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Post by Deleted on May 25, 2017 12:29:51 GMT -5
Pix just posted a page that tells us everything they will be doing in the summer. warrobots.net/en/2017/05/25/dev-roadmap-summer-2017/War Robots development roadmap. Summer 2017 Posted by Tofsla What is coming up in War Robots this summer? Let’s put it simple: we’re currently preparing some big updates. Like, really big. We’ll share more info on some of these very soon, so it might be a good idea to keep coming back to warrobots.net for news. For your convenience we included dates of when new info will arrive — these milestones should give you better idea on what to expect. New robots: Beasts from the East In short: three new robots. Extremely mobile ones When: July-August See an artwork above this article? That’s one of our three upcoming robots. We were working on these for quite a while (with your help!) and will spend few more months polishing them up. These are very special, as they have a very specific role to fulfill. Many claim that with the prominence of slow bulky robots and some particular builds War Robots keeps turning into a slugfest. So here comes a weapon to surpass Ancilot designed to outperform the raw power with skill and mobility. These beasts can avoid any fire with relatively short, yet quick side-dashes. Of course they have to pay for their agility with lower durability and lack of heavy equipment slots, but in the right hands they might become outright crazy. And also really exciting to watch in action. More details: Art and origins — June 8th Gameplay and philosophy — June 15th New game mode: Beacon Rush In short: new mode — for the first time ever When: July-August Last weekend on the test server we explored what’ll happen if we get rid of beacons. Many liked it, and we’ll continue our research in this direction… although that doesn’t mean that this is the only gameplay style we’re trying. Another game mode that we’ve been working on for last few months not just preserves, but reinforces the territory control aspect of War Robots. This is the first time we properly introduce the new game mode, so we keep it relatively safe in terms of changes. Emphasis on relatively — because lesser scope of changes doesn’t mean they won’t bring huge consequences. They might. Sometimes one single tweak is enough to bend game rules in a dramatic way. The biggest difference between basic game mode and Beacon Rush? In latter you can choose to spawn near a captured beacon instead of basic starting location. What does it mean? Imagine you play on a slow heavy robot without having to spend an eternity reaching the fight anymore. Lighter robots will capture new spawn points for you, paving a way for you to quickly jump into the fray. Initially, we plan to try this mode in a limited two-week run. If it sticks, we might introduce it on a full-time basis. More details: Beacon Rush and new combat UI teardown — June 22nd New combat UI In short: better looks, more clarity, basis for future improvements When: July-August We’re rebuilding the combat interface. Why? Firstly, the new one looks way better. Just take a look at this. (Don’t mind the absence of HP bars, in final version they’ll be where they’re supposed to be!) Secondly, there’s even more going on behind the scenes than on the surface: the best thing about the new UI is that it is much more flexible than the our previous one, which opens tons of possibilities for future upgrades. We’ll start with adding a convenient battleground map, but there’s much more to come later on. More details: Beacon Rush and new combat UI teardown — June 22nd New weapon: Scourge In short: medium energy weapon for close-mid range combat When: July scourge.png With Dash robots appearing the need for more strong countermeasures arises. Wearing mobile robots down, slowly but surely — this is Scourge’s mission. And if your opponent notices you and turns to fight, you have a trump card: the closer you are to your target, the harder you hit. Of course we’re not going to limit Dash counterplay to Scourge. Lately we’ve been buffing other suppressive fire guns (Molots, Punishers, Gekko and so on) to give them some spotlight on the battlefield. Also, Tempest. The more options you have, the better. New weapon: Tempest In short: heavy long-distance autocannon When: July temptest.png Tempest fills the same niche as Molot and Molot mk2. It is a long range weapon for sustained suppressive fire — but made specifically for heavy equipment slots. If you’ve longed for a proper rapid-fire cannon for your Fury, your time is coming. Feature: Custom Matches In short: play with whoever you want however you want When: August We haven’t yet locked this feature to any particular update, but at least the aim is to finish and release it for the public before the end of the summer. Custom matches will open the way for many things: tournaments, training sessions, subscriber games for streamers, clan wars and so on. Also, that sweet sweet power of saying “1 v 1 me scrub” and then actually managing to run a proper 1 on 1 match. Or 3 on 3. Or anything you’d like to try. Gonna be fun. What else? In July update we are going to make kinetic weapons deal more damage to physical shields. How much more? “Twice as much” would be a good estimate. We were thinking about giving Molots, Punishers, Tempest, Kang Dae and others their own identity other than “well, they shoot bullets”. Turning them into reliable armor busters seems like a fine direction to pick. Zeus damage bug fix is set for June update. That’s big for some people, and seems like we finally got to the root of the problem. And lastly, we aim to finish our next map, Valley, before the end of the summer.
