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 Post subject: In depth melee weapons balance concept
PostPosted: Thu Nov 03, 2016 11:22 am 
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(Read the entire post before responding)

In the modern day Supermechs, if given the choice between the original Swords, or the new Axes/Hammers, the overwhelming majority would likely ''and do'' go with the newer additions, which makes sense as it is such a clear distinction in which is superior. But what if it wasn't such a clear distinction?

What if the obvious choice was more of a grey area? I'll elaborate...

Current stats for (Meltdown)
•58 KG
•3 Resistance Drain
•48-68 Explosive Damage
•52 Heat Damage
•1 Knockback
•1 Range
•11 Energy Consumption
•18 Heat Generation
-----
Current stats for (Infernal Axe)
•76 KG
•4 Resistance Drain
•12 Max Heat Damage
•55-75 Explosive Damage
•65 Heat Damage
•4 Uses
•1 Range
•22 Heat Generation
-----
When comparing the stats it shows that Meltdown is superior is regards to being lightweight, and no limit on uses. But in every other aspect except maybe Heat Generation the Infernal Axe is the clear winner. Besides given how many times a melee weapon is actually used per match the 4 uses is hardly a issue.

Really weight isn't an issue either, changing things around to accommodate a little extra weight is far from a major downfall for the item.

This same concept except a little different applies to all melee items, EX: Sparks / Lightning Hammer (Or Electric Axe), Meteor / Steel Hammer.

What I am suggesting is not a nerf to the Hammers/Axes, their stats are fine as is.
However I am suggesting a BUFF to the original items, not as to be the same as them or better but to at least form more of a grey area in which deciding would take slightly more thought.

Concept for buffed (Meltdown)

•68 KG = 10 KG heavier than current
•3 Resistance Drain = Keep the same
•60-70 Explosive Damage = 12 Higher Minimum and 2 Higher Max damage
•60 Heat Damage = 8 Higher heat damage
•1 Knockback = Keep the same
•1 Range = Keep the same
•0 Energy Consumption = 11 Less Energy Consumption
•20 Heat Generation = 2 Higher Heat Generation

-This would make Meltdown useful again, Infernal Axe would still win by a little in some categories however this would open up other opportunities in which Meltdown would be a good option.
-----

Concept for buffed (Sparks)

•70 KG = 11 KG heavier than current
•3 Resistance Drain = Keep the same
•60-70 Electric Damage = 12 Higher Minimum and 2 Higher Max damage
•60 Energy Damage = 8 Higher energy damage
•1 Knockback = Keep the same
•1 Range = Keep the same
•20 Energy Consumption = 4 Less Energy Consumption

-This would give Sparks a well deserved buff, and allow it be better competition against things like the Lightning Hammer/Electric Axe, again would make for some more thought going into mech builds.
-----

Concept for buffed (Meteor)
•58 KG = 8 KG heavier than current
•4 Resistance Drain = Keep the same
•80-120 Physical Damage = 4 Higher minimum damage
•1 Range = Keep the same
•5 Energy Consumption = 10 Less Energy Consumption
•15 Heat Generation = 6 Higher Heat Generation

-Though swords aren't used ''as often'' in Physical builds anymore this would open up some more opportunities and choices for players
-----

Concept for buffed (Yoshimo Blade)

•72 KG = 11 KG heavier than current
•4 Resistance Drain = Keep the same
•62-72 Electric Damage = 12 Higher Minimum damage
•62 Energy Damage = 10 Higher energy damage
•1 Knockback = Keep the same
•1 Range = Keep the same
•22 Energy Consumption = Keep the same
•12 Heat Generation = Keep the same

-This would have the effect of still being similar to sparks, but with its own advantages/disadvantages, and yet again helping to form a better grey area.
-----

Concept for buffed (Mass Deflector)

•56 KG = Keep the same
•4 Resistance Drain = 1 Higher Resistance drain
•75-110 Physical Damage = 9 Higher Minimum and 4 Higher Max damage
•5 Knockback = Keep the same
•1 Range = Keep the same
•10 Energy Consumption = 10 Less Energy Consumption
•10 Heat Generation = Keep the same

-This is a smaller buff, but would make the item slightly more effective.

-----------------
Thank you for taking the time to read this, And I hope my ideas may be taken into consideration.

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 Post subject: Re: In depth melee weapons balance concept
PostPosted: Thu Nov 03, 2016 1:03 pm 
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First off all you can't define the weight, because weight have a "Formula" and only Liran Know it.

The only change what Meteor needs is [+1 Knockback] but this would break the fact that no melee weapon with gray blade has knockback!

