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 Post subject: mythical item stats
PostPosted: Tue Dec 30, 2014 6:46 am 
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I don't like the idea of the mythical items, but there are a lot of other players disgussing that, so i just was wondering, what are the stats of these items. Could anyone post a picture of it? Im really curious.


~~XXL from FailURVidoes~~


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 Post subject: Re: mythical item stats
PostPosted: Tue Dec 30, 2014 2:16 pm 
Lieutenant Major
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Image

Probably the most important one.

Multi-resistant module, 2 cooldown packs, 3 of these bad boys Image (which will eventually happen) and that's 728 hp (fully fused) and cooldown/regen that will keep you sorted for all fights. Only a weight of 576 too, so you've still got a lot of room to play around with other items.

oh hey why not add cannon feet with +72 hp and you're looking at a mech with 800 hp that still has the ability to cooldown/regen. At a weight of 645 you also have a lot of room to add weapons still!

The thought of this makes me shudder :(

Edit: Just read the limitations of mythical items. Even with the torso alone it has the possibility of having 746hp with 10 resistance on all and a comfortable cooldown/regen rate.

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 Post subject: Re: mythical item stats
PostPosted: Tue Dec 30, 2014 5:30 pm 
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Not sure why a correction to this has not been implemented. I like the idea of unique rewards being given to those who are the best but I disagree with the advantage mythical items have given the best players. As they are already the best.


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 Post subject: Re: mythical item stats
PostPosted: Tue Dec 30, 2014 8:51 pm 
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Andy wrote:
Image

Probably the most important one.

Multi-resistant module, 2 cooldown packs, 3 of these bad boys Image (which will eventually happen) and that's 728 hp (fully fused) and cooldown/regen that will keep you sorted for all fights. Only a weight of 576 too, so you've still got a lot of room to play around with other items.

oh hey why not add cannon feet with +72 hp and you're looking at a mech with 800 hp that still has the ability to cooldown/regen. At a weight of 645 you also have a lot of room to add weapons still!

The thought of this makes me shudder :(

Edit: Just read the limitations of mythical items. Even with the torso alone it has the possibility of having 746hp with 10 resistance on all and a comfortable cooldown/regen rate.



your Screenshots are wrong ( i think you did this on dev )

in the current system:

the Ultraspade have 364 kg

and the HP modul called:

Titanium Skeleton I

27 kg and +78 Hit Points


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 Post subject: Re: mythical item stats
PostPosted: Wed Dec 31, 2014 10:51 am 
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Yer was done on test server. However a lower weight just makes the ultraspade that much more op o.O

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 Post subject: Re: mythical item stats
PostPosted: Thu Jan 01, 2015 11:31 am 
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it isn't true that someone without mythical items can't win vs someone who have mythical items !

maybe all of you shut spent more time on create and test new builds than complain on the forum.

happy new jahr @ all :D


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 Post subject: Re: mythical item stats
PostPosted: Thu Jan 01, 2015 11:59 am 
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I'm not a big fan of the ultraspade. Sure, great energy/regen, but it's unlikely to let you maintain more than a 25% shield. Low heat/cooling, HP is less than a galaxus and no resistance bonus.

The main advantage is low weight, but I'm still not sure the extra space gives it an advantage over a galaxus or spider.

And paradoxon is right. There are ways (which I won't disclose) to beat mythical players without using mythical items :)


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 Post subject: Re: mythical item stats
PostPosted: Thu Jan 01, 2015 6:50 pm 
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Ogonna wrote:
And paradoxon is right. There are ways (which I won't disclose) to beat mythical players without using mythical items :)


Ok, you need drainers, a grenade launcher, a shield, upgraded items and kits depending on the enemy's strategy. If that doesn't work, use an energy build, I have seen energy builds win where others lose. I (almost) beat littlelost with 3 mythicals using the first method. The reason I lost was because for some reason I forgot to use my grenade launcher :| .



-SpikeyMech

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 Post subject: Re: mythical item stats
PostPosted: Thu Jan 01, 2015 10:10 pm 
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every mech/person is "beatable" . It is possible to beat some of these "top" players using non mythical gear. I do it all the time. I have to find the weakness and exploit it. But it costs me kits and playing to the best of my ability. They do win more than me because it gets old paying 1500 a fight to only win 1000. One of the things the mythic gear did was make it easier to win without using kits. Because they are low in weight and if you don't use kits you get a significant advantage to adding more weapons/modules.


Right now the few top players who have this gear are "honorable" and don't use kits and give others a chance. When this gear is available to everyone, people will pay to win. They will use kits along with mythic gear. It will be bad.... There will be certain individuals with 100+ win streaks again.

Right now about 20 people have this power and aren't really abusing it. I am really curious to see how this is balanced out.

Mythic weapons are just like Legendary back in the day. I was a old player and had 100's of weapons available to me after the change. Others weren't so lucky and it took them a long time to catch up and they complained constantly on the boards. Some even made new accounts to get a fresh start. I expect this will be kinda the same. The developers have done some amazing things in the past and i expect they will moving forward. Have to start somewhere and try new things. Some are good ideas... Some are bad...


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 Post subject: Re: mythical item stats
PostPosted: Fri Jan 02, 2015 12:28 pm 
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One of the great things about the game was that there was always a trade-off between choosing certain items. Maybe it was great damage, but required ammo. Or maybe it was really heavy, or a good drain, but low damage. Now we have items that are light weight, good damage, no ammo required, and drain resistance? Why?

Mythical items should be able to do more damage or weigh less, or drain more or whatever... but not all of these things at the same time. Needs to be a trade-off.


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