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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 4, 2020 12:41:06 GMT -5
NOTE:I am only posting this because the searches are setup so that folk can ignore MA now, so I hopefully folk won't feel I am being an 「bum-bum」 about MA. I truly was struck by the differences and wanted to see what others thought that play both games somewhat close together.
So... I re-downloaded War Robots to try and get the survey, but it isn't showing up. I did NOT link with my old account yet... mainly because I played around with the brand new account for little bit to see if the last patch increased play-ability any. I'd say, so far, it did bring things back to playable levels...
...BUT...
I noticed a few things that I probably wouldn't have, pre-MA, that are now glaringly problematic for my enjoyment of the game.
The gameplay itself is just... well, almost immature.
First thing I had to get re-used to was the targeting. Man, I knew it was bad in War Robots, I mean, we have all complained for years, but I had gotten used to it. Well, I haven't gone back to War Robots since playing MA for any real length of time and boy did I get unused to it after playing MA. The difference in both consistency of keeping your target AND the freedom to look around, going from MA to War Robots, is just off the charts.
Smoothness... from zero lag, even on an iffy WiFi connection; to the absolute lack of any performance issues, even while on max graphics and on 60 FPS, MA just spoiled the HELL out of me. I am using pretty basic builds in that little War Robots account, so the over abundance of screen activity that was causing performance issues that I was seeing on my Main account when I uninstalled last, wasn't a contributing factor... but the overall feel and movement of the torso and legs and shooting, when compared to my finger movement and the control manipulation on the touchscreen was just... not ideal. MA, on the other hand, is perfect. I turn, it turns. I shoot, it shoots. No stutter, no silliness, none of that. MA just works, and it feels right... smooth.
UI - I have grown so accustomed to the MA UI, that seemed so confusing at first, that I now prefer it, wholeheartedly. I LIKE being able to press an item and the game respond instantly... instead of the loading icon spinning for a few seconds no matter what I choose. It's also quite convenient to get to things in MA once you learn how everything is related. Total improvement over War Robots.
The beginner bots/AI in War Robots are a joke. This is a small thing since War Robots doesn't use them any further along in the game pas the tutorial... but still, I noticed it. No comparison to the AI, even the beginner AI, in MA.
So, play-ability is a huge factor for me... and after playing both games very close together, I realized that I like War Robots less and less and really am sorta shocked that RE-clustered didn't do more to make the game a better experience. I thought that they were overhauling everything, but I guess not.
What things have y'all noticed when going back to play War Robots after spending a good bit of time in MA, if you have done so?
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Post by mechtout on Nov 4, 2020 12:48:00 GMT -5
I haven't played War Robots in months but would say just knowing what you're going up against, MA is straight forward...a Jugg with Carbines..okay this is how i'll play him. War Robots is an RPG game now with all kinds of hidden factors.
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Post by Koalabear on Nov 4, 2020 13:00:35 GMT -5
I downloaded War Robots last night cause I needed a distraction from personal life and because I was kinda missing my old stuff. I couldn't even bring myself to play a game though. The UI was so cumbersome and that Drone thing so confusing. I still had about 4k gold save up and about 70M silver, but couldn't muster up any interest to spend it. I had a half baked idea of slapping together a FU hangar, but couldn't even do that. Granted, I was feeling really down last night, so that might have contributed to my overall mental state.
But.
The last time I played War Robots, I decided to quit for the same reasons. The UI is so cumbersome compared to War Robots. The game play so sluggish, and the OP'ness of some builds was just too obvious. There are some really powerful builds in MA, but heck, even the Zephyr can be dealt with as long as you keep your cool and identify it early. Heck, in one game, I killed 3 Zephyrs back to back with a RPG6 Panther no less. In some ways, the Zephyr is easier to kill than the Guardian. Its all rock paper scissors. On the flip side, I've had my Zephyr killed quite easily too. Seems high level Juggs are the bane of my existence!
