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  1. #31
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    It's seriously getting frustrating how badly your team can suffer if someone incompetent gets their hands on a Brute Justice.

    One of them spent the better part of the game trying to kill mammets, completely disregarding that none of its moves cause high damage to them...
    (1)

  2. #32
    Player
    Bernkastelx's Avatar
    Join Date
    Jan 2016
    Posts
    212
    Character
    Clown Conductor
    World
    Lamia
    Main Class
    Summoner Lv 90
    After 50 games can explain obvious flaws that I am shocked past development.

    First there is a cheese with opps going north to hit core there is a sweet spot that is out of cannon's firing range. (Yes you can hold ur armies there and defend w/e the point is its still there).

    Second left 4 dead has a random mechanic where its RANDOM which infected becomes a tank at a certain point during a stage. I refuse to believe in 2017 SE still doesn't know how to implement this for mechs.

    Third mammets are so bad and pointless take league of legends for example, you are able to build waves up to smash into enemy turrets and they also make it so you do more dmg to them when they are attacking the turrets, not possible with the mammets. IDK what they were thinking but they decided they should only live for about 1-2 mins you can see the debuff if you click on them. They do give CE if you kill them but you are better off searching mid or north and south for tanks.

    Fourth probably the most annoying one is elevation issues. The way this game is design is attacks happen on a certain elevation. There will be times where lets say a mch is on a little ledge you are wasting time trying to hit them with lets say a flamethrower as brute justice. Until you walk all the way around and get on the same altitude you cannot hurt the mch. That is just one of the many scenarios i've run into and there is plenty more where elevation its just annoying to deal with mainly in the south lane.
    (1)
    Last edited by Bernkastelx; 11-23-2017 at 03:30 PM.

  3. #33
    Player
    Bernkastelx's Avatar
    Join Date
    Jan 2016
    Posts
    212
    Character
    Clown Conductor
    World
    Lamia
    Main Class
    Summoner Lv 90
    Those were just major flaws that bug me to oblivion now if you are trying to get the mount here is some tips.

    First lets talk classes ranged are the best at persuading chasers to back off and doing dmg safely overall. We all know the deal with that. Healers are soooooo good in this mode controlling mid is a big factor for resources. Healers just require so much coordination and communication to kill with low parties that you are most likely not going to see in pugs. You have probably seen me raging about it but yeah they can fend off 3-4 people while killing them off by themselves "Pretty annoyed at this make them do one thing or the other why is it both?". Making them one of the best for holding mid which imo has 60% of the CE resources. Yes north and south have the resources but they are scattered and not as much as you would be getting in mid.


    Second Mechs, if you take the time to read the abilities they tell you what is most effective against what. Chasers goals are to kill mechs and players. Use 1 for mechs, 2 and 3 should be used for thinning out players. Oppressors only dmg structures, that is your main focus, 1 pushes players away from you "Great to use on the bridge in north lane to knock them off", and 2 shoots the big missile. You do not have to hit the tower directly to do dmg to it. The missile being near the tower will dmg it. Also you can shoot near a little past half way to hit the tower."Get real tired of seeing opps walking into their tower circle thinking they have to be that close." Also UNDER NO CIRCUMSTANCES waste your abilites hitting the mammets as a mech you do less dmg to them and see above they are a waste of time. That is just some basics to dealing with this 100 win grind GL going to need it.
    (3)

  4. #34
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    I would like to be able, as a healer, to target player from other groups in the alliance with a controller. It is extremely annoying to see team mate dying without being able to heal them
    (0)

  5. #35
    Player
    KageTokage's Avatar
    Join Date
    Feb 2017
    Posts
    7,093
    Character
    Alijana Tumet
    World
    Cactuar
    Main Class
    Ninja Lv 100
    They really do need to alter the terrain somehow so coming from the north or south with the Oppressor is equally viable for attacking the core, since when you only have one viable angle of approach it's that much easier to defend the core, which in turn tends to make games drag out until a timeout occurs once both towers are down.

    As it currently is, coming from the south is suicidal as you need to travel further to reach a vantage point that you can aim at the core from and have to worry about the cannons blasting you the entire time. Coming from the north only leaves you exposed to cannon fire for a moment while you're going to the safe zone.
    (0)

  6. #36
    Player RiyahArp's Avatar
    Join Date
    Oct 2017
    Posts
    1,471
    Character
    Riyah Arpeggio
    World
    Exodus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Sylvain View Post
    I would like to be able, as a healer, to target player from other groups in the alliance with a controller. It is extremely annoying to see team mate dying without being able to heal them
    If you are using a ps4 controller, the center button is a mouse pad. Move your cursor over to the alliance list, tap it on a player "box", and you can target them.
    (0)

  7. #37
    Player
    Cidel's Avatar
    Join Date
    Jun 2012
    Location
    Bastok
    Posts
    1,476
    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.

  8. #38
    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)

  9. #39
    Player
    Aramyth's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    239
    Character
    Ara Myth
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    The matches need to be longer in duration and some of the maps need to be smaller.

    Mounts deed to die in PvP. Mounting up in battle arenas is not a good thing. If I have to mount to run from my base to the next tower, it's too far. It's less evident in this new PvP map, but in the old ones you spend all your time running from objective to objective and barely any time killing people.

    There needs to be more PvP in PvP.
    (0)

  10. #40
    Player
    ThirdChild_ZKI's Avatar
    Join Date
    Jan 2014
    Posts
    3,229
    Character
    Lace Valeria
    World
    Jenova
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Aramyth View Post
    The matches need to be longer in duration and some of the maps need to be smaller.

    Mounts deed to die in PvP. Mounting up in battle arenas is not a good thing. If I have to mount to run from my base to the next tower, it's too far. It's less evident in this new PvP map, but in the old ones you spend all your time running from objective to objective and barely any time killing people.

    There needs to be more PvP in PvP.
    Matches can go pretty fast if teams don't defend the right locations. The generator is like Mini-Seal Rock. Lots of PvP happens there. Same with the caves. The map is big because of the mounts. If it weren't it really would be too easy to reach target locations too quickly.
    (2)

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