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  1. #1
    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.

  2. #2
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,501
    Character
    Cidel Paratonnerre
    World
    Hyperion
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Fyce View Post
    Time of a match: The first phase of destroying towers is way too quick, while destroying the core is way too long.
    This really does seem to be the case. But I also think that might be their intention. They want people to feel like just because their core is vulnerable and the other team still has a tower or 2- that coming from behind and winning is still a possibility; that seems to be a big thing for their PvP designers.

    Map design: There's one major flaw with the map...
    I guess to add to this is a little nitpick I have: Raven's side has to approach the middle basement (with the tanks) at a noticeable angle compared to the Falcon's side, who can run directly to it from mid. It feels like that allows Falcons to get there a precious second or 2 quicker since it's a head-on run from the top. Not sure why the map designers felt the need to make the cave entrances unequal.Maybe other people are seeing something I'm not design-wise.

    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.
    I think that was the intended trade-off for the tanks. Otherwise, people would camp the cave the entire match and just accrue alliance CE the whole match; that's what the generator is for. I suppose the idea was to either leave when you get enough for your party to summon a mech or communicate something so it doesn't feel like a competition amongst your alliance (communicate in a Frontlines match? I know, the horror, right?).

    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.
    Yeah, I see this as a problem as well. Luckily, most parties I've been in can agree on who should pilot or say nothing. I've also had parties where nobody is going into a mech (I'm mostly a healer, so I won't under normal circumstances). The only way to avoid a single player mech-hoarder unfortunately seems to be camping the mechanism when you see them low on health. Maybe in the future they can give a temporary debuff after being knocked-out in a mech that does not allow you to pick another until it has worn-off.

    Towers: People shoudn't be able to rush a turret and kill it 2mn after the match started.
    I don't have much of an opinion on what to do with towers, but I can honestly say I have yet to see a "2 minute zerg-rush/kill tower" in the 30-ish games I've played. I feel like if you let that happen you either have a team full of the worst tunnel-visioners/ map ignorers or something is seriously wrong with majority of your team and foreshadows a magnificent loss.

    Mammets: 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).
    Yes, Mammets have this weird uselessness to them, but I'm wondering if they're more intended to be CE-fodder for the other team rather than of any help to their own team. Someone brought up Mammets being in the way of enemy target-tabbing, which almost sounds like an intended nuisance. I don't care much about them right now, but do people feel like they need to have more impact?

    Cruise Chasers: People are starting to know how to counter them... basically "stay under it and avoir the Laser X Sword". A single foot player can take a Cruise Chaseralone by simply doing that.
    Working as intended, I'd think. I don't think Cruise Chasers are meant to wreck havoc so much as they are meant to advance stalemates and be the glass cannon answer to other Mechs. Players on foot need to be on the lookout for players attacking your team's Chasers, so no, Chasers aren't some 1-man army; they should be sticking with either other mechs or players on foot. This is why I say players not in mechs are more important than people make them out to be (but smart mech usage still wins games).

    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...
    That's the thing, this mech is about as fun to do as running around picking up ceruleum tanks, but is just as vital in the bigger picture. I'll never understand why some people will pick this thing as the alliance's 1st mech in the battlefield without knowing if there are any Chasers otw or communicating their intentions. But it's the go-to thing for wrecking towers and the core. These mechs need to be picked-up by meticulous and team-oriented players- and they seldom do. "It's a boring job but somebody's gotta do it."

    I don't think they can give it much more with the sole intention of being "not boring" when it's not out to fulfill it's purpose. If this thing could mow through mammets it needs to not get CE per kill, or this thing will be a non-stop generator of easy CE for itself.

    Brute Justice: I'm still not really sure about them.
    Me neither. When you're up against one with little help they feel overpowered as heck (intended, I'm sure). But if you have more than one Chaser alternating running-in with the instant-kick skill, the Brute is limited in what it can do at point-blank range without back-up. The skill of the player in it will make or break a match. I've seen Brutes sit there and eat punishment while spamming everything they have with no particular strategy and go down in less than a minute by focused teams. Others have been played more conservatively and become a menace for good chunks of a match.

    Steam canons: there are way too powerful while also having a quick fire rate and being "free" to use.


    Oh god,
    I agree.I get that they are meant to be a strong last line of defense, but the rate of fire seems too quick. I'd trade a bigger AoE marker for an extra 2 or 3 seconds in between rounds. I don't see the devs nerfing this turret too much though, since I'm willing to bet they'd rather let players have a fighting chance if they're under attack in their base rather than everyone sit there and assume they've lost. I just don't think many people know the way to deal with turrets (have people/Chasers rush up to it and hit them in there fast) and want to ignore players in them but get upset when they find out that's not necessarily a good idea.

    Good feedback though.
    (2)
    Last edited by Cidel; 11-23-2017 at 08:44 PM.

  3. #3
    Player
    ImagiNation's Avatar
    Join Date
    Feb 2017
    Posts
    34
    Character
    Imagi Nation
    World
    Balmung
    Main Class
    Weaver Lv 69
    Mid would be more exciting like if it had Refurbisher. Also spent all my tp on Dragoon on a healer and they where still alive. Would like a real balance patch or explanation why they make these decisions.
    (0)

  4. #4
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    Quote Originally Posted by Cidel View Post
    I don't think they can give it much more with the sole intention of being "not boring" when it's not out to fulfill it's purpose. If this thing could mow through mammets it needs to not get CE per kill, or this thing will be a non-stop generator of easy CE for itself.
    If you were able to decimate mammets with an oppressor, it wouldn't really matter if you gain CE or not. Not only you are denying a lot of CE for other players who won't be able to deal enough damage to mammets, but also your party already has an oppressor, so you'll be sitting with 100 CE without any way to spend it until the oppressor gets destroyed.
    Or, if it's too worrying, just make the mammet-kill skill use something like 500 energy total to kill a mammet wave, so you'd have to recharge constantly, spending the CE you'd earn by killing mammets. (500 energy is what you get back with the recharge skill, which cost 25 CE. So killing a wave of mammets would make you lose a total of 5 CE, so you wouldn't be able to do forever).

    There's also another idea: allow oppressors to weaken the nearby mammets instead of killing them (give them a high vulnerability or lower their HP drastically). That way, either other players would kill the mammets or your own mammets would. It'd prevent the oppressor to "farm" CE, while also making people focus more on staying around an oppressor to benefit from killing mammets.

    Anyway, Oppressors are not fun to play 80 to 90% of the time. That's the main point. Being able to do something to mammets was just an idea to keep pilots busy when they are on their way or when they can't reach their target.
    (1)