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Post by bootycallhalifax on May 25, 2017 13:06:27 GMT -5
Problem I see with beacon mode is how will we capture beacons from enemy team? Couldn't they just respawn right at the beacon and prevent us from taking it or killing us?
Or will beacons even matter? Is it just a deathmatch where beacons only affect where you can spawn, and there are no beacon bars? That's the only way I can see this working. Cause if there is a beacon bar then it will be very hard to retake enemy beacons
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Old Boy
Destrier
Posts: 13
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Pilot name: Pilot Atheos
Platform: iOS
Clan: Clanless
League: Expert
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Post by Old Boy on May 25, 2017 22:59:10 GMT -5
There goes my hope of the silver payout increase, it isn't even on the agenda.
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Post by SoCalGrndR on May 25, 2017 23:27:40 GMT -5
WoW that sounds like some great things in the works! The time line will be soon, hope Pix can keep up with that!
Now decisions...decisions... I have been spending Au to finish speed upgrades but maybe I should start saving? There will be items to purchase in near future! I hope something will cost WS points!!! Damn I have not spent any in many months....sitting on 30k earning 40 a day.
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Hoo Flung Dung
Destrier
Posts: 71
Karma: 49
Pilot name: Hoo Flung Dung
Platform: Android
Clan: Ronin & Erstwhile Officer in Nitro Elite
League: Expert
Server Region: North America
Favorite robot: RDB Griffin
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Post by Hoo Flung Dung on May 27, 2017 16:52:43 GMT -5
Beacon Rush will be the right balance of challenge and fun. I'm sure it will remind me of Unreal Tournament 2004 and Onslaught mode, good times.
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Post by Russel on May 28, 2017 6:10:25 GMT -5
Problem I see with beacon mode is how will we capture beacons from enemy team? Couldn't they just respawn right at the beacon and prevent us from taking it or killing us? Or will beacons even matter? Is it just a deathmatch where beacons only affect where you can spawn, and there are no beacon bars? That's the only way I can see this working. Cause if there is a beacon bar then it will be very hard to retake enemy beacons Usually in a game mode like this beacon must be not attacked for some time to allow spawning of a player. So if either: enemy nearby\enemy is shooting at the beacon (idk what Pixx would think of) is true - you can't spawn at this beacon.
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Post by Firebeard on May 28, 2017 12:15:13 GMT -5
So, weapons will be even more powerful. How is this a good idea? It's nothing but chaos as it is. Who are they listening to..?
Yeah, I can't see me investing anymore in the game.
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Post by Russel on May 28, 2017 14:10:18 GMT -5
So, weapons will be even more powerful. How is this a good idea? It's nothing but chaos as it is. Who are they listening to..? Yeah, I can't see me investing anymore in the game. Well, they are actually going back to basics. In 2015 robots were VERY slow, with small healthpool, and you can kill robot very easy and fast. With Noricums. Or Nashorn. I am not joking. Orkans was 1 shot 1 kill weapon. Then robots got their speed upgraded, healthpool increased, shielded bots introduced, and killing became a job. Then slow, shielded bots was a bore, so robots got their speed increased (BritBots), and then again (WW bots), and then again (Leo and some other guys), and then again (Rogatka buff)..... So all this time bots were getting faster, more durable, gaining shields and abilities that help escape death. And now everything is going back to where it started; your light bot would be devastated on sight by snipers, knife fights could end in 4 seconds, but bots would be faster.
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Post by Firebeard on May 29, 2017 4:36:26 GMT -5
So, weapons will be even more powerful. How is this a good idea? It's nothing but chaos as it is. Who are they listening to..? Yeah, I can't see me investing anymore in the game. Well, they are actually going back to basics. In 2015 robots were VERY slow, with small healthpool, and you can kill robot very easy and fast. With Noricums. Or Nashorn. I am not joking. Orkans was 1 shot 1 kill weapon. Then robots got their speed upgraded, healthpool increased, shielded bots introduced, and killing became a job. Then slow, shielded bots was a bore, so robots got their speed increased (BritBots), and then again (WW bots), and then again (Leo and some other guys), and then again (Rogatka buff)..... So all this time bots were getting faster, more durable, gaining shields and abilities that help escape death. And now everything is going back to where it started; your light bot would be devastated on sight by snipers, knife fights could end in 4 seconds, but bots would be faster. OK, I can understand the need to increase armour and speed. They're giant weapons designed to repel the enemy, they should be able to take some punishment. But why go back to a system that they felt needed to be changed? .. makes little sense to me.
