|
Post by 079 on Aug 28, 2023 14:52:31 GMT -5
It honestly surprises me that I took this long to get to this one. This is my sixth mech game, after the titular War Robots, and then Robot Warfare, Battle of Titans, World of Robots, and even Little Big Robots. None of those really stuck with me though, and since post-9.0 War Robots has really put me off, it seems it was time to try out what many consider the definitive War Robots alternative! Like many, I was hesitant to join due to the art style, as I prefer a more realistic art style. But, I must say the visuals have grown on me, and more importantly, the gameplay is quite solid. Having been around the block with mobile mech games, I really enjoy the faster-paced gameplay of this one as well as the combination of battle modes (I think this game’s lineup of Beacon Rush, 5v5 Team Deathmatch, and 2v2 Team Deathmatch is the best of any mobile mech game, as it provides variety without over-saturation). The game is not perfect of course, as it is full of monetization schemes (apparently it used to be better, guess I missed out), the AIs are stupid as always, and hangar navigation could use some work. Regardless though, this game has my interest, and after getting my feet wet with seven or so hours of gameplay in the past three days, I am ready to enter a larger Mech Arena community!
My current hangar is as follows (everything is rank one, so I will only list the levels):
1. Level 4 Juggernaut with two level 4 Plasma Cannon 4s 2. Level 4 MD with a level 6 RPG 2 and a level 7 RPG 4 3. Level 7 Paragon with a level 4 Longarm 8 4. Level 6 Slingshot with two level 4 Shotgun 4s
MD is my newest mech (I just got it this morning), so I am getting the hang of it still, but I like my lineup so far. Slingshot does well and is probably my favorite, as my risk/reward playstyle with it is exhilarating, but Juggernaut is my top performer overall, being very tanky and reliable. Paragon is mostly there as extra muscle, being used mainly in Team Deathmatch, and will probably be what I replace when I get my next mech. As stated before, all of my stuff is rank one, which is due to my hesitancy to spend A-coins, bringing me to my final part of this post.
While I seemingly have gotten the hang of most of the game by now, the thing that I still could use some help on is hangar progression. I have been fairly lenient with my Credit spending, but being very experienced with mobile mech games, I quickly identified A-coins as the premium currency and have been hoarding them, with Juggernaut being my only A-coin purchase. I have also noticed that my upgrade prices are quickly rising, so I am starting to only focus on upgrading things I know I will get use out of to avoid a constant credit shortage. I am about to unlock tier three equipment, so any and all advice about which mechs/weapons are worth buying/upgrading and how best to spend my A-coins is highly appreciated, and of course, any other advice is welcome. Thanks in advance and I look forward to the next step in my Mech Arena journey!
|
|
|
Post by OU812? on Aug 28, 2023 17:32:33 GMT -5
Welcome to the community. Hope you get to enjoy the game.
There’s some good nuggets of information concerning matchmaking in the MA: Hilariously Slow Grind thread. I’m sure some players would be willing to share bits of info and wisdom into how to game the system.
My two cents: hoarding crates with blue prints can be a great way to get free content. Blueprints occasionally count towards Playoff and Research Events. (A-Coins and Credits do as well) I’ll often hoard till something interests me and go on a crate opening bonanza.(Similarly with use of A-Coins and Credits) I received the Eclipse mech and Disrupter EN8 this way.
Also, Plarium’s been working on something called GearHub this year. Supposedly it will change how established gear is acquired by the player base.
Happy Hunting!
|
|
|
Post by Redfiend on Aug 28, 2023 18:11:10 GMT -5
Don't rush into the next teir. Don't rush on anything really. The golden rule is that the AI in the matchmaker upgrades everything to min-max immediately for your bracket in the matchmaker. You, however, have to grind for resources.
With my most recent experiences, I'd say try to keep T3 locked for as long as possible. Focus on building up some resources with the Grey/green stuff.
You'll need a full 5 squad to play in the FFA tournament game mode. Other than that, getting the full set of exotic(purple border) pilots is probably the best investment of resources before moving up to T3. The AI tends to be REALLY unfair with their pilot loadouts, so rushing gear without having pilot support will always have you on the back foot.
If your new account has "inventory" instead of "gear hub", all accounts should be changing to gear hub on the 30th.
Acoins are scarce from in game sources, but are required for ranking up(adding stars) on every item.
If you're going to spend real money, Legendary(gold border) items have a significant stat advantage to anything available at level. Buying them "on sale" at reduced rank is really just back loading their price into the acoin cost of ranking up, but they're still significantly stringet than anything of lower rank.
Panther,Redeemer and Orion are probably the only non-legendary mechs with late game meta potential. Guardian only survives with a pilot skill buffing it's ability.
Progression takes forever, even if you spend, the less of a rush you are to progress, the less likely an MM "jump" will get you jumped.
|
|
|
Post by Danny Linguini on Aug 28, 2023 19:33:33 GMT -5
Welcome to the other madness. Quick tip for your MD - don’t go for damage and kills, unless an enemy is weak enough that you’re sure you can take it out. Stick close to teammates and concentrate on keeping them healthy. Human players really appreciate that, and you also get quietly rewarded for it in battles.
General rule - don’t cave in to the game’s nonstop bombardment of offers for higher-tiered gear. The higher you go in tiers, the badder your opposition gets, as redfiend noted above. Also, ranking up your gear plays into how tough MM makes your opponents, especially the bots. And of course, if you win too much, the game tries increasingly harder to knock you down, until you lose a bunch, then things settle and the cycle repeats. The game is very much like War Robots in that it constantly dangles that carrot, enticing you to spend, spend, spend on better gear and the resources to upgrade it. The only fun part of that is getting to run different mechs and their unique abilities. But the fun doesn’t last long once the reds catch up with - and eventually surpass you. Because they want you to buy that next shiny mech and weapon, and pilot, and implants. Resist the urge - don’t be in a hurry to get to the top of the mountain, because you’ll never get there. Get gooder with the gear you have, and I think you’ll enjoy the game a lot more. And if you do find it necessary to move up, say, because your mechs can carry heavier weapons as they rank up, stay within or close to your current tier to avoid the MM hammer, because it falls on you fast and hard.
I’m still running a 2-slot hangar, and my only mechs are still Paragon and Lancer, and I’m having way more fun with it than any of my many past accounts, though it’s had its frustrating moments as well, just nowhere near as many as chasing that f’n carrot.
|
|
|
Post by 079 on Aug 28, 2023 21:24:47 GMT -5
Thanks the sage words everyone, and you all need not worry about me spending. I still play War Robots (6 years in that game), and the pop-up offers upon login are the only thing here remotely as tempting as anything in that game. Thanks for the advice about keeping tier three locked as long as possible, as I have no idea how this game’s power-based matchmaker (a rarity in mobile mech games) works. I probably will eventually move up from curiosity, but rest assured I will take my time and have a much of leveled stuff when I do. It seems I unfortunately missed this game’s prime by quite a bit, but that will not stop me from making the most of things now.
If you all could provide further details on the upcoming changes mentioned (like the inventory change), I would appreciate that. I have yet to discover the nest news outlets for myself (so I guess if you could tell me those that would be nice too). Thanks again!
|
|
|
Post by S1E1 on Aug 28, 2023 23:01:28 GMT -5
Welcome to the club!
On grinding A-Coins, one good trick for tournament is to only do 1 match on the first day (and quit right after the start of that match). That way you still get some rewards but you don't advance a bracket. You'll find it is generally easier to get top placing for the rest of the week's brackets if you hang back for 1 day. Also, I'd focus your upgrade strategy on FFA. It occurs every two weeks with the same maps, do it's easier to plan a hangar for, really learn the maps, and earn A-Coins consistently. There won't be many differences from a top 5v5 hangar either.
Do you get 30 A-Coins a day for watching the first 2 ads? Some new accounts don't unfortunately. I recommend watching all 5 ads in the store plus the 2 gold crate ads. That will yield extra A-Coins and just as importantly, blueprints. Right now bps might not be something you'd spend A-Coins on, but later on they will be and will be your biggest expense, so maxing your free ones is worthwhile.
