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Shoultz262

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  1. Like
    Shoultz262 got a reaction from OKI DOKI in - - - F l e x - T h r e a d - - -   
    2nd one.

  2. Like
    Shoultz262 got a reaction from Shredder SM in Frantic Brute   
    While I do agree that rng is a big part of the game, too much rng is also bad. This game should be about skill, not luck.
  3. Like
    Shoultz262 got a reaction from OKI DOKI in Desolation rework proposal - by LG   
    Desolation is already a decent weapon, I don't really think it needs a buff. Plus, it's not supposed to be as good as premium items like burning shower either. Buffing desolation that much will make it broken, because it's energy free and also does heat damage at the same time, with the explosive damage of spartan carnage. The range isn't a problem if you use a push weapon like repulser or use rollers so I don't see how it would be balanced. Plus, supreme cannon and abomination, which deals similar damage to it currently and isn't energy free, will be completely outclassed. Furthermore, heat is not an issue in top ranks right now, simply because of energy free damage mechs and huggers, now with swoop.
  4. Like
    Shoultz262 got a reaction from Scarlet Lorv in I'm Quitting SM   
    Well, I didn't really know you that well, but farewell. You've had a huge impact on the game in general, especially concerning the competitive aspect of it. What you've run is practically always the meta, and you also made modifications to some builds that, in your hands, became meta and everyone copied you, such as the mercy sac cockpit spartan scope build. All in all, you're basically a legend within the game. And what you do with your account is your own business, I won't comment on that, but with your account trolls will likely stay as the top clan in the game. Farewell, Clever, it's been nice knowing such a huge whale lol, even though your existence within the game basically proved that the game is very p2w if you want to get medals.
  5. Like
    Shoultz262 reacted to WarrMachine in Base   
    I sat down with some top base users a few months back to try and figure out through which circumstance base is optimal. For context we worked under the assumption that the primary objective is to max myth items as fast as possible. 
     
    TLDR is that using only the gold grinded from campaign, buying 5x silver boxes can achieve item upgrade speeds equal to or slightly below that of a maxed base. This came out to a maxed item approximately every 4-5 days depending on your grinding and upgrading efficiency. 
     
    ⚠️ Opinion Alert ⚠️ Base is not optimal for players without 3 or more completely maxed mechs. It was designed to slow the early game progress to an absolute crawl in attempt to draw out more purchases throughout a player’s progression. Although base can offer some great late game benefits including a chance for legendaries and afk gold earnings, the time and gold it takes to max out the base is a lot effort for new players. 
     
    I’m consistently top 10 global with over 200 maxed items and never once have I regret keeping silver boxes. Other top players have used base to achieve similar success and swear by it. From my perspective all I ever see is people asking to have base disabled and complain about how bad the legendary drop rates are. For this reason I prefer to grind OD6 insane and spam my 5x silvers.
  6. Like
    Shoultz262 got a reaction from Yuki_20 in - - - F l e x - T h r e a d - - -   
  7. Like
    Shoultz262 got a reaction from Yuki_20 in - - - F l e x - T h r e a d - - -   
    I finally maxed all of them. It took so long.



  8. Like
    Shoultz262 got a reaction from Yuki_20 in - - - F l e x - T h r e a d - - -   
  9. Like
    Shoultz262 got a reaction from Yuki_20 in - - - F l e x - T h r e a d - - -   
  10. Like
    Shoultz262 got a reaction from Bland in Frantic Brute   
    What do you mean it can't fit with other physical items? Just slap on dual frantics and rock recoiler, maybe a sac cannon or nightfall if you have spare weight and you're set for rank 3.
    Also, it doesn't matter if you low roll when you just need 2-3 high roll hits for a almost guaranteed win. Most mechs won't have more than 3k health, so with drone, that's about 1500-1700 in a single turn. Yes it sucks in the meta, but then again, what doesn't except other meta builds?
  11. Like
    Shoultz262 got a reaction from OKI DOKI in Rank 2 without L-M resistance modules?   
    Nevermind, you can in fact reach rank 2 without premium resistance modules, but only as a energy mech since both meta heat and physical mechs need resistances. My energy build was able to get rank 2 this season, without using resistances or platings.
    This might not be possible though unless you can make a very good energy mech.
  12. Like
    Shoultz262 got a reaction from OKI DOKI in - - - F l e x - T h r e a d - - -   
    Finally.

    Highest ap yet.

