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Post by Deleted on Dec 28, 2016 16:59:47 GMT -5
Eveyone Who has an opinion should go to the facebook page and post your 2 cents. Also, please remember this is phrased as a question. "Would you like this to happen?"
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Post by Deleted on Dec 28, 2016 17:01:38 GMT -5
@ zman: ..the game is all about getting in there and swinging away. I'm going to respectfully disagree. 3 of 5 maps are clearly not designed around "getting in there." With that in mind, knife fighters, of which I think I am one, may feel the game is all about that, because it kicks 「bum-bum」. Instead it's really what we want it to be, not how it was designed. Regarding the possible change. I like the sounds of it.
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Post by zman on Dec 28, 2016 17:17:01 GMT -5
@ zman: ..the game is all about getting in there and swinging away. I'm going to respectfully disagree. 3 of 5 maps are clearly not designed around "getting in there." With that in mind, knife fighters, of which I think I am one, may feel the game is all about that, because it kicks ?bum-bum?. Instead it's really what we want it to be, not how it was designed. Regarding the possible change. I like the sounds of it. I'm curious to what maps you think that is. I look at the maps mostly like this. I am mostly a knife fighter with a bit of sniper and I'm looking to swap out my trip Treb Fury in Gold. Yamantau: Yep, not terribly knife fighter friendly, but the center really is a moshpit. This map leans towards long ranged fighters... but the center beacon is key to victory and snipers and mid rangers to take the center beacon. Long>Medium/Close Shenzen: Well, the center is not knife fighter friendly, unless you play peekaboo with whoever runs for the center putting them at <300m. The outskirts are pretty friendly for getting up close and personal. This map is friendly for medium and even knife fighters. Medium>Close>Long Springfield: Yeah, half the map sucks for knife fighters, but half the map we excel on. With two beacons out there knife fighting works just fine. This map leans towards long ranged fighters. Long>Close>Medium Dead City: This one was built for gettting up close and personal. Close>Medium>Long Canyon: This one is rough for knife fighters, but playing the center offers lots of opportunity for it. Long>Medium>Close Power Plant: This one is built for Medium range fighter and Knife Fighters. Close/Medium>Long
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 17:40:57 GMT -5
@ zman: ..the game is all about getting in there and swinging away. I'm going to respectfully disagree. 3 of 5 maps are clearly not designed around "getting in there." With that in mind, knife fighters, of which I think I am one, may feel the game is all about that, because it kicks ?bum-bum?. Instead it's really what we want it to be, not how it was designed. Regarding the possible change. I like the sounds of it. I wasn't just referring to the maps... it seems the way everything has been, from weapons to bots to even the "sniper maps", has favored the KF/PR, overall. And the players that keep playing past the crazy Swiss Army Leo/Natty stage, excepting the few who just like to be different, tend to lean towards close in fighting. Mainly because the game was all about getting in there. Hangers and skills were built around that. That said, I posted a vid, here, in my video thread that a Russian (I believe, no offense meant if I am wrong) clan had posted to YT and it was Mid Range Madness... The way they cleaned up the map with RDBs and Tridents was... Scary. If they had had that proposed rocket mechanic change... Good Lord. But they are the exception, from what I have seen. But, I only see North American (I guess?) servers... maybe other regions' servers have a different overall meta. *Shrugs* If the game shifts to more varied ranges... fine... but I guess what I was saying that with all the changes proposed already, changing a set of weapons that are so fundamental to the current meta in such a way as they are proposing, is not the best move. Like I said... at least let the new stuff happen and settle in, then explore changing more. It seems a little too much, too fast to be accommodating to both the new players and the old guard. And the shift to Medium range isn't being threatened to happen if this change is implemented, it is already happening.
