- 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.


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