Also that lets you stock up on crates for Playoff Events. You can also save items from other events (but not derbies or playoffs) in your inbox for 60 days and then put them toward PEs as well. I generally save the Amateur Crates or A-Coins that are the final reward for an event, as well as bps and crates from Battle Pass, and the crates from the Season Rankings (just close the pop-up that announces those awards and they save to the inbox). And of course the gold crates from daily tasks, so I stockpile tournament tickets for when I am really grinding. Just remember, you have to use them before 60 days are up or you lose them. Also, you can save Accomplishment rewards indefinitely.
You hangar is fine for now, but long-term MD is considered the worst mech in the game and Juggy loses its appeal pretty quickly too.
The current top endgame meta mechs are Panther, Surge, Bastion, Eclipse, and Guardian. Killshot, Stalker, Orion and Redeemer are 2nd tier meta. Ares isn't quite meta but it is a great mech right up to endgame, and you do see it occasionally even in 11k SP hangars. Presumably the new mech (Halo???) will take Killshot's place but people aren't really rushing to get it, although it does have better HP. Mainly I think that is because everyone already has their KS maxed. Depending on the cost, a new player might want to invest more in upgrading that mech, while still getting and using a KS for mid-game as it is cheap. Stalker is only good with Disc Launchers and Rocket Mortars, but the former are great for FFA (I still love it for all modes) and the latter is very popular for full human v human matches. Orion is now popular but only with RG12s. Redeemer is the least popular option since they nerfed the ability and maybe shouldn't even be considered meta at all. Guardian though definitely is and considered a must-have mech for HvH matches.
Weapons are probably more important. I'd get all the DLs (definitely 12/16), both RGs, RM12s, HR12, EMR12/16 (maybe 8), AT12 (10 is good too). My bet is the new Disrupter will quickly become meta as well. Missile Racks are solid, Miniguns and Grav Beams are pretty good too but have limited use. Scape211 recently a great set of Gear Hub videos for new players - definitely watch those. Obviously most of what I listed is too high an Energy Level that you'd get it now, but keep the list in mind as you build your hangar. Anything not in the list is not worth upgrading too much, even if it is a solid choice at the early or mid-game.
I agree that using spending to accelerate your hangar is not worth it. Progress naturally and you'll enjoy the game more. On $ spending, though there are some worthwhile strategies. Buying new gear at cheap Rank 2 or Rank 3 prices to then just shove in storage and accumulate bps is definitely worth it. The amount of bps you need for the final levels of Rank 6 is crazzzzyyyy, so that can be a huge help. The 3x 5k implant scrap for 99¢ deal that comes out every Sunday (3 weekends out of 4) is worth it. After that the Battle Pass for $9.99 is the best value in terms of resource purchases.
Pilots and implants have huge effects. You will feel the difference using a blue pilot against a gold one for sure. But they'll require a lot of real money spending to speed up. I slow walked mine from blue to purple to now all gold without any spending so just be patient. Don't upgrade blue pilots past Rank 4, and I'd generally keep purple ones at R4 or 5. If you let them Rank up naturally you should be able to have enough Pilot Marks when you can afford gold pilots.
OK tl;dr I know, sorry. But hopefully these tips help. Happy Hunting!
