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Post by erik1 on Aug 13, 2020 10:47:29 GMT -5
I see what you mean, but... (and by the way, I'm a steam player, we don't seem to have a lot of lag for some reason...) I'll never forget what happened when I made the switch to Mech Battle. Goodness gracious, I loved the direction that game was going it. I was 150 on the list of the top 200 players ever. I was one of the game's biggest fans. And then... they decided they liked the overpowered (more or less) rockets and left them alone. I left. Not because they were motivated by greed, but because I personally found the game frustrating. And about 5 months after I left, the game complete shut down development. Switching to MechArena would be a gamble, especially since I'm a PC gamer and not a phone gamer. Who knows, in 10 years it might be the best mech game ever. Or after two years we see no amazingly new content. Or after a year people find something to complain about. Or people as a whole love the game but I find something I'm frustrated with after a few months that the developers won't change. I'm not willing to take that chance. For all I complain about War Robots, it doesn't completely frustrate me. And It looks like it will be around for years. (Prove me wrong.) Even if people stop bluffing and quit out of frustration, I think Pixonic is too smart to avoid saying "Okay, it's time to switch tactics. Our clever strategy for making money isn't going to work anymore. Let's fix our "mistakes," give people what they want and bring them back." And even these new drone things, they're confusing, but they don't *bother* me. And it means the game isn't going to go away anytime soon. Fair enough... I went through the same thing with MB but quit a bit before you did... and Mech Wars, and BoT.
Let me just say this and I'll leave it alone... nothing else besides the first time I played War Robots has caught my attention like this game has. Just planting a seed... you play what is fun and fulfilling for you, my man... War Robots will prolly be there for a while yet, like you said. But if you get tired of it, unless the devs totally ?fluffernutter? it up, MA could possibly fill that void.
Cheers!
Two thumbs up! Agreed, MA definitely, definitely sounds like a fun alternative if I get fed up with War Robots.
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Post by Koalabear on Aug 13, 2020 10:54:04 GMT -5
Some notes on the weapons:
I've never been much of a sniper in War Robots...but the sniper guns (Longarms) in Mech Arena are damn fun to play. They don't have aim assist (thank god) so that makes it harder to use and gives you a chance to get to cover. Of course, if you're in the open when I see you, you're dead cause they guns fire fairly fast and they do a brick ton of damage at range. Heck, I've killed Juggernauts with their shield on in 3 shots. Usually takes me 2-3 reloads with my RPG6 on my Panther mech.
Rocket Mortars are like the legitimate child of Zenits and Noricums. They have the big bang potential of Zenits and the flight speed of Noris. They can be challenging and rewarding to use too...but ultimately, I prefer the Longarms over them. I like to see my target blow up and have nothing but legs fall to the ground!
The Javelin Rack 6 that I'm running on my Ares mech hits pretty hard too. So hard that I can get away with firing them one at a time every few seconds. One salvo from one rack is enough to kill the shield on a Juggernaut, and the second salvo will bring the Juggernaut to about half HP (depending on mech level of course).
The Shotguns are like the Storms...useless at anything other than PB range.
Plasma guns - go good damage but projectile speed is slow so even with aim assist, it's hard to land hits on fast mechs and you have to be well within optimal range to get good solid hits on slow mechs.
Autocannons - these sound awesome and do decent sustained damage. Easy to get cards for them and fairly cheap to upgrade.
Pulse cannon - love this gun. It's basically a laser autocannon with a ton of ammo and short reload. Low damage per shot but helluva sustained damage. Too bad I only have Pulse Cannon 6 and the only mech I can run it is my Ares, and my Ares is currently trolling with Missile Rack 6. If I can level my Juggernaut or Paragon to Rank 2 and get more energy on them, I can move my Missile Rack to one of them and go back to Pulse Cannon on my Ares.
RPGs - probably my fave weapon right now. 7 high damage shots, average reload time. On the Panther, it works wonders. Put the energy shield fence up and stay on one side and blast my target, get to cover when the fence runs out and I'm on reload, come out rinse and repeat. Or, use the fence to "root" some reds and blast them while they're moving in slowmo.