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Post by Russel on May 29, 2017 5:02:35 GMT -5
OK, I can understand the need to increase armour and speed. They're giant weapons designed to repel the enemy, they should be able to take some punishment. But why go back to a system that they felt needed to be changed? .. makes little sense to me. Well, if we are talking about "real-life similarities" - then in real warfare chances of being killed\taken out of battle by a direct shot (one shot, mind you) is VERY high, I'd say 80-90% Soldier with minor arm\leg wound need to be taken to a hospital for several weeks, if not months. Getting hit by a gun in a bulletproof vest would most probably break several ribs and make you swirling on the ground trying to catch some air. Airplanes are usually destroyed NOT by a direct rocket hit, but by explosion happened 30~50 meters nearby. And tank couldn't withstand more than 1~5 direct hits from another tank; and I'm not even talking about artillery here. The idea (in real world) is to counter enemy choice with your counter-choice; so for enemy infantry you send out tanks, for enemy tanks you send out artillery, for enemy artillery you send out aviation, etc. In War Robots everybody knows that enemy is riding giant, slow moving robot. So if gameplay would be at least somewhat realistic - most fights would end in 2-3 minutes with proper artillery. So the main idea is not to "be realistic", but to make game fun and active. And "fun" is not "walking to a center beacon for 30 seconds, then have 6-seconds fight, respawn, walk to a center beacon for 30-seconds, got killed by Treb, respawn, walk another 30 seconds".. Oh, and "old system" was slowly moving, easy to kill robots. Then it was "hard to kill", then "fast moving, hard to kill", and now they are up to "fast moving, easy to kill". Basically, Pixx are moving into "Quake zone". Where everybody jumps, runs, gets killed easily, shoot some colorful crap\beams and that's basically entire gameplay (think recent "team deathmatch" testserver, but only with Orkan\Taran Dashbots). == Now some sidenotes. I see that many players think that Pixx is trying to get this game "better" for old players, and constantly "failing" at this. But actually players couldn't be further from the truth. It is good to understand that game is like a pool, some player are leaving, while others are coming to a game. And it is not profitable strategy to focus on leaving players and try to make them leave less; you can't stop ALL the leavers - some people move on with their lives, while others just can't be bothered with Robots any more; some guys got broke or worse; Most productive would be to get in more players than leavers; And by constantly changing gameplay style and introducing new robots\weapon Pixx is trying to get new guys to pay. === So they are NOT failing at task many forum members think they are up to; they are actually succeeding at another task, players are NOT thinking of. In fact, it's a pity, but such is life. Once somebody got what they wanted from you - you don't matter anymore, and nobody listens. And then you die. On this positive vibe, I wish you all happy summer and a good day!
