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Post by Deleted on Aug 10, 2017 1:42:58 GMT -5
now the most important and heavy update for us ANDROID users: the Proximity fix. first game on my stalker tried a charge and circle tactic against an RDB griffin, which i would have slaughtered under 2.9.2 patch, but now i just happened to explode in fireworks while circling him. Every rocket would hit me. I might consider switching off my ALL light hangar very soon, and change my load out to what i had pre-2.9.2 (mediums, heavies , a couple lights). I guess the 2.9.2 patch was a nice experiment to run through. Dodging rockets like no tomorrow and hard aiming for every rocket. From the rocket user, it was a terrible experience, too many misses, had to resort to target slow targets. From the light bot user point of view, it was one of the most awesome experiences i had so far inside War Robots. I just hope that they could find a common middle ground and leave some space on Dodging tactics. I am totally positive that the game should reward tactical movement and leave space to dodging tactics. Smart movement should always be rewarded, and this strange "no proximity explosion" opened a new world that might be worth holding for a future patch, maybe in a reduced-balanced way. They might switch off the proximity detonation on Tulumbas and Pins only. I also liked to use Gareth and Stalker before 3.0 Now even the Rogatkas are having hard time dodging the rockets.
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Post by llama4president on Aug 10, 2017 2:05:57 GMT -5
now the most important and heavy update for us ANDROID users: the Proximity fix. first game on my stalker tried a charge and circle tactic against an RDB griffin, which i would have slaughtered under 2.9.2 patch, but now i just happened to explode in fireworks while circling him. Every rocket would hit me. I might consider switching off my ALL light hangar very soon, and change my load out to what i had pre-2.9.2 (mediums, heavies , a couple lights). I guess the 2.9.2 patch was a nice experiment to run through. Dodging rockets like no tomorrow and hard aiming for every rocket. From the rocket user, it was a terrible experience, too many misses, had to resort to target slow targets. From the light bot user point of view, it was one of the most awesome experiences i had so far inside War Robots. I just hope that they could find a common middle ground and leave some space on Dodging tactics. I am totally positive that the game should reward tactical movement and leave space to dodging tactics. Smart movement should always be rewarded, and this strange "no proximity explosion" opened a new world that might be worth holding for a future patch, maybe in a reduced-balanced way. They might switch off the proximity detonation on Tulumbas and Pins only. I also liked to use Gareth and Stalker before 3.0 Now even the Rogatkas are having hard time dodging the rockets. I wouldn't tie it to single weapons. I would instead tie it to the proximity distance range. Example: If the rockets misses you by more than X meters, proximity won't activate. If the rockets misses you inside its range, you would be hit by the explosion. The last patch on android had like proximity set to 0m, hence the great number of misses. Proximity detonation should be an helper toward aiming, not a let's spray and pray and still hit with 100% of rockets. Well, we'll see if Pix will treasure this testing experience. Edit: what i exactly do mean is that Proximity Radius should be lower than Explosion Radius. So the explosion would mantain its intended largeness, while leaving open space to defensive tactics. Right now the only dodges I'm able to produce make use only of obstacles, not actual "dodging".
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Post by Alanbit on Aug 10, 2017 2:59:38 GMT -5
1) Short in-game notification history. I use this to see who is using what weapons before I make it to the thick of things, also if i'm in the spawn area, what to expect. Now it's a 1 liner that will pass too quickly. Totally this. I used to think that 4 lines were short in the old UI, but one line??? And if you blink you miss it. Oh please, make a poll, a strike or something but bring that 4 lines of notification history back!!! One of my game motivations were to spread death and damage in revenge's sake, now my distruction spree is meaningless
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Post by wildboar on Aug 10, 2017 3:42:16 GMT -5
1) Short in-game notification history. I use this to see who is using what weapons before I make it to the thick of things, also if i'm in the spawn area, what to expect. Now it's a 1 liner that will pass too quickly. Totally this. I used to think that 4 lines were short in the old UI, but one line??? And if you blink you miss it. Oh please, make a poll, a strike or something but bring that 4 lines of notification history back!!! One of my game motivations were to spread death and damage in revenge's sake, now my distruction spree is meaningless agree... if I was being harassed by a Hydra user - I want to know who he is so I can hunt him down ... the 4 line ticker gave you a chance to see who he was if he killed a blue... whenever a blue went bang I found it useful to know what did it & who did it ... but you cannot look at it in the middle of a brawl so 1 line is nigh on useless
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Post by lindenwood on Aug 10, 2017 7:51:45 GMT -5
Played one game of beacon rush and every fear was instantly realized.
