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Santa Claus

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Posts posted by Santa Claus

  1. On 12/13/2021 at 4:41 PM, Pavke said:

    PSX_20211211_202911.thumb.jpg.8de0b355126303b3651330b00283d920.jpg

    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!

     

     

     

     

    a lot of tokens for a tournament

  2. On 1/10/2022 at 12:23 PM, Electro said:

    More diversity of challenge, here is a proposal idea of challenge :

    a mech is presented (same for everyone) and you have to finish the level with this mech, no revive or hp bonus with premium .

    umm I feel that this game doesn't require much strategy though because it is turn-based.  I think people will think the same idea as one another OR players will copy the challenge strategy in Youtube or something maybe.

    but it does allow F2P players who don't have good weapon has a chance of completing the challenge.I'm not sure if it make sense hmmm

  3. 46 minutes ago, OKI DOKI said:

    correct. For a free to play is grind and that include a pay to win. No matter what you are slave of grinding to move your account up on power. As an old person who play electronic games since the 70's I always did the basic to become strong. I was always in arcadia on top spot in all my local areas games and used to compete and get local rewards and used to play giving me free tokens or better say opening the door and add free plays for me as an attraction people around me and to make them spend the money. Those days was the way to play and have fun with locals or crossing towns and cities. 

    You want to become strong, farm. I am not an old player here but now I have 192 MYTH parts and 182 L50 at this moment in OKI DOKI acc and in my OD. FARM I do have 171 Myth parts and over 140 at L50. 

    Sure, don't follow other people ways. I recommend you play according to your conditions on life and do not look other people advancements over you because if you do you will be frustrated. Just play your way and have fun with it and sure if can get some advice to set up something can be good. I do that for me. People are top on R1. I play at R3 or lower. I have power for R1 and be R1 every season if play for it. I don't have time to play serious and from start my basic was not to compete instead to level up and make parts for fun fights configurations not thinking in to win and get rank and as my intro in this game I stipulated those comments.

    I did compete as test playing serious last year for 3 months only to see my capabilities against the best and pro players of this game and I was able to get full R1 stars every season and get my top AP at 268 and no more because I dropped rank to R5 to help on war. I was spot 1 for solo medals. I do not care about medals etc or be an R1 regardless of if I focus, I can reach those levels and do proper set up to my mechs for combat thing I don't do generally speaking. 

    Play as you feel not as others ask you to play telling you it is a waste of account or time. It is a game and just have fun with it. Make good friends that match your thinking and feel with comfort to talk to them and can have fun.

    I was solo player mostly now half of the account life. No clans. The reason I needed focus on my game and learn on my own not following the crow and their points even are logical and with common sense instead I do experiment one after another at all rank levels for my learning and entertainment. I test whatever taking losses every week. I do not care; it is the fun to try even knowing you will lose making an no sense mech. You can see the difficulties and try to win knowing will lose. I have done this since I started, and my niece also did when she played OKI by herself. 

    No matter your progress level and for how long instead enjoy the ride step by step what you do for your fun in this game. 

     

    but I can't imagine being serious in a game though unless esports

  4. 26 minutes ago, OKI DOKI said:

    Yes and no. I advanced the levels will pure regular free fuel. I was calculating the amount of arena shop advancement and my focus was more on fuel and regen instead of the other options to fortify my mechs. In order to move faster on level up it does require fuel and regeneration for that fuel. If arena shop is low on those 2 items, then the progress will become slower. 

    Also, the timing how to pass level one to another it is important. The percentage on a particular level it does get harder as higher you go in normal way except at some points.

    Let say you are at level 199 crossing to 200. At that level the percentage of progress for a 1-time grind let say in OD6 "BEST PLACE TO FARM" on level up will be I think at 0.3% per 7 fuels, over 9.6k gold and 19k XP. I forgot but just do the math and to reach 1% of that 100% to cross to level 200 it takes very long on farming. Calculating that percentage and using properly the fuels you can target 100% and still not crossing and by that time you need to ensure your fuels are at 7 as last run to cross and you will be granted full fuel regen. Every level needs to be observed properly and make moves to lower farm areas sometimes to get the full crossing.

    Players don't get it, but I focused on level fast to get ton of gold fast enough to move mech power and develop ton of parts. Now, all depend on your focus on the game. Some go for power to start and move up with a mech or two as fast possible increasing resistance and damage in arena shop.  

    The early level does change really fast grinding and those are easy to move up till level 70-80. In a month or 3 weeks you can have an account at level 70 farming all day around. 

