Post by Adazahi on Oct 25, 2021 22:38:26 GMT -5
It's been a little while since I've made photoshop concepts, and while I used to mostly do them for War Robots, now that I'm playing MA and found a bit of fun in it I decided to try to create a concept to buff a bot that seems to be regarded as really bad by the community, and knowing that MA is a bit less of a p2w scheme than War Robots, and that some of the best robots in the game are obtained very early and for free, I think it's actually realistic that this buff could be released. I actually received a response from a community manager that this (or atleast, a small part of this, which I will touch on later) could be a good idea! So lets get this started.
Buff Concept #1: The easy-peasy band-aid solution.
Plarium would not need to put any development resources towards this buff, and it's the most common buff idea for Arachnos. Simply put - increase the damage and range of the sentry. Currently, the sentry gunning at a lancer of equal level for the full 10 seconds will do half of its health. Thats honestly pretty pitiful, even if it has 100% accuracy - add onto that that it need to be within 30m (shotgun range) and you have a useless ability. Increasing the range by 20m and doubling or even tripling the turret damage could go a long way for making Arachnos a good bot, but that alone (in my opinion) would not do much to convince anyone to swap out their guardians or panthers for a change, so lets try something... bigger!
Buff Concept #2: Total Rework: Damage dealer spider army!
Currently, Arachnos is listed as an attack robot, but in the mech spotlight, was said to be meant as a defender robot, and in practice, can't work as anything but a sniper robot. If we decide to work towards the damage dealer robot idea, this is what I think should be done.
- Spider turrets get a very small damage buff and 10m range buff
- Spider turrets never go down unless they are system crashed, killed (they are currently invincible, this rework would make them have a set health, very low, something like 1500) or the Arachnos dies
- Spider turret cooldown increased to 30 seconds, but is instantly refreshed upon killing an enemy
- Spider turrets can be stacked, up to as many as 8 spider turrets can be out at a time.
- Spider turrets walk around, following Arachnos wherever it may go.
This change could be seriously crazy for Arachnos, promoting a type of play where one gets more powerful as they stay alive for longer and kill more. There are two issues I am sure someone would point out that I have accounted for here.
1) Snowball effect. Guardians can system crash all turrets away, and a killshot charge would probably wipe out your entire swarm. Snowball effects would be wiped out if the enemy team works together during the encounter with this new threat on the battlefield.
2) People camping until they get loads of turrets. Increasing the cooldown from 22 to 30 seconds would mostly prevent this issue, and refreshing the ability on kills would encourage not doing that.
Anyway, if I were to rework Arachnos to be an assault bot as it currently is, that would be what I'd do, but thats a huge rework, Arachnos is meant to be a defender, and the game could really use another tank... so how about we go with something a little more simple and a little more true to the original vision of Arachnos.
Concept Art
Buff Concept #3: Total Rework: Tank edition.
With this concept, Arachnos would move from the attacker class to the tank class, giving the game a fourth tank with high firepower in comparison to the others, but lower health and speed. Arachnos would gain the following buffs;
- 20% health increase
- Spider turret damage not changed, range increased by 10m
- Spider turret guns slowly accumulate stasis effect on enemies, and prioritizes targets who are not frozen
- Spider turret projects a barrier shield that has slightly more health than Ares' shield
- Spider turret cooldown and duration mechanics changed: duration begins ticking down for 10 seconds as soon as ability is used (instead of after it shoots a target for the first time) 15 second cooldown starts immediately after turret goes down. Turret collapses after 10 seconds regardless of barrier health and continues firing even if barrier is destroyed.
With this buff, Arachnos becomes a true beacon defender, being able to project some curved cover for it's allies (it can defend against javelins) and prevent the enemy from advancing on a beacon so long as it is present. Think of it as a defensive ares - the ability cannot be moved, the angle cannot be changed, and it has a higher cooldown, but in exchange for that the shield is beefier, covers a slightly larger area, and has a built in turret that freezes those who get close.
Concept Art
So, what do you guys think of these? Any ideas on improvement?
Buff Concept #1: The easy-peasy band-aid solution.
Plarium would not need to put any development resources towards this buff, and it's the most common buff idea for Arachnos. Simply put - increase the damage and range of the sentry. Currently, the sentry gunning at a lancer of equal level for the full 10 seconds will do half of its health. Thats honestly pretty pitiful, even if it has 100% accuracy - add onto that that it need to be within 30m (shotgun range) and you have a useless ability. Increasing the range by 20m and doubling or even tripling the turret damage could go a long way for making Arachnos a good bot, but that alone (in my opinion) would not do much to convince anyone to swap out their guardians or panthers for a change, so lets try something... bigger!
Buff Concept #2: Total Rework: Damage dealer spider army!
Currently, Arachnos is listed as an attack robot, but in the mech spotlight, was said to be meant as a defender robot, and in practice, can't work as anything but a sniper robot. If we decide to work towards the damage dealer robot idea, this is what I think should be done.
- Spider turrets get a very small damage buff and 10m range buff
- Spider turrets never go down unless they are system crashed, killed (they are currently invincible, this rework would make them have a set health, very low, something like 1500) or the Arachnos dies
- Spider turret cooldown increased to 30 seconds, but is instantly refreshed upon killing an enemy
- Spider turrets can be stacked, up to as many as 8 spider turrets can be out at a time.
- Spider turrets walk around, following Arachnos wherever it may go.
This change could be seriously crazy for Arachnos, promoting a type of play where one gets more powerful as they stay alive for longer and kill more. There are two issues I am sure someone would point out that I have accounted for here.
1) Snowball effect. Guardians can system crash all turrets away, and a killshot charge would probably wipe out your entire swarm. Snowball effects would be wiped out if the enemy team works together during the encounter with this new threat on the battlefield.
2) People camping until they get loads of turrets. Increasing the cooldown from 22 to 30 seconds would mostly prevent this issue, and refreshing the ability on kills would encourage not doing that.
Anyway, if I were to rework Arachnos to be an assault bot as it currently is, that would be what I'd do, but thats a huge rework, Arachnos is meant to be a defender, and the game could really use another tank... so how about we go with something a little more simple and a little more true to the original vision of Arachnos.
Concept Art
Buff Concept #3: Total Rework: Tank edition.
With this concept, Arachnos would move from the attacker class to the tank class, giving the game a fourth tank with high firepower in comparison to the others, but lower health and speed. Arachnos would gain the following buffs;
- 20% health increase
- Spider turret damage not changed, range increased by 10m
- Spider turret guns slowly accumulate stasis effect on enemies, and prioritizes targets who are not frozen
- Spider turret projects a barrier shield that has slightly more health than Ares' shield
- Spider turret cooldown and duration mechanics changed: duration begins ticking down for 10 seconds as soon as ability is used (instead of after it shoots a target for the first time) 15 second cooldown starts immediately after turret goes down. Turret collapses after 10 seconds regardless of barrier health and continues firing even if barrier is destroyed.
With this buff, Arachnos becomes a true beacon defender, being able to project some curved cover for it's allies (it can defend against javelins) and prevent the enemy from advancing on a beacon so long as it is present. Think of it as a defensive ares - the ability cannot be moved, the angle cannot be changed, and it has a higher cooldown, but in exchange for that the shield is beefier, covers a slightly larger area, and has a built in turret that freezes those who get close.
Concept Art
So, what do you guys think of these? Any ideas on improvement?