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otrvan
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Post subject: Advance resistance module... numbers changed! Posted: Fri May 24, 2013 5:53 pm |
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Joined: Tue Apr 16, 2013 8:21 pm Posts: 1
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I finally got up to a level 31 and changed my resistance module. I had Plus 22 resistance, rare item, paid 45,000 for it.. Now today, I log in, and it's showing Plus 10 ? Why!!!!!!!!!!!!!!! OT
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Aeacus
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Post subject: Re: Advance resistance module... numbers changed! Posted: Fri May 24, 2013 7:08 pm |
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Joined: Wed Apr 10, 2013 10:03 am Posts: 232 Location: In the middle of nowhere, next to nothing. Gender: male
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Did some checking and mine (Adv resistance module I , lvl31) is also reduced. Before it was 22 resistance points to each, now it's 10 resistance points to each. And in the shop, all multi resistance module values have been lowered. Though, the single resistance module values are the same. No official news about it though but my guess is that they were reduced on purpouse. I think the reason is behind what ARedburn said HERE: ARedburn wrote: Mind you I also think that resist mods should be limited to only two types being equiped. I think you should not be resistant to everything. It offers a hole for people with a certain build to exploit, and the chance for those that you have beaten to tinker to win. Either way, if you want to defend your mech against everything then you won't be getting the best defense while using multi resistance modules. Instead, using single resistance modules would be more dominant now. -- Aeacus
_________________ Long live death, long live war, long live the cursed mercenary!
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Ferr3t
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Post subject: Re: Advance resistance module... numbers changed! Posted: Sat May 25, 2013 3:16 am |
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Joined: Wed Jul 28, 2010 5:38 am Posts: 2968 Location: Broome, Western Australia Gender: male
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Still in it's BETA phase, SuperMechs is subject to a lot of change. Both item statistics and game mechanics will be majorly tweaked over the final months of the beta, all to make sure that the game is as balanced as possible upon release. A lot of thought and reasoning is put into every item change, very sorry if you're unhappy with some of them, but it's all for a better future game.
Thanks for playing SuperMechs!
_________________ Retired Head Mod
Most Crystals: 121 Highest Power: 212
Sensual bath time feat. Ferr3t
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TheSingular
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Post subject: Re: Advance resistance module... numbers changed! Posted: Sat May 25, 2013 3:57 am |
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Joined: Fri Apr 12, 2013 2:41 pm Posts: 451 Location: Somewhere in SuperMechs arenas... Find me if you can! Gender: male
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Behold.... The Awesome has spoken!
_________________ Add me on 6918106 if you want to challenge me, I'll gladly accept it. I'm also recording some good battles of Supermechs, if you want to watch them, click here
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Antares102
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Post subject: Re: Advance resistance module... numbers changed! Posted: Wed May 29, 2013 12:52 pm |
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SM Maintenance Team |
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Joined: Fri Dec 14, 2012 1:06 pm Posts: 126
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The adv resistance modules were changed because the single resistance modules made no more sense. Now you can choose between: 1.A little protection for every damage type 2.Very good protection for a single damage type
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TheSingular
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Post subject: Re: Advance resistance module... numbers changed! Posted: Wed May 29, 2013 12:56 pm |
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Joined: Fri Apr 12, 2013 2:41 pm Posts: 451 Location: Somewhere in SuperMechs arenas... Find me if you can! Gender: male
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or very good protection for every damage type at the cost of 3 module slots...
_________________ Add me on 6918106 if you want to challenge me, I'll gladly accept it. I'm also recording some good battles of Supermechs, if you want to watch them, click here
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Antares102
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Post subject: Re: Advance resistance module... numbers changed! Posted: Wed May 29, 2013 12:58 pm |
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SM Maintenance Team |
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Joined: Fri Dec 14, 2012 1:06 pm Posts: 126
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Yes of course but I only compared what you get for a single slot
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Filipas
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Post subject: Re: Advance resistance module... numbers changed! Posted: Wed May 29, 2013 1:18 pm |
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Second Lieutenant |
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Joined: Tue Dec 25, 2012 12:11 pm Posts: 248
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yes, now you have mor options to choose...but if you put 3 resistance modules then you cant have more heat, or more shield...so you have to choose carefully. personally, i think is good this way
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TheSingular
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Post subject: Re: Advance resistance module... numbers changed! Posted: Wed May 29, 2013 1:51 pm |
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Joined: Fri Apr 12, 2013 2:41 pm Posts: 451 Location: Somewhere in SuperMechs arenas... Find me if you can! Gender: male
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I agree, although it's kind of disappointing in a way, since I'd love to have long matches that last many turns (like the battles I've uploaded, thanks to Aeacus), it's good in another way, making the game more balanced, forcing players to choose a build... That is a must have for strategy games, especially PVP focused ones...
_________________ Add me on 6918106 if you want to challenge me, I'll gladly accept it. I'm also recording some good battles of Supermechs, if you want to watch them, click here
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ARedburn
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Post subject: Re: Advance resistance module... numbers changed! Posted: Thu Jun 06, 2013 8:15 am |
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Specialist |
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Joined: Mon Feb 25, 2013 1:17 pm Posts: 20
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Personally I think this change is one of the best to date. As I was quoted above I love to play against folks and if I lose then I always hope for a re-match in short order as I tinker between battles with my mech. I fought three battles the other day with Optimus Prime he beat me twice I tinkered and won the third.
To Optimus I also say hats off they were good fights.
Never quit, always tinker, and have fun thats what the game is for.
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