werdnathered
Destrier
Posts: 29
Karma: 19
Pilot name: WerdnaTheRed
Platform: Android
League: Expert
Server Region: North America
Favorite robot: Taranasaurus (Rogatka with Tarans)
|
Post by werdnathered on Dec 28, 2016 10:19:44 GMT -5
So Pixonic made an announcement on Facebook an hour or two ago, and I don't see any threads for it yet. Pixonic is planning to make a change to Pinatas, Pins, and Tulus. Their change is to make all three reload while firing, similar to the Orkan. They say the reload while firing would be proportional to the regular reload.
Many of the comments, at least at the beginning, were calling for this not to happen. What do we all here think about this possible change?
|
|
werdnathered
Destrier
Posts: 29
Karma: 19
Pilot name: WerdnaTheRed
Platform: Android
League: Expert
Server Region: North America
Favorite robot: Taranasaurus (Rogatka with Tarans)
|
Post by werdnathered on Dec 28, 2016 10:20:43 GMT -5
|
|
fawill
Destrier
Posts: 11
Karma: 2
|
Post by fawill on Dec 28, 2016 10:26:24 GMT -5
Fun to play, nightmare to face, i think theres enough deterrents we dont need rapid fire pinatas
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 10:43:00 GMT -5
NO. I personally would NOT like to see that change... at least as things stand.
Orkans being able to do that is enough. They are a gold weapon for a reason. That reason. So either they would have to make all splash rockets Gold, or make Orkans Silver, since that feature is what makes it stand out. And... IMO... Part of what keeps splash rockets balanced is the fact that you are left vulnerable after you let loose a salvo. Being able to negate physical shields is a very powerful pro that, in most peoples' minds, outweighs the con of being a salvo based weapon. If they find they just have to have a buff, maybe reduce reload time by 1 or 2 seconds at the most.
Splash rockets are, already, just about as good as it gets for short range. It's a high risk to use them, but it is also a high reward. 500m splash rockets are, arguably, the basis for the most used mid-ranged setup. Some would say the best mid-ranged setup. I don't know if I would go that far, but I definitely have killed with, and been killed by, RDB setups, many times. Not once did I feel that it was under powered. They need to be less powerful than the short-ranged versions because of the risk ratio. At 500m you take less of a risk to your bot, so the damage is good where it is. To keep it balanced, anyway.
Now, perhaps the question should be revisited once the Ancile buffs go live... Perhaps. I didn't play on the TS that had the buff... so I don't know how much of a game changer the buff will be. BUT... Like I said above, though, as things stand, I think it would be too much to allow them the same behavior/mechanics of Orkans.
|
|
|
Post by blognio on Dec 28, 2016 10:45:41 GMT -5
just imagine a russian death button
|
|
|
Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 28, 2016 11:01:27 GMT -5
This really... it's not going to change much of the usage of xDB builds. They aren't changing the rocket pods' DPM rates, nor burst fire rates, it will only impact the DPS rates while they are reloading+firing. As a dedicated Orkan Cossack pilot, I will tell you the DPS during reload/fire is pathetic and only useful in very specific extreme scenarios, usually centered around your opponent having a sliver of health left. It will still be the more winning strategy to camp out under cover while your rocket pods get fully reloaded, even if you have 4 of 'em.
I am for this change, it will improve the lot of the lower noob-ish tiers, as all 3 impacted weapons are obtainable by anybody with the Ag. It also provides for a bit of a tactical counter against constant-fire Magnums that said noobs don't yet have access to, and yet are forced to fight.
|
|
|
Post by ShutUpAndSmokeMyWeed on Dec 28, 2016 11:08:32 GMT -5
This is a step in the completely wrong direction. War Robots needs fewer campers, not more of this aphids and trident bull「dookie」. Too many people in my clan have already left the game because of it, and if Pixo continues down this route all they'll have left is casual players and camping noobs in 2017. War Robots will just turn into a game of camper vs camper with the occasional suicide bot grabbing a beacon.
