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Post by schug77 on Jan 19, 2018 2:10:40 GMT -5
Has pixonic ever talked about nerfing shocktrain, it is absolutely the most annoying weapon in the game and it is way too powerful, it would be better if they lowered the range to 350 or 300 and lower the total damage per. Even making it not jump would be better, or just jump once. They could even make it like a trebuchet how it takes 10 or so seconds to recharge, not 5. But currently it is extremely annoying to lose 3/4 of your health due to one shot with 3 of these
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Post by ᎶƦ℮℮ƊᎽ ƤΛƝƊΛ on Jan 19, 2018 2:13:11 GMT -5
They've nerfed it twice already, once directly with a 15% chain damage decrease, and once indirectly by fixing a glitch where it passed through physical shields.
They probably will not directly nerf it again, but will indirectly nerf it by releasing more powerful and expensive equipment.
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Post by Robotor Affan on Jan 19, 2018 2:17:51 GMT -5
There are many ways to nerf the shocktrain. Hopefully Pixo will listen and nerf them soon (any one or combination 2 or 3 of these will works) - decrease the range to 300m - decrease the chain reaction up until 3rd bots only - decrease the next shot to bots within 50m or 75m only - make it shoot like gekko (damage over time) - increase the cool down period - if it hits shielded bots, chain fire should stop totally (last hit will be the shielded bots) - reduce the damage hitpoint - remove or increase the timer for autolock target
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Post by Robotor Affan on Jan 19, 2018 2:19:19 GMT -5
They've nerfed it twice already, once directly with a 15% chain damage decrease, and once indirectly by fixing a glitch where it passed through physical shields. They probably will not directly nerf it again, but will indirectly nerf it by releasing more powerful and expensive equipment. It is still passed through physical shields. The only change was it doesn't cause damage to shielded bots only. But the shot still ricochet to other nearby bots.
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Post by maverick on Jan 19, 2018 6:05:45 GMT -5
The really stupid thing about it is it hits stealthed bots 「whiskey tango foxtrot」?
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Post by AVC on Jan 19, 2018 8:57:51 GMT -5
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Post by Koalabear on Jan 19, 2018 8:58:44 GMT -5
Leave the Shocktrains alone! I paid good money for mine!!
Just kidding...
But seriously, you know how on Canyon, at one of the far beacons, that's were long and mid range reds like to camp? I used to get SO annoyed because a good pair can totally wreck any push for the center beacon. In one game yesterday, I accidentally dropped my short map hangar (with my ST Bulg) and gritted my teeth as my first 2 bots were slammed by long range fire without doing much damage. Then, I dropped my ST Bulg. I managed to get to the rock formation for cover and sure enough, the red campers were just at the 500m range. I toasted the first 2 campers with almost no damage to myself - even got a twofer on a pair of Carnages. I lasted most of the game and finally got beat by RDBs. But I wracked up almost 800k in damage with that one bot and I contributed heavily to the win even though I didn't get any beacons - all because I tied up the campers.
Even though I paid RL money for mine, I wouldn't mind some nerfs. I can do without the massive chain effect. It's come in handy, but yeah, I can live with 1 chain or even no chain. But, I don't see them nerfing the chain as that's the whole premise behind the name Shocktrain. I don't find the weapon OP, but it is unbalanced. But then again, it's a premium weapon.
Tips against Shocktrain Physical shield bots. It will take me 3 shots to break the shield on a Lancelot. That's 24 seconds. I con't even bother fighting Galahads unless they're distracted and facing a different direction. There's isn't much I can do against a charging Rhino that's headed my way except to run for cover and hope he drops his shield. Gareths are tough too because they're so fast and can get to cover fast.
RDBs and DB's. These are effective counters cause I usually hang right at the corner of cover so that I don't have to use a dash if I don't have to. High level RDBs can really chew up my level 9 pretty fast.
Team Tactics. Yes, it seems counter intuitive to bring MORE bots to a battle against a ST, but it works.
