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Weekly Update - 2015-05-22

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#161
moosa17

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Don't buff weak items. Nerf the OP items. The "weaker" items are almost all fine as they are. Making items strong would just lead to stupider meta and even make things feel more pay2win-ish since items aren't free or cheap. 

The repair kits (orbs) and the explosive items should be removed. They add nothing of value to the game. Orbs are redundant because there's a pile of other ways to repair yourself in the game, which are actually balanced, and explosive items are not even utilities; they're just raw damage used for cheesing with no downsides to balance them out. There are enough explosive primary and secondary weapons in the game to make explosive items redundant in purpose.

PS: Why was the focus placed on "buffing?" That's how noobs balance. :( 


Edited by moosa17, 29 May 2015 - 08:34 PM.


#162
AxionOperandi

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Ok, so I'm late to the party but I'll put my 2 cents in...

 

Hellfires: Need a bit of a damage buff I would say and perhaps a slight increase in their ability to maneuver but I would tread carefully here.  It would also be quite awesome if something could be done to make them more viable as dumb fire weapon as others have suggested.

 

AM-SAR: Tone down the smoke trails or get rid of them, they look kinda cool but not at the expense of effectiveness.  It also generates too much heat in my opinion.

 

Vulcan XT: Needs slightly more damage.  It would also be cool if the effective range could be increased only when using one of the Vulcans.

 

Reaper ability:  This really needs some help.  Make it last longer and perhaps reduced heat generation during its duration or increase its accuracy.  Just do something; the Reaper is one of my fav mechs but it can be very hard to competitive with it.

 

Bruiser ability: You can hardly tell its doing anything....

 

Turrets: Give them more HP, wall mounting would be cool as well.

 

ISM: No reason to use it.  I've gotten kills while being blinded in close range just by judging where the enemy is likely to be.  To make it more effective Increase its duration and make the projectile the same as the Detonator rather than the floating disc.

 

Barrier: Nobody uses it really and for good reason  and this is a bit crazy of an idea but..... how about this.....  First make it bigger, like 1.5-2x the current size. 2nd make it so team mates can pass through it relatively easily and enemies are significantly slowed down by it but can still pass.  Thoughts?


Edited by AxionOperandi, 30 May 2015 - 01:22 PM.


#163
gArphEus

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Don't buff weak items. Nerf the OP items. The "weaker" items are almost all fine as they are. Making items strong would just lead to stupider meta and even make things feel more pay2win-ish since items aren't free or cheap. 

The repair kits (orbs) and the explosive items should be removed. They add nothing of value to the game. Orbs are redundant because there's a pile of other ways to repair yourself in the game, which are actually balanced, and explosive items are not even utilities; they're just raw damage used for cheesing with no downsides to balance them out. There are enough explosive primary and secondary weapons in the game to make explosive items redundant in purpose.

PS: Why was the focus placed on "buffing?" That's how noobs balance. :( 

 

Some op things have 2 b nerfed, yes - some weak things have 2 be buffed, 2 meet the nerfed half way...

 

However, i agree 2 the orbs, but in a different way. They R redundant, sure. But y removing the ITEM Repair Charge??? - What, if destroyed mechs wouldn't leave orbs behind any moa, instead? That would prevent unstoppable deathballs 2 advance further and further, because every1 damaged would then b FORCED 2 take cover and repair, or wait 4 the Tech 2 do its job. Whatever - it woud slow down deathballing teams, hindering the raging mob from stomping the poor isolated respawned enemies at the next corner, and THAT is what i believe would change the gameplay radically in a very positive way. Teams had 2 act much moa tactically than b4 - attacking alternately in sub-groups, while the others r repairing, ambushing, followed by a sudden retreat, much more usage of defensive items like shield and blockade... And - as sideeffect, internals as Reconstructor / Advanced Reconstructor would gain viabilty in a very different way. BTW - many have voted 2 reduce the trigger time of both internals by half... Imagine it. I voted 4 that, too, but 2 b honest - now i am not so sure about that any moa. It's good as it is, and it is quite ok, that even Repair Charge MK3 is used up after 3 uses... Otherwise no1 has2 use the "C"-Button anymoa...

 

Just my 2 HC2 about that...

 

Ok, so I'm late to the party but I'll put my 2 cents in...

 

Hellfires: Need a bit of a damage buff I would say and perhaps a slight increase in their ability to maneuver but I would tread carefully here.  It would also be quite awesome if something could be done to make them more viable as dumb fire weapon as others have suggested.

 

AM-SAR: Tone down the smoke trails or get rid of them, they look kinda cool but not at the expense of effectiveness.  It also generates too much heat in my opinion.

 

Vulcan XT: Needs slightly more damage.  It would also be cool if the effective range could be increased only when using one of the Vulcans.

 

Reaper ability:  This really needs some help.  Make it last longer and perhaps reduced heat generation during its duration or increase its accuracy.  Just do something; the Reaper is one of my fav mechs but it can be very hard to competitive with it.

 

Bruiser ability: You can hardly tell its doing anything....

 

Turrets: Give them more HP, wall mounting would be cool as well.

 

ISM: No reason to use it.  I've gotten kills while being blinded in close range just by judging where the enemy is likely to be.  To make it more effective Increase its duration and make the projectile the same as the Detonator rather than the floating disc.

