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Shoultz262

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Posts posted by Shoultz262

  1. Just now, Liam.M.Lucas_2020 said:

    How would nerfing physical help lower the energy cap from the new mods?

    That's mainly for energy free physical, and you can't tell me that superb charge is balanced. I also said only some physical items, mainly rock polisher, damaged armor annihilator and superb charge since they are one of the reasons energy free physical mechs are so broken. Dual modules are a different thing.

  2. 8 minutes ago, Nefertary Meriten-Mut said:

    Are you referring to the dual heat / energy modules? Or do you mean the dual  resis / HP?

    If you mean dual heat / energy modules, it's as if I said my free energy heat needs dual modules! You don't need energy!

    Free energy phys only needs energy for the drone, and really, with 4000 HP and the damage it does, it can do without the drone.

    If you refer to the resis / HP dual module, there I can agree that it makes a difference.

    For these phys to lower their HP: or Heat, increase the ability to reheat (which would damage energy builds) or add energy cost to 1 or 2 of these free energy phys weapons.

    ........................

    And this is nothing! If this isn´t corrected now, in a few days, when the new multi resis appears, these phys mech will reach the 4500 HP.

     

    The imbalances in favor of one of the 3 kinds of builds were always a way to increase sales. But this time it has been exaggerated, they have left 10 villages.

    Wep, for rounded physical, I was talking mainly about energy/heat modules. As for energy free physical, I was talking about the new res modules since I don't think most people put energy modules on a energy free physical mech. And I agree that the new res modules can make a difference, we'll have to see about the max prot module since we don't know its stats yet, and everyone mostly uses physical and heat res only anyway. I don't think that your solutions are good, because as you said, buffing heat would hurt energy, and adding energy cost to some energy free weapon would basically ruin them, since that's their main point. I support being able to build a viable energy free physical, what I don't support is how broken it is compared to other builds. So I think that a nerfing of some physical items is good, mainly rock polisher, damaged armor annihilator, and superb charge. A nerf to dual modules would also be good, especially the energy/heat modules since they basically made energy mechs dead in top ranks, especially at a competitive level.

  3. 6 minutes ago, Liam.M.Lucas_2020 said:

    First off, I was mostly referencing the backfire version of the physical resistance drain and it seems pretty damn relevant to me since it IS a thing that has helped balance the elements. It's also really hard to get a perfectly rounded physical mech like that since it takes a lot of premium items. I don't know what nerfing the whole physical category would do to solve that since those mechs would have the same heat and energy. And don't tell me that nerfing hp on all torsos would solve that because it would also lower the health of the physical mech's opponent ultimately making a health nerf completely useless.

    Damaged armor annihilator's backfire doesn't really balance it, especially on a energy free physical mech where you have like 4k hp. And yeah, I also don't agree with the solutions you said, but I think that nerfing the dual modules at least is fair, since they basically made energy mech irrelevant in the meta.

  4. 2 hours ago, Liam.M.Lucas_2020 said:

    The physical element is the LEAST of the things in this game that needs to be nerfed. 

    Like most people said above, you just gotta learn how to fight against it.

    We already have all physical drainers as a premium item, is that not enough?

    How would you beat a rounded physical mech with dual modules as a energy or heat mech? Or a meta energy free physical unless you are a energy free physical yourself? Obviously, as a physical mech, you only need to have more health than the opponent. That's much different for heat and energy mechs, especially for energy mechs when people have more than 700+ cap and usually above 300+ regen, maybe more than 350+ with the new dual modules. Try draining that. There's a reason why you don't really see energy mechs in the top 10 anymore for that matter. Your point of physical resist drainer being premium isn't really revelant, because most people don't use armor annihilator even if it was not premium anyway because physical is supposed to be about burst damage, not doing more damage overtime like heat mechs or burst drain like energy mechs. Also, it is quit heavy. Now for damaged armor annihilator, that's different because it has better res drain and is much lighter, allowing you to put 2 of them on a mech, especially on a energy free physical mech where you basically can break their res then damage them because of their sheer health, which is very different from rounded physical.