If the ST bot is a Haechi, then corner shoot with an energy weapon. Try to keep less than half of your body exposed as the ST's hit centre mass.
A cornered ST bot is just a bag of silver. But don't push too hard as he/she might not be as cornered as you think. Be aware of other reds in the area. One of my favourite tactics is to draw reds to the blue side for a blue ambush.
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Post by FlashAhAhh on Jan 19, 2018 9:00:43 GMT -5
It's Phil!! He's the one doing this!!!
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Post by amidf on Jan 19, 2018 9:30:17 GMT -5
That moment when you're facing carnages and RDB griffins in your ST Bogusari....
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Post by AzureAura on Jan 19, 2018 11:15:21 GMT -5
I feel like they do too much damage but the chaining effect should stay for crowd control and an overall longer reload/charge time.
A good weapon to teach people to stay distance from each other but right now it's overkill.
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Post by bronzeknee on Jan 19, 2018 11:38:25 GMT -5
A good weapon to teach people to stay distance from each other but right now it's overkill. Honestly, why do we want people to stay apart? Especially 150m? It's hard for me to think of a reason, because it discourages teamwork, which in most games (including War Robots) amplifies the fun and provides huge depth over simply running solo. Furthermore, if Pixonic wanted to teach people to keep their distance for whatever reason, we would be able to see our distance from our allies in the HUD, like we can with our enemies.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Jan 19, 2018 11:40:15 GMT -5
I feel like they do too much damage but the chaining effect should stay for crowd control and an overall longer reload/charge time. A good weapon to teach people to stay distance from each other but right now it's overkill. See, the issue with that thought is that this game has been a "team" game for a while... the past year has seen a LOT of anti-team behavior. A weapon that punishes you for sticking by your teammate and using team tactics seems... well, at best, it seems moronic. Idiotic. Contrary to the stated goal of the game. Sure, Splash punishes teammates that are too close together. But at the MOST they would have to be 30m apart (Tridents) and usually 5-20 (Orks and Tulus, respectively) to share the same damage. Shocktrains reach out to 150m to get the next bot in line... iirc. My main issues: 1. There isn't even a single piece of "lets make this militarily accurate sci-fi" like the rest of the game. No, they went full "sci-fi fantasy." There is no attempt at ANY kind of realistic way that the "shock" can "train" from one bot to another, especially if it is blocked/deflected by a freaking shield. I know this game isn't a simulator, but up until the SuckLame there was at least some plausibility to the concept of whatever weapon they released. 2. They are priced so high that they are only just now coming into regular players hands, and have been the deciding factor of F2P vs P2W players simply due to the fact that they were exclusive af and counters were not as quick to surface. 3. Damage is too high for the complete lack of skill involved to hit your target. (Not saying that it doesn't take skill to run a bot that kites the 500m distance and can come out and shoot and get back to cover, just that once the decision to engage is realized, it literally is just a push of a button on a locked target. With better projection attributes than the damned Zeus, a Heavy weapon.) IF they made it have to stay on target like the Gekko )or even the Zeus since it takes more than an instant to deliver its full damage)... I think I would even deal with the train, somewhat. 4. That shield bug. Yes it is gone NOW, but it has contributed, greatly, to my seething disdain towards the weapon. Pix could have done something about that way before they did. Don't get me wrong, I am glad that they finally did fix it and didn't just call it a "feature of a premium weapon" but it still should be absorbed by the physical shields, not passed right down the "train." IMO, YMMV.
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Post by AzureAura on Jan 19, 2018 11:51:08 GMT -5
A good weapon to teach people to stay distance from each other but right now it's overkill. Honestly, why do we want people to stay apart? Especially 150m? It's hard for me to think of a reason, because it discourages teamwork, which in most games (including War Robots) amplifies the fun and provides huge depth over simply running solo. Furthermore, if Pixonic wanted to teach people to keep their distance for whatever reason, we would be able to see our distance from our allies in the HUD, like we can with our enemies. I meant as in like when there's bots in a formation or really close together it can break them up and let your teammates have an easier time The 150m chain range is part of the "overkill" I said. The chaining distance is too much, I want teamwork in a game but sometimes there should be a weapon that can scatter the opposing team not kill them all in a few shots.