  13. Like
    Shoultz262 got a reaction from OKI DOKI in Modification proposal for the Backfire Scopes   
    Lowering the backfire is enough, you don't need to do anything else. They are barely used anyway.
  14. Like
    Shoultz262 reacted to AftoKrator in Quad Core Booster   
    it's always just a numbers game. back then, you see that a dual module gives 24 of each cap and 12 of each regen/cooling and think "wow, thats really good". but that's also the time when 700 hp is a lot. 
    and then, people will think. what will happen if we can make our mechs last longer..... have more hp.... and more ... everything. thats when the numbers go up. 
    before fortresses and combined modules, we'd all think having a lot of hp is crucial to winning.... like the older meta with monkey, claw, and 3.5k hp. 
    now, as weapons gets buffed till they are essencially op (compared to back then) like terrorblade and swoop. you gotta have some stuff to balance than out. hence the nearly op and crucial combined modules. 
    now, we're already starting the 3rd wave** . the new fanarts are getting more and more op stats because we think there's always something missing in the game, like more op items and more op mechs. ...
    maybe it's also because the name of the game is "SUPERmechs". something can't be super without having and absurd amount of hp and power, right. 
    either way, it's not really much of a surprise to see op things like combined modules, because eventually, you'll see more
    (That is if the devs will ever release the next update, or just let the game slowly die on its own. )
     
    3rd wave** : we start from legacy. 1st wave is reloaded (new supermechs). 2nd wave is combined modules/fortresses. 3rd wave are these op fanarts. 
  15. Like
    Shoultz262 reacted to DefinitelyNotTrophy in Quad Core Booster   
    A Little Intro
    "Tell me something I don't know..." -the playerbase, probably
    Well, you'll be disappointed for the first few paragraphs if you're expecting some complex data analysis, because I'm gonna state the obvious for the 9567th time... so let's begin...
     
