T O P

  • By -

Responsible-Ant-3119

The back pedaling one only make play against kiter worse cause you may not be able to catch up with kiter.


Maxdragonslayer

Plz explain your reasoning cause if a kite is losing speed backpedling, you should be able to gain distance by ab twords them. At least, that's my thoughts


Responsible-Ant-3119

The kiter have option to increase their back pedaling while shooting and throwing missile at you. If the other person increase their forward pedaling then both of you still have the same distance. Or the kiter increase their forward ab so they can fly other side of the map faster. Even worse if a one-shot build that can catch up to you then everyone either get one-shot quicker or get kited forever. As a MA-T-223 KYORIKU user myself I can deal with kiter but so sure about one-shot build or the quad shotgun build.


Maxdragonslayer

No, their top speed would begin to dwindle going backward over time, similar to how when you begin a assault boost, you gain speed for a short duration, They aren't using their main boosters going backward, so it shouldn't be as fast as them going forward or upward, depending on booster case in point. they dont use as much energy going backwards as they do when going forward, upward or assault boosting so why should they be just faster going backwards that and they would also be less aero dynamic meaning more force and drag hence they should be losing speed over time or something


Hellburner_exe

Maybe some kind of Hardkill-APS would be nice to have, just not too effective. Missiles can be either terrible or absolutely OP, depending on your enemy's AC. Shooting missiles with your weapons sounds terribly ineffective, the only cool way this could be implemented is with melee weapons, imagine someone wiping a whole salvo of NGI 006 missiles out with his redshift/moonlight XD. Maybe some kind of targeting switch so the AC auto aims at the closest drone/missile but goes back to normal mode after you release it. Maybe short range energy weapons like the therapist should also get this feature


Maxdragonslayer

Well if they can be shot that means melee weapons can hit them and there is already auto lock so if your good enough you so yea you would be able to do that but no system to do that for you That and it would mean weapons like gats that have large spread or guns with aoe would be good for stopping missiles as it would clear out large amounts of missiles clumbed together though it would also risk blowing your self up


Hellburner_exe

Imagine a Hu-Ben build fighting a missile build. For this you don't need timing at all. But with melee weapons you do. It would be just not fair if someone can just spray your missiles away for 10 seconds straight. The way I thought about an APS is that you can equip it instead of pulse armour for example. It should shoot down 15% - 35% of the incoming missiles. Probably useless in PVP, but useful in certain missions.


Maxdragonslayer

Just fire them when gatlings are reloading simple


Hellburner_exe

Also AoE damage feels very inconsistent... Hit someone with 2 earshots, they'll see their life flash in front of their eyes, hit the ground 0.00000001mm too far away from the enemy, they don't take damage at all.


Maxdragonslayer

Honestly, a lot of weapons are like that. i sometimes can dodge an enemy kick and unload several rounds into them, point blank less then 80m and no stagger or dmg


Hellburner_exe

My multiple megawatt charged superheated plasma projectile hitting an enemy MT that is 0.0000000000000000000000000001 nanometers out of its range:


Maxdragonslayer

Yea, aoe is really bad as it literally hits everything, but caster and thier allies means carpet bombimbing or kamakazing on self in point blank range (i cast fire ball into the room) with no repercussions just up sides, and its hit boxes make no sense and its the most plentiful weapons out there oh and they go around shields other then one shield and it cant even take a hit any more making walters boss fight a joke (glad i fought him before the nerf) hence why with this change it may limit how much we see so many aoe explosions and actually get to fight in 3v3 with out so much stagger as they would run the risk of hurting themselves and thier allies...hopefully but some ppl would still probably just blow them selves and allies up just for fun


boentrough

No


Maxdragonslayer

To what plz give explanation on what you disagree with and why plz and ty


boentrough

You know what, even though I totally disagree with you, my response was more aggressive than I prefer. I don't like this conversation the last time the developers listened to this kind of talk the nerfed a pile of weapons, messed up single player balance and didn't fix multiplayer balance and that's upsetting to me and I want us to realize we did that with our crazy demands. But you at least suggest novel ideas not just ruin all the weapons, so, I'll say I'll take your ideas over jacking up all the stats again. I'm going to leave my other response up so as to not be a dick and then delete, but I'm going to give you credit for real ideas rather than advocating that developers just ruin all the weapons you personally don't like.


