Joined: Mon Oct 15, 2012 4:08 pm Posts: 1930 Location: England Gender: male
Shields
Spoiler:
To begin with shields are useless past level 10. Past that, against ANY build your shield will struggle to cope no matter how high you put your heat/energy.
I ran a test yesterday and with 200e/113 regen my shield was depleted in two turns against a heat mech (energy shield). Regardless to this I still did some calculations to see if it was even worth doing.
To get 200e,113 regen it took up 5 module slots leaving one slot for health
For a common mech, their regen only takes up 2 slots allowing 4 more slots for health.
The above print screen shows that EVEN if I keep my shield up for more than two turns, I will still lose a duel with equal damage on both sides. That being said it's almost impossible to keep my shield up for so long.
To make matters worse in using this shield and the required modules, my mech weight goes up to 647. The other mechs weight is only 614 meaning the likelihood of me even having stronger weapons is unlikely.
The shields are MASSIVELY outbalanced with the game, which is a shame as balancing them would make the game so much more interesting.
Spoiler:
The second problem I found with shields is they are outdated in the fact that epic items are the same as rare items.
As you can see an epic item is exactly the same as a normal item. Now yo no longer have a level system, this makes very little sense and in all honesty looks sloppy.
Modules
Spoiler:
Just like above, the mutli-resistant modules have the same stats for epic items compared with normal items. Without a leveling system this makes little sense.
Kits
Spoiler:
The perks of using kits are too rewarding. I like the idea of kits, however I really think they should be modeled for emergency and not necessity.
The main problem is with the resistant kits. The gain from using them is too high, as it negates so much of the enemy damage. They extend fights which rewards drainers a lot. The problem isn't with the drainers though, but the resistance that kit mechs can achieve.
Balancing of the resistant kits should be done, so they are still rewarding, however don't totally overpower a mech. This can be achieved by bringing down the resistance gained from the kits to a more reasonable value. For a starting point I don't think kits should be more rewarding that the highest level module at its level (Bringing +25 res down to +17). As there are a lot of variables to this, I've not attempted any calculations towards it, so I'm unsure what a reasonable value would be. I would like to see a value that benefits kit users, however doesn't overpower them completely.
Mythical items
Spoiler:
Are too strong. Sorry but it doesn't seem like there was any balancing when originally thinking of these items, instead pure OP'ness. You have players with 4-5 mythical parts equipped to their mech, use of all 6 weapon slots and they're still able to use kits. It puts these mechs in a whole different league that doesn't allow anyone else to progress. I like the idea of mythical items, however changes do need to be made or limiting the amount you can use on one mech when building it.
Most of the problems are because you've changed over from the old system to the new without touching items while doing so. However there are a few outstanding problems with a certain few items that need to be changed.
Spoiler:
Time to go see if I can work out a reasonable value for kits
Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
Shields were reworked in the Test client. Energy shields seem to have 1 energy per 2 damage block. Heat shields seem to have 1 heat per 3 damage block. I also notice very high damage block % the shields I have vary between 42%- 48%.
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Joined: Mon Oct 15, 2012 4:08 pm Posts: 1930 Location: England Gender: male
ticklemericky wrote:
Shields were reworked in the Test client. Energy shields seem to have 1 energy per 2 damage block. Heat shields seem to have 1 heat per 3 damage block. I also notice very high damage block % the shields I have vary between 42%- 48%.
I agree with what you're saying about Mythical Items. Not only are they WAY overpowered, but only 50 players can get them. Everyone else doesn't stand a chance to winning the Clan Wars. And awarding EVEN MORE OP items to the TOP FREAKING PLAYERS is extremely unfair. There should be separate leagues of Clan Wars so everyone can get a fair chance to get the Mythical Items. What I'm saying is: Separate level leagues for Clan Wars, and Nerf the Mythicals.
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Yes, the mythical items had a slipper slop effect. they best people got them and became even strong. Now they keep feeding the items to them. I have found there is no way for conventional items to beat the mythical items.
Something has to give. Either power down the mythical, make the mythical accessible to the rest of the community, only allow those who equip mythical items to fight others who have them equipped, or power up the old items.
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