One of the complaints I see about MA is the cartoony graphics. But, it's the simple graphics that really contribute to a smooth operating game. I just hope that the Devs don't screw up a good thing when they fully launch.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 4, 2020 13:07:39 GMT -5
I haven't played War Robots in months but would say just knowing what you're going up against, MA is straight forward...a Jugg with Carbines..okay this is how i'll play him. War Robots is an RPG game now with all kinds of hidden factors. YES... my little baby account hasn't dealt with anything beyond the first league, so I didn't include that as I was trying to limit my observations to JUST what I was seeing... but YES you are right... all of the added unicorn dust and fairy farts in War Robots has distracted from the main point of it... moving bots to favorable firing positions, and then firing successfully. That is the core of the game and in War Robots it's just so convoluted now, while MA is simple... back to the pure feeling that ole Walking War Robots gave.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 4, 2020 13:08:13 GMT -5
I downloaded War Robots last night cause I needed a distraction from personal life and because I was kinda missing my old stuff. I couldn't even bring myself to play a game though. The UI was so cumbersome and that Drone thing so confusing. I still had about 4k gold save up and about 70M silver, but couldn't muster up any interest to spend it. I had a half baked idea of slapping together a FU hangar, but couldn't even do that. Granted, I was feeling really down last night, so that might have contributed to my overall mental state. But. The last time I played War Robots, I decided to quit for the same reasons. The UI is so cumbersome compared to War Robots. The game play so sluggish, and the OP'ness of some builds was just too obvious. There are some really powerful builds in MA, but heck, even the Zephyr can be dealt with as long as you keep your cool and identify it early. Heck, in one game, I killed 3 Zephyrs back to back with a RPG6 Panther no less. In some ways, the Zephyr is easier to kill than the Guardian. Its all rock paper scissors. On the flip side, I've had my Zephyr killed quite easily too. Seems high level Juggs are the bane of my existence! One of the complaints I see about MA is the cartoony graphics. But, it's the simple graphics that really contribute to a smooth operating game. I just hope that the Devs don't screw up a good thing when they fully launch. +1
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Post by hicycles on Nov 4, 2020 14:11:08 GMT -5
Something that I really like about MA is knowing when bots are on reload (except for lasers). It really helps with planning attacks. Also, because there are fewer bots, it makes remembering abilities and cool downs easier. I'm a relatively new War Robots player, (about a year), so I don't have all the bots, and haven't played them all. At least with MA, I've played through the majority of the bots, so I understand them.
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Post by Redfiend on Nov 4, 2020 16:05:06 GMT -5
I haven't touched War Robots for going on 4 years. Considered it before finding MA, and watched some Foggy and Islander vids. The same people that said wait and see at the Dawn of components and $100-300 items have either all quit, or are still saying they'll wait and see, with hundreds to thousands of dollars pissed away since I left.
Yea. MA gets expensive at later levels, but I'll still hold that the items themselves are balanced at comparable levels.
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Post by reconnecting on Nov 4, 2020 16:57:19 GMT -5
Targeting: I got used to War Robots targeting. MA targeting I am not fully used to yet despite daily play for weeks. In MA it is hard to switch targets that are close together. Also my bot often just aims at the ground, maybe after a kill. A tie imo.
Smoothness: In MA I experience occasional lag on my Samsung Galaxy A6 tablet. Even after changing to lower graphics I get the occasional lag or red teleport. I find it awkward to check 360 degrees around me. War Robots has that spinning circle in hangar on Android. Though it did get somewhat better. MA wins by two lengths.
UI: No lag in MA UI. Definite MA win by half a mile. I am also getting more used to it. War Robots UI has uber lag. The UI in Amazon War Robots is a practice in frustration, practically unusable in hangar.
The AI. MA: (Long sigh). AI is kicking my bootay in tourney today. Keeping that in mind, AI seems like MA's way of managing player wins, at least in part. On the other hand at times AI is dumb as a post and just fodder for getting points, doing challenges etc. AI needs some fine tuning. As more players join MA AI will not matter much. It doesn't matter in War Robots except when starting to play. Minus 2 points for MA. 0 points to War Robots.
Comparing War Robots and MA is just a bit like comparing apples and oranges. They are both a fruit but each with their own taste. War Robots got too complicated so I played and spent less. I've spent nothing there for weeks. I still like War Robots and may go back sometimes for the more open playing fields and my favorite tanks like Fenrir. I enjoy MA though very much and most of my play time will be there for the next few weeks. I'm also trying out other kinds of games like Tycoon games which are a different kind of fun for me.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 4, 2020 17:51:57 GMT -5
Targeting: I got used to War Robots targeting. MA targeting I am not fully used to yet despite daily play for weeks. In MA it is hard to switch targets that are close together. Also my bot often just aims at the ground, maybe after a kill. A tie imo. Snip... Which targeting type do you use... Horizontal or Vertical? I assume Vertical since you mentioned ending up looking at the ground... have you played with the settings at all yet?