Missile rack - I've unlocked this but can't afford to buy it yet. Have only seen them once in the game where a red wiped the floor with me with it. From descriptions, I think they're like Tulumbas that hit like Orkans and fire off the full magazine in one press of the fire button followed by 10s reload. Not sure if I'll ever get these cause I think the projectile speed is slower than my RPG, and the overall damage is only a little better.
Oh, and you can only own one of each mech, with 5 total slots in your hangar, and only one hangar. So, no full hangars of OP bots!
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 13, 2020 11:15:01 GMT -5
Some notes on the weapons: I've never been much of a sniper in War Robots...but the sniper guns (Longarms) in Mech Arena are damn fun to play. They don't have aim assist (thank god) so that makes it harder to use and gives you a chance to get to cover. Of course, if you're in the open when I see you, you're dead cause they guns fire fairly fast and they do a brick ton of damage at range. Heck, I've killed Juggernauts with their shield on in 3 shots. Usually takes me 2-3 reloads with my RPG6 on my Panther mech. Rocket Mortars are like the legitimate child of Zenits and Noricums. They have the big bang potential of Zenits and the flight speed of Noris. They can be challenging and rewarding to use too...but ultimately, I prefer the Longarms over them. I like to see my target blow up and have nothing but legs fall to the ground! The Missile Rack 6 that I'm running on my Ares mech hits pretty hard too. So hard that I can get away with firing them one at a time every few seconds. One salvo from one rack is enough to kill the shield on a Juggernaut, and the second salvo will bring the Juggernaut to about half HP (depending on mech level of course). The Shotguns are like the Storms...useless at anything other than PB range. Plasma guns - go good damage but projectile speed is slow so even with aim assist, it's hard to land hits on fast mechs and you have to be well within optimal range to get good solid hits on slow mechs. Autocannons - these sound awesome and do decent sustained damage. Easy to get cards for them and fairly cheap to upgrade. Pulse cannon - love this gun. It's basically a laser autocannon with a ton of ammo and short reload. Low damage per shot but helluva sustained damage. Too bad I only have Pulse Cannon 6 and the only mech I can run it is my Ares, and my Ares is currently trolling with Missile Rack 6. If I can level my Juggernaut or Paragon to Rank 2 and get more energy on them, I can move my Missile Rack to one of them and go back to Pulse Cannon on my Ares. Oh, and you can only own one of each mech, with 5 total slots in your hangar, and only one hangar. So, no full hangars of OP bots! Good post! Agree with almost everything (see the last statement for the exception)
I know you and I have mentioned them earlier, but not on your list are Javelins (Guided missiles that are like a cross between Aphids and Hydras in War Robots terms). They are prolly going to be hated by many that come over from War Robots... but man they are NOT a guaranteed kill if the Red is using cover even halfway effectively. I use the 6's on my Killshot and the 4's on my MD (Since the MD is relatively low health and the healing takes a bit to affect either the player doing the healing or the other Blues they're trying to heal, AND since being attacked will cause the heals to stop, Javelins provide a good support weapon for a bot that needs to stay behind others.) -just adding to your helpful notes for folk that may read this.
I want to add that Plasma guns benefit a LOT from being on a Panther... slow em up, then kill. I use Longarms on my Panther for now and they are even decent at mid to close range due to the stasis field ability. Shotties work on this mech for the same reason... slow them down, stay on your side of the fence, then erase.
For now, I use the Plasma guns on my Paragon since it has the speed to get in and out of the fire. It's a very high risk build but it's fun so far.
Speaking of cover... did you know the Panther's ability will act as top cover if you stand directly in the middle? Mortars, Javelins, etc., will not hit you. Just stand so that the fence is going directly through your mech. The duration of that ability is low enough to keep it from becoming OP, thank goodness, but it's damned useful in a pinch. Also keeping it from being OP, direct fire from all of the other weapons will hit you unless you are completely on the opposite side of the fence than the shooting red.