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Post by Deleted on Dec 28, 2016 17:44:50 GMT -5
I'm going to respectfully disagree. 3 of 5 maps are clearly not designed around "getting in there." With that in mind, knife fighters, of which I think I am one, may feel the game is all about that, because it kicks ?bum-bum?. Instead it's really what we want it to be, not how it was designed. Regarding the possible change. I like the sounds of it. I'm curious to what maps you think that is. Yamantau, Springfield, and Canyon. Yeah, there's places to get close, but those maps were clearly not designed around knife fighting. Dead City and Powerplant are my two favorites. Shenzhen and Yamantau are next in line. Springfield and Canyon are my least favorites.
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LeonF
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Post by LeonF on Dec 28, 2016 17:49:46 GMT -5
TriPinataGep will be extra fun...one massive whoosh and no need to run and hide. Instead simply dance around firing 3 rockets a second(ish) similar to a MagGep with the added bonus of not having to get a direct hit
CRVs would be a little slower but it would add a nice option for an earlier part-salvo to finish off already weakened bits.Also an extra kick in the teeth to all those 350m Plasma trying to close in.
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Post by Deleted on Dec 28, 2016 18:08:00 GMT -5
Rocket weapons are already too overpowered in this game. The Pin and Tulumbas reload while firing thing is OK since those weapons are not that good anyway in high silver and up. The pinata ones are a problem.
I'd like to see this happen as a nerf to rockets if they could shoot without loading: Orkan time for a full reload: 23 seconds Pinata time for full reload: 20 seconds
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Post by SGT D00M! on Dec 28, 2016 18:18:29 GMT -5
Tulumbas? Yes. Pin and Crv? Not so much.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 28, 2016 20:33:37 GMT -5
Rocket weapons are already too overpowered in this game. The Pin and Tulumbas reload while firing thing is OK since those weapons are not that good anyway in high silver and up. The pinata ones are a problem. ...Snip Do you really believe that? The part I highlighted and bolded? Just curious....
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Post by CΛΜΡΞΓ™ on Dec 28, 2016 20:42:59 GMT -5
The Pin and Tulumbas reload while firing thing is OK since those weapons are not that good anyway in high silver and up. RDB Griffin is a very prominent bot in gold, and first makes its effective appearance in high silver.
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Post by [ധ¡к¡] oDDD on Dec 28, 2016 20:43:21 GMT -5
Rocket weapons are already too overpowered in this game. The Pin and Tulumbas reload while firing thing is OK since those weapons are not that good anyway in high silver and up. The pinata ones are a problem. ...Snip Do you really believe that? The part I highlighted and bolded? Just curious.... Do you even RDB Griff bro? Teehee.
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Post by sochilli (Saltesers) on Dec 28, 2016 21:01:22 GMT -5
What next? Magnums reloading while firing?
Legit tho, if they do this they need to either buff Plasma damage or remove reload time for the Taran.
OP = Orkan Piñata = Overpowered ROP = Tulu Pin = Russian Overpowered
They need to buff the gun-types whether this happens or not,
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Post by CΛΜΡΞΓ™ on Dec 28, 2016 21:04:23 GMT -5
What next? Magnums reloading while firing? Legit tho, if they do this they need to either buff Plasma damage or remove reload time for the Taran. OP = Orkan Piñata = Overpowered ROP = Tulu Pin = Russian Overpowered They need to buff the gun-types whether this happens or not, its not going to be that drastic of a change, the only thing that will change is the fact that jumpy bots will no longer be able to simply jump backwards and then do as they please till the pinatas/orkans are ready to do some serious damage again
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Post by Loop_Stratos on Dec 28, 2016 21:43:10 GMT -5
Nope. It's not broken, so why fix it?
Alternatively, Pin/Tulu buff feels like nerfing shieldbots; there are no reload gap to take advantage of to attack.
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Post by Deleted on Dec 28, 2016 21:53:20 GMT -5
Sweet!!!!!! Want more projectiles in the Pins though. OP, maybe, maybe not. Bottom line, "Shut up and Play" BTW - there is no such thing as overkill
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Post by Deleted on Dec 28, 2016 22:16:35 GMT -5
Do you really believe that? The part I highlighted and bolded? Just curious.... Do you even Russian Death Button Griff bro? Teehee. Mines is usually always deployed first in those long range maps. Takes 3 salvos to kill a Leo and 2 to kill Griffin. Which is a little less than a minute. Compare that to Orkans and Pinatas which take 3 seconds to unload and 2 seconds to finish off with orkans.