If you aren't running all heavy brawlers, don't even try.
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Post by Alanbit on Aug 10, 2017 8:17:01 GMT -5
agree... if I was being harassed by a Hydra user - I want to know who he is so I can hunt him down ... the 4 line ticker gave you a chance to see who he was if he killed a blue... whenever a blue went bang I found it useful to know what did it & who did it ... but you cannot look at it in the middle of a brawl so 1 line is nigh on useless Nothing tastes better than hunting down the one who killed your previous robot, and now sometimes I am kind of "who was it?" So frustrating...
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Post by Domino on Aug 10, 2017 8:52:58 GMT -5
Played one game of beacon rush and every fear was instantly realized. If you aren't running all heavy brawlers, don't even try. I played Beacon Rush on every TS. It takes time to see it's value. Just like Moon map. Beacon Rush will require you to change your hangar in order to be successful. You need beacon runners, you need heavies and will need less Campers. I think that's a win. It requires strategy and map awareness to win. When everyone is spawning from center you spawn a capper bot and take their far beacon and start spawning from behind enemy lines. 3x Thunder Fury will be cool and usable as well as Rajin and Rhino's. It will definitely add a new dimension to the game. I just hope they add a feature to allow multiple hanger setups. This will bring back alot of unused bots that aren't part of the high level domination play.
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Post by Domino on Aug 10, 2017 8:58:39 GMT -5
Played a couple of match, sadly i'm missing the time to play these days, but had to try it. first impressions for the new UI are strange, i'm always positive to change and updates in the UI. The red box around locked enemies is a little bit too much evident, and the screen feels a little bloated by the names. This new Gui still need some refinement, but i'm kinda happy they updated it. Let them have some time to gather player impressions, and tweak it toward maximum effectiveness. the main hp buff to lots of bots seems a tweak to counter side effects of the last patch, where overall damage was dramatically buffed. I do expect to see in next patch more HP buffs arounds on a few selected bots. Rhino speed buffs sounds SEXY and GORGEUS. It might be the time to try the Rhino again now the most important and heavy update for us ANDROID users: the Proximity fix. first game on my stalker tried a charge and circle tactic against an RDB griffin, which i would have slaughtered under 2.9.2 patch, but now i just happened to explode in fireworks while circling him. Every rocket would hit me. I might consider switching off my ALL light hangar very soon, and change my load out to what i had pre-2.9.2 (mediums, heavies , a couple lights). I guess the 2.9.2 patch was a nice experiment to run through. Dodging rockets like no tomorrow and hard aiming for every rocket. From the rocket user, it was a terrible experience, too many misses, had to resort to target slow targets. From the light bot user point of view, it was one of the most awesome experiences i had so far inside War Robots. I just hope that they could find a common middle ground and leave some space on Dodging tactics. I am totally positive that the game should reward tactical movement and leave space to dodging tactics. Smart movement should always be rewarded, and this strange "no proximity explosion" opened a new world that might be worth holding for a future patch, maybe in a reduced-balanced way. the update on Carnage seems sexy as hell. I think he will gain a spot in the new hangar i will deploy for the 3.0! Carnage Ancile was underwhelming before, now the Carnage is like having 3 full heavy slots, of which one is occupied by a full working Ancile. Still a bit early to come to conclusions, i will wait to play a bit more to see what will be my impressions. About the beacon rush, i'm just impatient to test it out, while i played it wasn't up. Let's hope today it will be present. Having a Griff Pin/Tulu setup, the proximity "bug" really affected my bot ability to do damage. However it was a welcome "bug" in some part because the Pin/Tulu is like having a trident on steroids expect the loss of 150m. I think it needs much less proximity however not 100% hit required, maybe 2-3m proximity like was mentioned before. If you remove the proximity completely the Pin\Tulu are loosing a lot of usefulness. There needs to be a middle ground.
