#81
Posted 25 March 2025 - 09:25 AM
They switched heat for that which should have been reactor power. In other words, to mount energy weapons, you need to mount the energy to shoot them. This game just assumes that comes along with it and then it looks ridiculous that you can put a huge energy weapon on a tiny frame with zero reactor or energy mount to run it. Secondly, it just pretends a ballistic drop with the idea of a range and reduced damage which is cheap and not done correctly. Thirdly it assumes that all your weapons converge on a target that is not targeted no matter what range it is. It assumes this by you looking at it, and then makes what this game calls stealth and shooting at stealth also seem ridiculous as my weapons somehow know to converge on it without targeting it and so they say the computer is doing that for you, which is not logical, because if it is doing it, then it should also be able to target it. So, you are saying my computer sees the stealth to converge my weapons on it, but it cannot target it. That does not make sense. And then this stealth is running around right next to you shooting weapons which are making heat and other things that are not stealth, and yet I still cannot target it because my AI computer is now a dumbazz and my radar is a moron. If a stealth vehicle starts shooting weapons it is not stealth anymore until it can evade radar.
Then you put in a bunch of skill tree stuff that completely alters the existing state of what something is and everyone using it differently to experiment to the side of upscaling their rig, which is doing what? Trying to unbalance the scale in favor of your idea build including putting stuff in such as critical hit theory script kiddie?
and how many variants of mechs are in your game now?
and then you think you can talk about this word
"BALANCE"
The game idea says you are doing the opposite of that.
There is no real balance you are going to find with that, just illogical guesses based on incomplete data.
A script kiddie board game is not a FPS.
#82
Posted 25 March 2025 - 11:03 AM
#83
Posted 07 May 2025 - 04:18 PM
#84
Posted 07 May 2025 - 08:31 PM
Meep Meep, on 07 May 2025 - 04:18 PM, said:
How do you "relevel" the field so that a mech like the Panther 10P is as "viable" to the same level as a Stone Rhino or whatever mech you think of as the ultimate meta?
Without quirks, beyond what was considered "giga" quirks (of old), it simply isn't possible.
#85
Posted 07 May 2025 - 11:07 PM
Bud Crue, on 07 May 2025 - 08:31 PM, said:
How do you "relevel" the field so that a mech like the Panther 10P is as "viable" to the same level as a Stone Rhino or whatever mech you think of as the ultimate meta?
Without quirks, beyond what was considered "giga" quirks (of old), it simply isn't possible.
Balance isn't making each mech a carbon copy of each other. It's to ensure they can be used. With 1400 mechs and many of them with terrible hardpoints and/or geometry there is never going to be a situation where every mech is viable. Cauldron had done a fairly decent job so far and if the little birdy I hear is correct we are in for a fairly substantial nerf patch when it finally rolls around.
#86
Posted 07 May 2025 - 11:36 PM
Quicksilver Aberration, on 25 March 2025 - 06:51 AM, said:
Oh, dakka and laser burn weapons definitely build bad habits - I found that in myself during the Solaris event. My ping was higher than human reaction time, as well, but I found my twisting skills had decayed terribly.
As for adding new stuff to reign in overperforming weapons... That's not a good idea. You'll just end up with randomly effective builds whose performance depends on what happens to be on the other team, constantly playing a guessing game against other people who are also trying picking builds based on what seems to be trending at the moment...
#87
Posted 08 May 2025 - 12:34 PM
- close range with snubs or SRM (but you need mobility)
-dakka
- lasvom
-gauss / er large
-hag boat
-poptart (long range or short range)
- Light are good as well (dogfight/ poke / snubs)
Of course some mech are better than others but we have many good choices
Edited by pald84, 08 May 2025 - 12:45 PM.
#88
Posted 14 May 2025 - 01:57 AM
I think that some degree of face tanking is part of what makes stompy robots stompy, nowadays getting shot at is too punishing, imo. I am not talking about a huge nerf to general DPS, making mistakes should be punished, but getting shot at is way too punishing at the moment, and the right answer is always don't.
So a moderate general increase of time to kill would improve player experience as a whole in my opinion
#89
Posted 14 May 2025 - 03:56 AM
Edited by Void Angel, 14 May 2025 - 03:59 AM.
#90
Posted 14 May 2025 - 11:00 AM
1453 R, on 27 February 2025 - 08:41 PM, said:
Not what we're going to get of course, but still.
a bit of churn is good, better than growing bored with the same unchanging metas.
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