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acethunder
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Post by acethunder on Dec 28, 2016 23:40:09 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. Exactly. Pix need to do a better job at communicating the rationales behind these decisions so people can draw more informed conclusions. "This is meant to increase their effectiveness in relevance to other weapons"What other weapons? What kind of battle scenarios have given them data to prompt this potential change? They should also announce this stuff very close to a date in which players can actually try it on the test server, so that rather than panicking, players can experience it in practice and then get a better grasp of their feelings on the matter. I will hold back on any speculation until I get a better understanding of their thought process.
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Post by Deleted on Dec 29, 2016 1:38:51 GMT -5
Pinata and pin buff, no.
Tulumbas should be the only thing to get reload fire. Yes, the orkan is an Au item that reloads while firing, and like the orkan, even though the Tulumbas has twice the ammo as it's light counterpart, it still needs twice the time to unload it's full payload. Tulu's reload fire would be a little slower than the thunder, and even though 500M rockets do more damage than 300M Rockets, the only advantage to the Tulu having reload fire would be not being completely defenseless while retreating.
In short: 2 light category rocket DpS>1 Medium category rocket DpS(True now)
Medium Category rockets have 50% more wait time until full in exchange for flexibility (active reload). A Tulu would only get 1 more rocket out of a full(to empty) salvo, while the orkan gets approximately 3.
On a side note:
Hydras should also get reload fire as they take more than double the time of a spiral to empty their payload and fire individually.
Tarans should also have reload fire (it would remove their reload time all together, but that neat revolver animation would still happen) : Fires 3 bolts per second while making up the "4th" bolt of being "2 magnums" with it's higher damage per shot.
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Post by Tyrannosaurus on Dec 29, 2016 2:22:29 GMT -5
IMO this change wouldn't really impact the game that much, for example I see many people are worried of a Tulu Fujin pelting them on and on, have you even read the whole post? It says reloading time will be proportionate to items initial reload time and amount of missiles, which means, the 8 missiles in a Tulu will be evenly fired through the 18 second period of what used to be the reload (which is about 1 Tulu missile every 2 seconds), this would evenly spread out the DPM of weapon and wouldnt make a change to weapon as you are doing the SAME amount of damage over the SAME amount of time, the only difference is that the damage is more evenly spread it, the only advantages the Tulu/Pin/Pinata would get were to not waste their full ammo on something that has like a sliver of health and be able to damage bots that have a sliver of health when otherwise would have been your reload time. This would make the Russian Death Button and Tulu Fujin less vulnerable to attacks when are supposed to reload as you can fire 1 missile every 2 seconds, this is needed as the Fury Trident is broken right now, this is possibly an indirect nerf to the Fury Trident, which is much needed.
