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Post by dukeofadvil on Oct 15, 2021 16:25:39 GMT -5
Major Cheetah buff.....HP, and Mine damage. Could this be my 5th mech?
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 15, 2021 16:31:28 GMT -5
It's definitely going to bring it close to META. Make it viable.
Will it be a must have? I think it could be for CPC... but not so sure about TDM. Depends... I think at first, it will do well as people don't really try to counter them too much. Then again, I watched a vid where someone was playing it now, pre-buff, and was throwing mines as an attack and killing reds left and right. SG 4 for the weapon. Was low level... so competition wasn't stellar, but the idea that the mines are already dangerous, now, and are basically getting their damage doubled... well... I think we are going to be seeing more Cheetahs, and I may be getting one sooner than I thought I would lol.
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Post by S1E1 on Oct 15, 2021 18:22:06 GMT -5
Seems like a bit too much, at least in terms of mine damage. Will have to wait and see but adding in a small speed buff instead of going crazy on the damage front would seem more interesting. I don't have a Cheetah, so hard to judge. I've really wanted one even as is, but not until after finishing my main hangar and getting my Shadow to 6. I'll be interested to see how this plays out.
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Post by OU812? on Oct 15, 2021 20:03:22 GMT -5
I’ve been considering getting a Cheetah and this buff will seal the deal. I’m a a fan of the skillz-builds and only dabble in the meta.
I’m wondering if they’re buffing too much. I wouldn’t mind if they lowered the mine damage and made the Cheetah more Cheetah speed-wise.
I’m hoping they follow through with the new Jav 8s so I can slide my Jav6s over to the Cheetah. Thant’s a plan, anyway.
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Post by Danny Linguini on Oct 16, 2021 0:00:14 GMT -5
These people crack me up. When you complain to them about the crappy matchmaker, their canned answer is that they can’t make any drastic changes to it out of concern for messing up game balance. And then they give this mech’s ability a 84% buff. 84% is not exactly what I’d call a minor adjustment.
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 16, 2021 12:48:10 GMT -5
Like S1E1 and OU812? said, I too think a speed increase with a bit of HP would have been ideal. I think most folk have said that for a while. I said the same to Scape in a conversation, but then he brought up that in early Beta, Cheetah was closer to what this buff will bring him to. Guess it is what it is, and, once again, what players want isn't really what's important. *Wait and see intensifies*
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Post by reconnecting on Oct 16, 2021 12:59:36 GMT -5
Major Cheetah buff.....HP, and Mine damage. Could this be my 5th mech? I'm tempted to get this at some point soon. I do like variety in gameplay. I've lost quite a few Mechs to well placed mines. This could be fun and interesting at near double damage. 😎 Facing an onslaught of hyperactive AI? Mines down! Lol. Mine the sides and corners then fire up the middle with MRs. Lots of possibilities. 😁
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Post by Old-Cat on Oct 16, 2021 14:50:42 GMT -5
We have wonder if more buffs and “balance changes” are heading down the pipe? We know where this leads. They have done a good job so far but it’s a slippery slope.
As for the the mech? It makes me want to get one now, very tempting, if I wasn’t so set in my plan I would do it today. I love setting traps and using tricks to win, it would appear this would be perfect in that roll.
