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TorturedZealot
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Post subject: Re: Bye, bye Posted: Wed Mar 11, 2015 3:59 pm |
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Joined: Mon Sep 10, 2012 3:43 am Posts: 714 Location: Chorus. Gender: male
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I guess its a good thing then that I've beaten two of the people on that list? 
_________________
 ^ Thanks Andy!
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omeron
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Post subject: Re: Bye, bye Posted: Wed Mar 11, 2015 4:05 pm |
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Private 1st class |
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Joined: Sat Sep 14, 2013 3:20 am Posts: 15
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FortressMaximus wrote: Ogonna wrote: Face it, the mythicals were a big, big mistake! Agree.
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generated-bf043641b443c5fd-1490434704
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Post subject: Re: Bye, bye Posted: Wed Mar 11, 2015 5:04 pm |
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Joined: Sat Mar 25, 2017 4:38 am Posts: 0
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Ogonna wrote: The truth is that mythical items ARE better but not massively better than legendary items. They're pretty well balanced as is.
As somebody said in another topic before: ONE mythical does not make such a big difference, but mythical abuse is just another thing. Mythical torso + mythical weapons + mythical modules and soon you have a mech that ist superior in all ways compared to a mech that's best items are legendary. And no, I don't want to have mythicals as soon as possible, best without hard work. I want to earn my regards, that's not the problem. But I don't just wanna be a farm for mythical abusers on my way to get a good mech. The matchmaking is another problem. I'm level 23, but sadly rank 1 ... so I have to fight mythical abusers as well as other players. I equipped the best I have found in boxes until now... so tell me, how should I beat any mythical plaer with such an equipment? Answer: It's just not possible! And that's OK. They have the more powerfull weapons, they should have them! They're level 30 for god's sake. Something in this game would go terribly wrong if I were beating level 30 mechs the whole time. But why am I forced to "play" against them! Why is matchmaking with ranks, not with levels? And why is it so easy become rank 1 with a level 20 mech? Just that I can be used as a farm for higher levels with much better equipped mechs? If you say mythicals are balanced, then is the matchmaking the bigger problem.
Last edited by generated-bf043641b443c5fd-1490434704 on Thu Mar 12, 2015 6:41 am, edited 1 time in total.
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Hitmo
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Post subject: Re: Bye, bye Posted: Thu Mar 12, 2015 5:07 am |
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Joined: Fri May 17, 2013 1:51 am Posts: 1236 Location: India Gender: male
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Andy and zealot i dont play sm but tell me one thing , is thos mythel creating more problems then no tokens for #2 & #3 on bd?
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 ^Credit goes to Andy! Thanks!
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KingSpikey
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Post subject: Re: Bye, bye Posted: Sun May 03, 2015 3:41 am |
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First Lieutenant |
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Joined: Tue Apr 08, 2014 4:45 am Posts: 523 Location: The Cactus Fortress
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Andy wrote: Unfortunately games do need income. There's a lot of things players don't think about when it comes to maintaining a game and it is very difficult to balance a free to play game (unless it becomes insanely popular). The devs do understand the problems with mythicals and are trying to address them. But it's not so simple: 1) Remove them and what about anyone who has spent money on them already 2) Nerf them to a reasonable state and there'd be no difference between legendaries and mythicals. 3) Make them easily accessible for free to pay players, and there's no temptation to buy tokens. While it's difficult right now, no game will ever find a healthy balance. As a game develops so do a lot of other things that need to be considered. Over time these things do tend to get easier can it can be a rough road. Just got to give the game some time to develop in to that sweet spot  Yes, games need income, but this is close to forcing players to spend money to get mythicals if they want to compete with the top players. Gift keys help, but what if, for example, the person you give the gift key to quits before getting to level 16? That gift key will never be reset. There are major problems with this game. I don't understand why we need anything above legendary in the first place. Mythicals are just here to allow spenders to have a huge advantage over everyone else. Yes, they are supposed to be better than items you can get for free, although they are too powerful. ALL of these items drain resistance AND most do high damage at a low cost? Also, if this game has a 'sweet spot' as you said, then it can't happen because of all the fully-fused mythical mechs around. It's hard to come up with a strategy that beats the double needle blaster build when you have no mythicals. 
_________________ Veteran from 2014, when the game was better in my opinion.
I occasionally come back to see what's been going on.
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ticklemericky
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Post subject: Re: Bye, bye Posted: Sun May 03, 2015 4:24 am |
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Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
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KingSpikey wrote: Andy wrote: Unfortunately games do need income. There's a lot of things players don't think about when it comes to maintaining a game and it is very difficult to balance a free to play game (unless it becomes insanely popular). The devs do understand the problems with mythicals and are trying to address them. But it's not so simple: 1) Remove them and what about anyone who has spent money on them already 2) Nerf them to a reasonable state and there'd be no difference between legendaries and mythicals. 3) Make them easily accessible for free to pay players, and there's no temptation to buy tokens. While it's difficult right now, no game will ever find a healthy balance. As a game develops so do a lot of other things that need to be considered. Over time these things do tend to get easier can it can be a rough road. Just got to give the game some time to develop in to that sweet spot  Yes, games need income, but this is close to forcing players to spend money to get mythicals if they want to compete with the top players. Gift keys help, but what if, for example, the person you give the gift key to quits before getting to level 16? That gift key will never be reset. There are major problems with this game. I don't understand why we need anything above legendary in the first place. Mythicals are just here to allow spenders to have a huge advantage over everyone else. Yes, they are supposed to be better than items you can get for free, although they are too powerful. ALL of these items drain resistance AND most do high damage at a low cost? Also, if this game has a 'sweet spot' as you said, then it can't happen because of all the fully-fused mythical mechs around. It's hard to come up with a strategy that beats the double needle blaster build when you have no mythicals.  Double Iron Shredder beats Double Needle blaster when in range. Shredder can do 100+ each use. I was fool hearty to try it
_________________ Goals: Get 1 Gold Medal 2/1 Get 2 Silver Medals Get 3 Bronze Medals 2/3 Reach 20 Million Total EXP
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smallSoldier1
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Post subject: Re: Bye, bye Posted: Sun May 03, 2015 7:51 am |
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Joined: Wed Nov 19, 2014 4:42 pm Posts: 115
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ticklemericky wrote: Double Iron Shredder beats Double Needle blaster when in range. Shredder can do 100+ each use. I was fool hearty to try it Yes, WHEN in Range. But the Needle is supirior because of it's range. Iron Shredder range 1-2 Needle 2-4 ... and when resistence comes into play the Shredder looses against the Needle soon.
