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  1. #21
    Player
    Airget's Avatar
    Join Date
    Mar 2011
    Posts
    2,612
    Character
    Airget Lamh
    World
    Hyperion
    Main Class
    Botanist Lv 100
    Quote Originally Posted by StomMeisie View Post
    the mechs feel very disposable

    you lose em when you get em and you have a new one ready right away
    You have to learn how to use them and their abilities.

    Cruise Chaser is very flimsy but it's strong if used properly. It moves fast so you always have to be on the move and attack accurately. You have 3 attacks, a close range, a cone and a target AoE but that takes time to cast so you have to anticipate the location of the target granted it's easy to attack slow moving Oppressors or to get them when they are using their missile attack.

    Like the name suggest, it's a Chaser, you literally run and move towards targets slashing them and keeping them on their toes. it's a very AoE based attack so it's easy to disrupt a large group of players if they are bunched up together.

    Oppressor is mainly a Tower crusher however if you take the North Path the bridges and the overall higher terrain is a great place to use it's secondary action to push opponents off potentially killing them, it's something to keep in mind when using them.

    Brute Justice, you have to know how to use their ability, Flamethrower and Mega Beam are very strong to use to take out players but that should only be your secondary objective to prevent dmg on Brute Justice. Your main objective as Brute is to crush Towers with Rocket Punch, it does the same amount of dmg as Oppressor in the time you can reuse Missiles making it a very strong mech for turning the tide of combat.

    The biggest issues players have currently is they focus to much on taking players down. You only want to take out players with your mech is if they have soaring to weaken their strength. When you are in a Mech you shouldn't use it to attack players unless the players are trying to attack your Oppressor but if there is another Cruise Chaser that should be your first target.

    Overall it' just day 1 so people don't know to properly use the mechs so to suggest they are disposable from one day is a bit of a leap in assumption since there are a majority of people who haven't read what the mechs actually do.
    (3)

  2. #22
    Player
    Stormfur's Avatar
    Join Date
    May 2014
    Location
    The World of Darkness
    Posts
    2,790
    Character
    Hex Pathcrosser
    World
    Leviathan
    Main Class
    Dragoon Lv 72
    I think there is going to be another machine that is released after people get used to Rival Wings a bit more. It was from Alexander but I don't recall the name. I remember reading about it in one of the interviews though.

    As far as feedback goes, I also think the matches last too long.

    Overall it's really a fun mode -- I didn't like it at first because I had no idea what I was doing, and I hate feeling that way. But it grew on me! Now we just need to be able to get these gobbie machines as mounts and all will be right with the world.
    (0)

  3. #23
    Player
    Rufalus's Avatar
    Join Date
    Jan 2014
    Location
    Gridania
    Posts
    2,730
    Character
    Lufie Newleaf
    World
    Ragnarok
    Main Class
    Monk Lv 100
    Feeling positive atm so I want to say some positive things. For the large amount of elements in this mode I think it's very impressive that there aren't any big balance issues. Now that people are used to the game and formulating strategies, the matches seem to flow quite well and I have been seeing the core destroyed within the time limit more often than not. All previous pvp modes were highly criticised so I can't fault S-E for trying something completely different. Who would have thought we'd ever get a mode that let us play as Brute Justice. Got to also appreciate the map design having a lot of strategic opportunities.
    (1)

  4. #24
    Player
    Skeks's Avatar
    Join Date
    Nov 2017
    Posts
    1
    Character
    Skeks Marquise
    World
    Malboro
    Main Class
    Samurai Lv 70
    Absolutely love the look and feel of this game mode. I feel the mechs are a good switch up, and having constant objectives means your never just sitting around waiting for an opening. The only issue, as some have brought up already, is that the "Soaring" buff reaaaallly brings the preexisting issue of healers being worth more than dps or tanks to the center of a match. Every match I have played so far, the winning team has been the one with more healers. A healer already out values dps or tank roles in normal pvp, but the problem seems to grow exponentially when those values are multiplied.
    (0)