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Post by endyu on Jan 19, 2018 14:47:44 GMT -5
The really stupid thing about it is it hits stealthed bots 「whiskey tango foxtrot」? Hitting stealthed bots is okay. You can hit stealthed bots with Tarans/Orkans. I think they need to either lower the initial damage or do away with the chained damage altogether. One or the other first, see how we feel about it after. The nerf to range is not feasable, it's not a close range weapon in terms of DPS
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Post by vin5240 on Jan 19, 2018 15:40:19 GMT -5
They've nerfed it twice already, once directly with a 15% chain damage decrease, and once indirectly by fixing a glitch where it passed through physical shields. They probably will not directly nerf it again, but will indirectly nerf it by releasing more powerful and expensive equipment. It is still passed through physical shields. The only change was it doesn't cause damage to shielded bots only. But the shot still ricochet to other nearby bots. The shield blocks it, but the chaining doesn't stop because it just bounces off to the next target, but if you shield is facing the side that the shock train will chain to you, you can still block it. I'm playing in champion league on android and there's always like 3-4 shock train users every match so I have great exposure to these things and if I see a teammate going out in the open and may be hit by shock trains, I turn my shield towards him so when it hits him, the chain will hit my shield and I won't take damage besides the damage done to the shield.
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Post by endyu on Jan 19, 2018 17:42:29 GMT -5
It is still passed through physical shields. The only change was it doesn't cause damage to shielded bots only. But the shot still ricochet to other nearby bots. The shield blocks it, but the chaining doesn't stop because it just bounces off to the next target, but if you shield is facing the side that the shock train will chain to you, you can still block it. I'm playing in champion league on android and there's always like 3-4 shock train users every match so I have great exposure to these things and if I see a teammate going out in the open and may be hit by shock trains, I turn my shield towards him so when it hits him, the chain will hit my shield and I won't take damage besides the damage done to the shield. I saw Rice Patty Daddy was running a Rhino with Tulu's and 2 ECU's... immediately though anti-shock train build but I guess it didn't work cuz he replaced it.
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Post by Nexsan on Jan 19, 2018 18:45:37 GMT -5
Things I would suggest/agree with:
Reduce Initial Damage - Three MK1 lvl 12 Shocktrains currently do 46,500 damage per cycle (not including chain damage). Three MK1 lvl 12 Zeuses do 49,266 per cycle. Despite both sharing similar characteristics (i.e. lock-on, 600m range, energy weapon, mechanics), Shocktrains are a medium weapon and IMO shouldn't be dealing that much damage.
End Chain Effect... After direct hit to physical shields.
Reduce AoE of Chain Effect - From 150m to 75m.
DoT - I think Shocktrains should share the kind of characteristic that Zeuses have when firing. Zeuses don't deal damage instantaneously but rather over a course of like a second or two; this gives the opponent time to react (not much) and slip back into cover without taking the full brunt of the damage. When you press fire it should be like 1... 2... BOOM!
I think this would help improve counterplay but I don't expect Pixonic to mess with Shocktrains anytime soon.
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Post by maverick on Jan 19, 2018 21:07:36 GMT -5
Things I would suggest/agree with: Reduce Initial Damage - Three MK1 lvl 12 Shocktrains currently do 46,500 damage per cycle (not including chain damage). Three MK1 lvl 12 Zeuses do 49,266 per cycle. Despite both sharing similar characteristics (i.e. lock-on, 600m range, energy weapon, mechanics), Shocktrains are a medium weapon and IMO shouldn't be dealing that much damage. End Chain Effect... After direct hit to physical shields. Reduce AoE of Chain Effect - From 150m to 75m. DoT - I think Shocktrains should share the kind of characteristic that Zeuses have when firing. Zeuses don't deal damage instantaneously but rather over a course of like a second or two; this gives the opponent time to react (not much) and slip back into cover without taking the full brunt of the damage. When you press fire it should be like 1... 2... BOOM! I think this would help improve counterplay but I don't expect Pixonic to mess with Shocktrains anytime soon. Shocktrains are 500 M range. They lock on at 600 but wont fire until 500.
