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  1. #11
    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.