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Thoughts on Mech Arena Roundup 02/15/24

Thoughts on Mech Arena Roundup 02/15/24

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19 фев. 2024, 15:4719.02.24
19.12.22
125

Thoughts on Mech Arena Roundup 02/15/24

I wanted to think about this over the weekend and look at some numbers before I responded to the adjustments and other things mentioned in the roundup.  I'll take them point by point with another suggestion or two at the end.

1) More variants of new weapons - good.  Expected, but good.

2) adjustments to weapons....

   a) Arc Torrents - A favorite of mine.  Increase optimal range, damage falloff beyond optimal range (so far so good, I'm not thrilled, but I can see this as a good thing - ballanced).  Damage nerf ... I really don't see the need for this if you are doing the damage falloff beyond optimal range.  This is an epic weapon afterall, and really, any current advantage to the weapon is really in it's range - which, if you are having damage fall off beyond optimal range, you are already negating that advantage.  My view, get rid of the damage nerf and keep the rest of the changes, they are significant enough as it is.

   b) Disc Launchers - I use em, my #3 weapon of choice.  Damage fall off beyond Optimal Range - good.  Splash Damage fall off as enemy is further from impact point - good.  Spalsh Damage no longer able to deal increased Damage to sides and rear - bad.  The first two changes are significant and will change how the weapon performs overall - a lot of people who just fire and forget from near max range.  But taking away what is a basic tenant of the game (damage to sides and back of a mech is increased over that taken to the front) is just too much.

   c) Nade Launchers - Damage increase.  I thought they were doing enough damage to me already, but I can live with this adjustment.

   d) Cryo Launchers - Damage increase.  Again, I thought they were doing enough already.  Lord only knows how many deaths I have as a direct result of em.  But I can live with this change.

   e) Miniguns - Damage increase.  I flat disagree with this change.  Miniguns are more than powerful enough as it is.  They don't need to do more damage.  There isn't a mech in the game today that can even take on 1/2 of the damage potential of the Minigun 16's.  Heck, there are only 2 mechs in the game that a full mag on the Minigun 6's can't kill.  This was just not necessary.

   f) Chain Guns - Damage increase.  I feel like there has been a theme with everything but the first two items.  Do more damage.  However, Chain Gun is a case where it really is needed.  This is the right change for the right weapon.

3) PvE - We've been hearing about it for a long time.  Hearing about it again is just expected.  I will say that I'll be unhappy if the current PvE campaign that is available to new players now isn't released to all players too at some point.

4) New modifiers - ok, and.....   Not expected, but not looked for either.  They already have a mondifier that is supposed to give you an increased chance of Epic and Legendary implants.  I've never gotten anything other than a rare implant whenever that modifier comes up.  For that matter, 90% of the modifiers that are shown are for pay items in the store, not for Gear Hub items or things that I have (yes, there is that 10%, it does happen, but mostly - no).  I am Switzerland on this one.


So, suggestion(s) - I honestly thought this was already in the game, but apparently not.  The damage falloff from beyond optimal range and from the center point of impact are things that should be in the game already for all weapons that qualify for it.  I don't really understand why this isn't already there.  The only exception I can see for this might be rocket mortars (yes, I hate them as much as everyone else), but only because of how they are supposed to actually work (releasing a spread of charges over an area so you are actually hitting an area vs. a single point on the map like a grenade would).


Overall, if it wasn't for the flat damage nerf to arcs, the elimination of bonus damage to side and back impacts from disc launchers, and the increase to damage on the miniguns, I'd give this set of changes an A+.  As it stands, I have to give the weapon adjustments a C, (B- at best).  In particular I think the arc and disc launcher changes noted go too far.  I'd rather see what impact the damage falloff will have without the flat damage nerf or the elimination of the bonus damage to side and back impacts by themselves and then do a further adjustment in 6 months if necessary.

The rest of the announcements get a B (nothing earth shattering).

Thanks for reading.

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20 фев. 2024, 00:1820.02.24
08.08.20
106

The flank/rear bonus on splash damage is a huge step in the right direction to making this less a "kiddie" game, and more a game that requires skill and ability to be good at. Splash Damage isn't going away, you just don't get double damage for missing with disc launcher (in my opinion, you never should have). This change on splash damage should be applied to all splash, making flank/rear damage a reward for getting actual hits in those weak spots.

If your only complaint about the disc launcher change is that you don't get double damage on missing, it's likely because you needed that to get kills (and lots of them - discs were silly easy to use with huge damage). Without a doubt, this "double damage on missing" is locked behind a paywall, and you'll have to buy the latest meta to get it again, because you know, spending in a free game means you need every advantage to win. (Plarium has zero issues making p2w look pathetic, haha.)