And it would not be a good idea to remove the energy use of old weapons, should only nerf new OP weapons.

Anyway, i liked the topic, you could post more ideas in the forum, but I suggest you play for a few more months before posting things like "Nerf / Buff" weapons. It's delicate. =)

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 Post subject: Re: In depth melee weapons balance concept
PostPosted: Fri Nov 04, 2016 11:01 am 
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BluesMechs wrote:


Anyway, i liked the topic, you could post more ideas in the forum, but I suggest you play for a few more months before posting things like "Nerf / Buff" weapons. It's delicate. =)


I am glad you enjoyed the topic, however I'll have you know I have been playing this game for 2 to 3 years, With a lot of knowledge of this game, Do not be so quick to assume I do not know what I am talking about.

And I am aware it is a delicate topic, but if no one mentions something it never gets mentioned. And a concept like this had not been mentioned before, or at the very least no one has bothered to go in detail with specific examples on exactly what could be done about it. The word concept means ''an abstract idea; a general notion.'' As in non of the stats I suggested are fixed absolutes, they are ideas.

The general concept is irrefutable, with the flood of new items the original melee items are all but obsolete in comparison, they are useful but as I went into excruciating detail as to say very few would rather have one of them rather than the new additions. If you disagree please feel free to demonstrate your point.

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Player ID: 11859317

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Goals:
Reach max fusion on a item [√]

Get over 1 million total fusion [√]

Win a medal [ ]


Last edited by PHANTOMBLADE321 on Fri Nov 04, 2016 4:27 pm, edited 1 time in total.

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 Post subject: Re: In depth melee weapons balance concept
PostPosted: Fri Nov 04, 2016 4:25 pm 
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PHANTOMBLADE321 wrote:
BluesMechs wrote:


Anyway, i liked the topic, you could post more ideas in the forum, but I suggest you play for a few more months before posting things like "Nerf / Buff" weapons. It's delicate. =)


I am glad you enjoyed the topic, however I'll have you know I have been playing this game for 4+ years, With a lot of knowledge of this game, Do not be so quick to assume I do not know what I am talking about.

And I am aware it is a delicate topic, but if no one mentions something it never gets mentioned. And a concept like this had not been mentioned before, or at the very least no one has bothered to go in detail with specific examples on exactly what could be done about it. The word concept means ''an abstract idea; a general notion.'' As in non of the stats I suggested are fixed absolutes, they are ideas.

The general concept is irrefutable, with the flood of new items the original melee items are all but obsolete in comparison, they are useful but as I went into excruciating detail as to say very few would rather have one of them rather than the new additions. If you disagree please feel free to demonstrate your point.



I love how people say they have been playing the game longer than anyone!
The beta version of SM Didn't release until earlier 2013, which was 3 years ago. And Im pretty sure I was one of the first members there, and I don't remember you.

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 Post subject: Re: In depth melee weapons balance concept
PostPosted: Fri Nov 04, 2016 4:28 pm 
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Fang456 wrote:
PHANTOMBLADE321 wrote:
BluesMechs wrote:


Anyway, i liked the topic, you could post more ideas in the forum, but I suggest you play for a few more months before posting things like "Nerf / Buff" weapons. It's delicate. =)


I am glad you enjoyed the topic, however I'll have you know I have been playing this game for 4+ years, With a lot of knowledge of this game, Do not be so quick to assume I do not know what I am talking about.

And I am aware it is a delicate topic, but if no one mentions something it never gets mentioned. And a concept like this had not been mentioned before, or at the very least no one has bothered to go in detail with specific examples on exactly what could be done about it. The word concept means ''an abstract idea; a general notion.'' As in non of the stats I suggested are fixed absolutes, they are ideas.

The general concept is irrefutable, with the flood of new items the original melee items are all but obsolete in comparison, they are useful but as I went into excruciating detail as to say very few would rather have one of them rather than the new additions. If you disagree please feel free to demonstrate your point.



I love how people say they have been playing the game longer than anyone!
The beta version of SM Didn't release until earlier 2013, which was 3 years ago. And Im pretty sure I was one of the first members there, and I don't remember you.


The number 4+ was a general statement. I didn't exactly mark my calendar the day I started, plus to be blunt I honestly don't care as it is not relevant to the topic, for the record 2 to 3 years is likely a better estimate, I have made corrections to my post as well.

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Nickname: Nexus

Player ID: 11859317

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Goals:
Reach max fusion on a item [√]

Get over 1 million total fusion [√]

Win a medal [ ]


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