|
Post by KaneoheGrown on Feb 17, 2017 1:05:19 GMT -5
Thoughts on shrinking the HP band between light, mediums, and heavies to make matches more competitive for medium and lights?
Lights take a buff into the 120-130 durability range, mediums 150-160, heavies 175-185 (physical and energy shields rebalanced).
Use speed and armament to be the deciding factor between bot tiers. A Cossack is nice and fast, but only had a medium hardpoint. A Griffin is relatively slow (compared to the Cossack) but holds significantly more firepower.
By increasing the HP pool, a Cossack lasts longer than initial contact, but still isn't expected to fight it out with a heavy. A Schutze can get a couple solid shots in with a thunder and get some kills if it plays it's cards right.
|
|
|
Post by ΜØØSE on Feb 17, 2017 1:18:49 GMT -5
It's that way with a Schutze now. And I regularly get 2-3 kills with Gareth.
If you want the light bots heavier, it's only fair to make them slower, too.
|
|
|
Post by sochilli (Saltesers) on Feb 17, 2017 1:23:13 GMT -5
ty for giving the Cossack a shout-out. I'd definitely like to see higher HP to all bots across the board to make mech-outs take longer. I tend to mech out from kamikaze attacks way too often, and I'm still awfully rusty with Carnages. I really only have a Carnage because of the new MM... I want my Cossacks and Gepard back.
|
|
|
Post by KaneoheGrown on Feb 17, 2017 1:38:29 GMT -5
For clarification, HP buff to make all bots (at least HP wise) viable in TT.
|
|
|
Post by Strayed on Feb 17, 2017 2:27:56 GMT -5
I personally think there should be a higher speed difference rather than a health difference. No matter what, the lights will have too little firepower to be useful. But, if you look at games like Hawken for example, lights manage to stay in the meta because they are extremely difficult to hit.
|
|
|
Post by duckdecoy on Feb 17, 2017 2:32:41 GMT -5
If you want the light bots heavier, it's only fair to make them slower, too. Reclassify the Boa as a light bot?
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Feb 17, 2017 2:41:29 GMT -5
I don't know.
There are some guys in iOS running 12/12 Stalkers and I have lately seen a guy with Gareth and Stalkers maxed. Seen some higher lvl on Android also, all light bots. I know one guy through time on here and past clan member many moons ago with the 12/12 Stalker lineup and asked him why. It's fun, disrupting, annoying the heavies and capping beacons. You could always count on him to help if you where in a jam and he could get there.
If you were trying to compare stats to a hangar of medium and heavies, there is a drop off in stats. If that is what you care about, which isn't a bad thing at all.
It seems if they weren't happy with it they would change out, but I haven't seen any changes in their hangar. They appear to like this style of play for themselves.
I do believe I just talked myself into saying, no to any adjustment of HP for the 3 levels of bots. Especially remembering a recent incident with a Stalker dancing around my Lancelot having the time of his life until he got the kill.
As far as the Cossack, Destrier and Schutze, that they are learning bots, your building blocks for the game, Look how they are equipped when you get them and their cost. Same when you move up to the Patton, Golem, Vityaz, Boa. All viable bots in learning about the game and starting to help develop your style of play. Between those bots you can have a myriad of weapons loaded on hard points.
Nobody says you can't run any of these bots in TT. And players do. I played a lvl 12, Vityaz, Golem, l11 Patton and l11 Boa when I first arrived there it was tough, but it helped me learn new strategies that I still employ today at times. I still will play them occasionally. They still kill and they still create damage and still get beacons.
Maybe just leave it as it is.
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Feb 17, 2017 2:52:08 GMT -5
I personally think there should be a higher speed difference rather than a health difference. No matter what, the lights will have too little firepower to be useful. But, if you look at games like Hawken for example, lights manage to stay in the meta because they are extremely difficult to hit. Id be totally for that. Unfortunately I dont think it will work in War Robots - to many autohit weapons, bizarre splash radius and a hit detection/ lag compensation outta hell...
|
|
Tarastir
Destrier
Posts: 68
Karma: 44
Pilot name: Tarastir
Platform: Android
League: Expert
Server Region: Europe
|
Post by Tarastir on Feb 17, 2017 3:01:03 GMT -5
I personally think there should be a higher speed difference rather than a health difference. No matter what, the lights will have too little firepower to be useful. But, if you look at games like Hawken for example, lights manage to stay in the meta because they are extremely difficult to hit. I think that's the way to go - heavy bots should be much slower. Lights could go more than 60km/h, Meds up to 45km/h, Heavies up to 32km/h. I think that Galahad is a bit to fast (he has his Shield). The turning speed could be even lower for heavy bots.