I'm using vertical so far, but plan on trying a few different things, even if I have to redo my button customization.
I have heard that Horizontal is actually better if you are going after faster bots... plus you get a target lock button. That button goes away for Veritcal (which I don't get, but so far haven't needed it yet), so I can't tell you if it will cycle through enemies... but it might be worth checking into... Redfiend, or Deadeye, or anyone else... do y'all know if it will cycle through target-able enemies?
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Post by Deadeye on Nov 4, 2020 18:01:47 GMT -5
You can't cycle ⓣⓡⓘⓒⓚⓨ48. Horizontal can be tricky (pardon the inadvertent use of your name) when people are cramped together, but the way to pick someone else is to move up or down (vertical) and then the targeting will pick the other person. It isn't perfect, but I find that it is rarely an issue if I effectively use the target lock button to minimize target switching at inopportune times. This is more akin to the War Robots style of targeting that I am used to. I suspect the vertical targeting that you use is better for target selection, but I can't get rid of the lock-on option and also it's nice to only have to concern myself with horizontal adjustments when sniping. Makes it a bit easier actually.
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Post by dukeofadvil on Nov 4, 2020 19:15:25 GMT -5
I spent about 2 to 3 years playing War Robots, and i do miss my hanger a bit. Ithe wounds are still fresh....it has been about 2 weeks since i have played, but im still watching ads and leveling up weapons a bit. I should go back and play a game or two.
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Post by mechtout on Nov 4, 2020 19:30:51 GMT -5
You can't cycle ⓣⓡⓘⓒⓚⓨ48 . Horizontal can be tricky (pardon the inadvertent use of your name) when people are cramped together, but the way to pick someone else is to move up or down (vertical) and then the targeting will pick the other person. It isn't perfect, but I find that it is rarely an issue if I effectively use the target lock button to minimize target switching at inopportune times. This is more akin to the War Robots style of targeting that I am used to. I suspect the vertical targeting that you use is better for target selection, but I can't get rid of the lock-on option and also it's nice to only have to concern myself with horizontal adjustments when sniping. Makes it a bit easier actually. i was using vertical targeting for Longarms at first too, which gives better free aim and selection, but I switched to horizontal for the target lock, and to be able to use my Javs on my killshot. Horizontal is not bad for long range once you get used to it. I do the same thing where i dance around until it lands on the target i want. Doesn't take too much more effort
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Post by Danny Linguini on Nov 4, 2020 22:58:42 GMT -5
I had the same issues with War Robots as everyone else who has issues with War Robots, so I’m not going to keep beating that dead pig horse. I spent money on it when it was fun, stopped when it wasn’t, deleted when it got to be downright annoying just opening it.
MA is fun in its relative simplicity, but the real catch is, it isn’t really all that simple. You can go nuts analyzing best buildouts for different situations, or you can just swap weapons and mechs around until you find the combination you like best. And then change it all up on a whim just to keep things interesting and fresh without being majorly penalized for it.
I think my favorite feature of the game is that you can’t have more than one copy of a mech or weapon set (ok, two later on in the game), which forces you and everybody else to mix up your hangar. You won’t ever see somebody running 5 Shadows or 5 Brickhouses or 5 of whatever combo might rule the battlefield. Everybody is forced to diversify.
In fact, you won’t likely find any one build that rules the battlefield - every mech and weapon has their Achilles heel, and you don’t have to have any special, magical abilities to find and exploit it. Pretty much every mech has its advantages, so you can find something in the collection that works well with your play style, whatever your play style is. The ‘meta’ is your meta, not the one the game designers dictate it to be.
