1 (edited by Annihilator 2011-03-25 17:49:18)

Topic: Rock-paper-scissors elements

we have Rock-paper-scissors balancing for the three races and their weapons/resists.

theres also a kind of that system regarding small-assault-mech-heavymech, but usually it ends with "bring more numbers" = win.

missing:
- very effective defense against medium weapons, but prone to small
- very effective defense against small weapons, but prone against mediums
- effective at long range, weak at short range
- effective at short range, weak at long range (ok, thats in naturally)
- effective defense against long range attacker, prone to melee range
- effective defense against melee range attacker, prone to long range
- weapon very effective against multiple target, but only average against single target
- defense effective against multiple attacker, but only average against single attacker

example from other game:
Those Protos units with a shield that can tank siege tank fire, but can be overcome by fast fire low damge units.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Rock-paper-scissors elements

Pretty much what we have atm is assaults being completely useless in any PVP role aside from lol-roaming. Inferior to mechs in speed & range & armor & just about everything else, and inferior to light bots in signal stuff.

Currently assaults are the step-child of perpetuum. sad

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Re: Rock-paper-scissors elements

Annihilator wrote:

we have Rock-paper-scissors balancing for the three races and their weapons/resists.

theres also a kind of that system regarding small-assault-mech-heavymech, but usually it ends with "bring more numbers" = win.

missing:
- very effective defense against medium weapons, but prone to small
- very effective defense against small weapons, but prone against mediums
- effective at long range, weak at short range
- effective at short range, weak at long range (ok, thats in naturally)
- effective defense against long range attacker, prone to melee range
- effective defense against melee range attacker, prone to long range

example from other game:
Those Protos units with a shield that can tank siege tank fire, but can be overcome by fast fire low damge units.

absolutely true, even if they were just a bit faster it would make a big difference

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Re: Rock-paper-scissors elements

i know, EWAR was planned as the "scissor" against the overwhelming firepower of the heavy "paper" mechs. hence the low sensor strength on heavies.

it didnt work that way - for a long time, sensor supressing was the universal "dynamite" against any target - if you can't lock, you can't defend yourself. pair it with rock (demob) and scissors (weapon) and you got your omnipotent fit.
they got nerfed down a bit, but the nerf can be overcome by increasing number of attackers.

which brings me to another missing concept:
(edited the initial post)

Offensive weapons effective against multiple targets attacking in dense packs ->
AoE or Multitarget weapon.

while Artillery sounds fun, it may have an devestating effect on balancing if they dont implement a counter, aside from "stealth" and "speed". Same issue as sniper weapons in
the other topic.
Multi-hit weapons could do smaller damage to single targets, but hit several of them at once. (chain lightning, multishot, etc)

Because i prefer Tanking over "speed is everything" i would also like to see this:

Armor/Shielding that reflects parts of incoming damage to my sourroundings - to any valid target except the one shooting.
This would be a counter 100 vs. 1 -> and not useable while beeing in a team.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Rock-paper-scissors elements

I wonder if the weak assults is a side effect of players putting the minimal amount of EP into basic skills, that become useless after moving to a mech.

Specifically, everyone stops at 5 for basic robotic, but 10 would make the assaults 5x's as powerful with the bonus multiplier, and the same with the small weapon skills.

Re: Rock-paper-scissors elements

assaults got nerfed with removing the 10% damage bonus against mechs. they also lack speed, locking range and headslots to have a chance against small ewar or mechs.

i would say the only really usefull assault bot with maxed basic robotics, is the waspish because it has enough headslots to fit sensor amps + eccm, while having the best combat range. its just to slow. It has been the only assault i was able to farm npcs spawns with ewars and drainer/neuts while beeing alone.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear