All Categories

Give us more customization and strategies

Give us more customization and strategies

Search
Mar 4, 2021, 07:1903/04/21
07/23/20
55

Give us more customization and strategies

My suggestion is to give all mechs a set of 2 slots to equip what we will call mech chips.

The mech chips should be obtainable from participation in the control point clash and should work like so.

Placing as a MVP player at the end of a match grants fragments for said mech chips.

1st place grants 3 fragments

2nd place grants 2 fragments

3rd place grants 1 fragment

All fragments awarded to players should be completely random. And a player needs 100 fragments to unlock 1 mech chip. Once unlocked to get a second copy of that chip the player will need to collect 100 more copies of that chip.

These chips will allow players to further capitalize on their mech builds and strategies as well as offer more usefulness for weaker mechs.

The list of mech chips I have come up with are as follows.

OFFENSIVE - increases weapon damage by 15%

DEFENSIVE  - reduces damage taken by 20%

HASTE - increases mech movement speed by 1.1 km/h

REGENERATIVE - after 7 seconds without sustaining damage the mech regenerates 3% health per second.

OPPERTUNIST - increase damage delt to mechs with 60% health or less by 10%.

AGGRO - increases damage for 5 seconds by 10% after waiting 10 seconds to fire.

BATTLE READY - allows the mech to use its ability one extra time without waiting on ability cooldown.

In addition to this mechs should not be allowed to equip 2 of the same chips and larger amounts of fragments should be rewarded for placing in tournaments.

Just a little food for thought.

P.s. timers or flashing lights should be provided for mechs equipped with the aggro and regenerative chips, also once a chip is equipped its isn't allowed to be removed.

Views
19
Comments
12
Comments
RescueCommunity Manager
Mar 5, 2021, 15:4103/05/21
12/21/20
324

The below two would be so OP.  Might have to change REGENERATIVE to being out of combat versus taking damage and reduce health regened from 3% down to 1%.  Battle Ready would immediately need a nerf because on certain mechs you could chain their abilities.  For instance, get a permanent Juggernaut sheild or Killshot dash in and dash out.  Would make it difficult to counterplay.  Think it would be better if it just modified the potency or time of the ability instead of duplicating it.

REGENERATIVE - after 7 seconds without sustaining damage the mech regenerates 3% health per second. 

BATTLE READY - allows the mech to use its ability one extra time without waiting on ability cooldown. 


Good ideas though!

Mar 6, 2021, 13:2203/06/21
Mar 6, 2021, 13:34(edited)
07/23/20
55

Juggernaut wouldn't be able to re- shield until deleted and once the second is used then both abilities charges would fall under cooldown one after another not at the same time same for kill shot.

You can wait and store two ability charges but they don't refresh at the same exact time.

And regenerative would take a full 94 seconds to gain a full health bar that's not including the 7 seconds of no sustained damage needed to initiate the regeneration. So that totals 101 seconds almost a full 2 minutes. Matches are only 5 minutes long and rarely if ever last the full 5 minutes. Unless you full out hide I doubt many people will accomplish a full recharge. If your lucky you may get a good 3rd of your health back, a single shot and your regen is suppressed. They could even cap the ability to only allow a mech to regen 33%, 50% or 60% of its health.

Mar 6, 2021, 13:3103/06/21
07/23/20
55

Also take in to consideration opportunist, aggro, and offensive are there and are the competitors of all issues you stated.

Mar 6, 2021, 22:0703/06/21
Mar 6, 2021, 22:08(edited)
07/23/20
55

Okay I just realized my math was wrong, it would take 41 seconds for a full recovery with regenerative  and thats including the 7 seconds needed to initiate the regeneration process, but thats also saying that you dont get shot in that time spand. 

Mar 6, 2021, 22:1303/06/21
Mar 12, 2021, 09:32(edited)
07/23/20
55

ASSASSIN -  increase damage delt from behind by 25%

SELF DESTRUCT - mech explodes dealing 33% damage to all enemy health bars within a 40m radius.

VICTORY RESPONSE - after killing a enemy immediately gain 15% health.

LONG RANGE - damage delt from 80m or more is increased by 20%

MID RANGE - damage delt between 79m and 45m is increased by 20%

SHORT RANGE - damage delt between 0m and 44m is increased by 20%

TURTLE DOWN - damage taken from the side and from behind is reduced by 25%

SIPHON - laser and beam weapons heal the mech as they deal damage equal to 40% of the damage they deal.