To your last point... you can get multiples, but you have to completely level up the chassis. All stars gets you a single duplicate, fully upgraded, mech. Not very common I assume... at least, not yet.
IMO, YMMV
EDIT: Since you edited yours now, I will also say that the Missile Rack is definitely deadly from what I have seen... enough so that they tend to be preferred over RPGs once they are unlocked. I haven't gotten them yet, either, but I fully intend to. I think they will kick 「bum-bum」 on the Killshot since it is so mobile... and also, again, on the Panther, and on the Guardian with it's EMP-ish ability. They may not do too much more damage per projectile, but they put ALL of those projectiles on target a LOT faster than RPGs can.
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Post by erik1 on Aug 13, 2020 11:15:55 GMT -5
Some notes on the weapons: What do they have in terms of sustained lasers? Anything?
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Post by Koalabear on Aug 13, 2020 11:21:24 GMT -5
Good post! Agree with almost everything (see the last statement for the exception)
I know you and I have mentioned them earlier, but not on your list are Javelins (Guided missiles that are like a cross between Aphids and Hydras in War Robots terms). They are prolly going to be hated by many that come over from War Robots... but man they are NOT a guaranteed kill if the Red is using cover even halfway effectively. I use the 6's on my Killshot and the 4's on my MD (Since the MD is relatively low health and the healing takes a bit to affect either the player doing the healing or the other Blues they're trying to heal, AND since being attacked will cause the heals to stop, Javelins provide a good support weapon for a bot that needs to stay behind others.) -just adding to your helpful notes for folk that may read this.
I want to add that Plasma guns benefit a LOT from being on a Panther... slow em up, then kill. I use Longarms on my Panther for now and they are even decent at mid to close range due to the stasis field ability. Shotties work on this mech for the same reason... slow them down, stay on your side of the fence, then erase.
For now, I use the Plasma guns on my Paragon since it has the speed to get in and out of the fire. It's a very high risk build but it's fun so far.
Speaking of cover... did you know the Panther's ability will act as top cover if you stand directly in the middle? Mortars, Javelins, etc., will not hit you. Just stand so that the fence is going directly through your mech. The duration of that ability is low enough to keep it from becoming OP, thank goodness, but it's damned useful in a pinch. Also keeping it from being OP, direct fire from all of the other weapons will hit you unless you are completely on the opposite side of the fence than the shooting red.
To your last point... you can get multiples, but you have to completely level up the chassis. All stars gets you a single duplicate, fully upgraded, mech. Not very common I assume... at least, not yet.
IMO, YMMV
Sorry, had to edit my post cause I confused missile rack and forgot the name of javelin racks!
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 13, 2020 11:22:04 GMT -5
Some notes on the weapons: What do they have in terms of sustained lasers? Anything? Yes, they have Thermal Lance that will cause a damage multiplier effect the longer you sustain the fire on them, and an Ice version that will slow up Reds. (Haven't unlocked that one yet... but have seen a few vids about it. It actually makes combining weapon types VERY useful. Slow em up with the cryo beam and then hit em with a slow firing weapon, for example. Also with the Thermal Lance, light em up to trigger their increased damage nerf on the Red, then hit them with your RPGs, Pulse Cannon, or whatever else you combine them with.