|
|
|
Post by Deadalready on Dec 28, 2016 11:12:26 GMT -5
Honestly it sounds like a terrible idea, the rocket line of weapons are plenty strong enough. Their only drawback is the reload period, otherwise it makes rocket bots too strong.
|
|
werdnathered
Destrier
Posts: 29
Karma: 19
Pilot name: WerdnaTheRed
Platform: Android
League: Expert
Server Region: North America
Favorite robot: Taranasaurus (Rogatka with Tarans)
|
Post by werdnathered on Dec 28, 2016 11:13:16 GMT -5
Personally, I feel that the rocket weapons are already balanced enough. With their high burst damage, area damage, and armor piercing capabilities, they are already one of the more versatile and dangerous weapons in the game, when used right. They don't need a buff, and this change particularly is an invitation for more campers.
|
|
|
Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 28, 2016 11:23:37 GMT -5
I'm confused, how does having reload-while-firing encourage camping? If you are camping with rockets, you shouldn't be in a position to shoot anybody with them...
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Dec 28, 2016 11:25:20 GMT -5
Need clarification to form an opinion on this. Does it mean that 1) you can *stop* firing mid-salvo? 2) you can fire partially loaded weapons? 3) or just that the reload begins immediately when the first rocket has left the chamber?
Anyway, I think it's too much. These weapons are heavily used already for a reason.
|
|
|
Post by ShutUpAndSmokeMyWeed on Dec 28, 2016 11:28:35 GMT -5
Need clarification to form an opinion on this. Does it mean that 1) you can *stop* firing mid-salvo? 2) you can fire partially loaded weapons? 3) or just that the reload begins immediately when the first rocket has left the chamber? Anyway, I think it's too much. These weapons are heavily used already for a reason. It's going to "match the Orkan type", so presumably 1) yes 2) yes 3) yes
|
|
werdnathered
Destrier
Posts: 29
Karma: 19
Pilot name: WerdnaTheRed
Platform: Android
League: Expert
Server Region: North America
Favorite robot: Taranasaurus (Rogatka with Tarans)
|
Post by werdnathered on Dec 28, 2016 11:31:10 GMT -5
I'm confused, how does having reload-while-firing encourage camping? If you are camping with rockets, you shouldn't be in a position to shoot anybody with them... It'll be a different type of camper. One who sits in a Fujin and fires from 499m, when possible.
|
|
|
Post by blognio on Dec 28, 2016 11:49:04 GMT -5
This is a step in the completely wrong direction. War Robots needs fewer campers, not more of this aphids and trident bull?poo-poo?. Too many people in my clan have already left the game because of it, and if Pixo continues down this route all they'll have left is casual players and camping noobs in 2017. War Robots will just turn into a game of camper vs camper with the occasional suicide bot grabbing a beacon. wait so saying 「dookie」 changes it to that?
|
|
|
Post by SoCalGrndR on Dec 28, 2016 11:49:18 GMT -5
No, NO, and HELL NO! I use rockets on 2-3 bots in my hanger. I use Orkans, Pinatas, Tulus, and Pins. I like the risk reward mentioned above. I think that would change the game that is already in a very fluid state of change. With new MM system coming out and the other buffs, I think we need to see how everything works out before implementing more changes. I have not heard of anyone complaning about reloads on these rockets and do not believe that it is warranted. I like using rockets and this would be an unnecessary advantage.
It appears Pix is escalating the damage output of many different pieces of a complex puzzle and will end up back were we started by increasing the damage of most items, creating a viscous circle.
|
|
|
Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 28, 2016 11:59:08 GMT -5
I'm confused, how does having reload-while-firing encourage camping? If you are camping with rockets, you shouldn't be in a position to shoot anybody with them... It'll be a different type of camper. One who sits in a Fujin and fires from 499m, when possible. A Fujin with 3xOrkans already exists, and the behavior you are describing is acceptable as long as they are in range of a beacon. You seem to be counter-pointing with a well established meta-build... ? The $5 discount-Geppard new account offer comes with 3 Pinatas, how would having a reload+firing buff change how that build is used? It's important, because that offer is part of Pixonic's one-timer revenue flow. Next, most free2play-ers wind up with a Patton 4xPinata/Pin build, which is a camper's build no matter how good you are. Would having reload+fire change how you strategize keeping your Patton alive long enough to contribute? I'm not being facetious or sarcastic, I honestly can't see this change having that much of an impact on current game-play strats. IMO, there is an incredible amount of 'Chicken Little' syndrome going on here.