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Post by Redfiend on Nov 5, 2020 1:14:28 GMT -5
-Snip- In fact, you won’t likely find any one build that rules the battlefield - every mech and weapon has their Achilles heel, and you don’t have to have any special, magical abilities to find and exploit it. Pretty much every mech has its advantages, so you can find something in the collection that works well with your play style, whatever your play style is. The ‘meta’ is your meta, not the one the game designers dictate it to be. Pretty much. The only problem with diversity is the gatcha monetization method being the main roadblock to progression. It's really caused the game to look less interactive than I know it actually is, as content creators and old heads rely heavily on a handful of items, against predictable AI. The only advice outside of my guides all seem to heavily rely on a handful of cookie cutter loadouts because said loadouts trivialize interactions with the AI. Realistically speaking, there isn't really anyone out there, at least producing English language content, that has done due diligence with means testing most of the gear late game. If it can't W+M1, it gets passed up, because the artificial scarcity of resources creates attrition based oppurtunity costs for upgrading any one thing over the other. The limited inventory is pretty much the only reason beyond the gameplay I'm sticking with the game. Everything is an eventuality, even if keeping everything leveled to have diversity is the progression path chosen.
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Post by dukeofadvil on Nov 5, 2020 10:05:52 GMT -5
One of the hardest things i still struggle with on MA is that the weapons you set up on your bot do not follow the bot when you wswap them. Sometimes i come up with something i like and i want to put it back in my hangar but im not sure how i had that bot set up last time.
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Post by Redfiend on Nov 5, 2020 10:17:07 GMT -5
One of the hardest things i still struggle with on MA is that the weapons you set up on your bot do not follow the bot when you wswap them. Sometimes i come up with something i like and i want to put it back in my hangar but im not sure how i had that bot set up last time. It's because of how the UI is set up. The Mech and weapons are technically equipped to the hangar slot, not each other. So, if you have a mech with weapons that total 12 energy, and swap the chassis with a mech that has 12+ energy capacity, the weapons remain in their slots, and only the mech chassis changes. Swap to a mech with less EN capacity, and it will pop up with "Current weapons exceed Chassis limit, unequip weapons and try again?"
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Post by dukeofadvil on Nov 5, 2020 10:26:35 GMT -5
One of the hardest things i still struggle with on MA is that the weapons you set up on your bot do not follow the bot when you wswap them. Sometimes i come up with something i like and i want to put it back in my hangar but im not sure how i had that bot set up last time. It's because of how the UI is set up. The Mech and weapons are technically equipped to the hangar slot, not each other. So, if you have a mech with weapons that total 12 energy, and swap the chassis with a mech that has 12+ energy capacity, the weapons remain in their slots, and only the mech chassis changes. Swap to a mech with less EN capacity, and it will pop up with "Current weapons exceed Chassis limit, unequip weapons and try again?" it took me the longest time to figure out the Current weapons issue. I didn't understand that the weapons didn't follow the bot. Itbis nice because you can easily share weapons packages between different bots assuming they both have the same energy levels.
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Post by Redfiend on Nov 5, 2020 10:33:18 GMT -5
dukeofadvil yea, that's why I try to keep everything pretty even. My loadouts are usually based on the daily tasks for the day for CPC but I always keep 2 lights, 2 mediums and a heavy in my hangar, so swapping for bot tasks is just changing a chassis. As opposed to War Robots, where If I wanted to change mechs but keep the same weapons, I'd have to strip the mech, change the mech, and re-equip the weapons to the new mech.
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Post by reconnecting on Nov 5, 2020 15:51:01 GMT -5
Targeting: I got used to War Robots targeting. MA targeting I am not fully used to yet despite daily play for weeks. In MA it is hard to switch targets that are close together. Also my bot often just aims at the ground, maybe after a kill. A tie imo. Snip... Which targeting type do you use... Horizontal or Vertical? I assume Vertical since you mentioned ending up looking at the ground... have you played with the settings at all yet?
I'm using vertical so far, but plan on trying a few different things, even if I have to redo my button customization.
I have heard that Horizontal is actually better if you are going after faster bots... plus you get a target lock button. That button goes away for Veritcal (which I don't get, but so far haven't needed it yet), so I can't tell you if it will cycle through enemies... but it might be worth checking into... Redfiend , or Deadeye , or anyone else... do y'all know if it will cycle through target-able enemies? I have the lock button so it is set on horizontal. You can choose a target only by putting the aiming reticle over it. I think if it is on a target and the target moves out of your reticle, any target right behind it will be your new target. Ummmm, I think. Lol.