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Post by Koalabear on Aug 13, 2020 11:25:33 GMT -5
Some notes on the weapons: What do they have in terms of sustained lasers? Anything? Yep, forgot about them.... i don't like them personally. They're call Thermal Lances and on paper, they don't appear to do as much damage as other weapons, but what the game hasn't given us numbers for is the flaming damage. Basically, the longer you laze a target, the more damage it'll take...like the Cryo family of weapons, there's a damage buff the more you hit a target. And this buff isn't just for you. When your target lights up with the flame icon, any other damage to it is buffed - I just don't know by how much.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 13, 2020 11:32:15 GMT -5
Good post! Agree with almost everything (see the last statement for the exception)
I know you and I have mentioned them earlier, but not on your list are Javelins (Guided missiles that are like a cross between Aphids and Hydras in War Robots terms). They are prolly going to be hated by many that come over from War Robots... but man they are NOT a guaranteed kill if the Red is using cover even halfway effectively. I use the 6's on my Killshot and the 4's on my MD (Since the MD is relatively low health and the healing takes a bit to affect either the player doing the healing or the other Blues they're trying to heal, AND since being attacked will cause the heals to stop, Javelins provide a good support weapon for a bot that needs to stay behind others.) -just adding to your helpful notes for folk that may read this.
I want to add that Plasma guns benefit a LOT from being on a Panther... slow em up, then kill. I use Longarms on my Panther for now and they are even decent at mid to close range due to the stasis field ability. Shotties work on this mech for the same reason... slow them down, stay on your side of the fence, then erase.
For now, I use the Plasma guns on my Paragon since it has the speed to get in and out of the fire. It's a very high risk build but it's fun so far.
Speaking of cover... did you know the Panther's ability will act as top cover if you stand directly in the middle? Mortars, Javelins, etc., will not hit you. Just stand so that the fence is going directly through your mech. The duration of that ability is low enough to keep it from becoming OP, thank goodness, but it's damned useful in a pinch. Also keeping it from being OP, direct fire from all of the other weapons will hit you unless you are completely on the opposite side of the fence than the shooting red.
To your last point... you can get multiples, but you have to completely level up the chassis. All stars gets you a single duplicate, fully upgraded, mech. Not very common I assume... at least, not yet.
IMO, YMMV
Sorry, had to edit my post cause I confused missile rack and forgot the name of javelin racks! Edited mine, at the end, to reflect...
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 13, 2020 11:42:38 GMT -5
Koalabear touched on this in his second post, but I wanted to go a bit more in depth...
ALL mechs only have 2 weapon slots. They have a metric called Energy Limit that can determine what tier of weapons you can use. For example...
Auto Cannon come in 3 variants, AC 2, AC 4 and AC 6. What that number means is how much energy they take up... which is also reflective of the damage they do. The more energy a weapon uses, the more damage it causes.
If your mech only has a limit of 6 energy, you can only use the AC 2s, or a combo of 1 AC 4 and 1 AC 2. Usually, the more powerful the ability or amount of HP, the less amount of energy the bot has for weapons. Leveling up your bot will increase this limit for each Star or tier you reach, and it takes 7 levels and a bit of the purple currency to go up a star, but it takes a good bit of resources to do this so you will usually be pretty high up in the MM before you can get this done. It's pretty effective for balance, keeping the more powerful bots from using the most powerful versions of weapons.
IMO, YMMV
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Post by mechtout on Aug 13, 2020 12:08:02 GMT -5
Just moved to the next division, can't tell if they are all bots now that everyone has unique user names. Must be bots since im doubling the next highest score each match.
I like how it requires some aiming although the x axis is a little limited for my liking. Is there a way to increase how much a swipe will pan?
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Post by Koalabear on Aug 13, 2020 13:27:10 GMT -5
Just moved to the next division, can't tell if they are all bots now that everyone has unique user names. Must be bots since im doubling the next highest score each match. I like how it requires some aiming although the x axis is a little limited for my liking. Is there a way to increase how much a swipe will pan? I changed my targeting in the settings to vertical aiming. This changes the targeting from War Robots'like to almost FPS'like. It'll free up your Y axis more, and I think it frees up the X axis a bit as well. At least I'm able to look around freely, and the red brackets don't show up unless my crosshairs are on the mech.