|
|
|
Post by zman on Dec 28, 2016 12:09:28 GMT -5
I kind of like the idea. It is a buff, but one that would maybe encourage a bit more attrition fighting. It certainly won't encourage camping more.... it would reduce how often you took a fully salvo.... and comes as a buff to mid range which IMO is good.
I say I like it, but I wish the reasonable counter to shield bots being a bit too good wasn't making rocekts better. I say implemement the change, but damage on the Pinatas for sure would need to be scaled back, I don't think the Medium ranage rockets would be overbuffed, but the Pinatas would be.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 12:11:12 GMT -5
I'm confused, how does having reload-while-firing encourage camping? If you are camping with rockets, you shouldn't be in a position to shoot anybody with them... IDK, for absolute sure, that it would be a game changer... but part of what keeps the balance for DBs now is being able to bait a pinata salvo into firing and knowing that they are unusable during that reload time and, therefore, even with a partial Ork load (if they let up after realizing you baited them), you have a chance to take them out. Being able to stop that pinata mid-salvo sure seems like a game changer because it makes one of the most powerful setups in the game, even more so. And an RDB Griff that was able to just keep pelting you with 4 500m splash weapons from 499m??? Or especially a fujin with a buffed shield???!!! That is definitely NOT good. Now, again... if the ancile shield buff is too OP... that may be an answer.... that remains to be seen. But just a willy nilly "hey guys and gals... should we do this?" No. There is no need atm. I understand the noob argument you make, but in all honesty noob play time is a small chunk of the average player's game. Even if one elects to stay in silver... that would make rockets pretty much unstoppable... as things are now, at any rate. I would expect fleets of Griffs shooting constant 500m splash from outside anything else but the other mid-ranged weapons' ranges.... so yes as was stated above... camping would be even more rampant. I don't want MORE campers. Just better quality ones that ditch on time and shoot the right targets and get beacons! (If I dream it... they will come!)
|
|
werdnathered
Destrier
Posts: 29
Karma: 19
Pilot name: WerdnaTheRed
Platform: Android
League: Expert
Server Region: North America
Favorite robot: Taranasaurus (Rogatka with Tarans)
|
Post by werdnathered on Dec 28, 2016 12:13:24 GMT -5
It'll be a different type of camper. One who sits in a Fujin and fires from 499m, when possible. A Fujin with 3xOrkans already exists, and the behavior you are describing is acceptable as long as they are in range of a beacon. You seem to be counter-pointing with a well established meta-build... ? The $5 discount-Geppard new account offer comes with 3 Pinatas, how would having a reload+firing buff change how that build is used? It's important, because that offer is part of Pixonic's one-timer revenue flow. Next, most free2play-ers wind up with a Patton 4xPinata/Pin build, which is a camper's build no matter how good you are. Would having reload+fire change how you strategize keeping your Patton alive long enough to contribute? I'm not being facetious or sarcastic, I honestly can't see this change having that much of an impact on current game-play strats. IMO, there is an incredible amount of 'Chicken Little' syndrome going on here. Camping on a beacon is perfectly fine. What I'm fearing is that people will sit 500m from a beacon, and wait for reds to draw close. The reload while firing - and ability to stop firing mid-clip - will certainly change the ambush game for quad pinata Pattons. As is, using a pinata Patton tends to be about ambushing an opponent or hitting them while they're distracted. There's a big importance of timing for both parties. Once the Patton empties its salvo, there's an opportunity for the target to return fire. This is vital for the target, especially if they were able to duck away to cover and avoid damage. It's their chance to deal damage back. With the reloading change, if the target avoids the salvo, the Patton can just stop firing, and be ready with close to a full salvo when they round the corner to re-engage their target. The big deal is that a burst damage build's biggest weakness - missing the target and being forced to stop to reload - has been partially negated.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 12:21:30 GMT -5
I kind of like the idea. It is a buff, but one that would maybe encourage a bit more attrition fighting. It certainly won't encourage camping more.... it would reduce how often you took a fully salvo.... and comes as a buff to mid range which IMO is good. I say I like it, but I wish the reasonable counter to shield bots being a bit too good wasn't making rocekts better. I say implemement the change, but damage on the Pinatas for sure would need to be scaled back, I don't think the Medium ranage rockets would be overbuffed, but the Pinatas would be. 500m splash weapons have WAY more damage per missile. What makes them not OP is how little there are in a salvo. Compare 16 missiles in pinatas at 974 damage for a level 8 to 4 missiles in CRV Pins at 1758 at level 8. A constant barrage of 4 of those missiles, whether from Patton or Griff (wouldn't matter since Tulums and CRVs use the exact same missile, just different amounts), would be devastating.