    For the past year or so, dual modules have been a staple in top rank builds. You may not see them directly, but you know your opponent has some equipped. One such dual module is the Quad Core Booster.
    Ever faced an opponent with 350+ cooling AND 400+ regen at the same time, while having moderate to high secondary stat caps (550-900 energy cap/550-900 heat cap)? Chances are that player has a QCB (or two, or three!) equipped in their module slots. Do you resign on the spot when you know you already lost because of these secondary stats?
    It wasn't always like this. In fact, it never should've come to this, but here we are.
    The Probably Distant Past
    Let's start the timeline around the release of the Backfire mechanic. People were skeptical of the mechanic's viability in the top ranks. They would ask, "Why sacrifice a lot of HP for a little increase in damage output?" This was certainly the case for the Broken Devourer, Drunk Lightning, and Sacrifice Cannon. Sure, they were lightweight but the meta weapons at the time were equally as efficient without the HP reduction. For a few months, backfire weapons remained largely unused. That was until... the dual mods were released.
    The Recent Past
    The first dual impactful dual module was the Overload Preventor. At a lightweight 25 kilograms, it outclassed its epic-divine counterpart, offering 1.64 energy regen/cooldown per kilogram by itself. That may not seem like much, but when you have 5 extra kilograms AND an extra space in your module slots (when comparing the OP to its epic-divine counterparts), there is an intrinsic value hidden between its numerical stats. An owner of two or more of these Overload Preventors can theoretically place another epic-divine module for free as opposed to sticking with the old epic-divine modules (thus living up to its abbreviation). "Okay, so my opponent gets a free 89/42 or 0/63. Big whoop. They will have lower secondary stat caps if they place 3 of those Overload Preventors, so I can still take them head on!"
    Well, that's the neat part. You don't.
    The More Recent Past
    Here's where our real culprit comes in, the Quad Core Booster (QCB). At only 40 kilograms, it has an edge up on its epic-divine energy and heat module counterparts. Featuring +12/+5 energy/regen and +2/+5 heat/cooldown by stat comparison alone, it is easily noticeable how the synergy with two or three of these can measure up. If you sport 2 of these bad boys, that's 80 kilograms with secondary stats of +208/+98 energy/regen +184/+98 heat/cooldown. But, let's not forget its epic-divine equivalent, a measly +184/+88 energy/regen (same for heat/cooldown) for a combined weight of 100 kilograms. Essentially, you get 20 kilograms for free AND you get better stats AND most importantly, you have 2 extra module slots, and that's only with TWO QCBs. Three QCBs and you've theoretically freed up spare weight for a whole epic-divine module (or two), or better yet, an Overload Preventor!
    The Present
    Now we reach present day. Top ranks are filled with dual modules, and it's quite obvious to tell for anyone that uses a mech primarily focusing on secondary stat "damage". I did not want to bring up the other major module that has impacted basically every rank, since it is mostly irrelevant to the topics I will discuss later.
    There are sales that feature the QCB and can be bought with tokens, though they are quite rare and expensive, but rightly so since they literally give the user a leg up on secondary stat sustainability.
    Dead in the Water
    So, let's talk about some dead archetypes in the top ranks. There are a few exceptions to the following, but unless you have swaths of legendary-divine items to construct these, these archetypes are basically dead because of dual modules (which includes our flexing friend, the QCB):
    Drainers - mechs that focus on depleting the opponent's energy using energy weapons that deal a lot of energy damage (do not confuse it with electric damage). Traditional energy drainer weapons like Malice Beam, Hysteria, Ash Creator, Valiant Sniper (which is not dead), and Unstable Power Cell have a hard time draining opponents that have 350+ regen (duh), especially while worrying about their own secondary stats or HP. More extreme drain weapons like the EMP and its backfire version are really a tale of two cities. EMP rarely sees play in the top ranks due to its "low" drain (400ish when divined) and unfavorable range. Its backfire version, the OEMP, sees a lot of play due to its high drain (almost 500 when divined) and favorable range. OEMP synergizes well with the Malice Beam and Valiant Sniper to deliver 600+ energy damage to the opponent, which is adequate enough to continuously drain many top rank builds in subsequent turns. Any drainer mech without an OEMP/VS nor VS/VS combo is easily lost against mechs with QCBs. Boilers - mechs that focus on providing high heat damage to the opponent. Traditional boiler weapons like the Corrupt Light, Savagery, and Crimson Rapture see no play at the top ranks (well, they never did before dual mod introductions, but now are 60 feet under figuratively). Sorrow, a legendary-divine weapon, has seen sharply decreased play after the introduction of dual mods and especially after the QCB release. The only remaining item keeping this archetype barely functioning is Swoop, but even then, that drone isn't used for pure boilers. Vandal Rage sees no play in the top ranks anymore. Its viability is outclassed by QCBs and the like. Even using 2 Vandal Rages can mean your opponent still has 300 cooling, which is more than enough to keep said opponent out of perpetual shutdown. Heat Bombs are the last remaining boiler weapons that still see some play in the top ranks (but none at all at the very top), but are easily outclassed by the QCB and OP. Really, any element-specific (energy/heat damage) mech suffers horribly at the hand of the QCB. EMP mechs are topping out at rank 4 (previously topping out at rank 2 or 1 based on arena mode), while Sorrow builds top out around rank 3 (previously rank 1 regardless of arena mode).
    The Only Way to Survive
    Since secondary-stat-focused mechs are generally no longer part of the meta, damage-focused builds are the main archetype that remains. This is because the QCB and the OP are less of a direct influence on increasing HP, the stat affected by raw damage and backfire.
    The only problem is that there is less strategy involved with dueling using just damage-focused builds. Players no longer have to think about their energy being drained/heat being topped by opponent combos, and now only have to worry about the big red numbers and the range.
    Counter-Counters
    Some Counters are a special type of archetype that are risky, meaning that facing the wrong mech that focuses on the secondary stat you're vulnerable against is an automatic loss for you, and otherwise, a win. You may have seen physical mechs that have 249 energy and 600+ heat while sporting energy-reliant weapons. That is one common example. Another is an energy mech that counters heat. There are quite a few of these archetypes around. They are more easily spotted by inspecting their secondary stats and resistances. The main reason these exist is because they are almost guaranteed a win against mechs that are more rounded to expect any type of opponent.
    With the introduction of the QCB, rounded mechs can now synergize with other dual modules and free up space for Platings and Resistance Modules. This raises the overall power ceiling for rounded mechs by a large margin, which in turn decreases the win rate for risky counters.
    You might ask, "Okay but risky counters can also get these dual modules for their mechs, right? So how exactly does it decrease their win rate if rounded mechs with QCBs face them?" Well, why do people run risky counters? The main answer is that they do not have enough items to justify using a fully dual-modded rounded mech. Also, it is disingenuous to use a dual module (like the QCB) on an element-specific counter mech.
    Then, you might say, "Well, good riddance. Counters are cancerous anyways and show no real skill." Users that have to build counters are generally gated by lack of items, which also gates their ability to showcase their actual skill. The fact that rounded mechs with QCBs and OPs can defeat a full-on counter to that rounded mech is a testament that QCBs and OPs are ridiculously overpowered.
    Synergy Synergy Synergy...
    So I've talked about this whole synergy thing for a while now, but I've kept neglecting major points unrelated to module synergy. This section talks about what everyone finds out on their own once there's spare weight from when switching over from epic-divine modules to QCBs on a mech...
    Synergy with resistance drainer weapons - earlier, I mentioned that using a QCB instead of two epic-divine [engine] modules grant the user 10 extra spare weight. Well, do you know what also is around 10 spare kilograms? Those legendary-divine backfire resistance drainer weapons. These 8-kilogram weapons are essential to being a top ranker, as everyone and their dogs will sport 100+ resistance in every damage type during a match. Note that if you use two or three QCBs, you can even substitute in another drainer that doesn't have to be legendary-divine! Synergy with scopes - If you have multiple QCBs, you have spare weight for a Scope-8 weapon (Falcon, Flaming Scope, Lightning Scope) or even a more viable Scope-7 (Cockpit Piercer, Cockpit Electrocuter, Cockpit Burner) weapon. Synergy with torsos - having multiple QCBs also allows you to equip heavier meta torsos. For example, many use the Nightmare torso for its recent all-around buff while also keeping itself lightweight (315 kilograms). However, if you currently have epic-divine modules and substitute them in for QCBs/OPs, you can now equip Platinum Vests (346 kilograms and they offer greater base resistance values) while keeping your module setup! Possible Ways to Deal with the QCB
    Nerf - nerf its weight (by increasing it) or nerf its secondary stat bonuses to a more equalized version of the epic-divine engine modules, albeit the QCB still needs to be better than the Energy Engine and Heat Engine combined. Buff - buff the epic-divine modules to lessen the power advantage of the QCB. Introduce - introduce inferior copies of the QCB as rare-divine or epic-divine rarities. Delete - not gonna happen, but it's still a possibility. Just saying. So what's next?
    Alexander gave some lip service on Discord mentioning the inclusion of epic-divine versions of the OP and QCB (instead of doing nerfs), but those inclusions have yet to be seen.
    For now, we will have to wait. Hopefully not forever.
    Author's Note
    I don't have any data to back any of these claims. It really is all common sense and my own personal observations. I can't be bothered with running 5000 matches to prove anything I typed here, so take all of this with a grain of salt. #cringe
    This post can also be outdated in the event that one of the above ways that the QCB can be dealt with happens. Or, other things like buffing literally every other weapon to bring back viability to drainer/boiler (energy/heat) mechs.
    Note that this isn't a rant topic. I've only stated my opinion but I'm not outright just taking the piss out on the QCB or any dual mod for that matter.
    Lastly, it's literally 6 in the morning, so there may have been points I screwed up or things I forgot to cover. Just let me know. Don't even know why I created this topic in the first place... maybe I was just bored.
     