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Post by Nexsan on Jan 19, 2018 21:44:25 GMT -5
Things I would suggest/agree with: Reduce Initial Damage - Three MK1 lvl 12 Shocktrains currently do 46,500 damage per cycle (not including chain damage). Three MK1 lvl 12 Zeuses do 49,266 per cycle. Despite both sharing similar characteristics (i.e. lock-on, 600m range, energy weapon, mechanics), Shocktrains are a medium weapon and IMO shouldn't be dealing that much damage. End Chain Effect... After direct hit to physical shields. Reduce AoE of Chain Effect - From 150m to 75m. DoT - I think Shocktrains should share the kind of characteristic that Zeuses have when firing. Zeuses don't deal damage instantaneously but rather over a course of like a second or two; this gives the opponent time to react (not much) and slip back into cover without taking the full brunt of the damage. When you press fire it should be like 1... 2... BOOM! I think this would help improve counterplay but I don't expect Pixonic to mess with Shocktrains anytime soon. Shocktrains are 500 M range. They lock on at 600 but wont fire until 500. Really? I didn't know that. Suddenly a Trident Fury makes a lot more sense. I honestly didn't know. Hmm...
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Post by vin5240 on Jan 19, 2018 22:19:30 GMT -5
The shield blocks it, but the chaining doesn't stop because it just bounces off to the next target, but if you shield is facing the side that the shock train will chain to you, you can still block it. I'm playing in champion league on android and there's always like 3-4 shock train users every match so I have great exposure to these things and if I see a teammate going out in the open and may be hit by shock trains, I turn my shield towards him so when it hits him, the chain will hit my shield and I won't take damage besides the damage done to the shield. I saw Rice Patty Daddy was running a Rhino with Tulu's and 2 ECU's... immediately though anti-shock train build but I guess it didn't work cuz he replaced it. What league was he playing in? I see 3-4 shock train users every game in champion league. I think lvl.12 shock trains should be in master+. Anything below and it's too op for the players playing in that league. Shame on them! lol. They may think they aren't clubbing but...yahhh...they kinda are. I was leveling the shock trains I got from the event and used gold I saved up to speed upgrades as well. I was in expert 2 with lvl.9/10 hangar. As soon as I started using shock train kumiho...it was 900k at least every single game. Always #1 and I hit my highest of 1.5m damage in master 2 with just the shock train kumiho. My average damage was 880k because some games end fast before I could rack up damage, but that is clubbing damage for expert. I pushed to champion because I know it's too op for expert, but when I got to champion...I'm lucky if I can pass 300k damage with it. I mean...even if it's a shock train bulgasari, nothing you can't do with a little teamwork. Corner it with two people. Just like before dash era, we would work together to kill an ancilot with one person taking down ancile be it a orkan bot or a thunder bot and another player jumping in with another orkan bot for the kill. It's no different really, but I do realize that in lower leagues most people avoid them rather than confront them and that's the worst thing you could do. It is a high priority bot and you need to kill it fast before it does major damage to your team.
