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EmperorPan
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Post subject: Re: Resistance Kits Posted: Wed Sep 14, 2016 5:21 pm |
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Joined: Thu Feb 13, 2014 8:01 pm Posts: 23
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I think a better idea is simply to remove legendary resistance kits, the +17 etc, may be too overpowered for some. However leaving the +12 resistance kits as the maximum is perfectly fine, due to the fact the cost of each kit is 3,600 coins. The maximum to get in a match is 2,000(premium). So if anyone uses it in a fight they lose no matter what =)
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OnyxInc
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Post subject: Re: Resistance Kits Posted: Wed Sep 14, 2016 5:41 pm |
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Joined: Wed Mar 02, 2016 6:57 pm Posts: 2
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I believe that resistance kits should be removed, but I can see the argument from both sides. They allow a lost cause to be turned into a victory, and while that can be a good thing with facing off against a superior foe, it also causes an issue with balancing and consistency. It allows less well-built mechs to get an upper hand they shouldn't have, and to improve their rank without any effort. Please take this into consideration when voting either way. Thank you for reading.
_________________ ____________________________________________________________________________________
What I do, I do only to secure a better tomorrow.
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WarrMachine
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Post subject: Re: Resistance Kits Posted: Wed Sep 14, 2016 5:44 pm |
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Joined: Sun Apr 27, 2014 4:15 pm Posts: 923 Gender: male
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I'm so glad you guys took the initiative to change the game for the better.  Even if it doesn't go the way I hope, I'm still ecstatic that you hosted a public vote. Though I would scan trough the IP addresses of the votes sent in, to make sure no multi accounting screws with the results. #NoKitOrQuit
_________________ Maxx.
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WYNND3XX
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Post subject: Re: Resistance Kits Posted: Wed Sep 14, 2016 5:54 pm |
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Joined: Mon Feb 17, 2014 10:03 am Posts: 1
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I do not even use resistance kits , i rarely see anyone use them , oh well
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hellspare5411
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Post subject: Re: Resistance Kits Posted: Wed Sep 14, 2016 5:58 pm |
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Joined: Mon Feb 29, 2016 6:35 pm Posts: 34
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I voted keep them, because it's honestly not that big of a problem.
With one repair kit and one slot open, most people will choose to stick an energy kit. The few builds that use zero energy(don't even get me started on inferno axe again) and do use a resistance kit, would have to guess which kit to use. And honestly most of the time you don't match up with the right type anyway.
However I WOULD be for removing ALL kits, that would eliminate that last turn repair kit nonsense.
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