Then again for those that like taking a big chunk of health in a small amount of time, they wouldnt use this ability to fire while reloading, less satisfying to see IMO
All in all, IDC if they add this to the game or not, doesnt make a HUGE difference to how Russian Death Button's and Tulu Fujins are played anyway, like do you stand there and keep shooting your Orkans at the enemy when they are reloading or do you hide and wait for your Orkans and Pinatas to get to a suitable amount of ammo and then attack? Im pretty sure everyone chose the second option (dont even bother correcting me if Im wrong, IDC) as you have a higher chance of survival hiding and waiting for your ammo to replenish and finish your enemy in one go, the only situation you would choose the first option is if the enemy is nearly dead and you just want to finish them off
To add to this, you would still die in the same amount of time if an RDB Griffin used the reload time we have now or if it used the firing-while-reloading
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Post by Tyrannosaurus on Dec 29, 2016 2:33:07 GMT -5
Hydras should also get reload fire as they take more than double the time of a spiral to empty their payload and fire individually. Tarans should also have reload fire (it would remove their reload time all together, but that neat revolver animation would still happen) : Fires 3 bolts per second while making up the "4th" bolt of being "2 magnums" with it's higher damage per shot. I dont think Hydras having this would be very good, they already hit a lot as their AI too good and they can also stop firing before emptying the clip, and having a constant rain of hydra missiles would probably piss players off even more. Their advantage over Spirals is that they have superior AI so they hit MUCH more often and the user can switch angles or targets before using up the whole clip, which spirals cant do. Keep in mind Hydras are a WSP weapon, so they should be better than a Ag weapon, especially one that costs 20,000 Ag Tarans are already powerful, dont need to make them even more powerful in close combat, plus you could only fit 2 extra rounds of Taran fire in that 5 second reload time, might as well just keep the reload time for balance. BTW 2 Mags dont equal to 1 Taran, their firing pattern and damage per bolt are completely different and cant be compared like how Spirals and Hydras can or Tulu and Pins can
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Post by Mechronis on Dec 29, 2016 2:37:12 GMT -5
Alright, looks like I am going to need to tell you kids to do your math. Remember that it will be proportional to the reload.....in other words, the dpm will be.....exactly the same.
Consider that it just means that people will be using that fire rate over a longer period of time.
Sure, it will change up tactics, a bit. But why, please tell me, do you not want the people being slaughtered by gepeards to be able to hit back when trimag is smacking them senseless? We all know that accuracy is not a steong suit for a majority of the players being victimized down in bronze.
Lets see.....8 rockets. 18 second reload. 18/8= 1 missile every 2.25 seconds. This is for a Tulu.
Now....4 rockets. Every 12 seconds. 12/4 = 1 rocket every 3 seconds.
A single rocket from either weapon isnt much to think about. The orkan still holds the advantage in all situations with it's payload and relaod fire rate. These weapons will literally have no dps/m change. At all.
Now, lets check the piniata. 16 missiles with a reaload of 15 seconds. 16/15= 1 missile just barely every 1 second.
Remember the delay before the clip emptying and relaoding one. It isnt much. It's literally a mass fearmongering that is occuring.
I imagine that people look at it like a gau is firing tulumbas rockets. Not happening like that. Its literally just a change in relaod mechanics.....a buff to a weapon that simply increases usefulness. Not the damage. Not the splash radius. It's not like the trident can fire like this. Now that....tha would be something to fear. But this is almost trivial. The orkan, hands down, still holds a better burst damage over all of these weapons.
Breath guys. Dont freak out. This isnt bad. This isnt an Aphid being able to fire while reloading. Now that would suck...
On another note: People thought the gun buff made gaus and molots op. The gau ACTUALLY got worse and the molot became marginally better.
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DRTYDAV
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Post by DRTYDAV on Dec 29, 2016 9:47:15 GMT -5
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? Two words: Thunder Carnage.