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Post by Domino on Aug 10, 2017 9:02:05 GMT -5
Played one game of beacon rush and every fear was instantly realized. If you aren't running all heavy brawlers, don't even try. If you're team is prepared to take on a beacon rush from center you can easily bot-out the red team in no time. Just hope they are lemmings and keep spawning at center, have 2-3 guys with DB, thunders, etc waiting from different angles and go to town.
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Post by Domino on Aug 10, 2017 9:07:17 GMT -5
Thanks for this comment. Now, if only Pix would listen. Mind if I copy pasta this one to the review? Here's a pic of a FPS shooter I sometimes play. This pic is of "control customisation" in the settings menu. Simply press an icon you want move and slide. To resize, pinch or opposite to make smaller or larger. I think there's even an oppacity control some where I've never had to use. Simple as.... Pix needs to adopt something similar. If Battle Titans release this then maybe Pixonic will!
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leadpan
Destrier
Posts: 52
Karma: 25
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Post by leadpan on Aug 10, 2017 9:38:37 GMT -5
Finally beacon rush! Luv this new mode.
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Post by lindenwood on Aug 10, 2017 10:58:51 GMT -5
Played one game of beacon rush and every fear was instantly realized. If you aren't running all heavy brawlers, don't even try. If you're team is prepared to take on a beacon rush from center you can easily bot-out the red team in no time. Just hope they are lemmings and keep spawning at center, have 2-3 guys with DB, thunders, etc waiting from different angles and go to town. Exactly my point. It just becomes a brawler's game. And, when one team is able to get 4 beacons, there is pretty much no coming back. Not to say I am a great player, but I made Gold 1 with this hangar, so it isn't like I don't know how to play the field and win despite disadvantages. But, the main advantage of a fast hangar is the ability to flank and beat the enemy to far beacons. Whenever they can now spawn Leos and DBs at those far beacons, there is nothing you can do in a Gary or Stalker.
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Post by Domino on Aug 10, 2017 11:41:05 GMT -5
If you're team is prepared to take on a beacon rush from center you can easily bot-out the red team in no time. Just hope they are lemmings and keep spawning at center, have 2-3 guys with DB, thunders, etc waiting from different angles and go to town. Exactly my point. It just becomes a brawler's game. And, when one team is able to get 4 beacons, there is pretty much no coming back. Not to say I am a great player, but I made Gold 1 with this hangar, so it isn't like I don't know how to play the field and win despite disadvantages. But, the main advantage of a fast hangar is the ability to flank and beat the enemy to far beacons. Whenever they can now spawn Leos and DBs at those far beacons, there is nothing you can do in a Gary or Stalker. Map awareness: You see someone heading for your side far beacon. Drop your bot and spawn there first before they make it and take them out. Speed is important, that hasn't changed, the timing of it has. My comment before is to illustrate that, in certain circumstances you can take advantage of beacon respawn if your team is prepared for it. If you are overrun, spawn a fast bot and take a beacon they aren't protecting. It's all new, it's not one sided, there are facets of play here that will evolve. The once thing that will have a factor is the level size and beacon placement, that will generate a certain play characteristics that everyone will realize overtime
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leadpan
Destrier
Posts: 52
Karma: 25
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Post by leadpan on Aug 10, 2017 11:54:04 GMT -5
I think Beacon mode will only allow small maps? Anyone spawn Beacon mode on a LARGE map yet?
