself (with a base damage unexploitable)?However atm I don't think any1 deserves to be banned over this or suspended. This almost CANNOT be avoided as this is the way the IL system works now. If you want to prove me wrong make a video of how u switch tactics without making the "wrong" state and using abs on the tactics you started them on.
The Leo wrote:I am just gonna copy what I said from another thread:Just to throw in my $info... as far as I remember in CR1 no matter what tactic you used an ability would do the same damage. Can't it be made so Abilities do a kind of base damage of the style used... like let's say an universal tactic that all abilities use but that you can't manually use? An idea.I also have a bit of info how the states problem can be fixed. You know how when using misdirect punch, or sky high (or someone else on you) the downgrade starts before the damage and the animtion or in worst cases simultaneously. Can't this be done with normal tactics so they work in the same way? Maybe even make them blinking like abilities, and every ability for itself (with a base damage unexploitable)?However atm I don't think any1 deserves to be banned over this or suspended. This almost CANNOT be avoided as this is the way the IL system works now. If you want to prove me wrong make a video of how u switch tactics without making the "wrong" state and using abs on the tactics you started them on.The tactics challenge each other anyway, that's what makes them tactics swim and the abs use acc + dev vs acc + def = wouldnt make sense with the tactics o.ODoes that make any sense? tictacs" />
9mm! Okay, this is going to sound really dumb. Because i don't have a flying clue about how they code the combat system.But, however. Is there any way to "lock" the tactics? As in power, speed, grab, ect. So, just say I'm on grab tactic, and about to use Extreme Falling Kick. Is there any way grab could "lock" it's self? When i hitto use that Ability? So, I'd be on grab tactic as soon as i hit Extreme Falling Kick, my tactics lock them selfs, so i can't changed.Then they un-lock when that Ability has gone through.
The short answer is probably but that isn't desired because of the speed with which the server runs through your combat a player would almost never click in the small window of opportunity between the end of one round and the beginning of the next to change tactics which would mean in effect you would be stuck in a tactic you started interlock with.
In effect only the tactic you have at the start of an interlock round should apply to that round. This isn't happening which is why its a bug.
It's kinda sad to say, but, since it's become so "widely accepted" accross the game. Leaving it how it is seems like an equally viable option aswell.
It's sort of how I feel about calling Switching Combat Tactics an exploit now.
It should be possible to fix this by making your active ability selection only update at the beginning of a round. So you are free to hit tactics buttons as often as you like during a round but once a new round starts the only tactic that affects that round is the one you had selected at the beginning.