|
|
|
Post by Strayed on Feb 17, 2017 3:03:33 GMT -5
I personally think there should be a higher speed difference rather than a health difference. No matter what, the lights will have too little firepower to be useful. But, if you look at games like Hawken for example, lights manage to stay in the meta because they are extremely difficult to hit. Id be totally for that. Unfortunately I dont think it will work in War Robots - to many autohit weapons, bizarre splash radius and a hit detection/ lag compensation outta hell... Not necessarily, you can already avoid close range rockets with fast speed and I'm finding that plasma is less effective on faster bots now. In addition, fast bots running diagonally can avoid some shots from midrange rockets.
|
|
|
Post by KaneoheGrown on Feb 17, 2017 4:15:32 GMT -5
I personally think there should be a higher speed difference rather than a health difference. No matter what, the lights will have too little firepower to be useful. But, if you look at games like Hawken for example, lights manage to stay in the meta because they are extremely difficult to hit. I think that's the way to go - heavy bots should be much slower. Lights could go more than 60km/h, Meds up to 45km/h, Heavies up to 32km/h. I think that Galahad is a bit to fast (he has his Shield). The turning speed could be even lower for heavy bots. That's pretty much spot on for my suggestion. As it stands lights (and mediums) have lower health and armament and compensates only in higher speed. My suggestion aims at keeping one attribute static (health), and making speed vs DPS the trade off. In this way players CAN run any bot they want. The player now only has to decide between: High speed OR max DPS? and not High speed OR max DPS AND survivability
|
|
Deleted
Deleted Member
Posts: 0
Karma:
|
Post by Deleted on Feb 17, 2017 5:13:19 GMT -5
Id be totally for that. Unfortunately I dont think it will work in War Robots - to many autohit weapons, bizarre splash radius and a hit detection/ lag compensation outta hell... Not necessarily, you can already avoid closerange rockets with fast speed and I'm finding that plasma is less effective on faster bots now. In addition, fast bots running diagonally can avoid some shots from midrange rockets. I was thinking about Trebuchets and Tridents- shouldve been more specific
|
|
|
Post by Strayed on Feb 17, 2017 5:19:29 GMT -5
Meant something more along the lines of: Buff light speed up to 70s Keep medium speeds at current levels, maybe decrease the speed of carnage, galahad, and fujin a bit. Nerf heavy speeds back to pre speed buff or at least close.
Maybe put in an hp buff for all heavies if they become too underpowered. If need be, put in a heal ray on light slots and medium slots. This would add in a support role if some bots need extra use. Maybe tridents need a small range nerf? Trebs and other long range weaps should be fine as is as light bots would need a clear counter.
This may turn War Robots into too much of a MOBA though. However, I think more clearly defined roles instead of do-everything bots would make a lot more bots useful and maybe add more strategy to the game.
|
|
|
Post by SGT D00M! on Feb 17, 2017 8:02:56 GMT -5
Meant something more along the lines of: Buff light speed up to 70s Keep medium speeds at current levels, maybe decrease the speed of carnage, galahad, and fujin a bit. Nerf heavy speeds back to pre speed buff or at least close.Noooooooooo! While I agree that the lights need a speed buff and that Mediums could probably use a small speed and hp buff, I NEVER NEVER NEVER want to go back to the pre-heavy speed buff days. You couldn't even snipe in in a Natasha (never mind mid-range or badly knife fight) since by the time you got into position, the battle was over. Get in a heavy? Last bot of the game and not due to it's durability. Never never again. #battleslothssucked #Strayedjustwantsrhinotobekingagain
|
|
|
Post by 3castle on Feb 17, 2017 8:14:10 GMT -5
make medium bots faster. gl patton is too slow compared to other meds
|
|
|
Post by frunobulax on Feb 17, 2017 9:31:03 GMT -5
I think that's the way to go - heavy bots should be much slower. Lights could go more than 60km/h, Meds up to 45km/h, Heavies up to 32km/h. I think that Galahad is a bit to fast (he has his Shield). The turning speed could be even lower for heavy bots. Ugh, don't make them any slower. It takes a long time to get to the battle already, and midrange would be even stronger if you go that way.
|
|
|
Post by frunobulax on Feb 17, 2017 9:34:06 GMT -5
There are some guys in iOS running 12/12 Stalkers and I have lately seen a guy with Gareth and Stalkers maxed. Seen some higher lvl on Android also, all light bots. I know one guy through time on here and past clan member many moons ago with the 12/12 Stalker lineup and asked him why. It's fun, disrupting, annoying the heavies and capping beacons. You could always count on him to help if you where in a jam and he could get there. If you were trying to compare stats to a hangar of medium and heavies, there is a drop off in stats. If that is what you care about, which isn't a bad thing at all. It seems if they weren't happy with it they would change out, but I haven't seen any changes in their hangar. They appear to like this style of play for themselves. My theory is this: The new matchmaking penalizes damage, so short term you would be better off with another heavy robot or a Galahad or something, but long term you're better off if you start with a light robot and keep your damage rate down.