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Post by dukeofadvil on Oct 16, 2021 16:23:37 GMT -5
We have wonder if more buffs and “balance changes” are come down the pipe? We know where this leads. They have done a good job so far but it’s a slippery slope. As for the the mech? It makes me want to get one now, very tempting, if I wasn’t so set in my plan I would do it today. I love setting traps and using tricks to win, it would appear this would be perfect in that roll. I cannot commit to a 5th mech. 1)Running Guardian, but not loving him. 2)Cheetah is fast, and mines will help. 3)M.D. but he has a way to go. The Buff for Cheetah makes me want him. I never feared the mines, but now they may be deadly. Md is wull be expensive, but may be better for clans. ADHD all over the place here
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Post by Thunderkiss on Oct 17, 2021 8:01:21 GMT -5
We have wonder if more buffs and “balance changes” are come down the pipe? We know where this leads. They have done a good job so far but it’s a slippery slope. As for the the mech? It makes me want to get one now, very tempting, if I wasn’t so set in my plan I would do it today. I love setting traps and using tricks to win, it would appear this would be perfect in that roll. I cannot commit to a 5th mech. 1)Running Guardian, but not loving him. 2)Cheetah is fast, and mines will help. 3)M.D. but he has a way to go. The Buff for Cheetah makes me want him. I never feared the mines, but now they may be deadly. Md is wull be expensive, but may be better for clans. ADHD all over the place here Wow, not liking the guardian? I'm sorry man
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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 Oct 17, 2021 14:28:55 GMT -5
As someone who has Cheetah and plays it regularly – 4* level 7 typically with AT 10, hangar SP around 2300 overall – it is definitely exciting to hear this news. Cheetah is definitely one of the least powerful mechs in the game right now, but can be quite fun to play. Right now the only people who play Cheetah are those who enjoy the challenge despite knowing that there are much better options.
When I first saw this news, I thought that this buff was a bit silly because it ignored Cheetah's actual main weaknesses, but have since come to realize that this is likely an intentional design choice to keep Cheetah different than other mechs.
From my perspective, these are Cheetah's main weaknesses: 1. Inherently defensive ability. While mines can be used aggressively, this requires extremely short range which is usually difficult and foolish. Typically, you want to drop mines from behind cover to kill someone that is walking around a corner to attack you. However, mines do not actually mitigate any damage unlike the other, more powerful defensive abilities in the game, and they require you to stay behind cover to work effectively most of the time. 2. Mine detonation timer. Mines do not blast immediately but take a second or two to blow up. This makes it possible for many mechs to evade the damage and kill you before you can drop more mines. Killshot especially can dash through mines. 3. Close range play style. To maximize the mines' effectiveness you need to be fighting at very close range. Many mechs like Killshot, Zephyr, and Guardian can play at close range much more effectively. 4. Slow speed and low health. Ostensibly, the advantage of light mechs is that they can outmaneuver their stronger competition and grab control points, get good firing angles, and evade oncoming fire. Lancer and Shadow both can do this extremely effectively because of their health pool, speed, and evasive abilities. Cheetah's health and speed are both inferior to these other mechs and the mines are not enough compensation.
So will a large buff to mine damage and a medium buff to health make a major difference for Cheetah? I don't think so. Cheetah still has all of these weaknesses and stronger mines are still not enough of a benefit to outweigh them. For people who want truly competitive hangars I bet Shadow or Lancer will still be better choices for light mechs and even those are probably worse than mechs with higher energy limits.
Will this buff make Cheetah a more viable "fun mech" for those who enjoy running around causing havoc and setting up traps for unsuspecting opponents? Absolutely. BOOM BOOM BOOM!
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Post by Koalabear on Oct 18, 2021 8:58:01 GMT -5
I kinda like the buff....I don't have a Cheetah but might get one now. But, I wish they buffed the speed. For a mech that is named after the fastest land animal, it's not that fast. I think I can do well with it with JR6. Lure people to follow me and let them walk into my mines. Will have to think about it though cause it would mean I have to do a different build on my Shadow and will likely have to drop my Paragon. All that means is that yes, I can make this build work, but only after I've finished maxing my other builds first.
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Post by Deadeye on Oct 18, 2021 9:49:01 GMT -5
I want to do this. I do. I just can't get sidetracked. Maybe when my primary builds are set. It sounds fun! I think it needs an indirect fire weapon though, like DL8, Jav6/8 or something bursty, like the MR6/8 or RPG6. Regardless, all of these ideas require R5+ which is a significant investment. I'm hesitant...
