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DefinitelyNotTrophy

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  1. Like
    DefinitelyNotTrophy got a reaction from kittynekoneko 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.
     
     
  2. Like
    DefinitelyNotTrophy got a reaction from Shoultz262 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.
     
     
  3. Like
    DefinitelyNotTrophy got a reaction from Dark conon mech in Are you a football fan?   
    texans (sad) and chargers (the san diego kind, not the los angeles kind)
  4. Like
    DefinitelyNotTrophy got a reaction from The_Real_Ramsay49 in Are you a football fan?   
    texans (sad) and chargers (the san diego kind, not the los angeles kind)
  5. Confused
    DefinitelyNotTrophy got a reaction from Santa Claus in Clash Royale   
    its 2022 and youre using ebarbs and egolem... disgraceful
    be classy and play splashyard
     
     
  6. Like
    DefinitelyNotTrophy got a reaction from OKI DOKI 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.
     
     
  7. Like
    DefinitelyNotTrophy got a reaction from Benja07 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.
     
     
  8. Like
    DefinitelyNotTrophy got a reaction from Wolf. 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.
     
     
  9. Thanks
    DefinitelyNotTrophy reacted to Pavke in Forum Tournament - Police Mechs 🚓🚓   
    Hello Pilots,
    I'm super excited to announce the Police Mechs community tournament! If you were a user of Tacticsoft's forum you may already know what this is because we already organized few tournaments like this. For those who are unfamiliar what the tournament is about I will explain it shortly, but first I want to thank @Marija and @Fluffeh who will help me out with this event! 
     
    What is Police Mechs tournament?
    The main idea of this tournament is to bring community closer together and have some fun by battling in ways you wouldn't do in a real match. I think we all can agree that sometimes we just want to try something new, something that just feels out of place. That's why I think this tournament will be a great chance for it and you will see why too after reading the rules!
     
    Rules
    1. Only common, rare and epic items allowed. Legendary and Divine items cannot be used in this tournament. This way no matter are you a rank 1 or 10, you have equal chances to win.
    2. Item level cannot be higher than Epic level 1. Commons and Rares can be upgraded. Reason for this is that we don't need unfair advantage by having higher levels items than your opponent. This way it stays balanced.
    3. You must use Energy and Heat weapons only. Physical items are banned from this competition except for charge and modules.
    4. You must use at least 2x Energy and Heat weapons (torsos, legs, drones or any other special doesn't count for this requirement). This is so the name of tournament make sense.
    5. Heat Bomb, EMP, Firefly and Electrolyte are banned. 
    6. Legacy items are not allowed. Some of them could provide unfair advantage over the players who can't get them anymore.
    7. Battle is done in 1v1 format.
     
     
    How can I Sign Up?
    To enter this competition you need to do the following:
    -After creating your mech for the tournament you will need to send it privately to me on forum along with your INGAME name. 
    -You need to screenshot every category of your mech. This is so we are 100% sure you follow the rules. Any unregistered change will result in disqualification!
     
    How long will the Signing Up last?
    Exactly one week. Participants will have enough time to make their mechs and collect missing parts if needed. Any late entry or update on your mech will not be validated!
     
    Where can I check who is my opponent and how much time do we have to finish our fight?
    After the signing up period ends you will be able to find out who is your opponent here a day later. You have 2 days to finish the fight and the replay code of the match must be sent here. It's up to both sides to decide do they want to play with pads or not. If someone happens to not get an opponent in the first round that player will get a free pass to the next one.
     
    Rewards
    This will probably be the favorite part of the topic for many, but with a good reason! The rewards for this tournament are:
    1st place: 3000 tokens
    2nd place: 2000 tokens
    3rd place: 1000 tokens
    But that's not it! Depending on the number of participants we get, random players will get a FREE pack for just deciding to participate, so if you lose you still have a chance to get some rewards! The more participants we have, more people walk away with a free pack so make sure to spread the word 😉
     
    If you have any other questions about the tournament, or have any ideas for tournaments that might happen in the future, make sure to join this club! Again thanks to Marija and Fluffeh for making this possible!
     
    Good luck on the battlefield!
     
     
     
     
  10. Like
    DefinitelyNotTrophy got a reaction from Dark conon mech in After months of buying Premium Packs...   
    you get used to it
  11. Like
    DefinitelyNotTrophy got a reaction from AftoKrator 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.
     
     
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    DefinitelyNotTrophy got a reaction from Coddiwomple in I quit SM lol   
    bye and welcome back
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    DefinitelyNotTrophy got a reaction from Bring live your dreams in - - - B A L A N C E T H R E A D - - -   
    because the 11th upgrade was such a late addition to the arena buff shop that everyone had at least thousands (if not tens of thousands) of arena coins
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    DefinitelyNotTrophy got a reaction from Dark conon mech in - - - B A L A N C E T H R E A D - - -   
    because the 11th upgrade was such a late addition to the arena buff shop that everyone had at least thousands (if not tens of thousands) of arena coins
  15. Like
    DefinitelyNotTrophy got a reaction from OKI DOKI in Top Clan Politics 2: Reevaluation   
    and thats why u join btb 😉
    #shamelessplug
  16. Like
    DefinitelyNotTrophy got a reaction from SC2A in A practice test on Titan   
    no, that ruins the purpose of the titan
  17. Haha
    DefinitelyNotTrophy got a reaction from boomboomsticks in I need relationship advice   
    im sure the supermechs relationship guru will give you perfect advice
  18. Thanks
    DefinitelyNotTrophy reacted to Spam in A thread where you can only say "same"   
    Same
  19. Like
    DefinitelyNotTrophy got a reaction from Coddiwomple in Buff Zarkares   
    iirc alex said zark had "its time in the sun"
    basically never to bring it back to relevance again
     
    though i have to say its a terrible reasoning
  20. Haha
    DefinitelyNotTrophy got a reaction from OKI DOKI in Top Clan Politics   
    i mean we really arent competitive in any way 
    like u can just be afk here forever and its ok
    but if u insist 🤷‍♂️
     
    oh wait also ur alt is here too... was it timelapse or something
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    DefinitelyNotTrophy got a reaction from OKI DOKI in Top Clan Politics   
    theres pb, bbb, and a few others 😉
     
    currently a top 60 clan
  22. Like
    DefinitelyNotTrophy got a reaction from OKI DOKI in Top Clan Politics   
    wanna rejoin btb?
  23. Like
    DefinitelyNotTrophy got a reaction from Burn Baby Burn in Top Clan Politics   
    theres pb, bbb, and a few others 😉
     
    currently a top 60 clan
  24. Like
    DefinitelyNotTrophy got a reaction from Burn Baby Burn in Top Clan Politics   
    wanna rejoin btb?
  25. Like
    DefinitelyNotTrophy got a reaction from Atusiff in Super Mechs e-sports competition ruleset concept   
    i would just ban every mythable item
     
    return to goat
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