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Post by Oliver Kloesov on Nov 6, 2020 13:12:45 GMT -5
OK, so I read this thread, very informative and fairly unbiased: "What do you miss about War Robots?" The maps? A genre of bot or weapon? The clans? Anything?
Is MA inevitably going to be P2W? Is it already? Is the F2P fun?
Naturally, I'm considering moving but I'm already knee-deep in a P2W game.
Thanks, Ollie
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Post by Redfiend on Nov 6, 2020 14:08:58 GMT -5
OK, so I read this thread, very informative and fairly unbiased: "What do you miss about War Robots?" The maps? A genre of bot or weapon? The clans? Anything? Is MA inevitably going to be P2W? Is it already? Is the F2P fun? Naturally, I'm considering moving but I'm already knee-deep in a P2W game. Thanks, Ollie Maps: I prefer MA maps through and through. They're all built considering mech speed and revolve around the shorter match time of 5 minutes. Even on the largest control points map,the slowest mechs can get from one side to the other at a reasonable pace. No Yamataus or Springfields. Like War Robots though, the first Map of the game, "Mech Arena" is probably the worst one. It's a big square map with walls separating the center from the outer ring. The center beacon is dead center of the map with 0 cover, and the enemy/allied side beacons are too close to one another. That's really the only map that feels super swingy for the reasons mentioned. The tournament Maps are on a rotation that is public information at tournament start. Every week there are 3 tournament maps that rotate daily throughout the 6 day tournament week, each one appearing 2 days out of the week. Every map has pros and cons, and promotes/restricts different loadouts with the mix of terrain. That's why I made a min-max loadout list. Most maps offer 2 distinct types of engagement distances. ---- The mechs: All of the Mechs in MA have a purpose. The ones that accel at one aspect of play have soft and hard counters, some of which are weapon selections, some of which are mech selections. The only Mech that currently feels slightly unbalanced is Killshot, because it has the base speed of a light mech and the firepower of a medium mech. It has relatively low health, but it's speed and firepower have it outshine most of the other quick mechs in terms of "ease of use". Light, medium and Heavy only refer to weapon capacity. The actual roles the mechs have are determined by their listed role, and other stat spread, not their weight class. So, Tanks aren't heavy mechs. They have medium firepower to offset their larger health pools. Heavy firepower mechs have mediocre armor and speed. It creates an actual "rock paper scissors" scenario among the mechs, where Faster mechs can shrek heavy firepower mechs, but have a hard time with heavily armored Tanks, Tanks win most engagements with faster mechs, but Heavy firepower mechs can chew through them in a damage race, and Heavy firepower mechs are average against the other categories on a case by case scenario. War Robots abandoned any sort of real Mech identity in favor of the magical pixie powers that started with the Pantheon bots, and did away with any sort of role identity among weight classes since the dawn of the Dash. ---- Weapons: Once again, this one goes to MA. Most of the new weapons to debut in the recent years of War Robots have been direct upgrades to previous weapons for monetization reasons. The status afflicting weapons have damage profiles similar to the pure damage variants of their weapon class. With MA, all mechs only have 2 weapon slots. Their EN capacity is what determines what they can carry. Every weapon has at least 2 variants with different Energy costs except for the last weapon unlocked. The damage profile differences between a 4, 6 and 8 cost variant of the same weapon, are actually directly proportional to those energy costs. No arbitrary "light, Medium, Heavy" weapon translation, where the medium and heavy versions of a weapon scale in ways that don't make much sense. ---- Clans: War Robots has this one. MA has it in the pipeline, and many of the players that have been in MA for a few months have already started to factionalize and self impose Clan tags. --- Pay to win: This is a question without a simple answer because of how the game is laid out. Progression gets expensive resource wise. The only significant resources that can be obtained for free are from the tournament. CPC, which barely has any rewards, actually becomes the more difficult of the two game modes. The majority of matches are filled with AI to guarantee fast matches, the AI can become punishing once reaching the top of the CPC ranking system. Their aim isn't constrained to phone controls, and their hangar progression doesn't really care about how long the actual players need to reach the same numbers. Tournament has