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Post by Danny Linguini on Oct 18, 2021 10:25:05 GMT -5
I wouldn’t mind giving this a try, but I don’t know what I’d replace in my current hangar. I’ve spent too many resources getting Lancer, Killy, Panther and now Juggy up to R6 to want to replace them with something lesser. Guardian is the only regular that’s still only 5.2, but I hate giving up that fire power. If it had a little more speed maybe I’d consider it more seriously. Maybe when everything is maxed and I have about 10,000 spare a-coins hanging around to buy and upgrade one.
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Post by Koalabear on Oct 19, 2021 12:09:27 GMT -5
So, any idea if/when this buff is taking place or is it already in place?
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 19, 2021 12:24:04 GMT -5
So, any idea if/when this buff is taking place or is it already in place? HP is still at 23,400 at 4.1, so not in effect yet.
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Post by Old-Cat on Oct 19, 2021 14:41:07 GMT -5
I want to do this. I do. I just can't get sidetracked. Maybe when my primary builds are set. It sounds fun! I think it needs an indirect fire weapon though, like DL8, Jav6/8 or something bursty, like the MR6/8 or RPG6. Regardless, all of these ideas require R5+ which is a significant investment. I'm hesitant... In CPC I can see it being a pain in the butt, me likey, that's a crowd I want to join. *winks* I can see Jav 8s annoying the fool of people and them doing everything they can to reach me only to be blown to smithereens by my mines. I'm already laughing. " Take that Succckas.... " Nonetheless, I'm staying w my plan too. I have a short term Acoin goal for the new stuff, whenever that happens to drop for everyone. I'm almost there. Once I reach it I think I'll buy the mech but just let it sit a base level until I finish maxing my other mechs, only pulling it out to mess around.
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Post by Koalabear on Oct 20, 2021 7:51:03 GMT -5
The update just came out, so I guess it's in effect now.
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Post by Deadeye on Oct 20, 2021 11:36:06 GMT -5
I want to do this. I do. I just can't get sidetracked. Maybe when my primary builds are set. It sounds fun! I think it needs an indirect fire weapon though, like DL8, Jav6/8 or something bursty, like the MR6/8 or RPG6. Regardless, all of these ideas require R5+ which is a significant investment. I'm hesitant... In CPC I can see it being a pain in the butt, me likey, that's a crowd I want to join. *winks* I can see Jav 8s annoying the fool of people and them doing everything they can to reach me only to be blown to smithereens by my mines. I'm already laughing. " Take that Succckas.... " Nonetheless, I'm staying w my plan too. I have a short term Acoin goal for the new stuff, whenever that happens to drop for everyone. I'm almost there. Once I reach it I think I'll buy the mech but just let it sit a base level until I finish maxing my other mechs, only pulling it out to mess around. I'm saving my KS just for you little buddy! Mine away! lol
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Post by punishingcossack on Oct 20, 2021 12:47:29 GMT -5
the mines hurt a lot. I can't just run over them w/ impunity anymore
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Post by Danny Linguini on Oct 20, 2021 13:38:16 GMT -5
the mines hurt a lot. I can't just run over them w/ impunity anymore I guess that was kinda the point. 85% less impunity. 🤣 Of course you know that means now that everybody and their mother will be running the cursed things.
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Post by scape211 on Oct 20, 2021 14:11:04 GMT -5
Like S1E1 and OU812? said, I too think a speed increase with a bit of HP would have been ideal. I think most folk have said that for a while. I said the same to Scape in a conversation, but then he brought up that in early Beta, Cheetah was closer to what this buff will bring him to. Guess it is what it is, and, once again, what players want isn't really what's important. *Wait and see intensifies* Very true, but what I may or may not have said in that conversation thats key is how it worked in beta; you could only drop 1 mine. So you instead had one really strong mine instead of 3 sub par ones. Now you get 3 beefy ones. I will agree on paper it looks OP. But things always need to be vetted in practice imo. Now thats its live everyone will test it and after it settles in the meta, we will see how OP it is. I am thinking about it as my open rushing mech to center on CPC. I usually do that with killshot and it dies, but i often get center. Here, I will hopefully get it in and leave 3 mines there to give my team more staying power at center. Still need to test this out, but it's a thought I had so I can use killshot in other ways later on. Cheetah's benefit has always been area denial and now its stronger than ever.