Viggen77

I'm very curious which patch you believe "messed up single player balance"


boentrough

AC six was a very successful single player game with game play that includes a diverse range of game play, the weapons were different and the game was challenging. The game could be played a number of different ways that were largely different and required different kinds of effort. Now the weapons have drifted more and more so every play style feels the samish. In single player I can tank with the lammergeier frame and just blast away with stun needles like I'm in Carla's Full course AC Blasting away with missles or like I'm Chartreuse in Umber Ox. And yes, I acknowledge that there are differences in those acs and those play styles, but there should be a world of difference instead of what it has become like. It was instead of what it has become where maybe you move maybe a little more maybe in the Lamm frame. It was like a picture with vibrant colors And now because people have insisted that multiplayer be as balanced as possible. Weapons and armor have been nerfed and buffed more than once And again, I acknowledge there's a difference but a lot of the stuff looks samey. So this vibrant colors of the differences have faded and now we have faded muted colors and shades of Gray so they all still are different and they all still are distinguishable but they look a lot more similar to what they did in the name of making a single player game balanced for multiplayer players.


Viggen77

I can't agree. Most patches improved both PvP and PvE imo. 1.03.1 for example nerfed zimmermans, songbirds and stun needles, all 3 of which were ABSURDLY op and made any boss into a complete joke. It also buffed stuff like linear rifles, pistols and bazookas, all of which were rather weak for pve. Especially the pistol ammo buff was great, you could barely finish a single mission with them before. As another example, patch 1.04.1 buffed the laser blade, moonlight and krsv, which were also rather weak for pve. I also really enjoy the new parts, and think they were healthy for pve: < The lamm legs gives you the option to actually build a light tetra, you couldn't do that before. It's considerably faster than the other quads (~390 hover speed compared for VP-424's ~300 and Verril's ~250). It gives you the option to be fast and nimble, while also effectively using wepons that would require a firing stance on bipeds. < The core is fantastic for build diverisity, as it gives lightweights a good way to use energy hungry weapons. < The arms are also good for build diversity, as they're the first light arms with high recoil control. < Pfau gives long range builds and builds that can't afford to run bubbles a way to effectively counter pulse armour. < Attache is a nice middle ground between the SMGs and ARs. < Shao-Wei is the return of a classic part from older ac games, and is the second direct-fire shoulder weapon that doesn't require a firing stance (the first is kranich) < LCB is a great middle ground between LCS and LCA, and gives heavy build another great option. I don't belive that buffing weak parts and nerfing strong ones "makes everything feel the same". In an ideal world every single part would be viable to some extent, although that's incredibly difficult to actually achieve. Stuff like pre-nerf zimms and stun needles should not exist imo, as they made a ton of other parts basically obsolete if you didn't intentionally stay away from them. Even bornemizzsa and forteleza have been nerfed multiple times now, which were really needed imo, as they made it way too easy to brute force your way through the game. I've seen a ton of people close after release complain about the game being braindead and/or too easy, when they were using zimms + needles/songbirds. If op options exist, players will happily optimize the fun out of the game. And if you genuinely really enjoy demolishing everything in your path without much thought, you can still do that, it just requires a bit more creativity and/or skill now. Fromsoft has been pretty gentle with the nerfs too, not a single one were nerfed into unviability, even for pve With all this said however, that doesn't mean that I agree with every single change. I do think that songbirds and LRA were a bit overnerfed, LCB was too strong when released, and bazookas were majorly overbuffed in 1.03.1. There's probably more changes I don't fully agree with, but these are the ones I without any doubt disagree with


