Overpowered mechs
#41
Posted August 27 2013 - 12:06 PM
YEAH I'M REALLY A 60 YR OLD GAMER. MY CALLSIGN IS PRONOUNCED INNOVATOR!!
#42
Posted September 09 2013 - 09:40 AM
Nov8tr, on August 27 2013 - 12:06 PM, said:
I don't the actual numbers to do the math, but if you compare a CRT with the Assault, they are all but identical except in appearance
Even the skill/level progression bonuses for the special ability has identical numbers.
I didn't like the CRT because they look like a TV set, so I changed the body parts, and I like the result.
I also have been killed by CRTS more often than other mechs, or at least it seems like that.
One thing I do like about (enemy) CRTS is how when they get downed, they often fall flat on their face and skid across the ground on their face - and that cracks me up! lol...
The game's first moving and shooting H0L0GRAM !
#43
Posted September 09 2013 - 10:00 AM
Edited by PartyTime, September 09 2013 - 10:01 AM.
#44
Posted September 11 2013 - 11:39 PM
#45
Posted September 12 2013 - 02:06 AM
Jaken, on September 11 2013 - 11:39 PM, said:
>COD with mechs.
Yes I'm sure your opinion is extremely valuable.
On subject though, I really don't think anything in this game is too extremely overpowered now. Some may be annoyances such as the sharpshooter and regen combo, but overall I think that the community just has a fairly large amount of very skilled players which leaves the impression of overpowered mechs. Nothing gamebreaking.
Memento Mori
#46
Posted September 14 2013 - 04:55 AM
Moonstone, on September 12 2013 - 02:06 AM, said:
Jaken, on September 11 2013 - 11:39 PM, said:
>COD with mechs.
Yes I'm sure your opinion is extremely valuable.
On subject though, I really don't think anything in this game is too extremely overpowered now. Some may be annoyances such as the sharpshooter and regen combo, but overall I think that the community just has a fairly large amount of very skilled players which leaves the impression of overpowered mechs. Nothing gamebreaking.
"If at first you do not succeed... reload"
#47
Posted September 14 2013 - 08:07 AM
This patch just got released. There will be balance issues so deal with it.
Also, put a really good player into a mech and you can make mech a pain in the butt to play against.
Scootin' and Shootin | Ballin' and Brawlin' | Ragin' and Raidin'
I am Omega Null. The abyss is my home and your last frontier. Welcome to my lair and become my Prey. As I track your scent through this nether,
my mouth begins to water. Your Demise will be quick and wretched.
Enjoy your Pain and Suffering as I tear Limb from Limb. Prepare to meet your Final End.
Member of Violent Resolution
#48
Posted September 14 2013 - 12:20 PM
Edited by BTMas2k, September 14 2013 - 12:21 PM.
#49
Posted September 14 2013 - 01:51 PM
Sharpshooters are not because they are feeble up close that ability with that gun at range is all they have, in order to beat you 1v1 they would either need to come across a terrible player or need support to win.
Technicians and scouts are just a different side of the game that are more of a nuisance than anything. as long as you are rolling with the team and not rolling solo most mechs you come across should be eliminated rather quickly.
Then again am fairly new, just my experience so far.
"Nobility Obligates"
#50
Posted September 14 2013 - 02:13 PM
Set a man on fire and he'll be warm for the rest of his life.
#51
Posted September 21 2013 - 10:40 PM
Seriously, maybe it's just me, but I've realized that I have so much fun with this game...until -EITHER- team gets a tech. I played about 8-9 games tonight with no techs in them and was having a blast; if I got killed it was usually a close fight and I complimented them, and I had quite a few rounds with killing sprees and great scores.
Then the last game I played tonight was a Siege my team was starting to win pretty handily. Until the enemy team started running 3 tech 3 heavy. Then it was just a fuzzy bunny shitshow - the Techs sit behind the heavies on the AA so they're impossible to hit, and the Heavies soak up so much damage with repair guns on them it's a mighty feat to bring even 1 down.
So I tried flanking in my new Reaper which I've been having great luck with tonight, and managed to get into some 1v1's with the techs. "Great!" I think. "If I pull a tech off their heavy I've succeeded in helping my team, and I should be able to kill a support mech pretty handily!"
Not the case at all. The issue is this - the tech has a relatively easy time landing a few shots with their secondary that increases the damage you take. Then they just lock on, hold down RMB, and you start getting fuzzy bunny wrecked. Dodge, fly, evade, nope - it's a beam and it is literally tracking your ass everywhere you go with minimal input on the techs part.
Not only is the damage high and the skill needed to use low, but it -heals- them. For a decent amount, too. This is where my issue comes from with the tech -
-
90% of the time the tech will be the top scorer on the team, simply because they can just heal teammates all game and outscore even the best killers.