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malicewolf
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Post subject: Re: Bye, bye Posted: Fri May 08, 2015 9:37 am |
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Joined: Mon Jun 01, 2009 11:02 pm Posts: 1622
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I can understand your frustration and I am a player with a decent amount of mythical items. My main mech currently holds mythical legs, mythical top weapon and a mythical side weapon as well as mythical hook and 3 mythical mods (+10 resistance and 2 +70 bullet mods).
So there's 6 mythical's on my mech along with a demolisher, a shredder and a drone (well, and a galactus torso). Wanna know my win ratio? It fluxes between 40-60%
1st day of ranking reset I was W30 and L43. Two days later, I was able to pull myself out of a rut and get to W60 and L54, but overall, still very crappy. I believe I'm somewhere in the W70 range and still keeping losses around the 50s.
But overall, I think you are mistaking something here. You automatically believe that mythical's topple those without. I've been beaten silly by people with only 1 mythical and even by people with 0. I know I may not be the best when it comes to the strategy aspect of SM, but I'm also not stupid. I purposefully traded some regen and cooldown in exchange for being able to dish out more damage within a decent balance of ranges.
The biggest gap between the player's you complain about and the player's I complain about really comes down to the upgrades they have on their mech. +10 doesn't seem like much... but add +10 every turn on a match that takes 4 turns by your enemy and you're all of a sudden looking at 80+hp being taken from you. With a mech with around 600hp, that's nearly 15% of it's health worth of damage.
The truth is, every little extra bit helps tremendously in the long run. I've decimated good players by simply getting lucky with floor buffs. When I avg 120 dmg per hit, I take out half my opponents hp in 1 good turn.
The players who you are upset with for the most part are the one's who've been here for YEARS. They've upgraded all their good gear to the max over YEARS of time.
Most mythical's are heavy as crap. The only exception to this is that the mod's are less heavy (but pretty much, they are the same as a maximum mod available to everyone, just a few pounds lighter). I will say, the needle blaster might need a nerf. I LOVE it, but it's more powerful than a demolisher and has a larger range. It's also over 10 pounds heavier though.
I had someone complain to me (they had 4 b-brays equipped and only 2 other weapons, both range 1) for losing because they I had too many mythicals.... They literally only hurt me one turn because I was able to rip through their hp before they were able to actually hit me (and it was with a hook and sword hit). Honestly though, it was simply a bad tactic on their part. That build was meant to take out defensive campers, not offensive aggressors.
The fix I honestly think would help balance things out (but obviously too late to do now) would of been to increase the cost of power kits. 90 tokens for one 10000 power kit. You spend $18 to get 1000 reds and use all for power kits. 11 power kits to equal up to 110000 experience that you can spread between your items. Most people who can afford to buy tokens can spend more than $18 as well... so now, if you have someone willing to buy two 1000 token packages, they could potentially have 22 max power kits.
I get extremely lucky to get a power kit with 500+ power from the regular item boxes. I agree with Ogonna here that new item box options need to be available for larger sums. Perhaps add an inbetween as well. 15000 SM for item box that will give 6 items with percentage spreads between rare and legendary items (and a higher chance for legendary obviously than regular).
There simply needs to be more options for the non-donating players to gather materials quickly. I honestly think it's the experience on the items that are making the huge difference. We can't take away what player's have already done, so increase the cost of the power kits so more don't take advantage and give the non-boosters a fighting chance to upgrade their stuff. I mean, getting past level 7 takes like, 70,000 xp to upgrade. Even with the max power kits, that takes a lot.
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ticklemericky
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Post subject: Re: Bye, bye Posted: Sun May 10, 2015 9:50 am |
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Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
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I got a full mythical loadout, the builds I often lose to.. are the ones that don't have mythical weapons. Like an energy build or a Camp a corner white hole blaster build. You just got to rethink your strategy!
_________________ Goals: Get 1 Gold Medal 2/1 Get 2 Silver Medals Get 3 Bronze Medals 2/3 Reach 20 Million Total EXP
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KingSpikey
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Post subject: Re: Bye, bye Posted: Sat May 16, 2015 7:25 am |
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First Lieutenant |
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Joined: Tue Apr 08, 2014 4:45 am Posts: 523 Location: The Cactus Fortress
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ticklemericky wrote: I got a full mythical loadout, the builds I often lose to.. are the ones that don't have mythical weapons. Like an energy build or a Camp a corner white hole blaster build. You just got to rethink your strategy! Exactly. Double Needle Blasters only cover 2-4 range and the wipeout 5-6 range. Grenade launcher + white hole blaster to get them out of range. Also, needle blasters/wipeouts use bullets, which are heavy, take up module slots and once they run out, you can't use these weapons any more. This is the reason I use builds that don't use ammo. 
_________________ Veteran from 2014, when the game was better in my opinion.
I occasionally come back to see what's been going on.
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