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Post by Loganspawn on Feb 16, 2018 12:45:36 GMT -5
translation - FU F2P and small money players.Balancing Shocktrain is a challenge in itself. One one hand, we have to tone it down it enough to make it manageable for those opposing it. On the other, we risk messing things up for those who already invested deep into this monster of a gun.Jesus, why is this always the reaction. Literally everyone could have at least 2 if they did the first christmas event. Some people have been grinding gold/wsp offers since the inception of STs to build a set. Don't just assume every player that has something outright bought it, unless it's within the first month. Wrong Sir, I play Champion Android and run solo most the time. I earn about a thousand points normally a week so I do play..... Without tanking or leaving matches it is not going to happen for me at least the way matchmaker does me dirty over and over. Many I know are in the same boat that is why you have so many tankers at Event time DUH!!!!
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Post by ⓣⓡⓘⓒⓚⓨ48 on Feb 16, 2018 12:50:37 GMT -5
So that's all the "great round of rebalance, nerfs and buffs" of the 3.7 update. Hahahahah, ridiculous. Would have liked to have seen a bit less damage done by the Dragoon... personally.
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Post by Deleted on Feb 16, 2018 12:58:41 GMT -5
So that's all the "great round of rebalance, nerfs and buffs" of the 3.7 update. Hahahahah, ridiculous. Would have liked to have seen a bit less damage done by the Dragoon... personally. True, but I also expected a bot rebalance! They announced they wanted to re-work all the old bots...what are they waiting for? Another thing I don’t like it’s the fact that the Storm will do more damage than a Thunder! Come on, it has no sense And what about the Shocktrain? It’s NOT a real nerf: in most cases, you can’t find a target as soon as your weapons are fully charged, so increasing its reload time by 2 seconds won’t change anything. They had to reduce its damage by 20-30%, to make the damage output coherent with the fact that it’s a midrange and completely no skill weapon.
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Post by bonegnasher on Feb 16, 2018 13:42:41 GMT -5
Would like to have seen some older bots buffed, dashes nerfed just slightly, and orkans nerfed maybe 10%.
Oh well, at least they did something.....so many people were posting that Pix wouldn't nerf Shocktrains...so give them at least some credit....
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Post by Pulse Hadron on Feb 16, 2018 14:18:36 GMT -5
Dont have a shock train but isn't reload now 8s and goes up to 10s? That would be 20% dps nerf I have one and it’s 9 seconds between full charge firings. Appears to be bugged actually and I wonder if this nerf will fix it. Currently, when you fire there’s a 1 second discharge time (apparently that’s what it is) then 3 seconds where it counts down 3 2 1, at which point 1 charge is immediately loaded and can be fired. But this first charge stays for 2 seconds before the rest of the charges load at 1 charge a second. I don’t know if the bug is the discharge time or the first charge being available immediately after the countdown, either way it has a wonky second.
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Post by Thunderkiss on Feb 16, 2018 15:06:37 GMT -5
Shocktrain nerf is a joke.
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Post by FlashAhAhh on Feb 16, 2018 16:26:54 GMT -5
They said “Don’t get them” ...... “Don’t waste time on them” .......” Definitely don’t put them on your Heachi” .......”Scourges don’t do enough damage......................................................THEY WERE WRONG ? They were wrong before this buff, even on close range scourgasari performed well IF you had the awareness to keet out of ork range and away from tulums. No other plasmabot can even scratch it 1vs1. With this buff it will be an animal!
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Post by Ⓑⓞⓑ Ⓓⓨⓛⓐⓝ on Feb 16, 2018 16:37:09 GMT -5
They said “Don’t get them” ...... “Don’t waste time on them” .......” Definitely don’t put them on your Heachi” .......”Scourges don’t do enough damage......................................................THEY WERE WRONG ? They were wrong before this buff, even on close range scourgasari performed well IF you had the awareness to keet out of ork range and away from tulums. No other plasmabot can even scratch it 1vs1. With this buff it will be an animal! I can attest to this, a well played scourge bulgasari MK2 is a very scary thing.