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Post by Danny Linguini on Oct 20, 2021 14:54:42 GMT -5
Like S1E1 and OU812? said, I too think a speed increase with a bit of HP would have been ideal. I think most folk have said that for a while. I said the same to Scape in a conversation, but then he brought up that in early Beta, Cheetah was closer to what this buff will bring him to. Guess it is what it is, and, once again, what players want isn't really what's important. *Wait and see intensifies* Very true, but what I may or may not have said in that conversation thats key is how it worked in beta; you could only drop 1 mine. So you instead had one really strong mine instead of 3 sub par ones. Now you get 3 beefy ones. I will agree on paper it looks OP. But things always need to be vetted in practice imo. Now thats its live everyone will test it and after it settles in the meta, we will see how OP it is. I am thinking about it as my open rushing mech to center on CPC. I usually do that with killshot and it dies, but i often get center. Here, I will hopefully get it in and leave 3 mines there to give my team more staying power at center. Still need to test this out, but it's a thought I had so I can use killshot in other ways later on. Cheetah's benefit has always been area denial and now its stronger than ever. Trouble with that is, Cheetah is s l o w for a light mech, and all it takes is one red with a Killy to wreck that plan. Unless you have a teammate sniper you can count on to keep the middle clear for you long enough to cap it. I know every time I run for center, I’m usually on my own. Even with the Killy it’s about 50/50 that I can get the cap before getting offed. And then if I do get it, 90% of the time reds take it before any teammates realize it was ours to defend. That’s just my luck.
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Post by punishingcossack on Oct 20, 2021 15:10:12 GMT -5
Very true, but what I may or may not have said in that conversation thats key is how it worked in beta; you could only drop 1 mine. So you instead had one really strong mine instead of 3 sub par ones. Now you get 3 beefy ones. I will agree on paper it looks OP. But things always need to be vetted in practice imo. Now thats its live everyone will test it and after it settles in the meta, we will see how OP it is. I am thinking about it as my open rushing mech to center on CPC. I usually do that with killshot and it dies, but i often get center. Here, I will hopefully get it in and leave 3 mines there to give my team more staying power at center. Still need to test this out, but it's a thought I had so I can use killshot in other ways later on. Cheetah's benefit has always been area denial and now its stronger than ever. Trouble with that is, Cheetah is s l o w for a light mech, and all it takes is one red with a Killy to wreck that plan. Unless you have a teammate sniper you can count on to keep the middle clear for you long enough to cap it. I know every time I run for center, I’m usually on my own. Even with the Killy it’s about 50/50 that I can get the cap before getting offed. And then if I do get it, 90% of the time reds take it before any teammates realize it was ours to defend. That’s just my luck. 78k health is a lot at maxed. it's more than my KS
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Post by dukeofadvil on Oct 21, 2021 6:29:18 GMT -5
Like S1E1 and OU812? said, I too think a speed increase with a bit of HP would have been ideal. I think most folk have said that for a while. I said the same to Scape in a conversation, but then he brought up that in early Beta, Cheetah was closer to what this buff will bring him to. Guess it is what it is, and, once again, what players want isn't really what's important. *Wait and see intensifies* Very true, but what I may or may not have said in that conversation thats key is how it worked in beta; you could only drop 1 mine. So you instead had one really strong mine instead of 3 sub par ones. Now you get 3 beefy ones. I will agree on paper it looks OP. But things always need to be vetted in practice imo. Now thats its live everyone will test it and after it settles in the meta, we will see how OP it is. I am thinking about it as my open rushing mech to center on CPC. I usually do that with killshot and it dies, but i often get center. Here, I will hopefully get it in and leave 3 mines there to give my team more staying power at center. Still need to test this out, but it's a thought I had so I can use killshot in other ways later on. Cheetah's benefit has always been area denial and now its stronger than ever. so what triggers the ability to reset? Do all the mines need to be detonated? Can you deactivate and move them? Is it a timer, and you can litter the map with them?
