# So how is everyone experiencing the console cascades?

**URL:** <https://community.gemsofwar.com/t/so-how-is-everyone-experiencing-the-console-cascades/26097>\
**Category:** Gameplay Chat (PC/Mobile)\
**Created:** [June 21, 2017, 7:21pm UTC](https://community.gemsofwar.com/t/so-how-is-everyone-experiencing-the-console-cascades/26097 "2017-06-21T19:21:59Z")\
**Posts on this page:** 1\
**Showing post:** 150

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**Author:** ![Mithran](https://sea1.discourse-cdn.com/flex019/user_avatar/community.gemsofwar.com/mithran/32/18064_2.png) [@Mithran](https://community.gemsofwar.com/u/Mithran)\
**Post date:** [June 29, 2017, 12:06am UTC](https://community.gemsofwar.com/t/so-how-is-everyone-experiencing-the-console-cascades/26097/150 "2017-06-29T00:06:52Z")

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> [@Stan](#):
>
> Two of my other videos were testing AI customization settings. In those, I was using spawners, (actually, I was using spawners on the AI team), so there might be some examples to look at there. I don’t have time to rewatch the videos right now, but will try to in light of Mithran’s findings sometime soon.

From what I’ve seen in other videos AI is a dummy and sometimes does stuff _other_ than just spam, even with the improvement. And “raw” casts arent affected, so if you don’t get that first extra turn, which is actually random if you only use spawners, you won’t see the phenomenon. Even from the AI, its doubtful you’ll see stuff to the degree as what I posted with the mantises. But the _good_ spawn looping teams don’t need 40+ turns in a row to annihilate you. They don’t even need 5 sometimes. Thats probably why it didn’t garner as much attention on Console, where a _huge_ majority of the complaints were focused on V/J/M which from an outside perspective was also _clearly_ spawning too many gems because they weren’t overwriting and _that_ was blamed as the reason for the incidence of extra turns - plus combined with the overall effect each cast had on the battle, it was over fairly quick.

> [@Stan](#):
>
> For the record, I do still think that there might be something to the skydrop thing as that has also seen a number of confirmatory reports since Unity was released on PC. However, that was always a rare event and seldom turned a match the way that the gem-spawning does.

A skydrop that gets an extra turn, however, can easily be the “first extra turn” that triggers the chain spawn phenomon, which would feature _heavily_ in recall bias. Very easy when it also fills up whatever spawner they are using on a match 4 surge, another thing that the Adobe version didn’t feature. However, I have seen things that are a _little bit_ streakier than normal in this regard, but haven’t able to pin it down (and it appears to happen on both sides of the fence). It could just be bias because of how much effect a given cascade had on the overall flow of the game because of the reasons listed.

I suppose the next thing would be to test would be the incidence of cascade extra turns after you’ve gotten a bunch of extra turns or after your opponent has. Does anyone have a bit more knowledge about how the actual “combo breaker” code is supposed to work? This time, I’m referring specifically to the one that is intended to stop the AI _only_ from getting strings of match 4s as skydrops and is supposed to _be gradually turned off_ in PvP. I have some knowledge, such as the bottom of [this](http://community.gemsofwar.com/t/patch-1-0-9-preview-part-2/4296) post. I’m _mostly_ finding complaint posts about when it was turned off in 1.0.9 PvP, and as someone who always played on hard before then, never noticed a difference. I _hope_ fighting my own defense team (or another in friendlies) will be comparable in this instance. Don’t have time now, but I’ll be setting up some tests later where I use troops on one side that intentionally get several extra turns in a row and troops on the other side that just clear space and see if there is maybe a “reverse combo breaker” type situation going on.

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