  5. #25
    Player
    Bernkastelx's Avatar
    Join Date
    Jan 2016
    Posts
    212
    Character
    Clown Conductor
    World
    Lamia
    Main Class
    Summoner Lv 90
    Ranged dps have always been the go to dps for big scale pvp due to their mobility/damage and the simple fact when you move irrationally you can cancel out some melee dps gcds cause of server lag. Also I find it very cute they removed most of melee dps stuns and silences but you let bard keep bind on a ranged constantly moving class top balance right there. I didn't have a problem with healing in the old pvp system because as a monk or w/e melee dps class I could at least manage my cds wait for them to be half stun and burst. I don't have that anymore so whenever I see a healer its a 3-5 min prolonged battle where I lose at the end even with 2-3 other dps its ridiculous. Overall the mode is nice with some minor flaws but the problem is once again SE has shown they no absolute clue how to handle balancing around their poor pvp system.
    (1)

  6. #26
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    • Time of a match: 20mn is fine... but it's often the actual duration of the game itself. I have more and more games where people simply can't destroy a core, so everyone plays the waiting game. It's mainly because defending a base is too easy, thanks to the bottom lane being awful, steam turrets being overpowered and mammets pretty useless. More on these below. But yeah, the point is that the match's flow is completly out of balance. The first phase of destroying towers is way too quick, while destroying the core is way too long.
    • Map design: There's one major flaw with the map. The bottom lane is objectively worse than the upper lane when it comes to getting to the enemy's core. There is a ramp in the bottom line making it extremely difficult to get up there, while the top lane is already at the correct level. The height difference is completly preventing any mecha from not getting destroyed by the steam turrets. This means that whoever controls the top lane has a major advantage.
    • Ceruleum tanks: Competing against the enemies to get them is a thing. But competing against our own alliance to be the first to grab them for our personal party is bad. Like, the feeling is terrible. You feel like robbing or getting robbed by your allies. It's bad. Anyone getting a tank should give all parties 2 points, no matter which party gets the tank. If a party wants some Ceruleum, they should start killing mammet and that's it.
    • Getting mechs: Currently, the player in the team who gets the first mech can completly prevent anyone else from the party to get one if there's enough ceruleum for that player to constantly get one as soon as they spawn. It's a bit lame.
    • Towers: they should do something to enemy players. Simply making people more tanky is not a big enough threat to make defending a doable thing. So, the area of effect should also either deal a little bit of damage to every enemy inside (like 500 to 1000 per tick. Maybe increase over time?), or they should have a healing debuff on them, making them not being able to be healed, or just a bit. People shoudn't be able to rush a turret and kill it 2mn after the match started.
    • Mammets: The timer on the mammets prevents any snowball effect, which means that helping pushing with mammets is extremely underwheming. Besides, the fact that they won't go to their target Tower or Core when in range while an enemy mammet is near is completly nuts. A mammet three meters away from a tower will prefer attacking another mammet rather than going for the tower. This again makes helping mammet almost completly worthless. Mammets should definitly rush to a tower once they enter its circular area (where the buff is).
    • Cruise Chasers: They are okayish, but people are starting to know how to counter them, which is basically "stay under it and avoir the Laser X Sword". A single foot player can take a Cruise Chaseralone by simply doing that. So, I'm not sure where do they fit in the meta? They are good to destroy other machinas, but not tough enough to endure being under fire long enough to destroy any "protected" machina.. so yeah.
    • Oppressors: They are one-trick ponies. They do only one thing. Sure, they do it well, but how boy how boring it is to play them. You are basically walking in a super slow mech and are completly worthless until you reach your destination... And even then, you'll probably get obliterated on the way or only be able to drop one or two missiles. This is not a rewarding experience at all. That feeling of being completly useless for 90% of the time where you're controling one is way too strong. My suggestion would be to give them a skill which is able to deal quite a lot of damage to mammets so you still have something to do while on your way, and aren't completly useless in case of you suddenly are incapable of reaching your target (basically when you are defending from an enemy push).
    • Brute Justice: I'm still not really sure about them. They seem okay but maybe a little bit too resilient. They shouldn't be something people let their tower get destroyed for. At this moment, having a Brute Justice up is almost better than having a tower. 125k HP should be enough.
    • Steam canons: there are way too powerful while also having a quick fire rate and being "free" to use. They either need to be less powerful, or they need to cost some Ceruleum to be activated for a while (with an ammo count, for example?). It's definitly not something fun to play against. Players who reach a core should feel rewarded. Sure, they should feel threatened for being in the enemy's base, but not to the point of getting completly obliterated. Especially when coming from the bottom lane.
    (6)
    Last edited by Fyce; 11-23-2017 at 06:57 AM.