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Post by vin5240 on Jan 19, 2018 22:22:06 GMT -5
Things I would suggest/agree with: Reduce Initial Damage - Three MK1 lvl 12 Shocktrains currently do 46,500 damage per cycle (not including chain damage). Three MK1 lvl 12 Zeuses do 49,266 per cycle. Despite both sharing similar characteristics (i.e. lock-on, 600m range, energy weapon, mechanics), Shocktrains are a medium weapon and IMO shouldn't be dealing that much damage. End Chain Effect... After direct hit to physical shields. Reduce AoE of Chain Effect - From 150m to 75m. DoT - I think Shocktrains should share the kind of characteristic that Zeuses have when firing. Zeuses don't deal damage instantaneously but rather over a course of like a second or two; this gives the opponent time to react (not much) and slip back into cover without taking the full brunt of the damage. When you press fire it should be like 1... 2... BOOM! I think this would help improve counterplay but I don't expect Pixonic to mess with Shocktrains anytime soon. I think the shock trains were originally made to be like a medium version of the trebuchet with chaining so hence the instant damage.
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Post by Deleted on Jan 20, 2018 0:56:45 GMT -5
I saw Rice Patty Daddy was running a Rhino with Tulu's and 2 ECU's... immediately though anti-shock train build but I guess it didn't work cuz he replaced it. What league was he playing in? I see 3-4 shock train users every game in champion league. I think lvl.12 shock trains should be in master+. Anything below and it's too op for the players playing in that league. Shame on them! lol. They may think they aren't clubbing but...yahhh...they kinda are. I was leveling the shock trains I got from the event and used gold I saved up to speed upgrades as well. I was in expert 2 with lvl.9/10 hangar. As soon as I started using shock train kumiho...it was 900k at least every single game. Always #1 and I hit my highest of 1.5m damage in master 2 with just the shock train kumiho. My average damage was 880k because some games end fast before I could rack up damage, but that is clubbing damage for expert. I pushed to champion because I know it's too op for expert, but when I got to champion...I'm lucky if I can pass 300k damage with it. I mean...even if it's a shock train bulgasari, nothing you can't do with a little teamwork. Corner it with two people. Just like before dash era, we would work together to kill an ancilot with one person taking down ancile be it a orkan bot or a thunder bot and another player jumping in with another orkan bot for the kill. It's no different really, but I do realize that in lower leagues most people avoid them rather than confront them and that's the worst thing you could do. It is a high priority bot and you need to kill it fast before it does major damage to your team. He is a Legend player on iOS. I was thinking of a similar build, but maybe Rhino with wings and 2 Orkans. Some maps like Canyon, your entire team is toast, and it's almost impossible to rush the reds when they have a crossfire going, multiple shocktrains, Zeus Fury, etc. So something like a Rhino with wings might be able to make it through the gauntlet, and kill 1 of them. This is for solo play, when no blue teammate in their right mind is going to rush them with you. Another thing I was thinking is to overlap the shields like the old Romans and Greeks did, and cover the flank. Maybe if it was 2 guys, make a V formation or wedge actually, and march towards them. 2 Galahads or 2 Lancelots could work. With 3, you could have an Ancilot lead point and have him face forward. Then have 2 Galahads face at 45 degree angles, and protect the flanks. Of course, link all the shields so there are no gaps. Ancile will provide protection from rockets just in case. Plus the Galahads can close up if the Lancelot's frontal shield gets broken. I've actually used this tactic when there are 2 Ancilots. I will protect the flank of my blue teammate, and make sure there are no gaps. Just march with him, and let him lead and follow him. This way you don't have to communicate with them or squad with them. When you see a red pop out, shoot him and get rid of him. Even if I'm not in a shield bot, and say a DB Griffin, I'll still protect the flanks and watch out for threats. It's amazing how helpful this is, and your blue teammate with the Ancilot is unaware of what is going on around him. Let the Ancilot protect you from the front as that's where his tunnel vision is, and you protect his flanks.