it's fair share of problems as well. It's not a tournament of skill, but a grind-fest. Ranking cards are determined by proximity of tournament start, but you're not required to face the players you are trying to out-score to rank in tournament. Most times you won't ever fight anyone on your ranking card. There's no limit to how many games someone can play in tournament either, so if you start a tournament card early in the day, there are people that will potato and play for 10 hours to secure the top positions. Players rarely face other players with gear that chumps their own, but the AI can reach that point instead. The end game progression (Rank 4 to rank 6) is very resource intensive. With the only path to resources being Tournament and RM, it can be a slog. The upside is, there is a limited inventory on EVERYTHING. The most any one person can have of any one item is 2 copies. Players only get one of each bot, and one of each Heavy(10 cost+) weapon until that item reaches rank 6. Weapons that cost 2-8 energy come in pairs. Upgrades upgrade both copies, so when you get an item to rank 6, the second copy obtained is also rank 6. This makes every item in the game an eventuality. No matter which path a player takes, everything having a definitive end-point means grind is never objectively wasted. The main monetization is late game upgrades and skins. The items that seem ridiculously expensive, are only such because they are prorated for their starting level. A rank 1 or 2 item is cheap, but expensive in terms of upgrade resources to get to rank 6. An item starting at rank 5 seems almost prohibitively expensive, but they have the shortest way to go to get to max level. The items themselves are well balanced when at comparable upgrade levels. Every item has pros and cons The MM bullies everyone, without exception. Getting bigger guns/mechs only makes the game temporarily easier until the MM catches up. There are few instances of running into players stronger than you, but you'll be screaming at the AI for the same reason once the MM catches up to you.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 6, 2020 14:26:31 GMT -5
OK, so I read this thread, very informative and fairly unbiased: "What do you miss about War Robots?" The maps? A genre of bot or weapon? The clans? Anything? Is MA inevitably going to be P2W? Is it already? Is the F2P fun? Naturally, I'm considering moving but I'm already knee-deep in a P2W game. Thanks, Ollie SNIP... Like War Robots though, the first Map of the game, "Mech Arena" is probably the worst one. It's a big square map with walls separating the center from the outer ring. The center beacon is dead center of the map with 0 cover, and the enemy/allied side beacons are too close to one another. That's really the only map that feels super swingy for the reasons mentioned. SNIPSpot on about everything else...but this sentence... I'm feeling little cracks in my heart right now...
I actually really like that map. The mix brawling in the perimeter with long sight lines for center is great to me... the only thing I don't like about it is that there is no overhead cover for RMs, but otherwise I like how brawling is encouraged by the proximity of the side beacons. It's always a knock-out - drag-out when I get that map. (Of course, I am not seeing the AI dream-killers that you reference, either... that is probably a wholly different story. In lower Divs, though, I have really enjoyed that map.)
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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 6, 2020 14:43:23 GMT -5
OK, so I read this thread, very informative and fairly unbiased: "What do you miss about War Robots?" The maps? A genre of bot or weapon? The clans? Anything? Is MA inevitably going to be P2W? Is it already? Is the F2P fun? Naturally, I'm considering moving but I'm already knee-deep in a P2W game. Thanks, Ollie What I miss the most...
Punishers.
Rayker pre-spider climbing breakage.
Brit Bot era. Gala and Gary, especially. Still cool with Lance since it is still hanging in there... but before the Okan / Pinata mechanic change the fun of Gary and Gala was unmatched (for me)
My old clan.
The "golden days" when your moves mattered... your skills mattered, and you could look at a bot and KNOW what they could do from one glance. No worrying about what pilot skill/ability/mod/drone configuration they have.
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Post by Redfiend on Nov 6, 2020 15:02:47 GMT -5
ⓣⓡⓘⓒⓚⓨ48 Dream killer AI will make it so that breaking out of spawn is impossible. Capturing the home point on the Hill is impossible without a Panther fence or stealth, otherwise every corner of the map will have a laser and sniper shot headed in your direction. Failing to keep the enemy beacon close to your hill beacon is an instant loss, and friendly AI find ways to be consistently scattered.
