Post by Adazahi on Nov 1, 2022 16:39:44 GMT -5
I like the balance between most bots that this game provides. Seeing grey bots and blue bots able to fight purple bots and gold bots on equal footing is a breath of fresh air from War Robots. With that being said, there are some outliers who find themselves with very few use cases.
I’d like to overview bots as a whole in this game and provide some ideas (and concept art!) for ways the bots that lag behind the pack can be improved. I’d also like to suggest a very minor change to the role system, and since it’s a short segment, I’ll go over it first.
That’s all for the role changes, now here’s my ideas for bot changes:
Paragon
Paragon is a simple bot with a simple function. I’ve heard that it does well in rocket mortar fights due to the sprint ability, but generally, it doesn’t see much play since most players would prefer damage from brickhouse or stalker on their RM builds. This buff makes Paragon a little better at what it already does, giving some more incentive to pick it.
Panther
Panther is a great mech, maybe even a bit on the powerful side, but it’s flimsy HP keeps it in check.
Arachnos
I actually made a whole post about this a year or so ago, but would like to bring the topic back to light in this post. In the Arachnos spotlight, it was advertised as a bot that was all about area denial and beacon control. As all of us who play know, the bot is actually all about collecting dust after you get anything else to replace it. This sort of change makes it what it was advertised to be - but also keeps it out of panther’s territory by trading off duration : cooldown ratio and speed for better HP and freeze at range.
Guardian
Similar to Panther, I think this bot is in a great spot as is.
Stalker
Honestly, this bot is kind of OP. I think it should get its HP nerfed back, as it’s now an all in one tank/assault bot.
Redox
Commentary: While I have little personal experience with this bot, I know a bit about (and the major grievances players have with it) because I thought it looked cool and wanted it when I first started playing, so I did quite a lot of research. I found that the main issues are that it’s super slow and that its ability is unimpressive, so that’s what I tried to change.
Lancer
I was happy to see that tengu didn’t directly powercreep this bot, as the jump height is quite different and lancer remains to be the only bot that can reach certain ares of the map and barrage enemies with Javs. This use case is extremely niche, so I thought that giving the lancer an instant cleanse would be more than enough to carve some space for it in the meta when paired with its super short cooldown.
Killshot
Killshot is still a top bot, and while the surge buff gave it some competition, I don’t believe it kicked it out of the meta.
Shadow & Tengu
While I don’t personally Pilot a Shadow, I have found them insanely easy to kill in stealth with Disc Launchers. As a matter of fact, they’re actually easier to kill in stealth than out of stealth with these weapons since you can splash them with back hits. I don’t think there should be any case where Shadow or Tengu's ability make them more vulnerable than they already are. It's less of an issue for Tengu thanks to the Stasis and the fact that it spends some of its stealth time in air, but a third party using disc launchers that you didn't hit with your ability will kill you just as they would kill a shadow - pretty fast.
Redeemer
This bot just came out, so I’m not sure as to how it’s performing. At first glance in the overview video, it seems to be quite good.
Surge
I honestly think surge was was a bit overtuned. They brought it up from a D tier bot to #1 bot in the game virtually overnight, but still, I think that the addition of cleanse to paragon and lancer will make for some unexpected counters to this bot without the need for direct nerfs. I also chose to not give it the same stealth buff as Tengu and Stalker, as it performs just fine without being tougher to kill in stealth.
Juggernaut & Ares
Many top players seem to omit Juggernaut from their lineup since it's stats are slightly worse than those of Ares, so I was a little bit more generous with Juggernaut's buffs. This makes them each have trade offs - Juggernaut is a bit slower a bit tankier, and can activate its shield slightly more often, but Ares can protect teammates with it's shield and has a bit more speed. Also some QoL for both of them, allowing for an early shield cancellation to start generating the next, instead of having to get damaged to do so, and Jugg gets the ability to keep its shield for as long as it wants just like Ares.
Aegis
It’s surprising to see such a new bot get used so little, mainly, if I had to guess, due to the nature of the bubble shield being an impediment to your team. With some careful changes to the numbers, and requiring aegis to remain in the bubble to hold it up, I think this could be implemented without causing powercreep of Panther and the buffed Arachnos.