|
|
|
Post by ΜØØSE on Feb 17, 2017 9:45:13 GMT -5
If need be, put in a heal ray on light slots and medium slots. This would add in a support role if some bots need extra use. However, I think more clearly defined roles instead of do-everything bots would make a lot more bots useful and maybe add more strategy to the game. How about an ambulance bot... You pick up a fallen bot, bring it back to spawn, and it goes back into the player's hangar in a minute... But the repair bill is still there, and the silver goes to the ambulance player.
|
|
|
Post by sonofsam on Feb 17, 2017 10:56:29 GMT -5
Sorry the point of a light not is that they are fast and agile the way you make them that way is strip off weapons and armor. If you want weapons and armor buy a heavy but it will be slow. I'm already pissed that if you take Gary's shield into account he has mor HP than a Griffin.
|
|
|
Post by KaneoheGrown on Feb 17, 2017 18:14:46 GMT -5
Sorry the point of a light not is that they are fast and agile the way you make them that way is strip off weapons and armor. If you want weapons and armor buy a heavy but it will be slow. I'm already pissed that if you take Gary's shield into account he has mor HP than a Griffin. But that's the thing, is a double whammy by reducing both HP and weapon options in exchange for speed. Lights getting one shot is a huge detractor to using them higher up. I'd want to rebalance them to keep them viable higher up.
|
|
|
Post by Strayed on Feb 17, 2017 18:38:40 GMT -5
Meant something more along the lines of: Buff light speed up to 70s Keep medium speeds at current levels, maybe decrease the speed of carnage, galahad, and fujin a bit. Nerf heavy speeds back to pre speed buff or at least close.Noooooooooo! While I agree that the lights need a speed buff and that Mediums could probably use a small speed and hp buff, I NEVER NEVER NEVER want to go back to the pre-heavy speed buff days. You couldn't even snipe in in a Natasha (never mind mid-range or badly knife fight) since by the time you got into position, the battle was over. Get in a heavy? Last bot of the game and not due to it's durability. Never never again. #battleslothssucked #Strayedjustwantsrhinotobekingagain The problem with the current heavies is that they're essentially MBTs in ww2 tank warfare. They don't have any trade offs at all, they're Mary Sue do-everything bots. Different bot classes have to have different roles if we want them all to be viable. Right now, heavy bots are about as fast as old medium bots. And the speed nerf doesn't have to be big, just enough so that they can only be used for beacon capping situationally. Slow down the beacon bars more so that control has to be held longer. This will give static bots some usability. Maybe lights would need an hp nerf to make them more susceptible to long range. This would also give long range more effectiveness on the strategic side of things. Lights are beacon cappers, supporters, and assassins. Role: Fragile Speedster Mediums are all rounders for solo players, they aren't quite as fast as lights or as effective in a fire fight as heavies, but they're supposed to be flexible bots used by solo players and unskilled players. Role: Jack of all stats, Skillgate Characters Heavies are for winning firefights and breaking through enemy lines, but not beacon capping. Role: Mighty Glacier
|
|
|
Post by KaneoheGrown on Feb 17, 2017 18:53:27 GMT -5
I like that thought. Mediums become the all around "Jack of all trades", heavies the Duke it out brawler, lights support/beacons.
|
|
|
Post by Replicant on Feb 17, 2017 19:05:59 GMT -5
The trade-off between speed/firepower/durability is fundamental to war machine design. Artificially eliminating part of that trade-off would would be a mistake. The way to make lights relevant is to have objectives that play to their strengths. My experience with light mech survivability is that they are far too susceptible to long ranged sniping. That vulnerability is what needs to be addressed. To that end, seeking weapons should have a harder time landing full salvoes on small, fast-moving targets - not aphid-level difficulty, but full salvo hit ought not be guaranteed. Targeting beyond 600m should be less certain. You could approximate this with an hp buff, but you'd lose some of the different feel of both mediums and lights in the process.
|
|
|
Post by Deadalready on Feb 17, 2017 22:48:38 GMT -5
I personally think there should be a higher speed difference rather than a health difference. No matter what, the lights will have too little firepower to be useful. But, if you look at games like Hawken for example, lights manage to stay in the meta because they are extremely difficult to hit. I like this idea, one of my big issues with the TT games is the outright dominance of heavies. Even in a heavy your life expectancy is one, maybe two salvos away. Lights (and mediums) don't have enough to be competitive and I really agree that speed is the only thing they have going for them, which isn't enough to survive higher level play. Partial problem however lies in the shuffling nature of leg turning though.
|
|
|
Post by Strayed on Feb 17, 2017 23:17:15 GMT -5
The shuffling can actually be avoided if you drag your control stick around the edge of the control pad, making your legs turn in a circle, rather than just dragging it to the other side.
|
|