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AnimalsCS
Destrier
Posts: 33
Karma: 55
Pilot name: AnimalsCS
Platform: iOS
Server Region: North America
Favorite robot: Lancer
MA Division: 1
MA Pilot ID: 4350588
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Post by AnimalsCS on Nov 6, 2020 16:01:25 GMT -5
The *only* thing I like better about War Robots than Mech Arena is the firing mechanic of the hydra versus the mechanic of javelins. While not strictly overpowered, I think javelins would be more skill-testing if the enemy had a chance to escape to cover before they are hit with the entire volley. This is especially true for people just starting the game where javelins can be one-shot-kills, which is quite frustrating for any beginner who dies without knowing what hit them.
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Post by Danny Linguini on Nov 6, 2020 16:27:39 GMT -5
The *only* thing I like better about War Robots than Mech Arena is the firing mechanic of the hydra versus the mechanic of javelins. While not strictly overpowered, I think javelins would be more skill-testing if the enemy had a chance to escape to cover before they are hit with the entire volley. This is especially true for people just starting the game where javelins can be one-shot-kills, which is quite frustrating for any beginner who dies without knowing what hit them. A couple of thoughts on this ... as a target of javelins, you can get behind cover if you know they’re coming. And some mechs can also dodge javelin fire. Also, once you’ve been killed, the game shows you exactly by whom and what weapon, so when you go back in you know they’re out there. I’ve actually been more frustrated by rocket mortars than javelins. They have a much longer range and hit harder than javs. And their arc is so high that they’ll hit you behind even the tallest walls - the only safe space is under overhead cover, which not every map provides.
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AnimalsCS
Destrier
Posts: 33
Karma: 55
Pilot name: AnimalsCS
Platform: iOS
Server Region: North America
Favorite robot: Lancer
MA Division: 1
MA Pilot ID: 4350588
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Post by AnimalsCS on Nov 6, 2020 17:10:47 GMT -5
The *only* thing I like better about War Robots than Mech Arena is the firing mechanic of the hydra versus the mechanic of javelins. While not strictly overpowered, I think javelins would be more skill-testing if the enemy had a chance to escape to cover before they are hit with the entire volley. This is especially true for people just starting the game where javelins can be one-shot-kills, which is quite frustrating for any beginner who dies without knowing what hit them. A couple of thoughts on this ... as a target of javelins, you can get behind cover if you know they’re coming. And some mechs can also dodge javelin fire. Also, once you’ve been killed, the game shows you exactly by whom and what weapon, so when you go back in you know they’re out there. I’ve actually been more frustrated by rocket mortars than javelins. They have a much longer range and hit harder than javs. And their arc is so high that they’ll hit you behind even the tallest walls - the only safe space is under overhead cover, which not every map provides. Personally I think Mortars are fine since they are effective at what they do, but there are many counters – including walking away from the anticipated blast site if you see them coming – and you can't easily capture control points with mortar-wielding mechs in cpc or maintain a high dps needed to do well in tournament. However, Javs can be effective from short range so have fewer shortcomings. I have trouble countering them with Killshot or Lancer because it usually only takes two volleys to die. Occasionally if I time it right I can escape the rockets by dashing forward or jumping backwards but this is very difficult for me. So making the rockets either fly slightly slower or have them not all fire at once would make these low-health mechs have more ability to escape while not changing their performance against slower mechs. Anyways, I don't want to derail this thread any more than I already have. The fact that we can even have this conversation about these weapons is a testament to how much better the MA team has done to create skillful gameplay than the War Robots team.