Brickhouse
Since this bot is a tank, I think it should have some defensive ability, even though it's an "off-tank" of sorts that specializes in damage. I think it should get buffed in multple ways because it has effectivally been replaced by Stalker, who can do it's job better and without all the clunkiness that comes with being a huge tank mech. Making the damage buff it gives itself slightly stronger and making it take less damage instead of more damage is a good way to give this mech an edge on Stalker in some ways, but still be worse off in others.
MD
Cheetah
Cheetah was buffed a little after I started playing this game, and I think that buff is more than enough for now, as I recall many people saying it was too much.
Zephyr
Since Zephyr is losing to Surge for the spot of EMP champion, I think it should get some stat adjustments. This way, instead of having entirely worse stats than surge, it makes trade offs. Zephyr would have more durability and a significantly larger EMP radius, but it gives up speed and stealth, as well as incurring a slightly longer cooldown.
Orion
Orion is has a really strong ability that is synergistic with basically any weapon and can cut down tanks with ease. This bot is a bit too strong, but again, I’d rather buff other bots than resort to nerfing this one.
If you read till the end - thank you for listening to my ramble! What do you think about these change concepts?
I’d like to overview bots as a whole in this game and provide some ideas (and concept art!) for ways the bots that lag behind the pack can be improved. I’d also like to suggest a very minor change to the role system, and since it’s a short segment, I’ll go over it first.
- A new role is added - Sniper! Panther and Orion are moved to this role. It’s a very small role since it has only two bots, but in the future more could be added.
- Tank gets a new addition, with an Arachnos rework (detailed below) moving it to the tank class!
That’s all for the role changes, now here’s my ideas for bot changes:
Paragon
- Boost cooldown 9s -> 8s
- While boosting, Paragon cleanses and ignores all negative effects (including EMP)
- Additionally, Paragon gets 25% damage resistance and doesn’t take extra side damage or back damage during boost
Paragon is a simple bot with a simple function. I’ve heard that it does well in rocket mortar fights due to the sprint ability, but generally, it doesn’t see much play since most players would prefer damage from brickhouse or stalker on their RM builds. This buff makes Paragon a little better at what it already does, giving some more incentive to pick it.
Panther
- No changes
Panther is a great mech, maybe even a bit on the powerful side, but it’s flimsy HP keeps it in check.
Arachnos
- Moved to tank category
- Arachnos ability reworked:
- Turret lasts 8s and cools down for 14s.
- Turret activates instantly, instead of when an enemy is spotted
- Turret now projects a half circle shield that works the same way as panther’s, but doesn’t freeze enemies that go through it.
- Turret now slowly applies stasis to those who are under its fire for too long.
- Concept image (From my old post)
I actually made a whole post about this a year or so ago, but would like to bring the topic back to light in this post. In the Arachnos spotlight, it was advertised as a bot that was all about area denial and beacon control. As all of us who play know, the bot is actually all about collecting dust after you get anything else to replace it. This sort of change makes it what it was advertised to be - but also keeps it out of panther’s territory by trading off duration : cooldown ratio and speed for better HP and freeze at range.
Guardian
- No changes
Similar to Panther, I think this bot is in a great spot as is.
Stalker
- No changes
Honestly, this bot is kind of OP. I think it should get its HP nerfed back, as it’s now an all in one tank/assault bot.
Redox
- Caustic blast radius 30m -> 45m
- Base Speed 16km/h -> 19km/h
- Ability base damage 13k -> 16k
- New effect: Caustic blast now slows down reloads, cooldowns, and fire rate of affected enemies by 50%.
Commentary: While I have little personal experience with this bot, I know a bit about (and the major grievances players have with it) because I thought it looked cool and wanted it when I first started playing, so I did quite a lot of research. I found that the main issues are that it’s super slow and that its ability is unimpressive, so that’s what I tried to change.
Lancer
- Cleanse negative effects (including EMP) on jump
I was happy to see that tengu didn’t directly powercreep this bot, as the jump height is quite different and lancer remains to be the only bot that can reach certain ares of the map and barrage enemies with Javs. This use case is extremely niche, so I thought that giving the lancer an instant cleanse would be more than enough to carve some space for it in the meta when paired with its super short cooldown.
