126

(304 replies, posted in Balancing)

Syndic wrote:

Infestation was at it's "strength" when you had spent the initial month power-grinding kernels which resulted in Infestation = T4, rest of the server = T1

Complain when the enemy is fully t4 fit - check


Syndic wrote:

I have everything against the whole game being turned upside down into a light bot instant-gratification arena because a select few primadonna corps are too good to mine for their gear & mechs. For a change.

Complain when the enemy is fully t1 fit - check

127

(26 replies, posted in Balancing)

Syndic wrote:

Quit over what? Not the first or the last game where our opponents had to go hat in hand asking the Devs to rebalance things in their favor. Haven't you figured out yet little flea, that we feed on your rage and tears? lol

The OP himself has posted in another thread just a few minutes ago that he is quitting the game (his tone was that of someone raging).

A NovaBlob community all-points bulletin (since it seems you are blind as to what is happening all around you):
It is NovaBlob members that are raging...
It is NovaBlob members that are quitting...

^^
Try to put a smiley face on that, oh dear leader

128

(304 replies, posted in Balancing)

Lemon wrote:

They are upset at the idea of the game being dumbed down to allow players to not have to adapt to pvp and change fits to counter and out play other players but rather simply run zerg dps fits in a linear style of pvp.

When m2s, as well as my personal hangers were wiped of all items -> I adapted...
When explosion damage killed gauss/magnadart kains -> I adapted...
When repair tunings got nerfed, nerfing my kain yet again -> I adapted...
When short range nuimqol ammo got nerfed to meh -> I adapted...

You get 1 nerf and it seems you either cannot or are unwilling to adapt.  Says volumes to the kind of player you are.


Lemon wrote:

I am done playing, talking, posting, subscribing as i am on a tight budget and have lost my motivation/enjoyment/faith for the moment within the game.  For those who actually gave me a good fight it was fun.

Personally I don't think you will even be missed as all your claim to fame was to sit under outposts in heavily tanked mechs/heavy mechs, only to flag up on newbie lights. hmm

129

(41 replies, posted in General discussion)

Purgatory wrote:

Fixed in patch, they got the range orders back to blue shortest, green medium, yellow longest.

But the problem is, without any kind of decent combat repping (like it was b4 ERP's were even introduced) kain will just get squashed with it's "new and improved" lackluster ammo choices.

130

(304 replies, posted in Balancing)

Medved wrote:

Good news everyone. We have one more m2s patch.

Dude, I'm m2s, a kain pilot and got wtf-nerfed too.  This was across the board nerf that was not directed at any particular corp/s.

I have reacted by mothballing my kain due to having 2 utterly useless and 1 meh bonus.

I have adapted by pulling out my other toon who is speced in another race.

Copine Callmeknau wrote:

I think the mag nerf was a little too much. I'd rather see something in the region of 65 dmg, -40% range, or 65 dmg, -20% range, 2x AP consumption. That for medium ofc

Current dmg output with mag is just so .... meh


Totally agree.

In a nutshell here's how the bonuses for Numquol combat mechs stack up:

1. Numquol damage output (5%/level) now ... meh
2. Numquol repping output (5%/level) now ... useless
3. Numquol falloff range (5%/level) always has been ... fail

Basically a waste to spend EP on robotics/advanced robotics as your gain is minimal.

132

(304 replies, posted in Balancing)

As I've said before... the ERP module t1 or t4 is still broken and overpowered.  It essentially gives a pilot 100+ AP / sec and no single module should ever give that much benefit for a single leg slot.

Second, the armor rep tuning nerf was overdone and has essentially killed all rep tanking (ERP or non-ERP based tanks) and should be fixed pronto.

Third, my mk2 kain now has 2 out of 3 useless bonuses so now they are all mothballed.  Plus you guys killed short range high dps fit (numquol ammo dps nerfed) so it's really no fun to play numquol anymore.  Why fit/be the same as everyone elses cookie cutter set-ups?

I'm off playing green bots while the getting is good (for at least a few months hopefully) before you guys ruin them as well.

133

(101 replies, posted in Balancing)

Inda wrote:

Mongolia, and others I wrote the real numbers before, was able to do repair: 2 sec /560 HP /220 AP this was OP (before patch), now 5,4 sec others same, not ERP was OP.


I Disagree.

Your example above 560hp/220ap/2sec means that repping comes at a cost of 110ap/sec.  No mech or module combo (without an ERP) comes close to that kind of ap/sec regen.

Inda, how many reps cycles can you run before running your accumulator dry?