    Energy free physical can tank through almost every build because of their health. Win against energy because of health and good damage with res drainer, win against heat because of health and res, and win against rounded physical because of health. Also win even against scope builds because of health.

  5. Only reason why physical is so strong is because of new dual modules, and the superb charge, as well as rock polisher and damaged armor annihilator helped made the current energy free physical meta. Drones are fine, and distance shredder was fine before all of these items got introduced. Just nerf the dual modules, superb charge, rock polisher and damaged armor annihilator, and it would help bring back diversity in the meta again. That's the only reason why energy free phys is meta.

  6. 2 hours ago, CDR_Xavier said:

    exactly.

    But like faceshocker. it should at least break-even in terms of heat cost and heat dmg, right? Right now it has less head dmg than heat cost, I believe it's a bit too weak.

    ___

    If you do think they should cost more heat than they cause, then I can potentially extend that argument to every single energy-free heat drone.

    Technically, nemo is the specialist in "maxheat dmg".

    The drone with the most heat dmg is apparently the loathed "energy dependent heat drone". Or, at least that's what that should be.

    ___
    They even buffed windforge to try to diverge people from using faceshocker. Sadly, I don't have wind yet.

    So does the other high damage heat drones. And with arena buffs on they still do more heat damage than cost. And swoop is a different matter, since it's not energy free. Windforge is better than faceshocker in the current meta.

  7. You're not supposed to use heatpoint for the heat damage, you use it for the explosive damage. It might need a little buff in explosive damage, but the heat damage is fine. If you want to play a boiler build or something that needs high heat damage, go use nemo.

  8. 1st mech: Energy mech with dual valiant, I used to use sparked runners and emp, but I decided that having more health as well as a hammer allow me to fight better against huggers. And that is a piercing fox hidden by that hammer.

    image.thumb.png.c7e983a4f84195fea83bf5771f6a3cc0.png

    2nd mech: Classic old meta dual spartan build. Not much to say really.

    image.thumb.png.1d9ff44abcb1a8f7157ff992c176fe06.png

    3rd mech will most likely be a dual deso.

  9. 3 hours ago, Chef Riot said:

    They should make Swoop, Greedy and Windforge all cost free, it would make them more usable, 

    I have a lv 50 swoop as well so i think it would be nice to have cost free

    Do you realize how broken that would be? No cost?

    5 hours ago, Typhon4273 said:

    Nemo would still be a better option tbh. Cap dmg could be considered as heating and nemo actually has 70 heat dmg, which is just a little lower than swoop. 

    Yeah, but swoop does res drain and will still be lighter.

  10. 9 minutes ago, BossParody said:

    Yeah much better bro but I’d switch the heat engine for a physical res mod. That will give it 272 cool when divine which is enough to effectively fight all mechs except cooling damage mechs. Also if you have plat plates use them. Without plates a phys mech still may shred thru it but honestly it’s looking good! Remember if ur fighting energy to use your sac cannons ASAP if possible

    Yeah, thanks. I don't have phys res or other plat plates, so this is the best I can do.

  11. 8 minutes ago, BossParody said:

    I didn’t quite read thru this entire thing but one anni is enough for this build. They’re heavy enough already. Then put on a second armour breaker and phys legs. Also heat res is super important since that mech is naturally geared towards fighting heat so I’d put on a heat res mod. (The current best version of this meta also only uses 2 cooling mass boosters)

    Would this be better? I don't have another armor breaker.

    image

  12. 1 hour ago, Turtle said:

    I assume you just don't have massive stone feet yet? 

    I do, I have every leg except another claw.

     

    11 minutes ago, Zylok said:

    Sacrifice Cannon costs energy, I think it would be better to replace it with another Armour Annihilator (if you have one atleast).
    If you don't have one you could replace the resistance mods with Fortresses (if you have those spare that is).