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Post by mechtout on Aug 13, 2020 14:39:00 GMT -5
Just moved to the next division, can't tell if they are all bots now that everyone has unique user names. Must be bots since im doubling the next highest score each match. I like how it requires some aiming although the x axis is a little limited for my liking. Is there a way to increase how much a swipe will pan? I changed my targeting in the settings to vertical aiming. This changes the targeting from War Robots'like to almost FPS'like. It'll free up your Y axis more, and I think it frees up the X axis a bit as well. At least I'm able to look around freely, and the red brackets don't show up unless my crosshairs are on the mech. nice, thanks for the tip. the x axis only has targeting issues unless you are constantly hitting the target lock button, started thinking this is worse targeting that War Robots, but I'll try your suggestions
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 13, 2020 14:42:48 GMT -5
I changed my targeting in the settings to vertical aiming. This changes the targeting from War Robots'like to almost FPS'like. It'll free up your Y axis more, and I think it frees up the X axis a bit as well. At least I'm able to look around freely, and the red brackets don't show up unless my crosshairs are on the mech. nice, thanks for the tip. the x axis only has targeting issues unless you are constantly hitting the target lock button, started thinking this is worse targeting that War Robots, but I'll try your suggestions FWIW, I did the exact same as Koalabear and haven't looked back. Sometimes I forget that I can look "up", but otherwise, it's the only way to play it. There is a sensitivity setting in the in game menu, as well.
Things that don't use auto aim like the Longarm, I like at about 65... other stuff I run about 75 - 80 and am good to go.
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Post by mechtout on Aug 13, 2020 21:29:42 GMT -5
How rare are the drops for robot blueprints, feels like im only getting them for the first robot
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Post by kdsteph3530 on Aug 13, 2020 21:36:56 GMT -5
my biggest gripe w/ Mech Arena is that there's a limit on victory tokens. c'mon now, reward me for playing!
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Post by Deleted on Aug 13, 2020 21:40:21 GMT -5
Looks interesting, may try it.
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Post by kdsteph3530 on Aug 13, 2020 21:44:20 GMT -5
Some notes on the weapons: I've never been much of a sniper in War Robots...but the sniper guns (Longarms) in Mech Arena are damn fun to play. They don't have aim assist (thank god) so that makes it harder to use and gives you a chance to get to cover. Of course, if you're in the open when I see you, you're dead cause they guns fire fairly fast and they do a brick ton of damage at range. Heck, I've killed Juggernauts with their shield on in 3 shots. Usually takes me 2-3 reloads with my RPG6 on my Panther mech. Rocket Mortars are like the legitimate child of Zenits and Noricums. They have the big bang potential of Zenits and the flight speed of Noris. They can be challenging and rewarding to use too...but ultimately, I prefer the Longarms over them. I like to see my target blow up and have nothing but legs fall to the ground! The Missile Rack 6 that I'm running on my Ares mech hits pretty hard too. So hard that I can get away with firing them one at a time every few seconds. One salvo from one rack is enough to kill the shield on a Juggernaut, and the second salvo will bring the Juggernaut to about half HP (depending on mech level of course). The Shotguns are like the Storms...useless at anything other than PB range. Plasma guns - go good damage but projectile speed is slow so even with aim assist, it's hard to land hits on fast mechs and you have to be well within optimal range to get good solid hits on slow mechs. Autocannons - these sound awesome and do decent sustained damage. Easy to get cards for them and fairly cheap to upgrade. Pulse cannon - love this gun. It's basically a laser autocannon with a ton of ammo and short reload. Low damage per shot but helluva sustained damage. Too bad I only have Pulse Cannon 6 and the only mech I can run it is my Ares, and my Ares is currently trolling with Missile Rack 6. If I can level my Juggernaut or Paragon to Rank 2 and get more energy on them, I can move my Missile Rack to one of them and go back to Pulse Cannon on my Ares. Oh, and you can only own one of each mech, with 5 total slots in your hangar, and only one hangar. So, no full hangars of OP bots! Good post! Agree with almost everything (see the last statement for the exception)
I know you and I have mentioned them earlier, but not on your list are Javelins (Guided missiles that are like a cross between Aphids and Hydras in War Robots terms). They are prolly going to be hated by many that come over from War Robots... but man they are NOT a guaranteed kill if the Red is using cover even halfway effectively. I use the 6's on my Killshot and the 4's on my MD (Since the MD is relatively low health and the healing takes a bit to affect either the player doing the healing or the other Blues they're trying to heal, AND since being attacked will cause the heals to stop, Javelins provide a good support weapon for a bot that needs to stay behind others.) -just adding to your helpful notes for folk that may read this.