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Post by Firebeard on May 29, 2017 5:26:52 GMT -5
OK, I can understand the need to increase armour and speed. They're giant weapons designed to repel the enemy, they should be able to take some punishment. But why go back to a system that they felt needed to be changed? .. makes little sense to me. Well, if we are talking about "real-life similarities" - then in real warfare chances of being killed\taken out of battle by a direct shot (one shot, mind you) is VERY high, I'd say 80-90% Soldier with minor arm\leg wound need to be taken to a hospital for several weeks, if not months. Getting hit by a gun in a bulletproof vest would most probably break several ribs and make you swirling on the ground trying to catch some air. Airplanes are usually destroyed NOT by a direct rocket hit, but by explosion happened 30~50 meters nearby. And tank couldn't withstand more than 1~5 direct hits from another tank; and I'm not even talking about artillery here. The idea (in real world) is to counter enemy choice with your counter-choice; so for enemy infantry you send out tanks, for enemy tanks you send out artillery, for enemy artillery you send out aviation, etc. In War Robots everybody knows that enemy is riding giant, slow moving robot. So if gameplay would be at least somewhat realistic - most fights would end in 2-3 minutes with proper artillery. So the main idea is not to "be realistic", but to make game fun and active. And "fun" is not "walking to a center beacon for 30 seconds, then have 6-seconds fight, respawn, walk to a center beacon for 30-seconds, got killed by Treb, respawn, walk another 30 seconds".. Oh, and "old system" was slowly moving, easy to kill robots. Then it was "hard to kill", then "fast moving, hard to kill", and now they are up to "fast moving, easy to kill". Basically, Pixx are moving into "Quake zone". Where everybody jumps, runs, gets killed easily, shoot some colorful crap\beams and that's basically entire gameplay (think recent "team deathmatch" testserver, but only with Orkan\Taran Dashbots). == Now some sidenotes. I see that many players think that Pixx is trying to get this game "better" for old players, and constantly "failing" at this. But actually players couldn't be further from the truth. It is good to understand that game is like a pool, some player are leaving, while others are coming to a game. And it is not profitable strategy to focus on leaving players and try to make them leave less; you can't stop ALL the leavers - some people move on with their lives, while others just can't be bothered with Robots any more; some guys got broke or worse; Most productive would be to get in more players than leavers; And by constantly changing gameplay style and introducing new robots\weapon Pixx is trying to get new guys to pay. === So they are NOT failing at task many forum members think they are up to; they are actually succeeding at another task, players are NOT thinking of. In fact, it's a pity, but such is life. Once somebody got what they wanted from you - you don't matter anymore, and nobody listens. And then you die. On this positive vibe, I wish you all happy summer and a good day! Good Post. As to your point about "real life," it would be preferable then, using your reasoning, to have a Player use only 1 Mecha per Match. Rather than increasing weapon damage it would have been prefferable and far easier to simply reduce armour but keep the speed. In the case of Pixonic "...failing..." I too disagree, they haven't failed. Pixonic clearly have an agenda but it appears that they have done little research. For example, these new Mecha that are coming are fast and nimble. Therefore, Pixonic developed a weapon to offset their tactical advantage. This makes the new Mecha an unviable option because the weapon has greater potential than the Mecha. Same with the Quick Draw mechanic; makes all but two weapons unusable. This latest statement issued by Pixonic gives no indication that a reevaluation is being considered.
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Post by Russel on May 29, 2017 5:33:52 GMT -5
On this positive vibe, I wish you all happy summer and a good day! Good Post. As to your point about "real life," it would be preferable then, using your reasoning, to have a Player use only 1 Mecha per Match. Rather than increasing weapon damage it would have been prefferable and far easier to simple reduce armour but keep the speed. In the case of Pixonic "...failing..." I too disagree, they haven't failed. Pixonic clearly have an agenda but it appears that they have done little research. For example, these new Mecha that are coming are fast and nimble. Therefore, Pixonic developed a weapon to offset their tactical advantage. This makes the new Mecha an unviable option because the weapon has greater potential than the Mecha. Same with the Quick Draw mechanic; makes all but two weapons usable. This latest statement issued by Pixonic gives no longer indication that a reevaluation is being considered. Well, that was exactly the point - the game must not reflect real-world situation. Unless it's some kind of simulator, of course. And "failing" not in my opinion, you might just check the "rants" section to see many players complaining there. Not sure about new bots\weapons OP or UP, they are only testserver version yet; but it would definitely change game dynamics. But I can tell you that WW bots are AWESOME. I was sceptical about all this quickdraw until i won some Docs and Jesses in the event; Now I'm running hangar or Jesses and Docs, and loving it. Even 4xOrkan Doc is a great setup to have (though not the best imo)
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Post by Firebeard on May 29, 2017 5:50:10 GMT -5
Good Post. As to your point about "real life," it would be preferable then, using your reasoning, to have a Player use only 1 Mecha per Match. Rather than increasing weapon damage it would have been prefferable and far easier to simple reduce armour but keep the speed. In the case of Pixonic "...failing..." I too disagree, they haven't failed. Pixonic clearly have an agenda but it appears that they have done little research. For example, these new Mecha that are coming are fast and nimble. Therefore, Pixonic developed a weapon to offset their tactical advantage. This makes the new Mecha an unviable option because the weapon has greater potential than the Mecha. Same with the Quick Draw mechanic; makes all but two weapons usable. This latest statement issued by Pixonic gives no longer indication that a reevaluation is being considered. Well, that was exactly the point - the game must not reflect real-world situation. Unless it's some kind of simulator, of course. And "failing" not in my opinion, you might just check the "rants" section to see many players complaining there. Not sure about new bots\weapons OP or UP, they are only testserver version yet; but it would definitely change game dynamics. But I can tell you that WW bots are AWESOME. I was sceptical about all this quickdraw until i won some Docs and Jesses in the event; Now I'm running hangar or Jesses and Docs, and loving it. Even 4xOrkan Doc is a great setup to have (though not the best imo) I too run a Doc but the Quick Draw is too long. It should be On Demand so when my Secondary weapon(s) are reloaded, I can actually use them lol Going back to the "real life" (RL) vs. Game. If Pixonic is coming full circle then what was initial gameplay, would be very similar to RL or some variant thereof. The point I'm trying to make is that the weapons were Buffed, when there was no need. Especially to this extent. Molots could've easily solved the issue with Shields by having 2/5 rounds penetrate the Shield and do direct damage to the Mecha. A sudden and massive increase to Rockets has been detrimental to various aspects of gameplay. They need more eyes on the data and a greater perspective.