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Post by vin5240 on Jan 20, 2018 1:37:19 GMT -5
What league was he playing in? I see 3-4 shock train users every game in champion league. I think lvl.12 shock trains should be in master+. Anything below and it's too op for the players playing in that league. Shame on them! lol. They may think they aren't clubbing but...yahhh...they kinda are. I was leveling the shock trains I got from the event and used gold I saved up to speed upgrades as well. I was in expert 2 with lvl.9/10 hangar. As soon as I started using shock train kumiho...it was 900k at least every single game. Always #1 and I hit my highest of 1.5m damage in master 2 with just the shock train kumiho. My average damage was 880k because some games end fast before I could rack up damage, but that is clubbing damage for expert. I pushed to champion because I know it's too op for expert, but when I got to champion...I'm lucky if I can pass 300k damage with it. I mean...even if it's a shock train bulgasari, nothing you can't do with a little teamwork. Corner it with two people. Just like before dash era, we would work together to kill an ancilot with one person taking down ancile be it a orkan bot or a thunder bot and another player jumping in with another orkan bot for the kill. It's no different really, but I do realize that in lower leagues most people avoid them rather than confront them and that's the worst thing you could do. It is a high priority bot and you need to kill it fast before it does major damage to your team. He is a Legend player on iOS. I was thinking of a similar build, but maybe Rhino with wings and 2 Orkans. Some maps like Canyon, your entire team is toast, and it's almost impossible to rush the reds when they have a crossfire going, multiple shocktrains, Zeus Fury, etc. So something like a Rhino with wings might be able to make it through the gauntlet, and kill 1 of them. This is for solo play, when no blue teammate in their right mind is going to rush them with you. Another thing I was thinking is to overlap the shields like the old Romans and Greeks did, and cover the flank. Maybe if it was 2 guys, make a V formation or wedge actually, and march towards them. 2 Galahads or 2 Lancelots could work. With 3, you could have an Ancilot lead point and have him face forward. Then have 2 Galahads face at 45 degree angles, and protect the flanks. Of course, link all the shields so there are no gaps. Ancile will provide protection from rockets just in case. Plus the Galahads can close up if the Lancelot's frontal shield gets broken. I've actually used this tactic when there are 2 Ancilots. I will protect the flank of my blue teammate, and make sure there are no gaps. Just march with him, and let him lead and follow him. This way you don't have to communicate with them or squad with them. When you see a red pop out, shoot him and get rid of him. Even if I'm not in a shield bot, and say a DB Griffin, I'll still protect the flanks and watch out for threats. It's amazing how helpful this is, and your blue teammate with the Ancilot is unaware of what is going on around him. Let the Ancilot protect you from the front as that's where his tunnel vision is, and you protect his flanks. Oh I like that V formation idea since the shock would just bounce off of each shield. Canyon and Yamantau is just shock train paradise especially Canyon. I was squadding once with my clanmates in yam and it was a champion match because I'm in champion and it takes the highest league player for match making and we got a full clan squad all with 1-2 shock train bulgasaris or haechis in their. Bulgasari blocks plasma and the haechis would be right behind the bulg giving it some ancile to protect against the tridents and rdb. I mean great teammate there, but...rip us lol. I'm packing 4 plasma bots and 1 orkan bot right now because plasma is where it's at with all the haechis around, but I'm still finding the zeus or trident fury to be a pretty good counter to shock trains as far as I have seen because if there's a ledge somewhere on the map, you can just poke your 3 weapons up and shoot without getting shot. The best counter in my opinion is a tempest fury. That thing just wipes them out and they can't do anything about it because of the 800m. I wish I had tempests lol. That's the only sniper I wouldn't mind having on my team. They can keep anciles down and do heavy damage to everything and if they get real close to you, well you will just do even more damage because you minimize spread.
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Post by T34 on Jan 20, 2018 3:19:00 GMT -5
STs are not OP. It is important to use good strategy against shocktrains users. If TDM ensure all blues spawn at the same location. In any mode ensure all stick close together, support one another and do not advance closer than 350m to the ST user. If taking cover ensure one member of the blue team always sticks his head out every 8 secs to see what the ST user is up to. You can even take turns. And when you stick your head out make sure you get a good look over at least 3 secs. And if one person makes a charge at a ST user make sure all in the team follow the charge in a single line fashion spaced 100-150m apart. No ST user will come close to you if you follow these steps. If you get hit by an ST just keep carrying on as if nothing happened. No need to identify who fired and where it came from. Even more the case if not much HP is taken off you. After all others are likely to have suffered more. And anyways, ST users are campers. So their presence is most likely lead to a loss.
