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Lord Gorgon

Experienced Pilots
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Everything posted by Lord Gorgon

  1. This multi account thing made the arena very painfull and almost totally devoid of interest. It turned out to become who is the most proficient in ponzi schemes building. It also indicates a very low degree of competitivity in the literal meaning of it. "I multi account because others do and because i can" is a miserable excuze, its all personal choices. There is no real solutions to this, its technicaly easy to do, management doesnt have any issue with it, most players look for more AP rather than interesting battles/seasons.
  2. Observation: In higher ranks, only monkeys are viable, save for a very few situational exceptions of course. That is an issue. That is boring. İ have been testing EFA, Sabertooth/zarkares quite a bit. Those retain resistance advantage against monkeys. EFA is fine (but very limited in use. Zarkares represents a good sample of old generation torsos. I think that zarkares should have a similar HP to EFA, the latest retaining massive weight advantage. I think all old torsos should receive a similar HP buff, in the neighborhood of 200. Summary, i propose to add 220hp to all old torsos. Zarkares, windigo, brutality, nightmare/interceptor/sith, grim rapist, naga, vest series etc. That and the removal of the weight override would bring diversity i believe. Target here would be to bring diversity in the mechs we can build (and that would retain efficiency), playing with HP, resistances, weights and stats. Feel free to express your point of views and insights as well as participate the related poll. Thanks, LG
  3. Considering that Clevername collected at least 80+ AP from his alt accounts, Boneless' performance is absolutely amazing.
  4. Very nice move Alexander. I wish you and your loved ones a merry christmas.
  5. @Alexander, here is the truth about Frantic brute. Frantic brute is epic tier. Epic tier physical weapons average damage at max mythical level is in the neighborhood of 300 (nightfall is a good reference İ believe). Take this 300 as a reference, take the rng spread of Frantic brute; 84-779. You have 216 rng possible values under 300 and 489 above. Meaning that you have more than twice the chances to hit above an average physical weapon than under it. 30% chances to hit bellow and 70% to hit above. That is the issue. Disregarding the consumptions, would it be 3 uses, and considering the gamble nature of the weapon, this should be spread even around that reference dmg value (300). Making the rng spread 84-516. That's 50% chances to hit harder than average physical weapon and 50% chances for lower. İt is a 2 use weapon, with very low consumptions so a 40/60% could be a good value to work with, maybe 45/55%.
  6. If your build is settled, max torso, legs, weapons and modules. If not, start with the modules, the plates in this case.
  7. İt seems somebody needs some know how. İ will teach you, noob. Here is the latest build İ am using, utility wise it uses a grey teleporter (lesser cost), a heat myth hook and a premium heat suicide drone. İ build for 3v3 mainly (that is the only format İ enjoy playing), so you need to vector in a team of 3 of those to extract its full potential. İ also play heat only (physical is boring to play in general and too much relying on rng, electric is not satisfying to me). #BBQteam. İ also only play builds İ design myself. Builds that are 1000kgs. Builds that have all round resistance. Builds that use all module slots. (severe OCD). So this is the result of all the above blended together. This build favors resistance versus HP (a monkey equivalent version would have around 400HP more than this one), others might favor HP, this suits me better. This build can operate at all ranges making it very versatile (you face huggers, mid rangers and pushers in arena these days). This build can face all elementals. The shotgun uses energy but even if that one cannot operate, high HP and resistance would allow to move around and hit electrical opponents just fine, adding some smart switches in battle, lacking and you are good to go. Basalt dissolver is quite mandatory, heat needing mid to long battles, using it is beneficial after simply 2 turns. Weapon combos allow to apply range denial; if you use long range combos, İ will stick to you, if you use short range combos, İ will keep you away. Very very versatile build, can face anything efficiently. Using 3 amplifies its efficiency, İ play tag team rather than a Serie of individual mechs. İt is also a very enjoyable ride, can apply all sort of strategies with it. Besides, it is a very very premium build, only non legendary tier items are the basalt dissolver, the teleporter and the legs.
  8. Tip: avoid loosing, attempt le win. Youre welcome.
  9. İ don't think the team will look into nerfs for balancing, they will rather buff to compensate.
  10. I disagree, it is the best (1 of) item of a dying type. Nerfing it would just throe elec type to oblivion.
  11. Hello people, İn the following thread, İ will suggest adjustments on back fire weaponry. Abstract: as observed, most backfire items have/will be released in all 3 elementals. For a given item, each elemental version has its own raw damage output, its own elemental damage output, its own weight, but the backfire values are the same. İs it correct? İ believe it is not. Arena reality: From a high rank perspective, here under the analyze İ propose for each elemental (study based on rounded builds): Physical: Nowadays meta articulates around very high HP (spans from 3.500 to 4.200hp), very high damage output for all weapons (~400+dmg) and very short battles. İmpact of backfire on viability: low (very high HP and very short battles) İmpact of backfire on efficiency: very favorable (all ranges items, energy free items, large raw damage output, low consumption (against non BF counterparts)) İmpact on building capability: very favorable (light weight, translates positively against weaponry ranges of action) Electric: Nowadays meta articulates around low to mid HP (spans from 2.500 to 3.000hp), high/continuous energy drain capability and middle length battles. İmpact of backfire on viability: High (low HP and longer battles gameplay) İmpact of backfire on efficiency: favorable (all ranges items, energy free items, large drain capabilities, high raw damage outputs) İmpact on building capability: High (not significant advantages toward weight, translates positively against weaponry ranges of action (against non BF counterparts)) Heat: Nowadays meta articulates around mid HP (spans from 2.900 to 3.500hp), mixture of heating and raw damage capabilities, and middle to long length battles. İmpact of backfire on viability: High (medium HP and longer battles gameplay) İmpact of backfire on efficiency: not favorable (all ranges items, energy free items, low heating capabilities, low raw damage output (against non BF counterparts)) İmpact on building capability: low (not significant advantages toward weight, does not translates positively against weaponry ranges of action) Going through the here above analyses, we can understand that the latest BF weapon additions provided a large advantage to physical type, some slight advantages to electric type and close to no advantages to heat type. Possible ways of balancing (leaving aside nerf on physical type backfire weapons): İncrease raw damage outputs of heat and electric BF weapons (with different ratios) İncrease elemental damage outputs of heat and electric BF weapons (with different ratios) Decrease weight of heat and electrical BF weapons (with different ratios) Decrease backfire values of heat and electrical BF weapons (with different ratios) A mixture of all the above Please feel free to express your point of views in both the poll and possible posts.
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