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Post by Domino on Aug 10, 2017 12:21:44 GMT -5
I think Beacon mode will only allow small maps? Anyone spawn Beacon mode on a LARGE map yet? Just did Springfield
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Post by lindenwood on Aug 10, 2017 14:21:50 GMT -5
Exactly my point. It just becomes a brawler's game. And, when one team is able to get 4 beacons, there is pretty much no coming back. Not to say I am a great player, but I made Gold 1 with this hangar, so it isn't like I don't know how to play the field and win despite disadvantages. But, the main advantage of a fast hangar is the ability to flank and beat the enemy to far beacons. Whenever they can now spawn Leos and DBs at those far beacons, there is nothing you can do in a Gary or Stalker. 1)Map awareness: You see someone heading for your side far beacon. Drop your bot and spawn there first before they make it and take them out. 2) If you are overrun, spawn a fast bot and take a beacon they aren't protecting. 1) It is nearly impossible to defend a beacon outright from a brawler without spawning a brawler yourself. Sure, I can dance around and use cover to eventually take out a Griff or Leo with my Gary. But, he will certainly take the beacon before I can accomplish that. And then I am once again surrounded by big lumbering red-button machines. 2) I think that is easier said than done; if you are down to one beacon, yes a stalker miiight be able to stealth long enough to get out of the kill zone. But, by the time you get another beacon, your team will still be well on its way to meching out. Again, Beacon rush overprioritizes brawlers above all else. Sooner or later every match is going to come down to short-range knife fights as people either surround the last spawn, or people are trying to spawn and protect themselves. But, thank goodness this mode is only optional.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 10, 2017 14:35:58 GMT -5
Yes, there was a bug on Android with the proximity detonation for Tulumbas, Pins and Orkans. It's fixed now so the rockets won't pass the targets. R.I.P. Gareth, Galahad im very happy with the FIX my rdb doin' wrecking ball again! I knew you were going to say that! Figured you'd throw in a "Rhino is free Ag for me," too! XP
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Post by amidf on Aug 10, 2017 15:10:31 GMT -5
I'm upset that a new game mode favors different bots and weapons than the original game mode. I think all game modes should be basically the same so that people can be equally good at all of them.
I haven't played Beacon Rush yet, but as an inventive human I can imagine what I'm talking about.
-Amid
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Post by Russel on Aug 10, 2017 15:30:20 GMT -5
I'm upset that a new game mode favors different bots and weapons than the original game mode. I think all game modes should be basically the same so that people can be equally good at all of them. I haven't played Beacon Rush yet, but as an inventive human I can imagine what I'm talking about. -Amid Wait, there are different bots? Or were you talking about paintjobs? If that's the case - they are not THAT different.
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leadpan
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Post by leadpan on Aug 10, 2017 16:21:58 GMT -5
If you haven't played Beacon mode, yer missin out!
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Post by drake1588 on Aug 10, 2017 16:47:52 GMT -5
Just played my first match. 「whiskey tango foxtrot」. ALL the reports about what a cluster?firetruck? this UI is, is no exaggeration. I can't see a ?firetruck?ing thing. Had no idea WHAT I was shooting at, wasn't sure who or even if I was locked on to anybody. Could hardly tell if I was hitting, just kept shooting. A positive I guess is that I think Pix just made something that is more polarizing than the MM. I submitted a support ticket and posted the following image just to complain about how much of a nightmare it is on my 16:10 aspect ratio tablet. Turning while managing to not fire accidentally is... Challenging? I think that's the polite word for cluster firetruck.
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Post by Russel on Aug 10, 2017 17:03:00 GMT -5
Just played my first match. 「whiskey tango foxtrot」. ALL the reports about what a cluster?firetruck? this UI is, is no exaggeration. I can't see a ?firetruck?ing thing. Had no idea WHAT I was shooting at, wasn't sure who or even if I was locked on to anybody. Could hardly tell if I was hitting, just kept shooting. A positive I guess is that I think Pix just made something that is more polarizing than the MM. I submitted a support ticket and posted the following image just to complain about how much of a nightmare it is on my 16:10 aspect ratio tablet. Turning while managing to not fire accidentally is... Challenging? I think that's the polite word for cluster firetruck. You can use army slang - it's FUBAR.
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iKily
Destrier
Don´t poke me, I Die
Posts: 50
Karma: 31
Pilot name: iKyli
Platform: Android
Clan: None
League: Expert
Server Region: North America
Favorite robot: GAU Punisher Leo
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Post by iKily on Aug 10, 2017 22:16:51 GMT -5
After some games, well it´s bad; at least for me this update is quite bad.
The UI feels slow, the crosshairs are distracting and you can´t quite see if you´re hitting, or not...
The Rockets are back again; no more Gareth, no more Galahad...I don´t know man; I just don´t seem to be enjoying this game anymore...
In the meantime, I guess I´ll go back to Hydras, Aphids and Indirect Fire.
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nolsp1
Destrier
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Karma: 14
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Post by nolsp1 on Aug 10, 2017 22:46:13 GMT -5
Hello all. New member here. I don't really like the new UI for all reasons that have been mentioned already. Also, movement button is buggy at times. Has anyone else noticed the battles being decided(ended) faster after the 3.0 update? Am on D2 level btw.
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