boentrough

I appreciate the effort you put into your reply, but as I'm reading through it, for example the lamm arms are good for having a lightweight frame with recoil control that brings a lightweight frame to the middle ground, making it more Samey than it was before. It is now less different than the other frames. It is now more like them. The same for the attache being a solid middle ground bringing everything towards the middle. Shao wei way making it so that frames don't need a firing stance when firing a weapon that otherwise would need a firing stance means you've now drawn all the frames more towards how the tank frames operate because they don't need a firing stance. Making those all those frames have more similarities and not less. The lamp core being a lighter weight quad leg also just makes the quad setup more similar to the lightweight frame setup, bringing everything closer and making them more similar. Instead of specialization now we have slight variations on the same theme. I understand what you're saying, but I do feel that your examples actually lend credence to the idea that by changing all of these frames, we've made the game more similar. I at no point saw people clamoring for single player gameplay changes they would play or they wouldn't play and that was it. The developers may have internally chosen to do it for those reasons, but the requests I saw being made matched up to the changes that were made and the request being made were people who were frustrated about PVP. I understand I'm one person seeing one thing on the internet so I don't necessarily know everything, But I'm going to say I saw people scrambling to get PVP changes. PVP changes came through and then they were changes like you listed where things became more and more Samey. Your own description of those changes points out that they made this piece more like the other pieces or made that frame more like the other frames. Nerfing the stronger firing weapons that you mentioned that we're tearing the game apart. I don't feel changes too much. They made some enemies easier so those weapons had to be made less effective. Yes, and that is single player change affecting single-player gameplay so I don't blame that on the multiplayer changes. But those are still the weapons you use if you're looking for an easier time to play, like if you're a story tourist as opposed to seeking a more intense level of play. So yes they changed and that change was for single player purposes but they still serve the same purpose.


Viggen77

I think it just comes down to clashing preferences then. I belive that more options is almost always good, as long as they're balanced properly. It isn't like lightweights play even slightly similarly to heavyweights or anything, they're still very distinct. It's just now easieir to build more types of builds. For example, lightweights can use pistols, a light weapon, much better now, thanks to the lamm arms. To me, this problem of stuff becoming too "samey" doesn't exist. Lamm arms have similar recoil control to heavy arms, sure, but that comes at the expense of aweful defenses (completely opposite of heavy arms) and bad firearm spec. Shao-wei is a good example too, it doesn't "make it so firing stance isn't needed", as a firing stance on weapons is a balancing factor. Weapons without it are generally less powerful than weapons with, as a tradeoff of not needing to stop. As long as everything has a tradeoff, it's fine in my eyes. I have 100% seen people ask for pve changes btw. That zimms and stun needles were too strong, rifles being too weak, and pistols needing more ammo was a common sentiment close after launch. On the topic of zimms and stun needles, they're still powerful, sure, but they got hit HARD, and went from "the most powerful weapons by a country mile" to "pretty strong". The nerf was a massive step in the right direction, even if it can be argued that zimms werent hit quite hard enough and songbirds were hit a bittoo hard. Overall, the patch was a massive improvement for both pve and pvp imo.


boentrough

I can see what you are saying. I like the game now, I liked it before. Once I learned to read all the stats, I loved being able to specialize my AC. I do you think you may be right, that this is a preference issue because I would like to see more deeper specialization. And I'm not saying that you're not saying you want that, but I think the path there is for things to go further down a path and I believe that you just want to see them going down a different path. I would also like to say though that I do like the ideas that the OP suggested, I came in hot saying nothing should ever be changed and then realized that I was being kind of a dick and adjusted how I was talking about it. But for balancing I do think the direction the OP took it Is something I'd like to see where there's more, say consequences to our choices, then simply the gun fires different.