    I don't have those.

  13. 2 minutes ago, TALΩS said:

    By my point of perspective  , 
    Indeed backfire might need some kind of fixing .
    But definitely the sudjestion above isnt correct on the way of thinking / calculating . 
    We cant receive a 3.500-4.200 hps physical mech as the average rounder phys like was mentioned above.
    A rounder phy/heat/en is arround 2.700-3.000 hps .
    On the side , backfire values  differs from type to type , and phys have the most .
    Note : physicals danages arent ~400 plus , but ~300 plus 
    Also , lets not try to take away phys mechs advantage wich is  the damage  output.
    I wish the future changes will  be really fair for all the elements ,  and to not get on the trap to favour one type .
    So far  the backfire values looks fair to me in general , perhaps might need  an udjustment on specific weapons like scopes for example .



     

    Scopes aren't even a problem anymore in the current meta because energy free physical mechs have enough health to tank them. And the nerf should apply only to the superb charge, damaged armor annihilator, rock polisher and the new dual modules.

  14. 17 hours ago, Liam.M.Lucas_2020 said:

    I seriously think that the damage ratio is fine I just thing that the range and the resistance damage is wayyy too much. I don't even think there should be any res damage at all since its already doing 700 damage.

    Bruh, you're ok playing with slot machine? But yes, res drain is practically irrelevant when you can roll 700. 

  15. 26 minutes ago, Ad1tya said:

    Ohh I thought we're only talking about BF items

    Yeah the saw is pretty insane....But idk how you should tweak the item

    I wont even talk about the combined mods...Certified shet...if you're an energy user...just say GG and quit....I wont even try to drain 700 cap 300 regen

    The charge engine is literally an en free spartan that works at every range...another reason why energy is dying off...A possible suggestion is to nerf the damage to 175-250....this makes sense(if I reduce it more that thing is just gonna be a normal charge pro version thing)


     

    İncrease elemental damage outputs of heat and electric BF weapons (with different ratios)
     
    I dont think this will be good :

    Most ene backfire weapons are actually really powerful

    - UPC : I wont even talk about it 
    - Scrapped Energy Blaster : Its underrated imo...Does a lotta drain (180 if im not wrong) and the damage is decent as well
    - En guardian/protector : They're really good
    I can comment on more en BF weapons but you get the point, right ?
     

    Only upc and the energy saw is really used. Scrapped energy blaster is crap. And the energy backfire drones are obviously used, but they have little impact on the meta.

    So a buff to energy backfire items won't affect much. Where as heat will get a lot more benefit from the backfire buff if it was implemented.

  16. Just now, Ad1tya said:

    Well, I'd say the only phys item that needs a nerf is the BF armor dissolver (I dont remember the name, Apologies)
    60 res drain and its way too light..maybe nerf the weight to 14 (similar to the heat and ene backfire ones but since its L-M it should be 14

    Rest everything is fine...

    You actually think the new dual modules don't need a nerf? Or even the physical saw, it's light as hell and does great damage, or the superb charge, which just completely outclasses the regular charge?

  17. 2 minutes ago, Ad1tya said:

    Well I guess heat BF items are cool
    Tbf only a couple of heat BF are used and thats basalt polisher and overcharged rocket battery

    Yeah I agree phys weapons are way too good but again...Its also because of the new mods since no one would have dared to go ene free if these new modules werent there even after having all necessary items for the current en free META

    Similar to heat, Only a few energy BF items get used...Most energy builds Dual valiant and/or bunker shell builds or UPC builds(UPC has BF but thats negligible since your opponent wont survive for long enough coz that thing rips you apart)


    Long story short
    Nothing needs to be buffed/nerfed yet...Its fine as it is

    Maybe in the future..some items might need rework but yeah..currently everything is good 👍

    Maybe heat or energy backfire items don't need a buff, but some physical items needs a nerf, as with the new dual modules.

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