BORE - Damage delt can penetrate through unshielded enemies dealing damage to enemies behind the target.

DEMOLITIONIST - Weapons dealing explosive damage deal 10% more damage and have increased damage radius.

IRON HIDE - damage taken is reduced by 30% in addition damage taken from the side and behind is reduced by 15%

PACK LEAD - Friendly mechs within 40m of this mech gain 1% increased damage, 10% damage reduction. ( stackable effect up to 3 times)

ADVANCED MECHANICS - mech has a increased sprint duration of 4 seconds.


Mar 7, 2021, 02:2903/07/21
07/23/20
55

SPECIALIST  - all reload times reduced by 3 

Mar 7, 2021, 12:4403/07/21
01/19/21
37

Sounds  like  an  awful  lot  of  code.  We  wont  even  mention  the  added  complexity,  some  of  MA's  charm  is  simplicity.  I  deleted  War  Robots  because  the  special  abilities ,  add  ons  and  too    many  choices  turned  it  into  a  chore  rather  than  a  joy.  MA'sgot  good  bones  it  could  use  minor  tweaks  not  restructuring.  

Mar 8, 2021, 01:3103/08/21
Mar 8, 2021, 01:31(edited)
07/23/20
55

Wow talk about making a little more challenge and everyone gets butt hurt. I fail to see how a ad on is a reconstruction 

AlinaCommunity Manager
Mar 10, 2021, 15:2103/10/21
05/21/19
3510

Hello, Pilot! Thanks for your suggestions! If I'm not mistaken, some of them have been forwarded to our game designers. Cheers!

Mar 10, 2021, 15:3403/10/21
02/25/21
21

I don't really like the idea of farming more stuff.  That is the main reason I quit playing Star Wars GOH.  The gear grind was just redundant.  If I wanted to farm extra stuff I'd play a survival game or Star Wars GOH.  The main draw for this game is the simplicity which I feel makes it more enjoyable to play.  I PLAY a game because it's fun not because its a chore.  I believe this game is fairly balanced, with the exception of peer rewards lately.  


What I thinkg would be more reasonable would be to get rid of second copies for Mechs and replace it with a special ability that is unique to each mech, or even choose a bonus ability after getting it to 6 stars.  At least then you have an end game goal.

Mar 12, 2021, 09:1503/12/21
Mar 12, 2021, 09:21(edited)
07/23/20
55

The system I imagined wouldn't be a chore, since playing in control point award crate tokens as it is.

It would in my opinion add more initiative to participate in the main game.

Newer players would amass a few of these to by time they reach say 1000 total power and this will help them to compete in tournament more effectively as they encounter stronger players.

I'm not suggesting to over complicate the game I'm suggesting to further the strategy needed to compete and succeed in the end game.

Imagine am M.D mech/ medic, equipped with siphon. The mech is lightweight and easily overpowered alone with its low energy consumption/ weapon capacity. It was intended to server as a support mech. So equipped with thermal lancers it can superheat enemies so they take extra damage from the partnering mech it is supporting. At the same time healing from the siphon chip providing it more survivability this would be extra tactical seeing as how the M.D ability doesn't heal it while it's being attacked due to the abilities suppressed state.

Imagine that killshot that missed its dash at the cloaked shadow. It's flank is exposed once it passes the shadow and is now twice a vulnerable, but if equipped with turtle down its now has protection to flee or return to battle having taken reduced damage.

Or even imagine the guardian hidden in the far corner launch mortar over head. It's a prime target snipers so it hides behind a pillar or small shipping crate and can't be snipped down. So the next predator of the guardian is the fast moving close range mechs being the killshot. Upclose the guardian is completely helpless out side of its system crash ability. It will surely fall pray to the killshot without assistance seeing as how killshots melee dash recharges in just 5 seconds. What the killshot pilot doesn't know is the guardian is equipped with a self-destruct chip.

I just feel that the simplicity of the game is a pro, but as well as its a good quality it is also a con. Some mech and weapon combinations are just outright slaughter as it is. This or some kind of system resembling it adds more variety and a chance to even playing fields against mech like zephyr carbine combo's. That's just one example of a highly predatory mech there are several others

Dec 6, 2022, 22:0712/06/22
12/06/22
5

This system of yours would have been a major chore To work with. I'm so glad Plarium had the good sense not to implement something so complicated in this game so we can all still have our simple fun. Do people ever call you mad?