the mechs feel very disposable
you lose em when you get em and you have a new one ready right away
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.



Agree with a lot of the feedback in here already. Additionally, I hate the mammets. With a passion. From a controller point of view, it's what my game wants to default select. Even if there's an enemy with most of his limbs dangling off his body, limping away 2 yalms in front of me that game says 'Oh hey, how about you select this mammet instead?'. Give me a way to hide them, or just remove them completely. Add them to targeting filters or something.
I'm also disappointed that there are no achievements for player kills in this mode and that player kills here don't add onto the Slaughterhouse/Hand of Mercy titles. I understand why there isn't, because in a mech, you can rank up high player kills/dmg numbers easily. But everyone wants to pilot the mechs or nothing and that gives little incentive to the PVP nature. I wish there was more actual Player VS Player benefits rather than Mech vs Mech/Towers.
Also, if someone on your team or the opposing team is in a mech, their name should change to reflect that. Targetting an enemy controlled mech still reads as their job, and on a battle field cluttered with so many other things (curse you mammets), it's hard to know if you've selected an actual opposing enemy or the opposing enemy in the mech. Again, more of an issue for controller/console users.
Once you get the hang of what things do, it's a pretty fun mode. Though I think it could benefit from a tutorial when you unlock Rival Wings - even just to explain about the Soaring buff or the CE. It is possible to zerg still, and hella satisfying when you manage it.
Gonna actually have to disagree with you on that one. Been running a light party with some friends of mine, using a 1/1/2 comp to harass/chase players off and damage towers. Sure, you don't get the huge chunks of HP flying off, like you do when an oppressor hits it, but when your party already has your two ops out, you're limited to a CC, and might as well stay on the ground for the most part, since CC will do less damage to a tower than a player can, and also cannot heal. You can have a light party park itself on an enemy tower, and refuse to yield, racking up damage until more than a handful of players come to stop you, which also pulls them away from the lane you have your mechs rolling down.


Minions need a big buff IMO. They're basically a non-entity. They can be completely ignored all match and it makes no difference, the only benefit is that they grant ceruleum on kill which is nice but you could just pick up tanks or control mid instead.
In a traditional moba if you ignore minions, they amass in huge waves, taking down structures on their own. I feel like it'd add an extra layer of depth if minions dealt more damage to towers so as to incentivize killing enemy minions so yours can push, and to give teams something to worry about if they're not defending, lest they allow a huge wave of mammets to backdoor their towers or core.
I think it would be great if they added the Gobwalker as a vehicle to use. A support vehicle that stuns, pulls people, does okay damage, higher mobility, and easy to destroy(15-20kHP?). For maybe 25 CE and able to have 4 in the battlefield.
Last edited by Magic-Mal; 11-23-2017 at 04:18 AM.


I love this mode as is honestly. It works as intended and its strategy is sound. Communication is really the key to winning when it comes to calling out enemy forces and the like. The only thing I am meh on is the Soaring. But other than that, I see zero issues. However I like the idea above. I'd like to see more of a cc mech as well that can hinder enemies better.
They also need to adjust the targeting in this mode.
"Within each of us, the potential for great power waits to be released."

Putting these two posts together, it would be awesome if you could spawn Gob Walkers as 'super minions' (maybe 15-20 CE each?)... getting a whole pack of them pushing down a lane, supported by players and few mechs would be a force to the reckoned with.Minions need a big buff IMO. They're basically a non-entity. They can be completely ignored all match and it makes no difference, the only benefit is that they grant ceruleum on kill which is nice but you could just pick up tanks or control mid instead.
In a traditional moba if you ignore minions, they amass in huge waves, taking down structures on their own. I feel like it'd add an extra layer of depth if minions dealt more damage to towers so as to incentivize killing enemy minions so yours can push, and to give teams something to worry about if they're not defending, lest they allow a huge wave of mammets to backdoor their towers or core.

I had a lalafell in white and green glam that went hunting down cruise chasers, 10 stack soaring full match and no chaser of enemy team lived long enough to see the end match
1) Non-mech players are more important than people seem to think. Of course, that depends on how productive said player is. If they're going to be constantly attacking some random tank when the enemy has like 2 healers near-by and a mech or two, then no, they're fairly insignificant. But players are actually very dangerous to Chasers and Oppressors. All it takes is one fairly focus ranged DPS to stay on a Chaser and unless the Chaser wants to be dead within the minute, they need to respect even that just 1 DPS and back-off. Especially since Chasers have no real defense against 1 highly mobile player.
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