I want to add that Plasma guns benefit a LOT from being on a Panther... slow em up, then kill. I use Longarms on my Panther for now and they are even decent at mid to close range due to the stasis field ability. Shotties work on this mech for the same reason... slow them down, stay on your side of the fence, then erase.
For now, I use the Plasma guns on my Paragon since it has the speed to get in and out of the fire. It's a very high risk build but it's fun so far.
Speaking of cover... did you know the Panther's ability will act as top cover if you stand directly in the middle? Mortars, Javelins, etc., will not hit you. Just stand so that the fence is going directly through your mech. The duration of that ability is low enough to keep it from becoming OP, thank goodness, but it's damned useful in a pinch. Also keeping it from being OP, direct fire from all of the other weapons will hit you unless you are completely on the opposite side of the fence than the shooting red.
To your last point... you can get multiples, but you have to completely level up the chassis. All stars gets you a single duplicate, fully upgraded, mech. Not very common I assume... at least, not yet.
IMO, YMMV
EDIT: Since you edited yours now, I will also say that the Missile Rack is definitely deadly from what I have seen... enough so that they tend to be preferred over RPGs once they are unlocked. I haven't gotten them yet, either, but I fully intend to. I think they will kick ?bum-bum? on the Killshot since it is so mobile... and also, again, on the Panther, and on the Guardian with it's EMP-ish ability. They may not do too much more damage per projectile, but they put ALL of those projectiles on target a LOT faster than RPGs can.
Plasma cannons don't have freeze effect?
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Post by A.c.r.u.x. on Aug 13, 2020 22:58:28 GMT -5
my biggest gripe w/ Mech Arena is that there's a limit on victory tokens. c'mon now, reward me for playing! I look at this as their "Go outside and do something without grinding and burning yourself out" feature they have. Low key is a tad annoying.. you can keep playing just dont get rewards. I just started playing today but since they made it somewhat easy to add people why don't we list IDs in the game, don't believe there are "clans" but matches with "friends" seems easy since you can search on ID. The only thing that's annoying is after a match unless you select to stay with the same group in like 10 seconds you have to re-invite.. unless I'm missing something, Kola? ID - 4145731
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Post by runamok on Aug 13, 2020 23:32:56 GMT -5
How rare are the drops for robot blueprints, feels like im only getting them for the first robot I think it’s to do with your experience level and what items are unlocked. I’ve unlocked the medic bot, but not bought it, yet seem to be gathering up the blueprints for it. However, no blue prints for bots / weapons I haven’t unlocked. Just rng as to what you get.
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Post by mechtout on Aug 14, 2020 0:49:58 GMT -5
Won a set of uncommon plasma 4 guns, those things hit pretty hard even at low level, i was liking the level 4 autocannon until i put these babies on
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Post by kdsteph3530 on Aug 14, 2020 1:17:08 GMT -5
Won a set of uncommon plasma 4 guns, those things hit pretty hard even at low level, i was liking the level 4 autocannon until i put these babies on I run plasma 4's on my killshot, high DPS + melee attack is pretty good also, how did you win a weapon?
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Post by runamok on Aug 14, 2020 1:50:32 GMT -5
Surprising that no one has mentioned the lack of lag. Had two games in about three weeks where it got a bit laggy, but other than that, it’s been smooth. Refreshing to say the least.
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Post by frunobulax on Aug 14, 2020 2:03:43 GMT -5
I think I've already invested too much in War Robots to make the switch. On the other hand, if I knew that Pixonic would shut down War Robots and its servers in a year (I doubt it), I think Mech Arena would be a fun game to switch to. Looking at the quality of play recently, one year seems to be pretty optimistic. They might still keep the servers open. But the question is whether you'll find someone playing besides maxed whales and noobs in Griffins.