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Post by Russel on May 29, 2017 6:09:08 GMT -5
Well, that was exactly the point - the game must not reflect real-world situation. Unless it's some kind of simulator, of course. And "failing" not in my opinion, you might just check the "rants" section to see many players complaining there. Not sure about new bots\weapons OP or UP, they are only testserver version yet; but it would definitely change game dynamics. But I can tell you that WW bots are AWESOME. I was sceptical about all this quickdraw until i won some Docs and Jesses in the event; Now I'm running hangar or Jesses and Docs, and loving it. Even 4xOrkan Doc is a great setup to have (though not the best imo) I too run a Doc but the Quick Draw is too long. It should be On Demand so when my Secondary weapon(s) are reloaded, I can actually use them lol Going back to the "real life" (RL) vs. Game. If Pixonic is coming full circle then what was initial gameplay, would be very similar to RL or some variant thereof. The point I'm trying to make is that the weapons were Buffed, when there was no need. Especially to this extent. Molots could've easily solved the issue with Shields by having 2/5 rounds penetrate the Shield and do direct damage to the Mecha. A sudden and massive increase to Rockets has been detrimental to various aspects of gameplay. They need more eyes on the data and a greater perspective. Hmm, my quickdraw is almost instant. Takes less that a second, maybe half a second. And it is great to have, say, Pins+Magnum for taking on Gareths and Fujins, and be able to shoot it differently.
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Post by Firebeard on May 29, 2017 6:19:39 GMT -5
I too run a Doc but the Quick Draw is too long. It should be On Demand so when my Secondary weapon(s) are reloaded, I can actually use them lol Going back to the "real life" (RL) vs. Game. If Pixonic is coming full circle then what was initial gameplay, would be very similar to RL or some variant thereof. The point I'm trying to make is that the weapons were Buffed, when there was no need. Especially to this extent. Molots could've easily solved the issue with Shields by having 2/5 rounds penetrate the Shield and do direct damage to the Mecha. A sudden and massive increase to Rockets has been detrimental to various aspects of gameplay. They need more eyes on the data and a greater perspective. Hmm, my quickdraw is almost instant. Takes less that a second, maybe half a second. And it is great to have, say, Pins+Magnum for taking on Gareths and Fujins, and be able to shoot it differently. For Doc the QuickbDtaw is 15 seconds. Which exceeds reload times. So, if fire off Hydras I must wait 15 seconds - Defenseless - for Tarans that are fully loaded, while being pasted by the Enemy. Jesse is the only WW Mecha that can benifit, somewhat ..
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Post by Russel on May 29, 2017 6:26:23 GMT -5
Hmm, my quickdraw is almost instant. Takes less that a second, maybe half a second. And it is great to have, say, Pins+Magnum for taking on Gareths and Fujins, and be able to shoot it differently. For Doc the QuickbDtaw is 15 seconds. Which exceeds reload times. So, if fire off Hydras I must wait 15 seconds - Defenseless - for Tarans that are fully loaded, while being pasted by the Enemy. Jesse is the only WW Mecha that can benifit, somewhat .. Ahhh you mean "cooldown time", I get it. The fact is that actual "draw" time used to be pretty high (as well as cooldown), it was decreased not so long ago. You can see actual thing taking ages both to change weapons and to cooldown.
