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 Post subject: The "energetic issue" - questions for developers
PostPosted: Sat May 16, 2015 4:05 am 
Corporal
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Hi all,

We all know there are 3 strategy on SM: Phy - heat - enrg. and it is the public interest that all three strategies are working well and are all able to take you to victory. This is why the post.

I think there is a balance problem on energy stuff proved by the fact that no one top player uses an energy strategy. Have you ever seen a top 10 with thunder boots? but flame boots and rino boots are much used and appreciated.. (and I will not mention the new legs "lightning tractor", practically unusable).

The reason is simple: energy stuff weight too much in relation to the advantage that they offers. I could do a thousand examples, but let's focus on the already mentioned legs:

flame boots stats - thunder boots stats
weight: 71 vs 76 (why?)
Hit points 36 vs 36 (ok)
Dmg 35 vs 25 (why?)
heat/energy 50 vs 50 (ok)

I think in this case and in all others, we should at least be equivalent to the heat stuff, maybe in this way people will begin to use energetic stuff.

I hope this helps, Dottore.


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 Post subject: Re: The "energetic issue" - questions for developers
PostPosted: Sat May 16, 2015 6:56 am 
Captain
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I completely agree.

Call of Lightning is 72 kg
vs
Needle Blaster Mark 2 is 71 kg

Energy weapons need to be lightened a bit. :shock:

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 Post subject: Re: The "energetic issue" - questions for developers
PostPosted: Sat May 16, 2015 6:15 pm 
Major
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I would say this has to do with the damage potential of energy weapons. First, similar to heat weapons they can make you unable to use certain weapons or items via draining all your energy. Secondly, once your energy reaches 0 the energy depletion is translated to added damage. So while difficult to use well I'd say they could have potentially even greater power. Simple fact is most people tend to stick with what's easier to master however. Just my take on it.

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 Post subject: Re: The "energetic issue" - questions for developers
PostPosted: Sat May 16, 2015 7:21 pm 
First Lieutenant
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I think energy weapons are slightly under-powered. Most of them don't get used in upper tier gameplay because they can easily be outmatched by regeneration modules. If you wanted to make them stronger, you could make weapons like the deep drain or Pitchfork have unlimited useful instead of 2 uses.

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 Post subject: Re: The "energetic issue" - questions for developers
PostPosted: Sat May 16, 2015 8:07 pm 
Corporal
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Korupt wrote:
they could have potentially even greater power.


Yes, you are right "potentially", but in real battles the situation changes, because:

ticklemericky wrote:
they can easily be outmatched by regeneration modules.


that's another balance problem... regeneration&cooldown modules. They weight less than normal energy&heat modules and this is wrong, cause reg&cooldown modules offer more advantages than energy&heat modules, especially in long battles, in fact everyone uses reg&coold instead of energy&heat. This fact plus the great weight of energy stuff makes energetic strategy totally unusable against top players.


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 Post subject: Re: The "energetic issue" - questions for developers
PostPosted: Sat May 16, 2015 10:37 pm 
Sergeant
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Dottore wrote:
Korupt wrote:
they could have potentially even greater power.


Yes, you are right "potentially", but in real battles the situation changes, because:

ticklemericky wrote:
they can easily be outmatched by regeneration modules.


that's another balance problem... regeneration&cooldown modules. They weight less than normal energy&heat modules and this is wrong, cause reg&cooldown modules offer more advantages than energy&heat modules, especially in long battles, in fact everyone uses reg&coold instead of energy&heat. This fact plus the great weight of energy stuff makes energetic strategy totally unusable against top players.


The real problem is not that nrg-items were too heavy or underpowered.
Nrg works really well against heatmechs. I play mostly heatmech and loose 3 of 4 battles against nrg mechs. Most of my weapons need nrg, and I need much heat to not overheat myself, so my nrg is realatively low.
(115 capacity with 72 regain) Teleport/Hook plus Call of Lightning plus drone drains almost my whole nrg, and the 72 I get back are fast drained again.

The real problem are no weaknesses of physic mechs!
NRG-weapons and items are not too heavy, physics are too light!
AND they just don't need NRG. They don't care if you drained all their nrg (exept for the extra dmg, this is why nrg should be a bit heavier than heat, as korupt said) cause they can shoot you into pieces without any need of nrg. I got a physic one too, and I have no problems defeating nrg-mechs.

So the the reason why you see nearly no nrg-mechs in the top players ranking is, because they have nearly no chance against the op-physics.
Heaters do a little better against physics so you can play in top 20 with a real good heat-mech, too. Even if you are inferior to nrg-mechs, cause there are so few of them.

Give the physics a nerf and the most problems of playing an nrg-mech are solved.


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