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Post by punishingcossack on Nov 6, 2020 17:22:51 GMT -5
ⓣⓡⓘⓒⓚⓨ48 Dream killer AI will make it so that breaking out of spawn is impossible. Capturing the home point on the Hill is impossible without a Panther fence or stealth, otherwise every corner of the map will have a laser and sniper shot headed in your direction. Failing to keep the enemy beacon close to your hill beacon is an instant loss, and friendly AI find ways to be consistently scattered. pro tip: to capture close hill home beacon against AI, use KS, zip over to the left barrier, and stay just on very left periphery of the beacon to avoid enemy fire from the opposite hill and center. After you capture it, zip back to cover (close to home spawn), or go get the other left side beacon. This is a similar tactic to what you do on mesa verde annex, on the second closest home beacon. Use KS, but keep yourself at the very left side of the beacon to avoid enemy snipers/SB/TL down the right open lane.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Nov 6, 2020 17:41:34 GMT -5
A couple of thoughts on this ... as a target of javelins, you can get behind cover if you know they’re coming. And some mechs can also dodge javelin fire. Also, once you’ve been killed, the game shows you exactly by whom and what weapon, so when you go back in you know they’re out there. I’ve actually been more frustrated by rocket mortars than javelins. They have a much longer range and hit harder than javs. And their arc is so high that they’ll hit you behind even the tallest walls - the only safe space is under overhead cover, which not every map provides. Personally I think Mortars are fine since they are effective at what they do, but there are many counters – including walking away from the anticipated blast site if you see them coming – and you can't easily capture control points with mortar-wielding mechs in cpc or maintain a high dps needed to do well in tournament. However, Javs can be effective from short range so have fewer shortcomings. I have trouble countering them with Killshot or Lancer because it usually only takes two volleys to die. Occasionally if I time it right I can escape the rockets by dashing forward or jumping backwards but this is very difficult for me. So making the rockets either fly slightly slower or have them not all fire at once would make these low-health mechs have more ability to escape while not changing their performance against slower mechs. Anyways, I don't want to derail this thread any more than I already have. The fact that we can even have this conversation about these weapons is a testament to how much better the MA team has done to create skillful gameplay than the War Robots team. First, welcome to the Forum and cheers for chiming in to the MA subforum!
I created the thread, so... off the tracks we gooooo! (Debates are good for the game and Javs are either seen as nerf worthy or just right by most people... hardly an in-between that I have seen, so worth discussing in this context since someone might pick up MA after reading this thread)
I don't know that I agree with that change, right off the bat... I mean, I almost feel like introducing them a little further down the XP path and not allowing them to be bought before you unlock them with XP makes more sense... my Javs are R5 now, and there are still some Lancers that can't be 1S1K with them. High level Jugs? Hell no. I agree that for lower level players there is a rather steep learning/upgrade curve in order to deal with them, but once the 4s and 5s are the norm they become much more of an attrition weapon.
I do recognize that they are very good... without a doubt. They probably straddle the line of very good and too good, tbh... at least until end game levels... but they are def NOT unbeatable. Good use of cover, RMs, LAs, RG, Tanks, etc., can counter them if positioned well.
Hell, Panther's fence can directly mitigate their damage if you stand with the fence going directly through you, running in the direction you are facing.
That said, I don't hate RMs too much... either. I still hate getting killed by them... but I enjoy sending counter RM fire back at the folk who pick a nice, cozy, out of line of sight spot to rain down splashy death from, more... when my fellow Blues do their part to show me where they are on the mini-map, that is.
Slightly back on topic... In War Robots, Hydras' constant stream of troll vomit, infuriates me, lol. Especially once the Doc, and then the Spec, came along. Shooting off 1 at a time so that you literally get almost constantly hit drives me up the wall. Yes, I get that is part of why folk use them... but the level of hate I have for them is not at all transferred to Javs. IDK... I just don't see them being a problem as long as you know what they do. A new pilot will die to Javs, but they should learn quickly how to avoid them and then counter them before long... just from exposure to them in more and more battles.
IMO, YMMV
EDIT... If I were to accede to a change out of the two you proposed, it would be slowing them down a little... but I am just not too horribly opposed to that option, not at all saying I am "for" it. Seems the better of the two choices.
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Commander Dog
Destrier
Posts: 90
Karma: 100
Pilot name: Commander Dog
Platform: Android
Clan: BBC
League: Diamond
Server Region: Europe
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Post by Commander Dog on Nov 6, 2020 18:07:52 GMT -5
I started War Robots just after the Great Bullet Nerf, just before the introduction of the Rhino, Carnage and Stalker.
The next few years were probably the most fun gaming I've had.
I was lucky to be in two clans during this time with many members who moved between the two: Wiki and BBC. Really great people.
Started to seriously go downhill with the introduction of Pilots, Modules and Titans. Too complex, too expensive. Played my last game this year.
Love MA. Hopefully it will evolve. Hopefully the clan thing will get there.
The games are intense, tactical and, most importantly, skill matters. ATM, skill can trump spending.
Plus, this forum gives a great community feel; almost like having a clan.
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