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Post by Firebeard on May 29, 2017 6:40:40 GMT -5
For Doc the QuickbDtaw is 15 seconds. Which exceeds reload times. So, if fire off Hydras I must wait 15 seconds - Defenseless - for Tarans that are fully loaded, while being pasted by the Enemy. Jesse is the only WW Mecha that can benifit, somewhat .. Ahhh you mean "cooldown time", I get it. The fact is that actual "draw" time used to be pretty high (as well as cooldown), it was decreased not so long ago. You can see actual thing taking ages both to change weapons and to cooldown. That would've been a whole lotta, "Nope!" lol This is why it would make the WW Mecha and all weapons viable if the entire mechanic was On Demand so, a Player could use weapons when they are reloaded. Currently, the Cooldown, is a handicap for the WW Mecha.
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Post by Paps on May 29, 2017 6:45:50 GMT -5
They'd be overpowered if they could switch weapons anytime they wanted. Might as well just give a Fury four heavy weapon hardpoints. Or a Rogatka four mediums, etc.
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Post by Russel on May 29, 2017 6:50:21 GMT -5
Ahhh you mean "cooldown time", I get it. The fact is that actual "draw" time used to be pretty high (as well as cooldown), it was decreased not so long ago. You can see actual thing taking ages both to change weapons and to cooldown. That would've been a whole lotta, "Nope!" lol This is why it would make the WW Mecha and all weapons viable if the entire mechanic was On Demand so, a Player could use weapons when they are reloaded. Currently, the Cooldown, is a handicap for the WW Mecha. Oh, and they were not as fast running at the beginning, too. So nobody wanted slowly walking, ages-taking-changing-weapons bots with mediocre durability. So WW bots were buffed, in terms or speed, cooldown and animation cooldown, too, and now I find them so amusing that I am keeping current hangar most probably till level 8\9 (currently its Doc3, Doc5, Jesse6, Jesse4, Jesse4)
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Post by Firebeard on May 29, 2017 7:08:18 GMT -5
That would've been a whole lotta, "Nope!" lol This is why it would make the WW Mecha and all weapons viable if the entire mechanic was On Demand so, a Player could use weapons when they are reloaded. Currently, the Cooldown, is a handicap for the WW Mecha. Oh, and they were not as fast running at the beginning, too. So nobody wanted slowly walking, ages-taking-changing-weapons bots with mediocre durability. So WW bots were buffed, in terms or speed, cooldown and animation cooldown, too, and now I find them so amusing that I am keeping current hangar most probably till level 8\9 (currently its Doc3, Doc5, Jesse6, Jesse4, Jesse4) I wasn't lucky enough, or unlucky enough depending upon your perspective, to Win any WW Mecha. I had to purchase Doc. But it's clear that the mechanic, in its current form, does not infer competitiveness. On Demand makes logical sense and would unrestrict all respective weapons. I hope that Pixonic consider reworking the Quick Draw to suit the Mecha's intended role(s).
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Post by Russel on May 29, 2017 7:12:54 GMT -5
Oh, and they were not as fast running at the beginning, too. So nobody wanted slowly walking, ages-taking-changing-weapons bots with mediocre durability. So WW bots were buffed, in terms or speed, cooldown and animation cooldown, too, and now I find them so amusing that I am keeping current hangar most probably till level 8\9 (currently its Doc3, Doc5, Jesse6, Jesse4, Jesse4) I wasn't lucky enough, or unlucky enough depending upon your perspective, to Win any WW Mecha. I had to purchase Doc. But it's clear that the mechanic, in its current form, does not infer competitiveness. On Demand makes logical sense and would unrestrict all respective weapons. I hope that Pixonic consider reworking the Quick Draw to suit the Mecha's intended role(s). What you suggest is an simply overpowered bot. And it's best for the game to not have an overpowered bots. Another idea that you made me think of - is the "group fire" mechanism, like in MechWarrior. But, on the other hand, I hope that Pixx would make their new interface with ability to choose "fire group", so, for example, you could easily fire only right side of a Leo, or with a click of single button, fire "all plasma" or "just main gun". I am not sure it is needed in a simple game, but would be fun to have nevertheless.