It was balanced because you could only do it for about 15 or 20 seconds before your accumulator ran dry.

With the intro of the ERP, you could get 120+ ap/sec now THAT'S overpowered.  How many accum rechargers, aux rechargers, and injectors do you need to get to that kind of recharge?

134

(4 replies, posted in Balancing)

Now after the patch, ERP rep tanking is dead as all rep tanking is dead due to the massive nerf to the rep tunings.

The ERP modules are still incredibly powerful though as they will still give up to 100+ AP/sec.  It's just that there is nothing in the game currently that you can use that much AP for anymore and will just be a waste.

The ONLY item that should have been nerfed was ERP modules, the rep tunings should have been left alone.  Even now ERP is way overpowered and as Karism suggested a good way to bring them down to being balanced is to only have them work on one damage type, and then only at 60% max for a t4 module.

135

(101 replies, posted in Balancing)

I generally agree with the Chaos guys -> the tuning nerf is bad.

The real overpowered module was the ERP and that nerf is a good one.  Someone in an ERP tank could easily regen 100+ accum/sec, which in turn made the 3+ tuning/med rep overpowered as you could run it indefinitely.

Without the ERP, the pre-nerfed tunings were fine, as without the ERP module, repping depended on fitting, skills, and accumulator management.  Now the rep tunings are junk as the repper modules rep so slowly for so little that you need 8 or 9 tunings fitted to a get good rep tank.

Green bots, here I come...

136

(51 replies, posted in General discussion)

Jaik3 wrote:

reason why i say they are yellow, the dominant chassis color is yellow.


In contrast Theldolica Mk2 variant bots are red and are a cool visual feature to the yellow Mk1 variants.  The other factions don't have such a contrast. 

I would be happy if there was a similar contrast to my Kain Mk2, say maybe blue-to-violet.  But i know there are plenty of more important items for our devs for at least a year if not longer.

There are three certainties in (virtual) life: Death, Taxes, & Micro-transactions  big_smile

138

(106 replies, posted in Balancing)

Ember wrote:

3. Take chances, fighting CIR is usually lame due to their refusal to engage without overwhelming force.


Welcome to our world 62nd. We in m2s have had to deal with cat-and-mouse, 2-on-1, outpost fighting since November.

It's best not to engage that lone tanked Artemis (especially if it's an Mk2) since there will most certainly be a sh*t-storm of mechs unleashed on your head if you do flag up.

Try to catch them while they are roaming themselves (yes, I know that's hard to predict), that's when you will get the best fights.

Arga wrote:

The artemis has a higher base armor and more accumulator then the kain too.

Did they demob you and blow the artemis up on purpose, or did you kill in at short range? This scenrio is totally different then the topic title isn't it?

I was running past him to get a demob on the kain further away.  When I started my approach to go past the artemis was around 70% or so health.  Just as I was running by 3 or 4 of our guys must have hit him in rapid succession and popped him as I ran past.  I assume I was between 30 to 50 feet past by the time he went pop but hard to say as he was no longer in my view (being behind me) and lag times.

But even so, as the artemis does have more armor and accumulator... it will be too dangerous for all short range combat and support to go anywhere near him.

This game will turn into a long-range only as it's not worth the risk/reward to do ANYTHING short range.  (If you want to survive that is.)

Smokeyii wrote:

haha m2s arguing with each other in this tread is funny.

...mongolia is mad...

Smokeyii,  you obviously don't understand m2s.  Also, "mad" is not what I am feeling.


Alexadar wrote:

Now i see whole picture: kains was nerfed, and their headslots now should be fitted more specialized.

Kains was not the only thing "nerfed", here is a list of items that have been effected:
1. Short range ammo (em, laser, bullets)
2. Short range guns (guass, laser, machineguns)
3. Small bots in general
4. Small energy transfers
5. Small energy drainers
6. Small energy neuts
7. Small remote reppers

I'm sure there is another, but thats what comes to the top of my head.


Annihilator wrote:

artemis has much more hitpoints then kain = does more damage when exploding
Castel has 0.25m more hitsize then light ewar = recieves more damage
if that artemis had a medium armor plate equipped instead of a lwf = suicide if staying close to it when it goes boom.

Annihilator, face it, I blew your arguement out of the water.  Your formula was wrong and that 62nd artemis had a LWF (he was going way too fast, I don't need a chassis scan to see that).

There is no way using your formula above and skill 10 mechanics skills + lwf that an artemis will do that much explosion damage to a size 3 bot -> your formula is obviously wrong... or the way you think explosions effect small bots is different...

