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bestplayerintheworld
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Post subject: Re: Super Nova Mk 1 Question Posted: Sun Sep 13, 2015 11:09 am |
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Joined: Wed May 14, 2014 11:16 am Posts: 1421
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ticklemericky
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Post subject: Re: Super Nova Mk 1 Question Posted: Sun Sep 13, 2015 2:50 pm |
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Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
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Overpowered.... No more death punch style weapons please.... You should fix it from -110 to maybe -65, -75?. It is difficult to make a full recovery from taking 1 of these and puts you out of action immediately. This reminds me of Death Punch. Death Punch is already a terrible weapon to model after.... Not sure what developers were thinking with this one.
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WarrMachine
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Post subject: Re: Super Nova Mk 1 Question Posted: Sun Sep 13, 2015 4:18 pm |
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Joined: Sun Apr 27, 2014 4:15 pm Posts: 923 Gender: male
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Alexander wrote: and if we find them to have a negative effect on the gameplay/balance, we will take action.  balance issues? nahhhh.
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socialmisfit1
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Post subject: Re: Super Nova Mk 1 Question Posted: Sun Sep 13, 2015 5:40 pm |
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Joined: Sun Nov 20, 2011 1:14 pm Posts: 2610 Location: in my happy place Gender: female
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I agree with tickle any more than -75 is too deadly and the other problem that makes this better than the death punch is it doesnt need amo so you should make sure they weigh a whole bunch so that it is still an imposition on the mechs build up like the death punch is which right now they dont seem to be
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ticklemericky
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Post subject: Re: Super Nova Mk 1 Question Posted: Sun Sep 13, 2015 5:51 pm |
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Joined: Thu Feb 06, 2014 1:36 am Posts: 417 Gender: female
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socialmisfit1 wrote: I agree with tickle any more than -75 is too deadly and the other problem that makes this better than the death punch is it doesnt need amo so you should make sure they weigh a whole bunch so that it is still an imposition on the mechs build up like the death punch is which right now they dont seem to be This weapon makes Death Punch seem like it's fair. =) Death punch weighs more and cost rockets.
_________________ 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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Ogonna
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Post subject: Re: Super Nova Mk 1 Question Posted: Sun Sep 13, 2015 11:26 pm |
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Second Lieutenant |
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Joined: Mon Feb 17, 2014 2:59 pm Posts: 308
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And lest we forget, it is possible to recover from being overheated. You cannot recover from energy drain if your opponent has a sword and specials.
Speaking of balance, electric was already very formidable before this weapon was released. It was a challenge to overheated an electric mech before getting drained by a sword and mythical specials. Electric was also capable of outdamaging physical. Now balance is out the window.
Not only can you completely shut down your opponent with one weapon, you can hit close to 200 damage with it and keep him at a range which most people do not have suitable weapons for.
For example, most rocket weapons (such as death punch) and the heat orb use energy, as do some physical weapons (physical orb).
Before, if you shut down a physical mech with energy he could use double needles or demolishers to deal a lot of damage. Now at range 5 or 6 only the wipeout can be used, and only 1 of them at that.
Electric shuts down heat every time now and massively outdamages physical, while keeping full field control against anyone.
Want proof? Look through the replays of Aegis. He beats everyone and easily, even those with good mythical setups.
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jtothepowerof8
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Post subject: Re: Super Nova Mk 1 Question Posted: Mon Sep 14, 2015 6:46 am |
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Joined: Tue Jun 03, 2014 10:28 am Posts: 264
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Do I get no credit for being a half way decent player? I already had a 95% win rate virtually every week. Give me a novel build that has an advantage against the plethora of red rain/death punch builds and it shouldn't surprise anyone that I have a 99% win rate.
I should point out that One.com quickly figured out the counter to my setup and handed my rear end to me more than once yesterday.
Like every other change people initially resist the paradigm change. Give the great mech designers a week to put their thinking hats on and then reevaluate. I do think reducing the drain to 75 is probably where this weapon should end up though.
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socialmisfit1
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Post subject: Re: Super Nova Mk 1 Question Posted: Mon Sep 14, 2015 11:40 am |
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Joined: Sun Nov 20, 2011 1:14 pm Posts: 2610 Location: in my happy place Gender: female
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bestplayerintheworld
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Post subject: Re: Super Nova Mk 1 Question Posted: Mon Sep 14, 2015 11:51 am |
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Joined: Wed May 14, 2014 11:16 am Posts: 1421
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