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Post by Firebeard on May 29, 2017 7:20:25 GMT -5
I wasn't lucky enough, or unlucky enough depending upon your perspective, to Win any WW Mecha. I had to purchase Doc. But it's clear that the mechanic, in its current form, does not infer competitiveness. On Demand makes logical sense and would unrestrict all respective weapons. I hope that Pixonic consider reworking the Quick Draw to suit the Mecha's intended role(s). What you suggest is an simply overpowered bot. And it's best for the game to not have an overpowered bots. Another idea that you made me think of - is the "group fire" mechanism, like in MechWarrior. But, on the other hand, I hope that Pixx would make their new interface with ability to choose "fire group", so, for example, you could easily fire only right side of a Leo, or with a click of single button, fire "all plasma" or "just main gun". I am not sure it is needed in a simple game, but would be fun to have nevertheless. It's definitely not overpowered. Regardless, a Jesse could only bring to bear the equivalent firepower of a Destrier, Doc - Rogatka, Butch - Carnage; at any given time. The benefit comes from being able to use available weapons when they are reloaded, Orkans and Tulumbas would still take 23/18 seconds to reload - just like every other Mecha .. no difference just more competitive. Also, Group Fire would be welcomed. Trying to fire only Molots while not firing Pins is an exercise in futility lol
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Post by Russel on May 29, 2017 7:53:46 GMT -5
What you suggest is an simply overpowered bot. And it's best for the game to not have an overpowered bots. Another idea that you made me think of - is the "group fire" mechanism, like in MechWarrior. But, on the other hand, I hope that Pixx would make their new interface with ability to choose "fire group", so, for example, you could easily fire only right side of a Leo, or with a click of single button, fire "all plasma" or "just main gun". I am not sure it is needed in a simple game, but would be fun to have nevertheless. It's definitely not overpowered. Regardless, a Jesse could only bring to bear the equivalent firepower of a Destrier, Doc - Rogatka, Butch - Carnage; at any given time. The benefit comes from being able to use available weapons when they are reloaded, Orkans and Tulumbas would still take 23/18 seconds to reload - just like every other Mecha .. no difference just more competitive. Also, Group Fire would be welcomed. Trying to fire only Molots while not firing Pins is an exercise in futility lol Well... no. No way Destrier can take out Gareth. And for me typical pause between two pairs of weapons is 1-2 seconds. I won't call that "same as having one group of weapon"
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Post by Firebeard on May 29, 2017 8:06:56 GMT -5
It's definitely not overpowered. Regardless, a Jesse could only bring to bear the equivalent firepower of a Destrier, Doc - Rogatka, Butch - Carnage; at any given time. The benefit comes from being able to use available weapons when they are reloaded, Orkans and Tulumbas would still take 23/18 seconds to reload - just like every other Mecha .. no difference just more competitive. Also, Group Fire would be welcomed. Trying to fire only Molots while not firing Pins is an exercise in futility lol Well... no. No way Destrier can take out Gareth. And for me typical pause between two pairs of weapons is 1-2 seconds. I won't call that "same as having one group of weapon" You're missing the point. Jesse is the only WW Mecha that can, somewhat, benefit because the Cooldown is only 10 seconds. Doc and Butch - 15/20 seconds. There is no tactical benifit to such Cooldowns. It fails to stand under battlefield conditions and does not fall inline with the stated purpose in the description of the WW Mecha provided in-game. With the revelation of the "Dash-bots," the WW Mecha will be obsolete because they can move faster and bring more firepower to bear than any WW Mecha. An 'On Demand' system is necessary to keep them relavent.
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Post by Russel on May 29, 2017 8:20:44 GMT -5
Well... no. No way Destrier can take out Gareth. You're missing the point. Jesse is the only WW Mecha that can, somewhat, benefit because the Cooldown is only 10 seconds. Doc and Butch - 15/20 seconds. There is no tactical benifit to such Cooldowns. It fails to stand under battlefield conditions and does not fall inline with the stated purpose in the description of the WW Mecha provided in-game. With the revelation of the "Dash-bots," the WW Mecha will be obsolete because they can move faster and bring more firepower to bear than any WW Mecha. An 'On Demand' system is necessary to keep them relavent. Okay then, another example, not yet on YT. My 4xOrkan Doc can destroy Rhino\Raijin\Lancelot with a continuous 7-seconds blast of Orkans. Tulu Doc can deal unsurpassing damage to a target at 400-500 meters away, blowing away smaller knights. And either of them can (theoretically, I havent' upgraded them yet) run at 51 km\h to change fire position fast, or circle bot fast, or dictate fight distance. Yes, they are worse than Dash bots. But nevertheless, they are very capable hitting machines, bringing hammer down, and doing it fast.