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Post by Neffarious on Feb 16, 2018 16:48:21 GMT -5
kind of hyped for the redeemer buff since Im close to getting one in the lunar event and it just seems like a fun/cool weapon that im gonna mount on my lancelot
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Post by Nexsan on Feb 16, 2018 19:29:44 GMT -5
I like the idea of Scourges changing color relative to distance.
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Post by Sub Z on Feb 16, 2018 20:32:54 GMT -5
Wahooooo - a good buff on the Scourge!
This will be a huge buff for knifer range Scourge setups like the Ember/Scourge Lance/Inquistor.
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Post by HEATHEN HERETIC on Feb 16, 2018 21:16:23 GMT -5
Jesus, why is this always the reaction. Literally everyone could have at least 2 if they did the first christmas event. Some people have been grinding gold/wsp offers since the inception of STs to build a set. Don't just assume every player that has something outright bought it, unless it's within the first month. Gimme a break. Who the frack else "invested deep" in this weapon.. you because you got your weapon by tapping the touchscreen a 1000 times a day? Time is an investment.
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Post by Sgt. Beacon on Feb 16, 2018 21:27:44 GMT -5
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Post by thypoonhunter on Feb 17, 2018 2:15:02 GMT -5
I am excited about Scourge as well and I also think it is a bit under powered. My concern is that power level doesn't exist in a vacuum--it is relative to all other weapons and bots. For example, the Bulgasari didn't shine until the Haechi got nerfed. Now the humble Bulgasari is arguably number one. The Shocktrain nerf by itself will likely rearrange the mid-range weapon meta. The combination of a Shocktrain nerf and a Scourge buff might tip the scale. Granted there is no way to predict which way the meta will go as a result. Only time will tell. Not to mention that the Mid-Range portion of the Scourge damage arc is still too low to rival the ST. When strengthening up to mid range, I will deny the existence of taran, so I think that this adjustment is reasonable. The point that the ST is more powerful is that the ST is OP and it is a problem, and it has nothing to do with strengthening this weapon.
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Post by thypoonhunter on Feb 17, 2018 3:38:25 GMT -5
Simple and clear. Reducing initial damage and increasing chain damage is the most appropriate plan.
(1)Buff of Gast will not be necessary for storm buffing as well. Gast is already a shorter reload than Thunder, the speed of fire is almost the same as Magnum, and the number of launches is also large, so it is a weapon comparable to Thunder except burst damage. If you do buff, Storm will completely damage Thunder with a second damage(?Cycle DPS).
(1‘)Burst damage on orkan is 15508 and Storm is 12396. Therefore, you should do nerf to reduce Orkan's damage by 10%.
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Post by cheap on Feb 17, 2018 5:59:12 GMT -5
i would like the Storm to have a faster firing rate keep every thing the same that way you can get some good dmg going especially when you use it on a Rhino when you drop your shield. this would make a good ambush weapon when using a griff,rog,or other fast bot that could mount them.
hmmm... maybe slow down reload time after you bust your initial clip/magazine to balance a faster firing rate
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Post by HEATHEN HERETIC on Feb 17, 2018 6:09:32 GMT -5
i would like the Storm to have a faster firing rate keep every thing the same that way you can get some good dmg going especially when you use it on a Rhino when you drop your shield. this would make a good ambush weapon when using a griff,rog,or other fast bot that could mount them. hmmm... maybe slow down reload time after you bust your initial clip/magazine to balance a faster firing rate I run a Storm, Gust Gareth and hunt down other shield bots with ease including Rhinos. Even head on the Rhino shield can't hold up against the combo. Even dash bots have to take the threat seriously. I think buffing the Storm would be a mistake. For my money they've done a great job of balancing both the Storm and Gust in comparison to the Thunder.
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Post by cheap on Feb 17, 2018 6:18:57 GMT -5
i would like the Storm to have a faster firing rate keep every thing the same that way you can get some good dmg going especially when you use it on a Rhino when you drop your shield. this would make a good ambush weapon when using a griff,rog,or other fast bot that could mount them. hmmm... maybe slow down reload time after you bust your initial clip/magazine to balance a faster firing rate I run a Storm, Gust Gareth and hunt down other shield bots with ease including Rhinos. Even head on the Rhino shield can't hold up against the combo. Even dash bots have to take the threat seriously. I think buffing the Storm would be a mistake. For my money they've done a great job of balancing both the Storm and Gust in comparison to the Thunder. well maybe just my Storms. please?