|
|
|
Post by zman on Dec 28, 2016 12:30:26 GMT -5
I kind of like the idea. It is a buff, but one that would maybe encourage a bit more attrition fighting. It certainly won't encourage camping more.... it would reduce how often you took a fully salvo.... and comes as a buff to mid range which IMO is good. I say I like it, but I wish the reasonable counter to shield bots being a bit too good wasn't making rocekts better. I say implemement the change, but damage on the Pinatas for sure would need to be scaled back, I don't think the Medium ranage rockets would be overbuffed, but the Pinatas would be. 500m splash weapons have WAY more damage per missile. What makes them not OP is how little there are in a salvo. Compare 16 missiles in pinatas at 974 damage for a level 8 to 4 missiles in CRV Pins at 1758 at level 8. A constant barrage of 4 of those missiles, whether from Patton or Griff (wouldn't matter since Tulums and CRVs use the exact same missile, just different amounts), would be devastating. I think you are underestimating how hard it would be to hold on target. The Pin would fire once every three seconds and the Tum would fire once every 2.25 seconds or so. Sure, they would put out decent damage, that is only ~600damage per second for the Pin at Gold Tier(9-10) and ~700-800 damage for the Tum. The Pinata would be dropping one rocket every second for 1000-1100 DPS. The only setup I'm really worried about here is the Pinata, it gains the most from this change. I mean, a small drop in the damage of the Pinata would do it, maybe a bigger drop and make it a 17 rocket load with 17s total reload to match the model, haha.
|
|
|
Post by Fιεχροιητ™ on Dec 28, 2016 12:31:13 GMT -5
Terrible idea. Players are going to start buying these four weapons only. Pixo will then make Tulumbas/CRV Pins and Pinatas all cost gold, which will in turn make them even more money. People will start complaining. Pixo buffs other weapons. People buy those. Pixo makes them gold. Constant loop.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 12:36:08 GMT -5
500m splash weapons have WAY more damage per missile. What makes them not OP is how little there are in a salvo. Compare 16 missiles in pinatas at 974 damage for a level 8 to 4 missiles in CRV Pins at 1758 at level 8. A constant barrage of 4 of those missiles, whether from Patton or Griff (wouldn't matter since Tulums and CRVs use the exact same missile, just different amounts), would be devastating. I think you are underestimating how hard it would be to hold on target. The Pin would fire once every three seconds and the Tum would fire once every 2.25 seconds or so. Sure, they would put out decent damage, that is only ~600damage per second for the Pin at Gold Tier(9-10) and ~700-800 damage for the Tum. The Pinata would be dropping one rocket every second for 1000-1100 DPS. The only setup I'm really worried about here is the Pinata, it gains the most from this change. I mean, a small drop in the damage of the Pinata would do it, maybe a bigger drop and make it a 17 rocket load with 17s total reload to match the model, haha. Where are you getting these per shot times from? How do you know it will be once every 2 1/4 seconds? EDIT.... I think I see... from the reload time?