     
  16. Thanks
    Shoultz262 got a reaction from STARWULPH in Unique Item Ranges etc. Vandal Rage   
    Yeah, it looks great. If I remember correctly this was created by @Zarkares, who also made the torso of the same name.
  17. Like
    Shoultz262 got a reaction from OKI DOKI in - - - F l e x - T h r e a d - - -   
    Bruh.
  18. Like
    Shoultz262 reacted to Avrora in why heat will always be better than energy no mater what   
    Not really. You see it from current perspective of double mods/high res era, which had biggest impact on energy mechs.  Don't forget that the energy block your weaponry AND deal additional dmg in 0 energy.  If you look on pre double mods era energy mechs was kinda common in game, cmon there even was energy mainers who devastated arena so hard that even strongest heat players prefer avoid those battles and able take solo top 3. Also 2nd biggest impact on energy was rise of phys mechs, which got most advantage of double mods+ ton of strong items. 3rd impact for energy mechs was swoop buff which reckt whole arena in living nightmare of heat huggers. In all this periods energy mechs never really had huge buffs/advantages like other 2 types. Now problem in that phys is just over-buffed so hard that if you buff energy that gonna down heat mechs in abyss, there need complex balance/buff/rework thing for all 3 classes (not total, but crucial parts)  
  19. Like
    Shoultz262 got a reaction from OKI DOKI in Immortal Blades   
    Thanks, but the clan is mostly full anyway. Plus I'm not really big or into promoting my clan. I just want chill in my clan, since I barely play the game at the moment.
  20. Like
    Shoultz262 got a reaction from OKI DOKI in EMP Drone   
    We don't need a emp drone. Windforge fulfills that purpose as a drainer drone already, it just need to be buffed.
  21. Like
    Shoultz262 got a reaction from White Star in EMP Drone   
    We don't need a emp drone. Windforge fulfills that purpose as a drainer drone already, it just need to be buffed.
  22. Like
    Shoultz262 got a reaction from JamAnime in Immortal Blades   
    Thanks, but the clan is mostly full anyway. Plus I'm not really big or into promoting my clan. I just want chill in my clan, since I barely play the game at the moment.
  23. Like
    Shoultz262 got a reaction from OKI DOKI in Immortal Blades   
    It has declined. Some of our members don't play anymore, and I don't blame them. Overall though, we're still in the top 50-60th place.
  24. Like
    Shoultz262 reacted to OKI DOKI in Hello, I'm Shoultz   
    Welcome. I hope you like 🤡
  25. Like
    Shoultz262 got a reaction from OKI DOKI in Hello, I'm Shoultz   
    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.
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