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Post by ⓣⓡⓘⓒⓚⓨ48 on Oct 21, 2021 7:27:25 GMT -5
Very true, but what I may or may not have said in that conversation thats key is how it worked in beta; you could only drop 1 mine. So you instead had one really strong mine instead of 3 sub par ones. Now you get 3 beefy ones. I will agree on paper it looks OP. But things always need to be vetted in practice imo. Now thats its live everyone will test it and after it settles in the meta, we will see how OP it is. I am thinking about it as my open rushing mech to center on CPC. I usually do that with killshot and it dies, but i often get center. Here, I will hopefully get it in and leave 3 mines there to give my team more staying power at center. Still need to test this out, but it's a thought I had so I can use killshot in other ways later on. Cheetah's benefit has always been area denial and now its stronger than ever. so what triggers the ability to reset? Do all the mines need to be detonated? Can you deactivate and move them? Is it a timer, and you can litter the map with them? I don't have one so don't know the exact mechanism, but there seems to be a short time in which you cannot redeploy them, but then, after that, you can redeploy them whether they have been tripped or not. But you can only have 3 active at a time.
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Post by dukeofadvil on Oct 21, 2021 8:18:27 GMT -5
so what triggers the ability to reset? Do all the mines need to be detonated? Can you deactivate and move them? Is it a timer, and you can litter the map with them? I don't have one so don't know the exact mechanism, but there seems to be a short time in which you cannot redeploy them, but then, after that, you can redeploy them whether they have been tripped or not. But you can only have 3 active at a time. I was under the impression that using the ability dropped 3 mines automatically ..probably because I always found them in groups of 3.
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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 Oct 21, 2021 9:54:07 GMT -5
so what triggers the ability to reset? Do all the mines need to be detonated? Can you deactivate and move them? Is it a timer, and you can litter the map with them? Here's how it works: The ability button starts with three "charges". Every time you press the ability button, it uses one charge to drop a mine. Once you have used up all three charges, there is a 6 second timer to refill the charges. At this point, you can redeploy the mines. Once a mine is placed it can detonate at any time but you can only redeploy it after placing all three and then waiting for the ability to reset. If you redeploy a mine that hasn't detonated, the old one is removed from the map. This is a bit complicated but the typical pattern is: press ability button three times and wait for ability to recharge, then wait for mines to get tripped (or decide to change position and redeploy) and immediately drop new ones, repeat.
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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 Oct 21, 2021 10:17:25 GMT -5
I will agree on paper it looks OP. But things always need to be vetted in practice imo. Now thats its live everyone will test it and after it settles in the meta, we will see how OP it is. I've been playing Cheetah heavily since the update (mostly on Fortune Towers and Tunnel of Fate, which are some of the best maps for Cheetah). Yes, mine is only 4* level 7, which is a far cry from being maxed, but my two main mechs Killshot and Zephyr are also at 4* so I can compare relatively easily. With the rebalance, it's really fun. Just enough health that you can usually survive a Killshot dash with a sliver of health while the mines kill them. And just enough mine damage that the area denial is actually effective. But it is still very far from OP. It is slow and has low health, so one wrong move and you are dead. The three mine limit and the current mine damage means that you can't actually do much area denial since you should be placing all mines in the same place typically. Overall I think my Lancer is still a better light mech.
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Post by reconnecting on Oct 21, 2021 11:52:24 GMT -5
I have an offer of $20 for Cheetah. Ohhhh, do want.
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