|
|
|
Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 28, 2016 12:36:50 GMT -5
500m splash weapons have WAY more damage per missile. What makes them not OP is how little there are in a salvo. Compare 16 missiles in pinatas at 974 damage for a level 8 to 4 missiles in CRV Pins at 1758 at level 8. A constant barrage of 4 of those missiles, whether from Patton or Griff (wouldn't matter since Tulums and CRVs use the exact same missile, just different amounts), would be devastating. Ok, that's the kind of answers I'm looking for, thanks I can imagine that now, I don't normally go for RDB setups because my DB Griff is devastating enough. That said, I ran a RDB Griff for a long time before switching to a DB build, back when I didn't understand how to keep my hanger balanced. Somebody using that 600m range to commit fairly constant splash damage for an opponent attempting to corner-fire, that's a scenario I can confidently call having it's game changed. Still, I don't see all of this as a doomsday level change. In the bigger picture, I believe Pixonic is going a bit Pokemon/JRPG with all this. Very common for those style of games to have a rock-paper-scissors power balance scheme. We have a very similar effect here in War Robots; Rockets beat Shields (splash), Shields beat Plasma (endurance), and Plasma beats Rockets (range). Truth be told, that's how I pick my next bot to put into play, depending on what builds the NME has on the field (or just killed me with). Seems to me that Pixo is trying to make sure all points on that triangle-of-power are equalized.
|
|
|
Post by zman on Dec 28, 2016 13:09:09 GMT -5
I think you are underestimating how hard it would be to hold on target. The Pin would fire once every three seconds and the Tum would fire once every 2.25 seconds or so. Sure, they would put out decent damage, that is only ~600damage per second for the Pin at Gold Tier(9-10) and ~700-800 damage for the Tum. The Pinata would be dropping one rocket every second for 1000-1100 DPS. The only setup I'm really worried about here is the Pinata, it gains the most from this change. I mean, a small drop in the damage of the Pinata would do it, maybe a bigger drop and make it a 17 rocket load with 17s total reload to match the model, haha. Where are you getting these per shot times from? How do you know it will be once every 2 1/4 seconds? EDIT.... I think I see... from the reload time? Yes, you dived the reload time to determine the rate of fire. So those Pins are only dropping a rocket once every 3 seconds. Sure, it will be a nice boost to them and will change the game expecially for corner fire bots, but comes at the opportunity cost of blowing your load on a single target. Both strategies would be viable. I don't see the Pin or Tum as being unbalanced at this change, but the Pinata has a much much higher total payload and being able to fire partial loads for 4/8/12k damage etc makes them much much better and they win out with this. I am total ok with dropping the damage of the Pinata accompanying this change. That way the death butter gets a bit work in total payload, but gains some sustained damage.
|
|
|
Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 13:40:02 GMT -5
@ zman:
Well, fair enough... I see your point... I just disagree... (Strictly going to address the ranged issue at this time) I think not having sustained damage is what keeps them balanced... even at a slower rate, being constantly hit (or the threat of it) from 500m out with a larger AoE splash weapon isn't going to be balanced. Especially considering the amount of Tridents, and now, Molots, and (HEIL HYDRA!) hydras and spirals, and soon to be Gekkos and , God forbid, Zenits... it's changing the dynamic further and further away from the Short Range fights to a more even mid/long range meta. If the game wasn't so geared around short range, that would be different... but it is... and this isn't real life where the best setup is the one that allows you to shoot the guy down with a missile from over 100Km away. Yes it is more efficient and technically better... but the game is all about getting in there and swinging away. The fun for a lot of people in War Robots, judging by this forum and other places that allow feedback, is in the fisticuffs that happen at the beacons and choke-points. While there should be some effective ranged options other than short, IMO, it shouldn't out perform the short-ranged bots. Like was stated above... there seems to be a shift towards ranged weapons as a whole. If this was the only change... then it wouldn't be as bad... but it's a continuation of a trend that has the possibility of changing things a lot.
Not unless the goal is to have an Ancile bot escort for your Knifers in every push to the center...
Who knows, maybe the other buffs in the "rebalancing patch" will add enough speed and HP to other bots to equal this out... but frankly, I just don't think this would be good. Perhaps they should get the re-balance update out... let it settle and see how/if people have to change their play and if it really is balanced or not... then focus on a TS or 2 with this new mechanic?