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Repair gun is too strong offensively and defensively - it is very difficult to kill a bruiser or heavy that is being actively repaired, and the damage on it considering it locks on is way too high.
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Self-repair always occuring is idiotic and makes an already mobile, small, difficult to kill mech nigh-impossible.
So, rant over - discuss_
#52
Posted October 24 2013 - 03:39 PM
They enter bases unscathed before the turrets can even lock onto them, stand in a sweet spot and use their OP weapons to wreak havoc.
Maybe fix the Hellfire so they don't announce their intention of hitting these quick little mechs. The missles are slow enough to dodge if they have to watch for them, unlike an incoming Scout or Infiltator that just runs past you starting from a great distance before your weapons can even load for a shot from the time that they appear, and starts his ring-around-the-rosie death dance. Fair is fair. A tiny mech doesn't have room for a huge threat radar. Or perhaps make threat warnings a countermeasure so we can at least wear down their ability to avoid them. Give us something we can fight these abominations with.
Techs I have no problem with. They are fast and deadly but at least the fight lasts a few seconds so you have only yourself to blame for getting so far out front that they become a challenge.
Edited by Hartoled, October 24 2013 - 10:38 PM.
#53
Posted October 26 2013 - 02:36 PM
I must say though, even if I am only level 8, I find the techs to be a real pain. Hiding behind heavies and spam repairing is just too much, especially once they have maxed out the repair torch.
Besides that, I find the general balance of the mechs ideal. The community is full of great players and if you find yourself often getting pegged by a scout, it's probably because the pilot/player is good.
Great game, looking forward to some more stuff
#54
Posted November 05 2013 - 04:50 PM
unless they are not looking while healing > : D
Can u spot all the Chubas_
:D
#55
Posted November 15 2013 - 06:39 PM
When I play as Brawler, Rocketeers dominate me.
I don't understand why not all of the 'secondary' systems stats are tunable for all mechs- if only I could tune boosters and generator in my Reaper, I would need no other mech. Hmmm... perhaps that's why.
Scout, overall, dominates the game in my humble experience.
It's the combination of boosters, generator and the fuel reserve ability- the only "flying" mech in the game
Edited by FirstRaven, November 15 2013 - 06:42 PM.
#56
Posted November 18 2013 - 11:18 AM
Sure, a Scout is fast, but you don't need always a fast guy.
Sure, a Brawler is durable, but you don't need durability if everyone's good at dodging.
Sure, a Raider can chase and kill high-value targets, but you don't need a Raider if everyone's quick enough to capitalize on a valuable target's mistake.
etc.
Sure, a Techie can't do those jobs better than the specialized mechs above, but when you've got a pair of Heavies and a nice, cozy spot to just sit back and rain down hell upon, you don't need any of that fuzzy bunny.
You want to alpha strike the Techie_ Good luck, he's hiding behind a shield and has a portable scanner. Plus his buddies.
You want to EMP the Techie_ Good luck, he's got countermeasures.
You want to duel against the Techie on your own_ Good luck... most Techies are not that stupid.
Sensing a pattern here_
You can't treat a mech like a human being. A MECH NEEDS LOVE!
Raider-chan! Where have you been all my life!_ <3
#57
Posted November 21 2013 - 08:42 AM
ScarletThirteen, on November 18 2013 - 11:18 AM, said:
You want to EMP the Techie_ Good luck, he's got countermeasures.
You want to duel against the Techie on your own_ Good luck... most Techies are not that stupid.
Sensing a pattern here_
Lord help you if you come across a Raider who knows how to play peekaboo.
#58
Posted November 21 2013 - 09:51 AM
That and I've heard the Techie's got the second highest DPS. If it's true, I wouldn't have had such a problem if it didn't have any teammate healing/debuff/buffing role.
It's the only mech with both a debuff AND healing (both self from attacking enemies and on healing allies). It doesn't need health because it's mobile AND has an attack mode that gives self-healing.
I'll admit, in my hands the Techie doesn't fare well in one-on-one duels. But it doesn't have to be good at that. Unless both teams are relying on massive alpha strikes to win team fights, the Techie's ability to allow both itself and its allies to regenerate health without the need for items does wonders in longer fights.
You can't treat a mech like a human being. A MECH NEEDS LOVE!
Raider-chan! Where have you been all my life!_ <3
#60
Posted November 21 2013 - 10:09 AM
I've never really seen the Techie in tournament-level (2000+ MMR) team play, but at least for mid-high (say, 1700 to 2000 MMR) skill players on public servers, most teams seem to do better with one Techie, no more, no less.
You can't treat a mech like a human being. A MECH NEEDS LOVE!
Raider-chan! Where have you been all my life!_ <3
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