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 Post subject: Long Feedback on the new patch
PostPosted: Thu Oct 03, 2013 5:48 am 
Corporal
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Some of the points stated out below may have been mentioned before, but I wanted to sum up the various points in one posting.

Availabilty:
Before the update the rare items were better than the common stuff, but they were available to everyone. As a consequence, most players (especially at higher levels) were using rare torsos, legs and weapons. They had to save money for it, but they could plan their builds in advance and could learn from other with combinations seemd to be good. Now you have to gamble and might end up wasting a lot of money without receiving something useful.

Superiority:
The legendary items as top notch are far stronger than the common stuff, while also having less level requirements. As a result, people equipted with these items will win battles easily. No matter how hard you try, if your build if bad, you cannot win. In the past, you could remodel your build, but this is no longer the case (see above).

Level Cap:
Since the levels have been narrowed down and the hard level cap of 20 remains, so you cannot try to flee down to lower levels. This also eliminated the use of the Lucifer torso.

Resistances and Shields:
The effect of resistances has greatly increased, because the weapons damage was greatly reduced. If combined with goog shields, it becomes hardly possible to deal damage to the opponent, resulting in extremly long, but boring battles. This is also a problem in PvE, where the old problem of the high resistances now becomes even more extreme.

Fusion Core:
The idea of the fusion core is nice, but the bonus created needs a level adjustment. For a lowlevel weapon, a +1 damage is nice, but it hardly matters for a level 30 weapon. Also it is extremly expensive to upgrade the highlevel items. The +5 HP bonus for a torso is also extremly low, if you consider that higher level torsos have over 200 HP and once again, it is expensive to upgrade.

Switching stuff:
Because of the random change of items, now some people have extremly good stuff, while others only received junk items. This has caused PvP to be even more predictable than before. You may also have several similar items, like the now legendary torsos Mamut and Dragon, which are on the same level. So you only choose the best combination and discard the rest.

Degrading swords:
The swords now deal less damage than the legs. Especially the old knockback swords now only deal damage, but also cause heat, making them inferior to fire swords.

Price Money:
Because you now have a lower level, you gain far less money for a fight. This makes saving for upgrading (via fusion core or boxes) very long. The grind factor has increased.

Good points:
As critics mean to cover every aspect, there a some changes with actually improved. Now it is easier to carry enough missiles with you, as you only need one storage modul to have a proper supply. Also the torsos are now capable of carring more weapons and modules (although not every torso is equipted with a full set of 6 modul slots). The fusion core is also a nice idea, but needs tweaking.

Result:
If taken into account all the changes and their impact on the PvP as the main part of SM, the new patch has caused severe damage. It does have a lot of potential, but it needs lots of improvements.


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 Post subject: Re: Long Feedback on the new patch
PostPosted: Fri Oct 04, 2013 8:42 am 
Lieutenant Major
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Availability.
I feel this is the main thing the the devs should address. As much as all weapons should be available, the game still needs to make money and the current idea isn't a bad idea. It's just too extreme.

Superiority.
This is pretty much another way of looking at availabilty. Those who don't have the rare items can't compete with those who do. If we made the items more available it would make the game fair. However the game can't make them too available, else nobody will bother paying for the item boxes. As it is right now, even buying the item boxes with red tokens is a risk, and this risk is too high that you won't recieve anything.

Level cap.
I would like to see the level cap reduced to say 15. Right now there are two levels you can fight at. Level 22 and level 30. Another thing I'd like is for the bounderies to be reduced (so a level 20 can only face level 19-21 mechs). That way you could build quite a few builds between levels 20 to 30 without having to worry about the higher level mechs being too strong for you.

Resistance and Shields.
I feel shields are too high, and the singular put a post up saying they've reduced them. I haven't had a chance to check yet though. However I don't think there's anthing wrong with the resistance modules.

As the calculation goes it's:
(Initial damage-Resistance)*damage not absorbed by shield.

So two situations, with one high resistance, one low.
Initial damge: 50
High resistance: 15
Low resistance: 5
Shield absorbtion: 60%

1) (50-15)*0.4=14 damage (high resistance)
2) (50-5)*0.4=18 damage (low resistance)

There isn't all that much damage between the two. At least not enough to stop the long winded games we have now. The problem is more the high absorbtion rate of the shields right now.