CrystalDrewCommunity Manager
20 фев. 2024, 11:3420.02.24
10.02.23
2079

Hello! Thanks a lot for your comprehensive feedback; we will pass it on to our devs!

All the rebalances are dedicated to making the Weapons meet their Grades and Classes more precisely as currently, some of them have kinda lost between the boundaries, making them perform not in the way it was initially designed. According to our tests and calculations, all the mentioned Weapons will remain relevant and efficient, but surely, they will require some new tactics and strategies to use them effectively 

20 фев. 2024, 19:0820.02.24
19.12.22
125
Free Player

The flank/rear bonus on splash damage is a huge step in the right direction to making this less a "kiddie" game, and more a game that requires skill and ability to be good at. Splash Damage isn't going away, you just don't get double damage for missing with disc launcher (in my opinion, you never should have). This change on splash damage should be applied to all splash, making flank/rear damage a reward for getting actual hits in those weak spots.

If your only complaint about the disc launcher change is that you don't get double damage on missing, it's likely because you needed that to get kills (and lots of them - discs were silly easy to use with huge damage). Without a doubt, this "double damage on missing" is locked behind a paywall, and you'll have to buy the latest meta to get it again, because you know, spending in a free game means you need every advantage to win. (Plarium has zero issues making p2w look pathetic, haha.)

I get what you're saying.  And if it wasn't for one point, I'd agree with you.  My issue is that this game was created with a mechanic that says mechs have more armor in the front than the sides and rear.  Therefore, damage to the sides and rear is greater than damage to the front.  It shouldn't matter whether its impact damage, energy damage, or splash damage.  Damage to the sides and rear should be consistent no matter what the cause is.  Otherwise why even have an increase to those quadrents in the first place.

My point is basically this, give me consistent rules and mechanics, then let me go figure out the best way to work those to my advantage.  This idea of splash damage to the sides and back behaving differently or that only certain weapons do decreased damage beyond optimal range while others do full is really for the birds.  Be consistent!!!

Really, I don't care if they change it so all damage to the sides and rear is the same as the front or if all weapons have damage fall off after optimal range (or at less than optimal range).  Seriously, it doesn't matter.  Just make it consistent so I don't have to have some special knowledge to figure it out.  I feel sorry for any new player who comes in after they implement some of these changes.

Consistency, please!!!

20 фев. 2024, 23:0820.02.24
20 фев. 2024, 23:09(отредактировано)
08.08.20
106
GothIxkin

I get what you're saying.  And if it wasn't for one point, I'd agree with you.  My issue is that this game was created with a mechanic that says mechs have more armor in the front than the sides and rear.  Therefore, damage to the sides and rear is greater than damage to the front.  It shouldn't matter whether its impact damage, energy damage, or splash damage.  Damage to the sides and rear should be consistent no matter what the cause is.  Otherwise why even have an increase to those quadrents in the first place.

My point is basically this, give me consistent rules and mechanics, then let me go figure out the best way to work those to my advantage.  This idea of splash damage to the sides and back behaving differently or that only certain weapons do decreased damage beyond optimal range while others do full is really for the birds.  Be consistent!!!

Really, I don't care if they change it so all damage to the sides and rear is the same as the front or if all weapons have damage fall off after optimal range (or at less than optimal range).  Seriously, it doesn't matter.  Just make it consistent so I don't have to have some special knowledge to figure it out.  I feel sorry for any new player who comes in after they implement some of these changes.

Consistency, please!!!

I agree with consistency being necessary, no doubt. But splash damage (already being a bonus damage) should not be subject to additional bonuses. The consistency here is that it never should have counted, but Plarium knows that players that spend in this game WON'T continue spending if they don't win ("pay to win", after all). The consistency we are seeing now is that the double bonuses on missing your target is a pay service, not really available to free and low dollar players (and should enough time pass that free player can start getting these OP items - such as disc launcher - is time for them to nerf them and introduce something that replaces that old meta).

I don't think ANYONE should receive bonus damage on bonus damage, the very thought is ignorant in the world of gaming. In the world of consumerism and trying to fool people into spending, I guess all is fair. Especially as long as there are people out there that aren't good at gaming, but can spend massive amounts to appear good.

But rest assured, there is a consistency: Plarium is going to do everything they can to make spenders experience favorable to them, and obviously at the detriment of the entire game population, consistency, and fun for actual players looking to test their skills with a hangar they built.