|
|
|
Post by Koalabear on Aug 29, 2023 8:05:29 GMT -5
Welcome! We finally have another convert! I've started playing less but i still have the goal to max my Eclipse as that's the newest mech I got. It was a toss up between that and my Bastion but I'll take quick and sneaky over tanky and CQC dominance any day. Just a couple of things that others haven't mentioned yet. 1. When posting about your equipment, use the RX.Y format. As you have noticed, gear has a Rank and a Level. Levels use credits and Rank uses Acoins. 2. I'm not sure about now, but I remember Javelin Racks (JR) dominated the early game a lot back in Beta. But don't overlevel them too much as you will outgrow them, especially the JR4. JR6 and JR8 will last you a long time. I recently maxed my Stefania pilot and my JR12s now do about 70k each, which while still not quite enough to single salvo kill Bastions with their ridiculous 400k HP, can do quite a lot of damage especially when hitting from the side. 3. Remember that shots to the side and back to more damage so always try to position yourself to do that. Non LOS weapons like JR, DL and RM are great for that. Splash weapons like Missile Racks (MR) and RPGs can also achieve limited side and back hits. 4. Some of the more common weapons are actually better than some equivalent uncommon weapons. For example, RPG6 is better than MR6 - yes the MR6 has higher damage but the RP6 projectile is faster and can land more hits, especially at further range. Another example is the PC8 vs the Carbine (CB) 8. So, if you get PC8, don't bother saving for the CB8. Carbines are pretty much dead these days but I keep hoping they'll give them a buff cause I have a pair of CB12s gathering dust. 5. Guardian and Panther were kings in Beta and they still pretty much rule now. Yes, the are glass cannons now compared to all the new Legendary mechs and the massive HP buffs they all got but remember that Guardian's ability can still trump virtually every other ability in the game (I haven't been able to confirm Redeemer) and Panther's Stasis Wall is timer based so it's indestructible so it dominates linear battles. I'm not convinced that Killshot is end game worthy anymore but that's just me and my fat thumbs I guess. It's still a great JR12, Helix Rack (HR) 12 and Rocket Mortar (RM) 12 platform though. 6. You mentioned that you liked the faster pace of this game. As you get higher, that faster pace becomes single shot kill hell and the game is practically a 3rd person shooter with mech skins. 7. One redeeming thing about this game is that a lot of the old stuff is still viable. You know about Panther, Guardian and Killshot so lets talk about some of the others: Lancer - this is one mech I regret not playing with more. It's not end game viable but it's a ton of fun cause it's still the only mech in the game that can really jump and reach high places. The Tengu is the only other mech that can jump, but it's really more of a hop skip and can't really be used to climb to high places. With Lancer, you want keep with non-linear weapons mostly, but I did have once match with a guy who spammed the jump with a single EMR 16 for the whole match. What a PITA! Paragon - very under rated...I think I'm one of the few who has maxed the Paragon. I don't use mine much anymore but it lasted me a long long time. It's got good speed and either a double sprint or a single super sprint when using it's ability but the real draw of this mech is that it can carry max 32EN capacity. This means, in the single shot kill meta, it doesn't really matter if your opponent has way more HP. As long as you double up things like RG16 or EMR16 or DL16, you can fight on par with the new stuff. I occasionally slap EMR16 on mine with my maxed Maverick pilot and rack up some decent kills on sniper friendly TDM maps. With the upcoming nerf to Implant removal though, I likely won't do this anymore. Zephyr - this was the bane of Beta and it got nerfed HARD in the Update. But, I still see some people who have maxed Zeps tearing it up in TDM. Surge - arguably the best Legendary mech still, even after all this time. It has trouble with Bastions and Eclipses now but it's still a very mean mech that combines Killshot and Zephyr's abilities. It got a nice HP boost too in the Update so try to save up for this mech. Brickhouse - I don't have BH, but I LOVE it when my team mate, both AI and human, run this mech. They changed it's category from Tank to Support and boy does it do the Support role well! I don't really advise getting the BH, but keep an eye out for the on the field and buddy up to a blue one if you can. Cheetah - I don't use this mech but it's one of the older mechs that got a decent buff in the Update. It can now go up to 24EN capacity and it's mines do a ton of damage now. One of the nice things about being where I am now is that the MM has stopped putting these buggers in my matches so I no longer step on the annoying mines. Ok, lets talk about mechs