It is currently Mon Nov 25, 2024 1:35 pm

All times are UTC - 5 hours



Forum rules


Please stay on topic.

Respect other community members and moderators/administrators.

No spam.



Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Fri May 24, 2013 7:08 pm 
Second Lieutenant
Second Lieutenant
User avatar
 WWW  Profile

Joined: Wed Apr 10, 2013 10:03 am
Posts: 232
Location: In the middle of nowhere, next to nothing.
Gender: male
Did some checking and mine (Adv resistance module I , lvl31) is also reduced.
Before it was 22 resistance points to each, now it's 10 resistance points to each.
And in the shop, all multi resistance module values have been lowered. Though, the single resistance module values are the same.

No official news about it though but my guess is that they were reduced on purpouse.
I think the reason is behind what ARedburn said HERE:
ARedburn wrote:
Mind you I also think that resist mods should be limited to only two types being equiped. I think you should not be resistant to everything. It offers a hole for people with a certain build to exploit, and the chance for those that you have beaten to tinker to win.

Either way, if you want to defend your mech against everything then you won't be getting the best defense while using multi resistance modules. Instead, using single resistance modules would be more dominant now.

--
Aeacus

_________________
Long live death, long live war, long live the cursed mercenary!


Top
 

 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Sat May 25, 2013 3:16 am 
Major
Major
User avatar
 WWW  Profile

Joined: Wed Jul 28, 2010 5:38 am
Posts: 2968
Location: Broome, Western Australia
Gender: male
Still in it's BETA phase, SuperMechs is subject to a lot of change. Both item statistics and game mechanics will be majorly tweaked over the final months of the beta, all to make sure that the game is as balanced as possible upon release. A lot of thought and reasoning is put into every item change, very sorry if you're unhappy with some of them, but it's all for a better future game.

Thanks for playing SuperMechs! :)

_________________
Retired Head Mod

Image

Most Crystals: 121
Highest Power: 212


Sensual bath time feat. Ferr3t
Spoiler:
Image


Top
 

 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Sat May 25, 2013 3:57 am 
First Lieutenant
First Lieutenant
User avatar
 Profile

Joined: Fri Apr 12, 2013 2:41 pm
Posts: 451
Location: Somewhere in SuperMechs arenas... Find me if you can!
Gender: male
Behold.... The Awesome has spoken!

_________________
Add me on 6918106 if you want to challenge me, I'll gladly accept it.
I'm also recording some good battles of Supermechs, if you want to watch them, click here :)


Top
 

 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Wed May 29, 2013 12:56 pm 
First Lieutenant
First Lieutenant
User avatar
 Profile

Joined: Fri Apr 12, 2013 2:41 pm
Posts: 451
Location: Somewhere in SuperMechs arenas... Find me if you can!
Gender: male
or very good protection for every damage type at the cost of 3 module slots...

_________________
Add me on 6918106 if you want to challenge me, I'll gladly accept it.
I'm also recording some good battles of Supermechs, if you want to watch them, click here :)


Top
 

 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Wed May 29, 2013 1:18 pm 
Second Lieutenant
Second Lieutenant
 Profile

Joined: Tue Dec 25, 2012 12:11 pm
Posts: 248
yes, now you have mor options to choose...but if you put 3 resistance modules then you cant have more heat, or more shield...so you have to choose carefully. personally, i think is good this way


Top
 

 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Wed May 29, 2013 1:51 pm 
First Lieutenant
First Lieutenant
User avatar
 Profile

Joined: Fri Apr 12, 2013 2:41 pm
Posts: 451
Location: Somewhere in SuperMechs arenas... Find me if you can!
Gender: male
I agree, although it's kind of disappointing in a way, since I'd love to have long matches that last many turns (like the battles I've uploaded, thanks to Aeacus), it's good in another way, making the game more balanced, forcing players to choose a build... That is a must have for strategy games, especially PVP focused ones...

_________________
Add me on 6918106 if you want to challenge me, I'll gladly accept it.
I'm also recording some good battles of Supermechs, if you want to watch them, click here :)


Top
 

 Post subject: Re: Advance resistance module... numbers changed!
PostPosted: Thu Jun 06, 2013 8:15 am 
Specialist
Specialist
 Profile

Joined: Mon Feb 25, 2013 1:17 pm
Posts: 20
Personally I think this change is one of the best to date. As I was quoted above I love to play against folks and if I lose then I always hope for a re-match in short order as I tinker between battles with my mech. I fought three battles the other day with Optimus Prime he beat me twice I tinkered and won the third.

To Optimus I also say hats off they were good fights.

Never quit, always tinker, and have fun thats what the game is for.


Top
 

Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 11 posts ]  Go to page 1, 2  Next

All times are UTC - 5 hours



You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  
cron

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group  
Copyright Tacticsoft Ltd. 2008   
Updated By phpBBservice.nl