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Post by mechtout on Aug 14, 2020 2:09:00 GMT -5
Won a set of uncommon plasma 4 guns, those things hit pretty hard even at low level, i was liking the level 4 autocannon until i put these babies on I run plasma 4's on my killshot, high DPS + melee attack is pretty good also, how did you win a weapon? not sure how i got them actually okay i got it from the progress path, not a crate
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Post by frunobulax on Aug 14, 2020 2:33:39 GMT -5
I didnt know if it was mentioned befor, in case no one else knows Plarium This game will most probably be Pay to Win soon Plarium is another russian company with a money grabbing business model, just like Payxonic Racist bull「dookie」. This has nothing to do with russian, the greediest companies are EA, Ubisoft and the like. Chinese and Russian companies just jump on the bandwagon. Yes, plarium has created cash grabs like Vikings. But even AAA companies occasionally create good games that are not casinos in disguise. The game reminds me very much of Robot Warfare. That one was really nice too, until I got to the "whale" league where opponents 1-shotted me across the map, with bots that cost thousands of dollars. Pay or lose. This was before they introduced components and other War Robots crap. My first impression of this one is good, and I will play it for a while. But I'll reserve judgement until I fully understand the monetization strategy.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 14, 2020 8:34:48 GMT -5
Quick tip... take part in the Tourneys. They are helpful in getting more resources plus a chance at the cool skins. You will start in the lowest bracket at the beginning of each tourney. How well you do determines how fast you rise... and eventually you will meet a wall where there are more players that have better gear and know the game very well... but don't sweat it. The bracket you are in determines the quality of opponents and you will drop if you do bad in a heat. It's a weekly thing and is helpful to get crates and XP... plus bonus skins from the loot chest tokens.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 14, 2020 9:46:54 GMT -5
One more tip... change the Damage Display so that it shows when your hits are at the ideal range. Hits that are outside the ideal range will show the damage and be colored white. If they are within the ideal range... they will be orange.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Aug 14, 2020 10:19:27 GMT -5
For 「dookie」s and giggles... here is a quick match showing the Killshot and Javelins... and a Panther with my first try at the Orkan like weapons...
I would have kept playing till I had a good game if I wasn't at work... but it is what it is... we kind of stomped them in this one. Not too many advanced mechs on their side this time. But it should give you a taste of how things begin to get as you progress... eventually they all have good mechs and decent to good weapons and it's not so easy.
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Post by Koalabear on Aug 14, 2020 12:04:23 GMT -5
my biggest gripe w/ Mech Arena is that there's a limit on victory tokens. c'mon now, reward me for playing! I look at this as their "Go outside and do something without grinding and burning yourself out" feature they have. Low key is a tad annoying.. you can keep playing just dont get rewards. I just started playing today but since they made it somewhat easy to add people why don't we list IDs in the game, don't believe there are "clans" but matches with "friends" seems easy since you can search on ID. The only thing that's annoying is after a match unless you select to stay with the same group in like 10 seconds you have to re-invite.. unless I'm missing something, Kola? ID - 4145731 After every game, they give you some recommended people to Invite as friends so you can go back and review. Other than that, I wish they allowed us to tap on names on the end game results screen so that we can see profiles and send Invites. My in game ID is 3779054 if you want to try sending me an Invite!
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Post by Koalabear on Aug 14, 2020 12:07:39 GMT -5
How rare are the drops for robot blueprints, feels like im only getting them for the first robot I'm less than a month into the game and the only mechs I've gotten enough blueprints to rank up are the Paragon and Juggernaut. I think I have enough for the Lancer, but since I don't play that mech, I can't be bothered to rank it up. I even prefer the Paragon over the Juggernaut, but that's because I took advantage of the Ares for cheap bucks when it first came out, so I already have a tank in my hangar.
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