Jump to content

Shoultz262

Commanders
  • Posts

    326
  • Joined

  • Last visited

  • Days Won

    4

Posts posted by Shoultz262

  1. 10 minutes ago, Alexander said:

    We do consider nerfs but prefer buffs, yes

    If you just buff items, soon everything will get powercreeped and buffed, which defeats the purpose. The problem with the meta isn't that energy and heat is too weak, physical is just too strong. Mainly because of dual modules, energy free saws, superb charge engine, and the backfire physical res drainer. Physical was still good before all of that. There were a lot more diversity in the meta before all of those items were introduced.

  2. 3 minutes ago, DarkColorSlapper said:

    I don't know if you are from the legacy SM ... But for those who are legacy, they will understand my point of view better ...

    I changed completely because this weapon is luck or chance ... And with the nerf it will be the same.

    And then ... As there are some short-range or medium-range mechs ... Why not a long-distance battle mech?

    This would change some strategies.

    We already have enough long range weapons, some that fulfill that role better. Making it a f2p two uses spartan is good enough, no need to change it into something else.

  3. 2 hours ago, DarkColorSlapper said:

    This nerf would be useless because it would take more damage than the supposed "nerf" ... And then I FAIOLA GAMES did a rework on this weapon:
    - 3 or unlimited uses
    - 31 heat cost and
    energy.
    - 217-322 damage
    - drain 20
    - reach 7-10

    It was the best to do ... We think the best ... We hope it can be good.

    You just turned it into a completely different weapon, why? And the range is weird as hell. Damage is a worse nightfall.

  4. 5 minutes ago, CleverName said:

    I think Valiant Sniper is fine as is. I believe most players play it for the energy drain component (versus damage - although that can do quite well if opponent is fully drained). With that being said, the proposed changes I think are too drastic (of a buff) for Valiant. 

    (This "nerf" seems like a "buff" to me.)

    For the trade of -30 energy damage in exchange for +12 regen damage and +60/88 electric damage (!!), I think the new Valiant would both be strong in energy damage, regen damage, and electrical damage. Additionally, the 12 regen damage somewhat has a "breakeven" point of ~3 turns (12*3 = 36 which is a bit more than 30 damage missed). So assuming Valiant is used and the match lasts more than 3 turns, the -30 energy damage with +12 regen damage generally results in net positive for the Valiant owner from original version. Plus, you don't even need to drain the opponent to do increased damage; as it's already raw damage (electric damage). I think the effect this change would have would make Valiant way too strong.

    Perhaps a buff may be needed for Valiant (a very very small one), but I can't support OP's proposed changes. =P

     

    I agree, valiant was always supposed to be a low damage high drain weapon. If you're going to buff the weapon, buff it in all aspects, even if it's a small buff. Otherwise, I think valiant sniper is fine as it is. Even if the suggested change gives it higher damage, that lowered drain can make a huge difference in battle, so I don't support the change as well.

  5. You would still be able to do more than 650+ damage with arena buff at max, I think that this still too much damage and the range is still very large. I think it would be better to add 200 damage to its minimum damage, and reduce 200 damage from its max damage. That would still make it viable, turning it into a f2p spartan with 2 uses and a larger damage range, while still not being that random. I agree with the change energy and heat cost though.

    3 hours ago, SawzAll said:

    I am just a newbie so please forgive me if this is out of line.

    By the damage stats you gave, that technically makes it an average damage of 360, just like the old version.

    I think from what I've experienced and seen in the arena, and heard from the long-time players, is that the problem is more that the random rolls don't seem random.

    This may be due to the human brain's tendency to see a pattern where there is none.

    How are random numbers done in this game?  In the code, is it pulling from the CPU's random number generator?  Would it be possible instead to take a page from pokemon (tm) and instead substitute a very large list of numbers that are known to be truly random, such as (for example) those listed in the back of statistical and scientific research related textbooks?

    I think heat cost is fine, but I can see a benefit to increasing energy cost, so that energy mechs aren't really close to an energy break only for their enemy to be able to fire frantic brute one last time for tons of damage.

    I would say that maybe the solution is to make the weapon slightly heavier.  It weighs less than a malice beam, and the malice beam does 321 average damage specifically to energy drained mechs, 194 average damage to mechs that aren't drained of energy.

    Like, today I had that conundrum with my energy mech: do I equip frantic lighting (50kg) or UltraBright (56kg) or Hot Flash (66 kg)?  Frantic Lightning is tempting because it's lighter, and would deliver a crushing blow to a mech that's drained.

    I guess 2 shots rather than unlimited compensates for power to weight, but seriously if I see a dual frantic brute player in an arena match, I try to match up with my energy mech and pray to God I don't die.  Usually, if even one of those is mythic, I'm dead. (my energy mech is 1500 hp roughly).

    Anyways, that's my 2 cents.  EDIT: I would think its average damage needs to be less than Spartan, but that's my opinion.  Maybe make it the F2P Spartan, but keep the damage spread wide.  That way it's for people who like to gamble.

    Is there an alternate supermechs server that's strictly for testing where we could test this out?  Stats are nice on paper, but as we all know, sometimes what's on paper doesn't match up to reality.  I would suggest that such a thing would be necessary: an undocumented, undisclosed test server given out only to the very few who are helping to test.  All accounts would have one divine of everything so that players can equip stuff to fight in arena and test things out with.

    The main reason why frantic is so controversial is because of its damage range, not weight. Increasing the weight a bit doesn't change much, and I don't think is a viable solution. And trust me, frantic rolls high almost all the time, even if the rng was changed, it would still be controversial due to its damage range. This game is supposed to be a strategy game, not a slot machine. Also, testing isn't really needed when most people here have a lot of experience in the game.

  6. You might know me from the old forum. I'm a casual f2p player, I have played legacy (only since 2017 though). My in-game name is Rusty Cat, and I'm also the leader of a casual clan called Immortal Blades. I'm excited to be in the new forum, and I don't have anything else to say, so I'll be around, thanks for reading.

  7. 3 hours ago, WarrMachine said:

    Decreasing the backfire of heat and energy items is a good idea in my opinion. 

    Another possible solution is adding more arena stat bonus levels to heat and energy's respective categories. For example giving an 11th/12th bonus level to Heat/Energy Damage and Explosive/Electric Damage. These would have to be tweaked carefully, but I think it's a possible route for balancing top ranks. 

    That would just be more powercreep since most people don't have lots of spare arena coins. Plus, it'll be weird because heat and energy gets another bonus level where as physical doesn't. This might just keeps going until we have like 20 levels for arena shop. I don't think it's a good idea to do that.

  8. Instead of buffing energy or heat items, nerf physical items instead. Especially rock polisher, since it's the main reason why energy free physical builds are meta right now. I also think that the damaged armor annihilator needs a nerf, it is massively better in every way from the regular version except backfire, and even that is compensated by the fact that energy free physicals have the most health out of all builds.

  9. Valiant sniper isn't that good anymore. UPC replaces it now. As a dual valiant user myself, the only thing it has really going for it is drain and resist drain. It has very low damage and only 2 uses. I still can't beat most energy free physical mechs, so I see don't how it needs a nerf. It was already nerfed once before. Plus, energy is dead in the current meta, there's no need to make energy more useless in top ranks. If anything, nerf upc instead.

     

    Besides, valiant was always meant to be a low damage high drainer, your changes basically made it less unique.

×
×
  • Create New...