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PlainBadLuck

Experienced Pilots
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Posts posted by PlainBadLuck

  1. 10 hours ago, W.H.I.T.E.O.U.T said:

    Is it currently 2v2 season in Top Ranks? If so, there's a chance that the game doesn't know how to accurately differentiate the low-mid ranks 2v2 matches and the top ranks ones.

    It's just a guess of mine but considering how smurfs manage to trick matchmaking by using epic torsos and legs to get matched with low leveled players with an epic torso and legs despite said smurfers usually having mythical/divine weapons + modules + drone while the player they matched with doesn't, the way matchmaking works doesn't seem to be all that consistent. 

    Based on the screenshot, it seems like the matchmaking system took a look at your opponent and likely mistook them for an appropriate match due to the nearly similar HP level. Outside of that, I'm not sure how something like that could happen outside of just the plain chance that you and that person entered matchmaking at the same time and managed to match up like that. 

    It was 1v1 season at the time, this match is from last week now.

    38 minutes ago, Fordekash said:

    I’d have to guess it was an arena challenge and not an actual match? Otherwise you had to be the only two people playing?

    This was an actual match, I was trying to get my daily arena coins.

  2. I haven't played as much 3v3 campaign, but 1v1 and 2v2 are basically full of older items. I understand that the ai of this game may not be able to effectively use newer weapons as well, and that remaking these campaigns to include newer items shouldn't a priority. However, a limited time mode, perhaps weekly or monthly, in which we can play a level fighting ai opponents with modern mechs for some kind of reward could be interesting. Not important, but it would be a welcome shakeup from the repetitive, antiquated campaign mechs in the game currently.

    Thank you for coming to my TED Talk. 

  3. I think  supermechs could use more weapon mechanics. Right now, the most impactful one is the push/pull/jump mechanic present on weapons like night eagle, last words, rock recoiler, distance shredder, etc. and their respective elemental variants . A recent example of mechanics added to the game is backfire, but I find backfire to be rather limited in terms of actual impact (you get a higher damage weapon that also damages yourself; not too different from regular weapons, although feel free to convince me otherwise). I suggest adding in new mechanics to change up strategy in ways both big and small. Here are a few ideas:

    • EMP - This mechanic would involve damaging or shutting down mech systems. For example, you could target specific mech systems like legs to disable/reduce movement, weapons to disable/reduce damage, heat/energy damage, etc. Alternatively, if that's too much work or isn't possible with the game's structure,  just have it as a weapon that applies a reduction to the mech as a whole, or create specific weapons to target only one part (drone, top weapons, side weapons, grapple/charge/teleport, or legs.) This would be hard to balance, and a lot of restrictions would be needed to prevent it from being op (single use, low damage, high weight, only 1 allowed per mech, and high heat/energy/backfire costs are examples of potential ways to limit strength)
    • Corrosion/damage over time: I'm sure this has been mentioned before, but these weapons would damage the opponent's mech over time. It doesn't have to be limited to health, but could also apply to resistances, heat and energy, or heat and energy regen/cooling and cap. The damage could be split over many turns or a few, but I think 2-4 turns is ideal.
    • More range variety: This isn't a mechanic per se, but the ranges on weapons in this game are limited a bit. Excluding melee and snipers, the main ranges are 1-2, 2-4, 3-6 and 4-8 tiles. This doesn't impact enjoyment of the game thanks to all of the tools we have to move ourselves and our opponents, but it could be interesting to add weapons with different ranges to open up more possibilities for mech creation. For example, make weapons with ranges like 1-3, 3-5, 4-6, or just any reasonable combo not currently present. 

    These are a few of the more interesting ideas. I'd love feedback on the general idea (more weapon mechanics), specifics, and to hear any ideas others have!

  4. 2 minutes ago, Deimos said:

    Someone did a bunch of testing and found out each boss level has a different fortune box drop chance. I believe insane OD6 had the highest odds but can't recall if it was the 1v1 or 2v2 version.

    OD6 isn't a boss level though, unless you meant OD8.

  5. The hybrid weapons are really annoying. Flaminator and hot flash are relatively common at lower ranks (even in r6-r7, where I am now), and fighting them as a typical heat or energy build without hybrid weapons is difficult, unless the opponent just has a bad/underlevelled mech. I don't think hybrid weapons are too strong, they're just a pain and I despise playing against them. 

  6. Disclaimer: *I run an energy for my main mech on my main account*

    A response thread to the nerf energy one? Anyways, I agree that energy could use a slight buff. I underperform against most physical and heat builds, unless they're built to counter other heats. It's only gotten more annoying in r7-r6 with all of the counter builds. 

  7. Energy and heat are powerful at lower ranks because people have bad mods, then get worse as you encounter more counter builds and people's mods get better. No need to nerf it, this is just part of the game. People just tend to upgrade mods last since they have less impact than torsos, legs or weapons.

    As for the original poster's comments on energy's extra damage, you have to drain your opponent in the first place, (which gets harder at higher ranks due to better mods, as I mentioned), and energy weapons do less damage than their phys counterparts to compensate. The extra damage is needed to make them somewhat competitive, especially with how common energy-free weapons are at this point.

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