Fusion core.
I'm going to totally contradict what I've just said above, but oh well. I feel the damage gained from fusion is enough. Like you say, matches are longer now so you get at least 15+ attacks in per game. If you have +1 on all your items, then by the end of the game you get 15 damage (assuming you get 15 attacks) you wouldn't normally get. If you have +5 (which is where I'm up to now on all my weapons) you'll get +75 damage, which is basicly a free attack from a legendary weapon at level 30.
The torso level is also okay. If the torso gained say +10hp per level, then by level 5 it would have +50hp, meaning all that work on fusing all your weapons would only deal +25 more damage. Right now level 5 is only +25hp so your weapon damage is still doing +50 per game, still fairly high damage output.
Sorry if this is confusing, it's kind of hard to explain however I feel fusion is fare.

Switching stuff
What I'd like to suggest once this patch starts to settle down is a auction house. If you get an item, that you alrady have or that doesn't fit your build you're able to sell it to other players. This also means if you get a rare item, other players still have the chance to buy them, however someone still has to work (or pay to the game) to originally get that item.

Degrading swords
Is good. No more getting your damage in and then chilling on the corners of the map fighting with droids. With the old mechanics, if you started an engage when a player was in the corner and they had a double sword, you always came out worse. Now it's a lot more fair, so you don't have to worry about sitting in the corner and having a droid battle.

Price Money
I'm unsure on this. If they fixed the item boxes, I think the income is fine. It takes me 35 wins to buy an items box. If I use spend the money on lvl 1 legs for fusion instead, I can jump from level 5 to level 6 on an item, at the same price as the items box, so it's not all that bad. Since I'm winning the majority of my matches though, I guess it doesn't feel like grinding much to me. However I can understand how people could get frustrated. In this case, it tempts you to buy a supporter boost to gain money quicker. The game has to make money itself to run and it's got to tempt the players that could spend the money somehow ;)

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 Post subject: Re: Long Feedback on the new patch
PostPosted: Fri Oct 04, 2013 9:21 am 
Corporal
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Posts: 47
Level cap.
My proposal for the cap was 10, but 15 would also be fine. I just want to make sure that people who have a Lucifer torso can still use it.

Resistance and Shields.
Agree, now that the shields have been weakend, it seems better.

Fusion core.
I understand your point, my main complaint was that upgrading high level items has a smaller benefit that upgrading low level items. For the torsos, I would also like to see an additional bonus in Energey or Heat.

Switching stuff
An aution house is something I would really like to see.

Degrading swords
Maybe swords should once again have a limited use like flamethrowers. So if you want additional melee damage, you have to sacrifice a weapon slot. Since nowadays the battles are longer, you have to carefully calculate.

Price Money
I disliked the fact that it would take about 50 PvE battles to buy an item box. But maybe this will be solved if item boxes become available for different levels, so you could farm on high levels in order to support a mid-level PVP-build.
In order to make some money for the game, I find the concept of the better boxes for Tokens more appealing.

Thanks your reply.


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 Post subject: Re: Long Feedback on the new patch
PostPosted: Fri Oct 04, 2013 12:34 pm 
Lieutenant Major
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Hey there

I know, it looked like we would ignore this thread, but we did not :)
In fact, it was one of those, that made us change the protection cap to level 15 and decreasing the heat shield issue.

Thanks for this long feedback and the replies as well. We appreciate it!

- Ilona


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 Post subject: Re: Long Feedback on the new patch
PostPosted: Mon Oct 07, 2013 3:50 am 
Site Admin
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Good review!

will take all these into consideration in fixing the new patch in the coming days


Thank you!

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 Post subject: Re: Long Feedback on the new patch
PostPosted: Mon Oct 07, 2013 4:01 am 
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Michael wrote:
Good review!

will take all these into consideration in fixing the new patch in the coming days


Thank you!

Good to see you here, Michael.
I hope we'll see you around here even more. :)
Edit: about grinding, the players who doesn't have good items tend to lose a lot, and this prphibits them from winning money at all. At lv 30, my the credits i get from losing is almost tenth of the credits i get from winnning, so i think this too, is imbalanced. So hereby i suggest losing credits should be calculated according to the lv you fight at, providing a fourth of winning credits reward all the time.(Because winning a fight at lv 1(multiplayer) gives 1000 credits, and losing always gives 250 in multiplayer battles.

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