to avoid: Arachnos - yes, like Paragon, it can carry up to 32EN when maxed...but its literally as slow as Brickhouse and it's ability is useless. Aegis - one of the newer Tanks, but it's useless IMHO, and it's ability will just piss off your team mates. Onyx - looks impressive as hell, especially with big guns like HR16, but I'm honestly glad I never got this mech. It's quad rockets do a ton of damage but they're unguided, have limited splash, and they easy to anticipate and avoid. Gatecrasher - I wanted to like this mech....I really did....and I got mine very close to maxing. But, with the advent of Bastion and Eclipse, for me, I just gave up on the Gatecrasher. It's ability is unique and cool but very hard to use effectively. Human opponents will just gleefully laugh at you and the perk of attaching the pod onto either enemy or friendly mechs is very hard to pull off in the heat of battle. Still, it's got really good foot speed and max 32EN capacity so think it over. Redox - I used to hate Redox until I realized it's got the same speed as Guardian (slow but not unbearably slow) so I play it like a Guardian now. With DL16, the Redox is an awesome CQC brawler but I put it in this list because of how much I had to adapt my playstyle just to make this mech viable. I needed another 32EN mech to replace my Paragon and I had a ton of blueprints for Redox so that's my only reason. My Redox only shines in cramped tight maps where it's slow speed is not that much of a handicap and I can make full use of it's Caustic Blast ability to slow down reds as they get to a corner and I can pummel them with DL splash without exposing myself. On bigger open maps though, it's a sitting duck. Anyway, that's all the time I've got right now....I'll try to post more later...
|
|
|
Post by Redfiend on Aug 29, 2023 8:07:58 GMT -5
Thanks the sage words everyone, and you all need not worry about me spending. I still play War Robots (6 years in that game), and the pop-up offers upon login are the only thing here remotely as tempting as anything in that game. Thanks for the advice about keeping tier three locked as long as possible, as I have no idea how this game’s power-based matchmaker (a rarity in mobile mech games) works. I probably will eventually move up from curiosity, but rest assured I will take my time and have a much of leveled stuff when I do. It seems I unfortunately missed this game’s prime by quite a bit, but that will not stop me from making the most of things now. If you all could provide further details on the upcoming changes mentioned (like the inventory change), I would appreciate that. I have yet to discover the nest news outlets for myself (so I guess if you could tell me those that would be nice too). Thanks again! It's easier to explain the Matchmaker if the button on the lower left of your screen reads "Gear hub". The game uses a mix of squad power(the number under your avatar in the top left of the hangar screen) , Gear "teir" which is the upcoming progress path where obtaining/ranking up early game gear unlocks it's successive teirs, and "skill based matchmaking" where the better your win-rate, the higher the MM will place you until you get rolled. The interaction between Squad power and item teir has to do with it's rarity. The color border around the item. Items of lower rarity have lower power ratings(and stats) even at the same levels/ranks of higher rarity items. Because of this, the lower the rarity of a mech/weapon, the higher the rank/level it can be compared to gear of higher rarity. As an example: Paragon and Lancer are common mechs, the first things obtained in game. They can be Rank 3(3 stars) in the same MM rating where Uncommon mechs(green border: Juggernaut, MD, Slingshot, Puma) can only be rank 2. You've probably seen AI Shotgun8/LA8 paragons running around already, while AI puma still have 12en at most. That scaling goes for every rarity due to numerical item power. Mid game AI looks something like: R5 Lancer or Paragon with R3 rare/blue weapons R4 Slingshot, Juggernaut, MD, Puma with R3 rare/blue, uncommon/green weapons, or R4 white(common) weapons. R3 Guardian, Shadow, Ares, or Stalker with the same weapon rules as the previous set. This is why getting pilots early is the best way to spend resources. AI will min max as soon as you cross a MM bracket, and their pilots are usually less than sensible with the above loadouts. The difference in damage/health pilots grant the AI can, and will, cause some feelsbad. The level difference thing is meant to push upgrading lower teir gear, giving the AI counterparts higher firepower if you just buy higher rarity/teir gear without upgrading what you have. Don't rank up gear as soon as you can. If you're going to rank up(add a star for coins), it's best to save until you can put the entire hangar over the next threshold. It only takes one item to have the AI upgrade their whole hangar, again, leaving you trying to catch up against feelsbad.
|
|