Annihilator,

I had a Castel Mk2 went pop from a 62nd artemis blowing up in my face on Hokk on the 7th.

My castel took 712.99 damage from that explosion, how do you explain that?

Snowstyle wrote:

#1 Ofcourse not sweety smile

#2 a) Need numbers and shiny graphs.
     b) Logical fallacy


I should have known better.  This ^^ from a guy who doesn't use anything than can't hit less than half a kilometer away.

Snowstyle wrote:

Sure it's easier to equip 400m guns and sacrifice your damage. And maybe it is hard to use those 16 meters. But I don't think that just because your overpowered roaming fit is harder to pull off without getting yourself killed now qualifies it as broken.

#1 My roaming fit is not "overpowered"
#2 If no one uses close range guns anymore... then I think it's broken

Snowstyle wrote:

Not if the extra 16 meters stops you from dying to your explosive prey.

Heh, its better (and easier) to ALWAYS fit 400 meter guns and never worry about the enemy exploding in your face.

Plus it's very hard use those extra 16 meters and to be exactly 16 extra meters away when the enemy goes pops.  It's still pure pvp fail.

Arga wrote:

If I am remote repping something that is about to blow up from a close combat bot, should I too be immune or take reduced AOE damage because I too HAVE to be within 100m to provide this support?

This ^^.  The change not only effects blue combat bots but also also many other close-range bots like small remote reppers, small drainers, small energy transfers, etc.

Imagine that you are very low in health and you have a teammate piloting a bot with small remote reppers.  Now he has a choice, go in and try to rep you up (putting himself at great risk), or not repping you at all cuz you are "too risky" to help out.

Eventually that pilot will tire of the close range support for the no-risk longer range support.

So in the end, no one (or very few) people will use any module that has less than 150 meter optimal.  There will be less diversity.  Even less of a reason to use small bots than there is now.

Alexadar wrote:

With 10 lvl of extension, you have 56 meters. It can be increased with the range extenders up to 72 meters, you know it...

To use (waste) head slots to increase optimal range by 16 meters is pure pvp fail.



Alexadar wrote:

but i suppose you want still use tunnings in your head for uber damage.

Not only tunings but also -> demob, sensor amps, masking module.  Not everything we do revolves around dps you know.

Arga wrote:

I know you can, and I know you can think of better strategies to make explosion damage work to your advantage than I could suggest.

But here are general things;

mix up your roaming bot composition


We used to mix up our fits by 50%/50% close range/long range guns.  Now it's 0%/100% long range weapons only.

What the change has done is the opposite of what you are suggesting.  Instead of mixing bot fits (before the patch) we are all the same now (i.e. long range guns).

Alexadar wrote:

According to Alexander info, closeCombat optimal range is from 80 to 100 m. Lets say its 90m.


Magnadart + Gauss optimal range is 50 meters well within the heavy damage area of mech explosions...

Also when using Compositecore ammo (100 meter optimal range) you can not maintain at all times a 80-100 meter range.  Combat is so fluid that you can find yourself within 40 meters within the blink of any eye (say bye bye to your glass cannon).

The only way to insure you will survive any combat within 100 meters is to make sure you have more than 60% health when the enemy goes pop. (Impossible to do)

Explosions need to be fixed -> link them to interference and everything will be fine.

Alexadar wrote:

I didnt test it yet, but im sure ERPs was implemented to compensate AOE damage for closerange guys.


ERP's were implemented to make rep tanks viable, not to survive a 3000 point blast from an exploding mech.

If you die from an explosion before you can even rep, then what good was the ERP?  Unless, while you travel into close range -> you are not shot at at all -> and are at full health when you get hit with the mech explosion -> then yes in that scenario the ERP does help your accumulator.

But whenever I go into close range my armor is almost always shot down to less than 70% (10% to 60% typically) and that is practically a death sentence if a mech pops close to you (enemy or friendly).

Alexadar wrote:

Its logical that closeRange guys should have more hitpoints because they should survive while approaching the enemy, and as result they should be able to handle AOE damage from mech explosion.

[edited]
I mean, current AOE functionality is fine.

And the short range bots (blue bots specifically) have the lowest base hit points.  So up the blue bot base armor or increase magnadart/composicore range.



Remember, bot explosions were introduced to stop blob warfare not to make close range combat so dangerous that it's not worth doing anymore.

Also, don't forget small bots with even shorter ranges.  Plus in hilly terrain with some small bots, the guns are so low to the ground you sometimes have to get right on top of your target to even get a hit.