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Post by SGT D00M! on Feb 17, 2018 7:00:12 GMT -5
warrobots.net/en/posts/215TL;DR 1. Scourge: 170% damage at point blank change to 250% (Presumably same damage at 600m, and more proportionally as you get closer) 2. Molot / Molot T: +10% Damage 3. Storm & Gust: +10% Damage 4. Redeemer: More damage, TBD 5. Shocktrain: Same damage, reload changed from 5 seconds to 7 seconds. Edit: Grammer, Formatting. 「dookie」trains need way more nerfing than this! Pix is run by assclowns. Actually, that may be more effective than you realize. It's not a bad start anyway.
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Post by SGT D00M! on Feb 17, 2018 7:02:32 GMT -5
Wahooooo - a good buff on the Scourge! This will be a huge buff for knifer range Scourge setups like the Ember/Scourge Lance/Inquistor. Never seen a knifer scourge setup. Maybe now I will try one.
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Post by suntron on Feb 17, 2018 7:29:14 GMT -5
So Molot buff make Fury Tempest same as Nat tempest + Molot but 5k gold and 10k components cheaper.
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Post by magnumforce on Feb 17, 2018 9:53:59 GMT -5
kind of hyped for the redeemer buff since Im close to getting one in the lunar event and it just seems like a fun/cool weapon that im gonna mount on my lancelot Got the Redeemer though free components last week and even at level 7, I was disappointed with the results. Had previously reached Diamond 2 and was struggling to find a spot for this white elephant in my hangar, so it’s benched until further notice. I’m hopeful for update 3.7... make it thump harder! I had run it on a Leo with 3 lv 9 mags, then Golem with lv 9 Taran/mag. I relished the thought of a plasma horror story, but was not impressed at all for a component weapon. Good old Thunder is still my heavy knifer.
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Post by Domino on Feb 17, 2018 20:02:28 GMT -5
First TS run with Shocktrains on Canyon. 850k with LVL 8 Shocktrains on a fujin.
Probably could have gotten more if I had them on a Bulg.
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Post by Deleted on Feb 18, 2018 4:15:19 GMT -5
First TS run with Shocktrains on Canyon. 850k with LVL 8 Shocktrains on a fujin. Probably could have gotten more if I had them on a Bulg. Well, it's obvious that this "nerf" will have almost no impact on the overall performance of the weapon. I hope that a lot of people will point it out in the feedback form.
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Post by benveg on Feb 20, 2018 17:43:57 GMT -5
Also make Ember dmg decreasing with range (making Redeemer better at 250-350m) Shocktrain problem is bounce range, making it impossible to find cover, as there's almost always a friend in 150m...
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Post by typhoonhunter on Feb 20, 2018 21:53:10 GMT -5
Also make Ember dmg decreasing with range (making Redeemer better at 250-350m) Shocktrain problem is bounce range, making it impossible to find cover, as there's almost always a friend in 150m... Ember's fire movement is slow, making it difficult for him to hit. Ember supplements its drawbacks with AOE weapons. Until now, since the AOE of Ember penetrated obstacles, it was OP, but now it is not penetrating and it can not be called OP anymore. As the bullet of the machine gun approaches outside the range, it is dispersed. Ember has also been changed to an effect that is dispersed in the air near the outside range. Thanks to that, at the moment when it got out of range, the strange visual effect that disappears suddenly disappeared.
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Post by typhoonhunter on Feb 21, 2018 3:18:13 GMT -5
?Shock train is a weapon that shoots in an instant. Therefore, when combined with a dash robot it becomes OP.
?The adjustment of this time, as the charge time grew, it became differentiated from Zeus and ion, it was no longer imba. (It does not necessarily indicate that ion is a performance to be implemented.)
?Please add a display indicating that you locked on all weapons that need lock on. We also hope to display chainable robots with thin lines. Doing so will make it easy for users to aim the chain and the side receiving the damage will suddenly get damaged and you will not think that it is "unnatural". While watching KOTH shows beacon capture area ...