Killshot
- No changes
Killshot is still a top bot, and while the surge buff gave it some competition, I don’t believe it kicked it out of the meta.
Shadow & Tengu
- During stealth, take no bonus back/side damage and 50% reduced splash damage
While I don’t personally Pilot a Shadow, I have found them insanely easy to kill in stealth with Disc Launchers. As a matter of fact, they’re actually easier to kill in stealth than out of stealth with these weapons since you can splash them with back hits. I don’t think there should be any case where Shadow or Tengu's ability make them more vulnerable than they already are. It's less of an issue for Tengu thanks to the Stasis and the fact that it spends some of its stealth time in air, but a third party using disc launchers that you didn't hit with your ability will kill you just as they would kill a shadow - pretty fast.
Redeemer
- No changes
This bot just came out, so I’m not sure as to how it’s performing. At first glance in the overview video, it seems to be quite good.
Surge
- No changes
I honestly think surge was was a bit overtuned. They brought it up from a D tier bot to #1 bot in the game virtually overnight, but still, I think that the addition of cleanse to paragon and lancer will make for some unexpected counters to this bot without the need for direct nerfs. I also chose to not give it the same stealth buff as Tengu and Stalker, as it performs just fine without being tougher to kill in stealth.
Juggernaut & Ares
- Both can now cancel shield early by tapping the ability button again. Cooldown is reduced by however much HP was left on the shield (ie, 50% shield HP, cooldown halved)
- Juggernaut durability increased by 10%
- Juggernaut shield mechanics changed to be the same as ares (shield lasts forever)
- Concept image
Many top players seem to omit Juggernaut from their lineup since it's stats are slightly worse than those of Ares, so I was a little bit more generous with Juggernaut's buffs. This makes them each have trade offs - Juggernaut is a bit slower a bit tankier, and can activate its shield slightly more often, but Ares can protect teammates with it's shield and has a bit more speed. Also some QoL for both of them, allowing for an early shield cancellation to start generating the next, instead of having to get damaged to do so, and Jugg gets the ability to keep its shield for as long as it wants just like Ares.
Aegis
- You and your teammates can shoot through the bubble
- Bubble cooldown 10s -> 15s
- Bubble duration 10s -> 7.5s
- Bubble is no longer thrown forward, but instead drops right where Aegis is standing
- Bubble is destroyed if Aegis exits it
It’s surprising to see such a new bot get used so little, mainly, if I had to guess, due to the nature of the bubble shield being an impediment to your team. With some careful changes to the numbers, and requiring aegis to remain in the bubble to hold it up, I think this could be implemented without causing powercreep of Panther and the buffed Arachnos.
Brickhouse
- Overcharger radius 10m -> 15m
- Overcharger self damage boost 50% -> 60%
- Durability +10%
- Overcharger now grants 10% damage resistance to brickhouse and those in its area of effect.
Since this bot is a tank, I think it should have some defensive ability, even though it's an "off-tank" of sorts that specializes in damage. I think it should get buffed in multple ways because it has effectivally been replaced by Stalker, who can do it's job better and without all the clunkiness that comes with being a huge tank mech. Making the damage buff it gives itself slightly stronger and making it take less damage instead of more damage is a good way to give this mech an edge on Stalker in some ways, but still be worse off in others.
MD
- Heal radius 10m->15m
- Ability cooldown 12s -> 8s
- Now continues to heal while taking damage, but at 50% power
Cheetah
- No changes
Cheetah was buffed a little after I started playing this game, and I think that buff is more than enough for now, as I recall many people saying it was too much.
Zephyr
- Speed 18km/h -> 22km/h
- Shock pulse radius 30m -> 40m
- Durability 71200 -> 92000
- Cooldown 8s -> 9s
Since Zephyr is losing to Surge for the spot of EMP champion, I think it should get some stat adjustments. This way, instead of having entirely worse stats than surge, it makes trade offs. Zephyr would have more durability and a significantly larger EMP radius, but it gives up speed and stealth, as well as incurring a slightly longer cooldown.
Orion
- No changes
Orion is has a really strong ability that is synergistic with basically any weapon and can cut down tanks with ease. This bot is a bit too strong, but again, I’d rather buff other bots than resort to nerfing this one.
If you read till the end - thank you for listening to my ramble! What do you think about these change concepts?