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Post by Firebeard on May 29, 2017 8:35:09 GMT -5
You're missing the point. Jesse is the only WW Mecha that can, somewhat, benefit because the Cooldown is only 10 seconds. Doc and Butch - 15/20 seconds. There is no tactical benifit to such Cooldowns. It fails to stand under battlefield conditions and does not fall inline with the stated purpose in the description of the WW Mecha provided in-game. With the revelation of the "Dash-bots," the WW Mecha will be obsolete because they can move faster and bring more firepower to bear than any WW Mecha. An 'On Demand' system is necessary to keep them relavent. Okay then, another example, not yet on YT. My 4xOrkan Doc can destroy Rhino\Raijin\Lancelot with a continuous 7-seconds blast of Orkans. Tulu Doc can deal unsurpassing damage to a target at 400-500 meters away, blowing away smaller knights. And either of them can (theoretically, I havent' upgraded them yet) run at 51 km\h to change fire position fast, or circle bot fast, or dictate fight distance. Yes, they are worse than Dash bots. But nevertheless, they are very capable hitting machines, bringing hammer down, and doing it fast. Your comparative is only from an initial attack. Doc and Butch are defenseless afterwards. Even Pixonic acknowledges this. I'm not sure what type or level of Opponent you're encountering but in most cases what you describe does not happen. Regardless, eliminate the reload exploit and use an On Demand mechanic, making all weapons and all WW Mecha relavent.
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Post by Russel on May 29, 2017 9:25:27 GMT -5
Okay then, another example, not yet on YT. My 4xOrkan Doc can destroy Rhino\Raijin\Lancelot with a continuous 7-seconds blast of Orkans. Tulu Doc can deal unsurpassing damage to a target at 400-500 meters away, blowing away smaller knights. And either of them can (theoretically, I havent' upgraded them yet) run at 51 km\h to change fire position fast, or circle bot fast, or dictate fight distance. Yes, they are worse than Dash bots. But nevertheless, they are very capable hitting machines, bringing hammer down, and doing it fast. Your comparative is only from an initial attack. Doc and Butch are defenseless afterwards. Even Pixonic acknowledges this. I'm not sure what type or level of Opponent you're encountering but in most cases what you describe does not happen. Regardless, eliminate the reload exploit and use an On Demand mechanic, making all weapons and all WW Mecha relavent. Once again, WW bots are _support_ bots. They are meant to work with other guys. For example, our Lancelot + Orkan Doc vs enemy Lancelot+Rhino, or two Lancelots. What type of opponents - for the most parts it's G1, with occasional D1 and G2 guys. I will get you some gameplay videos on that.
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Post by Russel on May 29, 2017 9:53:59 GMT -5
I only record games occasionally, so I got two Tulu Doc battles. One in Yamantau, and other is... on the Moon! Tulu Doc was doing pretty well to my liking there. And please not that most of the time my Reload timer was the limiting factor, and NOT the quickdraw cooldown.
Please give Youtube some time to process the video, as I've just uploaded it:
Doc at Yamantau:
Doc at the Moon:
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Post by Firebeard on May 30, 2017 5:53:24 GMT -5
Your comparative is only from an initial attack. Doc and Butch are defenseless afterwards. Even Pixonic acknowledges this. I'm not sure what type or level of Opponent you're encountering but in most cases what you describe does not happen. Regardless, eliminate the reload exploit and use an On Demand mechanic, making all weapons and all WW Mecha relavent. Once again, WW bots are _support_ bots. They are meant to work with other guys. For example, our Lancelot + Orkan Doc vs enemy Lancelot+Rhino, or two Lancelots. What type of opponents - for the most parts it's G1, with occasional D1 and G2 guys. I will get you some gameplay videos on that. Their current role is Support because the Quick Draw mechanic has relegated them to such. They cannot effectively play as an aggressor unless, the "mechanic" is changed. As I stated, only having two viable weapons is not just limiting, it is handicapping ..
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Post by Russel on May 30, 2017 6:02:16 GMT -5
Once again, WW bots are _support_ bots. They are meant to work with other guys. For example, our Lancelot + Orkan Doc vs enemy Lancelot+Rhino, or two Lancelots. What type of opponents - for the most parts it's G1, with occasional D1 and G2 guys. I will get you some gameplay videos on that. Their current role is Support because the Quick Draw mechanic has relegated them to such. They cannot effectively play as an aggressor unless, the "mechanic" is changed. As I stated, only having two viable weapons is not just limiting, it is handicapping .. You do understand that ALL bots are handicapped on purpose to provide balanced gameplay, right?
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