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Post by FlashAhAhh on Jan 20, 2018 4:56:36 GMT -5
STs are not OP. It is important to use good strategy against shocktrains users. If TDM ensure all blues spawn at the same location. In any mode ensure all stick close together, support one another and do not advance closer than 350m to the ST user. If taking cover ensure one member of the blue team always sticks his head out every 8 secs to see what the ST user is up to. You can even take turns. And when you stick your head out make sure you get a good look over at least 3 secs. And if one person makes a charge at a ST user make sure all in the team follow the charge in a single line fashion spaced 100-150m apart. No ST user will come close to you if you follow these steps. If you get hit by an ST just keep carrying on as if nothing happened. No need to identify who fired and where it came from. Even more the case if not much HP is taken off you. After all others are likely to have suffered more. And anyways, ST users are campers. So their presence is most likely lead to a loss. You really need to use ST to appreciate just how funny this is
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Post by Robotor Affan on Jan 20, 2018 7:25:50 GMT -5
STs are not OP. It is important to use good strategy against shocktrains users. If TDM ensure all blues spawn at the same location. In any mode ensure all stick close together, support one another and do not advance closer than 350m to the ST user. If taking cover ensure one member of the blue team always sticks his head out every 8 secs to see what the ST user is up to. You can even take turns. And when you stick your head out make sure you get a good look over at least 3 secs. And if one person makes a charge at a ST user make sure all in the team follow the charge in a single line fashion spaced 100-150m apart. No ST user will come close to you if you follow these steps. If you get hit by an ST just keep carrying on as if nothing happened. No need to identify who fired and where it came from. Even more the case if not much HP is taken off you. After all others are likely to have suffered more. And anyways, ST users are campers. So their presence is most likely lead to a loss. The way you talk like we're only facing one shocktrain users. I don't mind if it is 6 vs 1 but this is 6 vs 6 here. Do you really think the other 5 reds doing nothing but eating popcorn?? Come on. ST is really OP at the moment.
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Post by T34 on Jan 20, 2018 7:46:32 GMT -5
STs are not OP. It is important to use good strategy against shocktrains users. If TDM ensure all blues spawn at the same location. In any mode ensure all stick close together, support one another and do not advance closer than 350m to the ST user. If taking cover ensure one member of the blue team always sticks his head out every 8 secs to see what the ST user is up to. You can even take turns. And when you stick your head out make sure you get a good look over at least 3 secs. And if one person makes a charge at a ST user make sure all in the team follow the charge in a single line fashion spaced 100-150m apart. No ST user will come close to you if you follow these steps. If you get hit by an ST just keep carrying on as if nothing happened. No need to identify who fired and where it came from. Even more the case if not much HP is taken off you. After all others are likely to have suffered more. And anyways, ST users are campers. So their presence is most likely lead to a loss. The way you talk like we're only facing one shocktrain users. I don't mind if it is 6 vs 1 but this is 6 vs 6 here. Do you really think the other 5 reds doing nothing but eating popcorn?? Come on. ST is really OP at the moment. Just felt like typing something different in relation to the weekly topic. Maybe twice a week actually. however, if I remember bronzeknees analysis of legend hangers it seems to suggest orkans and tarans are more OP bc they are way more prolific. I am not sure it makes sense to carry 5 ST (which Lordex did before the Nerfings). Don't know but this is now the premier and perhaps first serious midrange weapon to challange the tarans and orkans (actually tridents were good before). But at the end of the day I think the discussion is sort of irrelevant. There always has to be a super weapon that everyone flocks to and buys. It's the ST now. In time there will be something else. It's a selling cycle. Who ever said the game was balanced or that it has to be balanced?