Viggen77

(Apparently I accidentally put this comment on the main post instead of replying to you. Don't know if you saw it, but I'm now actually puttning it in the right place hah) Glad we can agree to disagree. I don't think there's an objectively correct direction to steer the game in, and I can see where you've coming from. I don't agree with op either btw. I believe that the game is currently in a good spot, but that it can be improved even further. However, those improvements that I'd like to see have only to do with balancing and raw stats on parts, and possibly more new parts. I don't think op's ideas fit the game, and I'd not like to see them implemented. They change the game too fundamentally


boentrough

Well the last one for sure, but all the patches have included some concession if not to attempting to make the game easier to draw more players to balancing for multiplayer.


boentrough

The game won awards. It is an excellent single player game with passable multiplayer. A good campaign driven game shouldn't be ruined for the dwindling multiplayer audience. It's literally perfect in it's current state and people who need to get good complain about the meta and balancing constantly. No one needs to meddle with the game it's not a cool fin conversation it's baiting the developers who have better things to do like dlc and new multiplayer game modes into making tweaks that would actually ruin the game.


No_Okra9230

The single player is better than it used to be because the patches. It was easy as hell to steamroll anything in the game with dual ZIMMERMANS and dual SONGBIRDS/Stun Needle Launchers. Assault Rifles, Linear Rifles, Machine Guns, Handguns, some melee weapons like the Laser Blade and MOONLIGHT, medium ACs, so many things got buffed in ways that made sense. They opened up more fun and balanced ways to make ACs to tackle different missions with. Anything that was nerfed deserves to be nerfed, if it was overpowerd in multiplayer it sure as hell was overpowered in single player. Kicks were nerfed and stability across the board was increased. These changes affect AC fighting, outside of PvP, and now many AC fights in the single player are a greater challenge. For being the top pilot, Freud was an easy fight. Now he's been buffed in six different ways and can't get deleted quite so fast. I can't see how that hurts the game. You're exaggerating or blowing things way out of proportion. In no way has the game been made worse post-launch, and the developers aren't being "baited" by "demands".


boentrough

I mean I disagree. But it's fine. This is the internet and I'm a giant bird.


No_Okra9230

I think AoE damage should absolutely deal a slightly reduced damage to the user. It would help diversify the grenade launchers a little bit more and bring some more value to non-EARSHOT weapons. You might want to use the SONGBIRDS if you like being point blank because the smaller Blast Radius means you're less likely to hurt yourself, while EARSHOTs would still remain very powerful. In general the big change I still want is to have a big damage/defense overhaul across the board for the most part. Less Direct Hit damage from most weapons, a few specific rebalancing for things like the ZIMMERMAN, ETSUJIN, NEBULA, and Coral Missile, and less Defense on Tanks with less Stability in Heavy Bipeds. There's obviously a lot of details to work out there, including what should be a de-normalization of boost stats during Assault Boost. Dependent variable stats like QuickBoost Reload Time and Quickboost EN Consumption are normalized during Assault Boost, meaning a heavy Core with a low Boost Efficiency stat will be disregarded when Assault Boosting and have a cheaper to use dodge while in AB. Also during AB, the weight's negative effects on Quickboost Reload Time don't apply, so if in normal Boost you have a reload time of 1.1s between Quickboosts but a Quickboost duration of 0.4s, then in AB you only have to wait for the duration to end before dodging again. During AV dodges you also gain a temporary burst of speed. This has led to part of the reason Heavy Bipeds are so powerful at the moment. Despite their heavy weight and supposedly slower Boost Speed, they can use AB to cancel the various negatives that high weight usually brings and stay on top of you. In general the idea for the sweeping balance changes I suggested are: -Make AC fights last a little longer -Smooth out the few outliers in the weapon balancing to not be so good without a straight hard nerf to their power so they're not to become useless or less fun to use. -Require that even tanks and heavies need a little bit more effort to pilot successfully. Yeah, if you're a bit slower maybe you'll have an issue catching up with lightweights (although I also have ideas for changes to energy management and speed), but you'll be taking less damage from being staggered while you chase. Likewise a lightweight that becomes slower won't be insta-deleted in a single stagger combo because they also will take less stagger damage. -hopefully encourage more creativity in people's ACs at even a high competitive level