BTW... just my opinion... I could be completely off base... ;-)
|
|
|
Post by zman on Dec 28, 2016 14:33:14 GMT -5
@ zman: Well, fair enough... I see your point... I just disagree... (Strictly going to address the ranged issue at this time) I think not having sustained damage is what keeps them balanced... even at a slower rate, being constantly hit (or the threat of it) from 500m out with a larger AoE splash weapon isn't going to be balanced. Especially considering the amount of Tridents, and now, Molots, and (HEIL HYDRA!) hydras and spirals, and soon to be Gekkos and , God forbid, Zenits... it's changing the dynamic further and further away from the Short Range fights to a more even mid/long range meta. If the game wasn't so geared around short range, that would be different... but it is... and this isn't real life where the best setup is the one that allows you to shoot the guy down with a missile from over 100Km away. Yes it is more efficient and technically better... but the game is all about getting in there and swinging away. The fun for a lot of people in War Robots, judging by this forum and other places that allow feedback, is in the fisticuffs that happen at the beacons and choke-points. While there should be some effective ranged options other than short, IMO, it shouldn't out perform the short-ranged bots. Like was stated above... there seems to be a shift towards ranged weapons as a whole. If this was the only change... then it wouldn't be as bad... but it's a continuation of a trend that has the possibility of changing things a lot. Not unless the goal is to have an Ancile bot escort for your Knifers in every push to the center... Who knows, maybe the other buffs in the "rebalancing patch" will add enough speed and HP to other bots to equal this out... but frankly, I just don't think this would be good. Perhaps they should get the re-balance update out... let it settle and see how/if people have to change their play and if it really is balanced or not... then focus on a TS or 2 with this new mechanic? BTW... just my opinion... I could be completely off base... ;-) We definitely are going to disagree. I do not believe this change brings the mid ranged rockets up too much, if anything it will make corner sniping riskier and make energy shields better especially if they get a bit more regen. I mean the sustained damage you are worried about from a Pin isn't much higher than from a Gekko, sure it is splash, but how many people really worry about the flashing gekko that keeps lighting them up? Rockets firing sustained will be a trickle of damage and their primary use won't change, which will still be peekaboom. I definitely don't see it massively shifting the meta. Though, it would be nice to see a fewer physical shield bots rolling around. And every time they try for sustained fire they are opening themselves up to other medium ranged fire. And would seeing a boosted Ancille become an amazing asset for a team be such a bad thing? Because of how most maps are full of a decent amount of cover and the massive damage that knife fighters can do they will always be around. Sustained fire medium ranged rockets definitely won't out damage knife fighters, but it may be an effective counter that will shift the meta... which is currently pretty knife fighter heavy. I mean, how many people's hangers are loded with 50+% knifefighters right now? Everything shifts the meta, the questions is if it is a needed direction. Each of us has an idea what the game should be, and they are often quite different. Personally I'd like to see a bit less death button and a bit more medium ranged maneuvering and cover bounding. I mean, this could give medium bots a bit of a boost so Gold+ isn't all heavies and Galahads.
|
|
|
Post by CΛΜΡΞΓ™ on Dec 28, 2016 14:35:44 GMT -5
I would like this change. It will make griffins slightly less viable, but overall i dont think its a terrible idea.
|
|
|
Post by Fιεχροιητ™ on Dec 28, 2016 14:39:40 GMT -5
I would like this change. It will make griffins slightly less viable, but overall i dont think its a terrible idea. There are some Griffin lovers (5 Griff Hangars) out there that would quit the game if they made this change xD
|
|
|
Post by CΛΜΡΞΓ™ on Dec 28, 2016 14:45:34 GMT -5
I would like this change. It will make griffins slightly less viable, but overall i dont think its a terrible idea. There are some Griffin lovers (5 Griff Hangars) out there that would quit the game if they made this change xD im a griffin lover, im not against this change. Would encourage more peek-a-boo griffin useage and imo it would set the griffin more on-par with the rhino.
|
|