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Post by vin5240 on Jan 20, 2018 12:14:03 GMT -5
The way you talk like we're only facing one shocktrain users. I don't mind if it is 6 vs 1 but this is 6 vs 6 here. Do you really think the other 5 reds doing nothing but eating popcorn?? Come on. ST is really OP at the moment. Just felt like typing something different in relation to the weekly topic. Maybe twice a week actually. however, if I remember bronzeknees analysis of legend hangers it seems to suggest orkans and tarans are more OP bc they are way more prolific. I am not sure it makes sense to carry 5 ST (which Lordex did before the Nerfings). Don't know but this is now the premier and perhaps first serious midrange weapon to challange the tarans and orkans (actually tridents were good before). But at the end of the day I think the discussion is sort of irrelevant. There always has to be a super weapon that everyone flocks to and buys. It's the ST now. In time there will be something else. It's a selling cycle. Who ever said the game was balanced or that it has to be balanced? Too many shock trains = no pushing power for beacons. There's no point using 5 shock train bots that's just stupid lol. I'm fine if the enemy wants to use a bunch of shock trains. We just go get the beacons and wait them out. Our tempest and zeus furies will keep them in check and make sure they don't come. Lets see whether they will switch into another bot or wait and lose. I'm in champion league and I do use a shock train kumiho which I got from event but the rest: bulgasari, hover, doc, and lancelot are all paired up with tarans and orkans. Tarans are fking awesome lol. In expert, I can get 1m+ every game with ST kumiho which is why I moved up, but in champ, I'm actually lucky if I can even pass 300k damage with the shock train kumiho. There's usually 3-4 shock train users every game and the more I play against them, the less op it seems at least for me. It's just like a regular occurrence now. Like that annoying neighbor you just have to deal with every day going to work. I'm running lvl.8 and lvl.9 bots here in champion too and I'm still gaining trophies consistently lol. Besides, I think players with all lv.12 bots and weapons should be playing in master league. mk2 has no place in expert and below. A mk2 taran haechi killed my griffin in literally like 3 seconds. mk2 orkan haechis as well go through my ancile and proceeds to destroy my lancelot. Remember back then when people were saying the lancelot was too op and needs a nerf? lol. Or or...how op the tarans were when they were first released? orkans too. Even saw many people complaining how it was impossible to kill a galahad with plasma weapons. As T34 said, it's a selling cycle and these "op" gears now will be replaced by even stronger bots and weapons and as for the older bots and weapons...well they are just lost in time basically. Pix did say they were going to fix the older bots, but I wouldn't expect much.
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Post by Deleted on Jan 20, 2018 12:22:48 GMT -5
It is not op! My scourges @ lvl 10 do better damage overall than the shocktrains lvl 10, dpending on the distance, at close ranges it is morepowerfull. When a weapon is enhanced @ lvl 12 and you are fighting them with your lvl 10 hangar, everything is op!
I like challenges, also in this game. I dont mind being beaten. I win some and lose some.
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Post by vin5240 on Jan 20, 2018 12:28:03 GMT -5
It is not op! My scourges @ lvl 10 do better damage overall than the shocktrains lvl 10, dpending on the distance, at close ranges it is morepowerfull. When a weapon is enhanced @ lvl 12 and you are fighting them with your lvl 10 hangar, everything is op! I like challenges, also in this game. I dont mind being beaten. I win some and lose some. Yeah what he said. The shock trains are pretty 「bum-bum」 until you maxed them. I didn't use them at all until I maxed them because orkans and tarans was just so much better. Weapon damage increase by a percentage and lv.11 and lv.12 is where they get the biggest damage increase. If you fight mk2 weapons with mk2 bots it's pretty balanced imo. It's just mk2 weapons on lvl.7 and lvl.8 bots that's gonna be a 2 shot kill or a 2 second kill regardless whether it's mk2 tarans, orkans, or shock trains.
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