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 29, 2016 10:54:17 GMT -5
I know this is a double-post but this is relevant to both threads...War Robots Okay, here are few points to address. Firstly, these changes aren't going through earlier than 2.6. Secondly, we announce such things so early in advance to learn your opinion and have more time to rethink the changes (or even revert them entirely), if something doesn't click for the community. There will also be quite some time to try these changes out on a Test Server and figure whether you guys will like it on practice or not. As long as something doesn't hit the final patch notes, it is not set in stone yet. Keep the feedback going, we're listening! Unlike · Reply · 113 · 7 hrs Look guys and gals, Pixonic is not going to kill the goose for the golden egg. They have a product base worth millions, and they aren't going to do anything that has the potential to disrupt their revenue streams without testing the hell out of 'it' first. As I understand how game development cycles run, I'll bet they have an internal round of testing that we public players never even see. This means new stuff gets filtered twice, at least, before anything hits the live servers. DON'T PANIC.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 29, 2016 11:22:42 GMT -5
Do you even Russian Death Button Griff bro? Teehee. Mines is usually always deployed first in those long range maps. Takes 3 salvos to kill a Leo and 2 to kill Griffin. Which is a little less than a minute. Compare that to Orkans and Pinatas which take 3 seconds to unload and 2 seconds to finish off with orkans. Fair enough, and that is normally the case with different ranged weapons... Here are my observations and thoughts on it: Mid-ranged weapons tend to not be as powerful, overall, as short-ranged, all through the game. You can't compare 300m splash with 500m. Instead, compare the total level 8 salvo damage of an RBD (42024) with the total salvo of either a Carny Trident (28074) or Fury Trident (42111). At Mid-Range, a Russian Death Button being able to hit you while you are not able to hit back with your short ranged weapons, and while you are likely engaged with someone else you can hit, eating 1/2 of your health if in a Griff or 1/3 if in a Leo with every salvo, is a lot. Like was stated above... The higher the reward (short range weapons = more damage given) the higher the risk (short range = more potential damage taken)... the lower the risk (mid to long range very little damage taken on average) the lower the reward (damage given not as much as Orks). Even so... it is still very much a threat. IMO, anyway... understood if you don't agree. Cheers! Have a good New Year!
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 29, 2016 11:37:07 GMT -5
And as far as the OP, just to clear it up... I am not Chicken Little-ing, nor fear-mongering. Nor throwing my hands up in the air and screaming while running around in circles.
Merely stating my opinions as the OP asked and relating my reasons for it. If they implement it I will adjust... unless it breaks the game. Like other changes I didn't want.
I just don't think it is needed and gave my reasons... no need for some of the condescension that showed up in several posts, y'all.
I assure you, I can do math and I can see your points. And I still don't want the change. Nor do I feel it is needed.
Like Lilith said though, hopefully it will be tested first... but that original FB post was like "Here is the change that is coming, oh BTW, do y'all want that to happen?" After the unannounced Aphid buff, is anyone surprised that I felt the need to be a squeaky wheel and get a disagreeing opinion out there if I felt it was a bad idea?
Cheers and have a Happy New Year!
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LeonF
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Post by LeonF on Dec 29, 2016 12:13:56 GMT -5
Quad CRV Patton (even CRVGeps) would be a real menace. 16x rocket salvoe then 4 more incoming every 3 seconds beyond the range of plasma and Aphids guarding Beacons, or on Yamantous walkway...
Overall though it wouldn't make any difference to the damage per cycle of these weapons. It's the same number of rockets per time period just not having to wait for the full reload.
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Post by [AurN]Zenotaph on Dec 29, 2016 12:43:03 GMT -5
Read it. Read it again. I feel like hitting my head to the desk right now. My answer is: Nooooooooo!!! Absolutely not.
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Post by ł⸰§ĦȺĐ◎ŴƧŦḀɌ on Dec 29, 2016 14:08:39 GMT -5
LOL my statements were meant for the general audience and was not directed at any specific individual nor their behavior. Rather, the general tone of this thread (and others) was/is sliding into a bit of a cacophony of "OMG CHANGE!" and I had to speak up as well to counter that trend. ⓣⓡⓘⓒⓚⓨ48 Never be afraid of sharing your opinions and concerns. That's exactly what these forums are here for. My life lesson for this was from being a hobby-ist digital artist, and discovering that no matter what you think of your artwork, some people will love it, some people will hate it, but most will simply not care. Love the lovers, learn from the haters, and carry on. Otherwise, I've already said my peace. [sic] I don't think this change will drastically alter meta-gameplay, and may even benefit newer players in the struggle against being clubbed.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Dec 29, 2016 14:16:57 GMT -5
Cheers miss Lilith... I did not mean you, either... you have not come across in any other way than putting your thoughts and ideas out there.
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Post by RightOn on Dec 29, 2016 14:33:01 GMT -5
If auto-reload was really that big of a deal you would have seen more Ork Fujins.
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