?Reduce the chainable range to 125 m. The initial damage is slightly reduced (personally about 20%), and the damage increases by 10% each time it links. (Up to 30%) However, chain damage remains as it is, and incremental damage is added equally to all chained robots.
Below are the judgments based on only the prior information. ?Molot's damage increased by 10%?That's excellent. It became more effective as ST meta. ?10% damage increase buff of storm and gust?there is no need. Gast has excellent speed of fire and number, and has established its own position. Although the storm is slightly inferior to Gast as to the number of shot and the speed of fire, it already has a cycle DPS that is powerful and comparable to Thunder. Reload is inferior from Thunder in point, but in that respect it is a big disadvantage. Storm is not appreciated because Orkan already has very high burst damage. I do not need 10% damage buffs of Storm and gast, I hope Orkan's 10 percent damage nurf. Regarding the point where the storm's yield rate is low, it is not important to change it because it is an important discrimination point with Punisher T.
About other, rebalance proposal
?Rebalance of Dragoon Reduce the damage from 5310 to 4778 as of level 8. Extend the reload to 14 seconds and increase the capacity from 4 to 6. This change differentiates from Zeus, improves compatibility with robots with high mobility and heavy slots.
?Change stalker's ability When installing the parser, change the specification of the stealth of the stalker. It is to make it transparent as it is like a ghost robot of the Halloween event, making it hard to see. I will be able to make this change as long as I can not lock on unless I face the front of the enemy robot. If it is a target specification in the past, it will be locked on without permission, so it will not make sense to disappear. Finally, please be able to do upper and lower aiming manually. It becomes measures against stealth.
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Post by Deleted on Feb 26, 2018 7:07:42 GMT -5
I agree on making the upper and lower aiming manual. But not just upper and lower, make aiming manual in all directions. It would be hard to effectively aim on those terms, but if mastered, it would bring back some skill into an equation. Not only on countering steath bots, but also on bypassing physical shields with plasma weapons in example. manual aiming would give a fighting chance to those who cannot afford premium weapons that bypass shields on a default, like ember, and i'm sure it would open up a whole new tactical approach to the game with usage of varius evasive maneuvers. Dodge trebs and shocks with a jump or a dash and cool stuff like that =) And leave target lock for weapons like spirals or hydras, not zeus or shocktrain... it's just dumb to let those high damage weapons track the target on their own... Shoot me with a manual aiming zeus or shocktrain when i'm jumping around with cossack, i dare you, shoot me =)
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Post by thypoonhunter on Feb 26, 2018 7:21:04 GMT -5
In Shocktrain I think that bargaining will increase if you reduce initial damage and increase chain damage. Also, I think that it is ants that the chain stops when hitting a physical shield. That way it will not just be a hit and way with a dash. Although I thought about various things, I think that power is about 15500 ? 8520 with a maximum charge and it is slightly stronger than Tarang. As it is now, it is too damping so how about chain damage decreasing by 10% from the starting point of the chain? The damage of 1st chain (2nd body) will be 90% of 8520 from 35% of the current 15,500. The 2nd chain will be 80% of 8568, not 80% of 7668 damage. The same applies to the 3rd chain and later.
After that it is a bit of a story How about setting it to use huge electric power and becoming stiff state for a moment after use? Even though Zeus may need this specification, lol After that, to prevent complaints from already purchased people, put the damaged aircraft in a stun state for a few seconds (eg 2 seconds) regardless of charge time. The greater the number of chains, the less time the stun state lasts (eg 0.2 seconds for each chaining)
I think that it is superior to the previously posted idea.
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Post by Koalabear on Feb 26, 2018 7:25:46 GMT -5
I don't necessarily disagree but that's a 28% DPM nerf from the math I can figure, while each hit doesn't do less damage, its less hits per minute. That's a fairly significant nerf, IMO. It is a good thing this thing is getting the nerf hammer. The only crappy part is that I just completed my set of three and will likely have them leveled up just in time to get nerfed... Damn you pixo Don't worry, your Shocktrains will still be great. The extra time just means that you're forced to hide more and wait for the perfect shot.
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