    What I did was to time the fuel regen before bellying up and consumed. You need to observe how fast regen and how much fuel you have and during the day check on your phone and in few min, you have a fuel drained and starting the regen from zero. 

    I have the ability to use comp and phone for grind when I can, but I am busy in life and my pvp is very limited so the best approach for me was grind hard from start.

    Also, to answer your question again I forgot that yes and no. Someone asked me same question and I had no idea about the fuel purchase with tokens since I was playing for free with my niece. When I was around level 218-226 range, I do not recall when, but I think I added comment in the old forum when I did, I was curious what was that thing of fuel buy and one time I wanted to test why players were waiting tokens on that having free fuel regen and tested 2k tokens of fuel at a particular level on that range.

    Also, there was 1-3 items I decided to get on summer that came with fuel during TF administration and that added extra 100 fuel or so per item. The rest was pure grinding for free.

    In my other acc O.D. FARM I was able to reach level 250 faster in 8 months flat. I had the understanding better to farm and O.D FARM is a younger account. 

    Forgot to mention that leveling up will grant you the extra fuel since arena shop do not complete the full amount of fuel. To get the full you need to max arena shop and pass beyond 225 level or so "I do not remember well" and by the end your max of fuel will be 95. 

    In order to speed up the process making parts I was making rare parts from common and epics from rare. Why? OKI DOKI account was terrible and still terrible granting epics one of the reasons I save them. No just the game was not granting basic module for ener/heat but granting basic parts was horrible. Many players that started with me they became top when I was basic R10 but I had my ways to keep grinding and advancing then fortune boxes started to grant goodies and with my farming I advanced faster and surpassed them on level and power. 

    There are basic in this game but the most important it is the grinding level you do not the parts alone plus fuel for a free to play. For P2W with old accounts silver box can do whatever to buy ton of boxes and get gold and move up faster with money on hands.

    it sounds straight forward just grind

  5. rank 10-7 is where I stuck the longest

    10 hours ago, OKI DOKI said:

    No, maybe was a different person.  I think if not wrong there was an oki doki not capital when I started this game with my niece. Sure, you might be got in contact with her because I created this account with her to play with her nephew an old player of this game.

    This is OKI DOKI birthday. Tuff words for some people saying I was a liar in the old forum according to the account speed progress farming. Yup and still progressing a bit slower but close of what used to be with low wins and constant farming. Now 192 myths and of those I have 182 at L50. Hard work just to say. 🙃 Just in 9 months I was L250 farming legally. 👍

    image.thumb.png.fc90ed25d14f552740eca98835f1637d.png

    picture is from 8/6/20

    old forum. I joined back on 5/18/20 I think 

    Do you spend tokens when out of fuel in campaign?

  6. 10 hours ago, OKI DOKI said:

    No, maybe was a different person.  I think if not wrong there was an oki doki not capital when I started this game with my niece. Sure, you might be got in contact with her because I created this account with her to play with her nephew an old player of this game.

    This is OKI DOKI birthday. Tuff words for some people saying I was a liar in the old forum according to the account speed progress farming. Yup and still progressing a bit slower but close of what used to be with low wins and constant farming. Now 192 myths and of those I have 182 at L50. Hard work just to say. 🙃 Just in 9 months I was L250 farming legally. 👍

    image.thumb.png.fc90ed25d14f552740eca98835f1637d.png

    picture is from 8/6/20

    old forum. I joined back on 5/18/20 I think 

    Sheesh,I only gained extra 34 levels withn 4 years, I haven't done a lot work compared to you.

  7. 2 hours ago, DefinitelyNotTrophy said:

    its 2022 and youre using ebarbs and egolem... disgraceful

    be classy and play splashyard

     

     

    Many other players use it,I am more of an x-bow player.It hard counters my x-bow

  8. On 11/18/2021 at 11:56 AM, DefinitelyNotTrophy said:

    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.

     

     

    so TRUEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

    On 11/18/2021 at 11:56 AM, DefinitelyNotTrophy said:

    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.

     

     

    woah a whole essay .I agree 95% of the statement

  9. I care about my hobbies a lot ,school and health thats about it

    On 1/3/2022 at 3:08 AM, AftoKrator_ said:

    tbh, as a 16 year old, SM and this forum is on my top 5 things i care about in my daily life. probably 4th place actually. 

    number 1 is school/grades/health obviously. number 2 is avoiding my mom's temper (very complicated... and hard). number 3 is anime. 4 is SM. and 5 is my friends on discord. 

     

    question:

    also, what clan are you in? like the most recent one. 

    hopefully you guys are all well with the pandemic

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