 

Barrier: Nobody uses it really and for good reason  and this is a bit crazy of an idea but..... how about this.....  First make it bigger, like 1.5-2x the current size. 2nd make it so team mates can pass through it relatively easily and enemies are significantly slowed down by it but can still pass.  Thoughts?

 

Hellfires? - No, dude. IMHO definitely not. Though i am frrustrated, too, when i c the 6th enemy in row escaping after a distant hill with a few HPs left only, i still know, that everything has its price, and 4 a fire & forget weapon, the weaker damage compared 2 other secondaries is a quite decent price 2 pay.

 

AM-SAR? - Yes 2 all of this! - Where can i sign that???

 

Vulcan XT - Agree 2 a damage buff. Increasing the effective range when using only 1 of them... ...guess it would b ok, if it would match the range of the SMC then.

 

Reaper? - Absolutely! But i would suggest improving its ability instead - longer duration, lower cooldown time. And removal of that pesky smoke!

 

Bruiser??? - U r kidding me, do u? I wouldn't say it's an op frontline mech like assault, but on maps like Prosk, Origin and Wreckage i and many others did a pretty good job with the Bruiser. It's thrilling 2 get hit by a whole salvo of Hellfires hissing around the next corner. Once u r there 2 kill your foe, all u face is an empty passage, and the last thing u hear until respawn is a shrieking Vulcan, tearing u apart from the roof behind! There is really nothing 2 complain about the Bruiser actually, dude - u only have 2 play it a bitmoa sneaky, and u will c, it is a veeery viable mech. Not supposed 2 stay in the frontline 4 too long, yes, but 2 a degree that's possible, too.

 

Turrets - YESSSS! Everybody here heard that guy? Give him a medal, and promote him immediately! I voted 4 both ideas, too, and even added a bit of crazyness 2 it: what, if the turrets were INDESTRUCTIBLE 4 their whole duration? Imagine, the only way 2 destroy 'em would b EMPs! - Just imagine that, and think about it 4 a while... That could make turrets ideal weapons 4 zoning out enemies from: AA in Siege, Silos in MA, and bottlenecks and passages in TDM!!! - It would also REQUIRE 2 use such defensive items as HOLOGRAM and EMP in a total different way, allowing Predators and Infiltrators 2 gain much more important roles by sneaking behind enemy lines and destroying and / or distracting the turrets, 2 clear the way 4 their mates! Doesn't that sound thrilling?

 

ISM - I'll vote u 4 president, dude!!! Had the same experience with the ISM a lot, so i considered it as almost useless by now. EMPs r definitely the betta choice compared 2 them. However - if it had a much longa duration, and could b triggered midflight, like the detonator... Where did u say can i buy it???

 

Barriers??? - Huh? - No1 uses it really? 4 no good reason??? Lol !!! - I use 'em extensively, and 4 a bloody good reason: i rush in, kill, retreat boosting, and "close the door" behind me by blocking the whole passage 4 any pursuer. This way i succeeded 2 escape countless times - 2 the fury of every1 that followed me. Making it bigger is not a problem 4 me, but i'll b 4 sure the 1st 1 voting against making it passably by enemies. No way! Mates shall pass it freely, of course. Come in and b my guest... ;)

 

Lots of good ideas, though. Hope the devs will have an eye on that. I'd appreciate drastic balancing considerations. CpnJosh already confirmed working on such...

 

U wanted some thoughts, dude - here they r. Just my 2 HCs...

 

Regards, gArphEus



#164
ThatDamnedBoedy

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Predator: (I know you said Weapons/Items/Internals, but you gotta look at the whole package.  I have well over 300+ hours in game time with the predator, so I would like to think I know a thing or two about it).

 

Overall, I would say the the Predator is in a great place.  Many people under value it because they don't know how to play it.  I think the numbers are fairly spot on.  Maybe the only thing I would change is some more health.  Most of the issues I have is sound oriented.  The predator should be more sneaky and high level players use hearing to detect other mech's positions.

 

Ability:

  1. Remove the change is hearing while cloaked. (everything becomes quieter)
  2. Make the shimmer easier to see (impossible against blank backgrounds like test arena) but it should still be difficult to see when the predator isn't moving.
  3. Make the walking sound quieter (Right now, it's impossible to sneak up to top players *shakes fist at hestoned*) - So much THIS
  4. Hellfire lock-ons should take longer not happen
  5. Fall damage shouldn't knock them out of cloak - or you could fit a shock coil and not have this problem

Breacher:

  1. Make the charge up sound quieter (loudest gun ever)

T32:

  1. Needs some love, I dunno what (higher burst?).  I find it quite awkward for the Predator's kit.

EoC Repeater:

  1. Buff the damage on indirect hits (rather than 50% make it like 75%)

EoC Predator:

  1. Make the puck sounds quieter (when it hits a wall)
  2. Fix bug where pucks don't explode when fired upon by the enemy while on awkward terrain, or only some of them explode and the enemy thinks it's safe but they only got 1 puck. - or fix awkward terrain
  3. Make it so teammates can't detonate your pucks but you still can with your shots - yes pl0x
  4. Have an indicator for number of pucks still active (it sucks not knowing when your trap is gone) - Meh

 

 

edited with commentary






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