  7. #27
    Player Theodric's Avatar
    Join Date
    Sep 2013
    Posts
    10,051
    Character
    Matthieu Desrosiers
    World
    Cerberus
    Main Class
    Reaper Lv 90
    It has a lot of potential. It's fun.

    Yet the enjoyment is easily and often ruined by an excessive number of bards and healers - both of which are a pain to deal with and have far too many advantages in PvP and few - if any - of the drawbacks that other classes have to deal with. Literally every match I've been in so far has consisted of mainly bards and healers. >_>
    (2)

  8. #28
    Player
    Myon88's Avatar
    Join Date
    Jul 2015
    Posts
    840
    Character
    Myon Miya
    World
    Tonberry
    Main Class
    Viper Lv 100
    I have to say after a couple of days the mode seems to be pretty fun and is holding up well. Matches are steadily getting faster as people get more comfortable with the mode.

    I'm quite pleased with the map design in particular, there's a nice balance between the wide open lanes and nooks and crannies with ceruleum to the side, and there's a good amount of verticality which makes fights quite interesting if you know how to exploit it. The mechs themselves are surprisingly fun as well, and they're a very nice change from playing as a player character all the time. It's fun to get to play as the bosses you used to fight, and cruise chaser and bj really live up to their namesake in terms of power.
    (1)

  9. #29
    Player Beckett's Avatar
    Join Date
    Feb 2014
    Posts
    1,289
    Character
    Beckard Arseneau
    World
    Midgardsormr
    Main Class
    Paladin Lv 92
    Quote Originally Posted by RubyScarlett View Post
    Also, if someone on your team or the opposing team is in a mech, their name should change to reflect that.
    Very yes! So many times I was calling out to my friends, "Look out, here comes a giant enemy... Scholar!"
    (0)

  10. #30
    Player
    Mofafafa's Avatar
    Join Date
    Dec 2014
    Posts
    106
    Character
    Mocha Fafa
    World
    Tonberry
    Main Class
    Botanist Lv 70
    Honestly tho, it will be fun at first few weeks, but it will be stale then. There is very little surprise element in this game mode. The game is fun with the implementation of *warmachine* imo

    I'll try to propose a few idea to improve Rival Wings.

    Fog of War related mechanics
    1) Remove the *war machine* icon on the map until its sighted by any alliance member, its to instill the element of surprise
    2) Implement *sight ward* mechanics to provide vision for that area, in exchange for 20 ~ 30 Cereleum Fuel. For a duration of 1 ~ 3 minutes per use.

    War Machine Mechanics
    1) Killing mammet will provide health point around 3 ~ 5% HP per kill
    2) Repair zone in base. <------- honestly it will either be inefficient for 2 basic machine and will be over powered for brute justice


    Mammet mechanics
    1) Having the Mammets to attack players, the aggro would be transferred towards player if the player attacked another player.
    2) Increase the number of Mammets as the timer goes on, Eg: every 4 minutes + 1 melee mammets & caster mammets.
    3) When Enemy Tower is down, the respective lane's mammets will be either buffed / stronger, or having +1 strong tank mammets.

    I guess this is my idea for now, might have more in the future.
    (1)
    Last edited by Mofafafa; 11-23-2017 at 01:51 PM.

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