Now here's an idea= weapons/bots in use gain some upgrade progress passively, so even non-queued items can level slowly from general use(100000*10^(current rank) damage for each level up for weapons, base 1000000 for robots(adjusted for Mass of bot/weapon slot and sheer power)), then you just pay the silver for instant rank ups. The upgrade queue can boost unfavored gear to usability or speed up and prepay the process. Even if queue takes longer, the gear people use will actually get better faster, reducing rather than increasing rage levels.Check comments
I still think that some sort of chaff cannon module and the Damping Armor module would be a good idea
Chaff Cannon:Active-20s reload. Generates a stationary area the size of an Ancile shield within which lock-on weapons cannot lock and lose lock if looking through. Lasts 8s.
Damping Armor:Passive-You take 10% less damage from energy weapons. Shocktrain bolts cannot bounce off of you.
Ffa is really freaking weird. It massively favors shotguns in the few matches I've played, funnily enough, and snipers are pretty meh. You need to be able to quickly end fights or get pincered by other bots. Dash, stealth, and shield help a fair bit on the survival front, as any way to quickly relocate or avoid damage is huge with enemies who are as likely to go for each other as for you if you make a hard target.Check comments
Module idea: Enhanced Autoloaders: Weapons without the smart reload or charge property reload 10% faster. Multiple installations of this module stack diminishingly.
Percentage reload speed boost could be adjusted for balance purposes, but it would help reduce the helplessness period of autogun users, guided missiles, and bullet snipers, who already have to deal with every shield blocking them and long reloads, and usually being easy to kill if caught out or out-bursted by any of the autoloading weapons.
Yeah, shocktrain either needs shorter bouncing or to bounce all at once to every bot around the initial target dealing a set percentage of initial damage divided evenly among all of those targets. And maybe just take away the lockon. That means you actually can miss. Like every other single shot instant huge damage weapon in this game.Check comments
I like most of the modules. Of those I dislike, spy and energized ammo need fixing desperately. Spy should be stealth's weirdo brother, yes, but it should just be something like not showing up as a HUD icon if you can't actually see the bot. Make it light and non-energy shielded medium bots, and suddenly light flankers like Gareth or Gepard are more viable as things other than pure beacon runner. Energized ammo, instead of the immobilize, should force abilities off by adding seconds of cooldown or putting them into cooldown cycles.Check comments
My anti-tanking suggestion. While your rank can fall as hard as ever, your MM queue is locked at no lower than one tier below your best. Champs can't drop below Masters, Masters below Expert, Expert below Diamond, Diamond below Gold, and so forth. On the other hand, your rewards are still based on your MMR. Instant tanking punishment from no longer having advantages on weaker players and being stuck at s*** rank so they can't get rewards. Lpq can still exist, but the vital part is that tankers can't drop very far, and legit players at higher ranks now have more opponents.Check comments
Jfc orks are in bronze chests as a mildly common drop? That is amazing, and I like the Royale change. On the other hand, the better gear is going to get considerably less accessable because of the chest prices to get good stuff. Silver drops will need to increase, though, if ws 2.0 is going to be as expensive as it looks like it will be for good gear.Check comments
Anti-tanking idea that would be easy to enact: whatever your best league tier is, you can't drop more than one below. Gold players can't drop below silver, Diamonds below Gold, Experts below diamond, Masters below expert, and Champions below Master. Once you're up there, you stay. Bonus points for repopulating the top leagues to address the long matchmaking time up there.Check comments
I like these a lot. Will Reload be coming out at the same time?
Also, the Rhino honestly needs major revamping, either in boosted speed or health to survive rocket attacks(even a small boost would probably be enough) or a complete rework to its ability due to how it really doesn't live up to the description. An idea that might work for it instead would be a longer-reaching forward dash(maybe 200m) that inflicts a fair degree of damage if you ram an enemy with it. No charges and a longer cooldown than the actual dash bots though. If combined with a base speed increase then it would actually be the line breaker that it is branded as.
I recommend a system of scoring change in this mode. Rather than pure beacons or pure damage for team rank, make it (Damage+(500*Beacon Points)) as the score formula. As a KotH player myself, this would even out scores based on effect on your team greatly. Dedicated cappers get rewarded as usual for scoring victory points, but fighters with little to no Beacon time won't get shafted in ranking and rewards for filling an equally or more vital role and creating space for the beacon cappers and killing opposing bots.Check comments
Please put reload buttons in your next mobile update. I know that it was mentioned that the ui could be cluttered, but honestly just putting another button to reload below the ability button(if any) on a bot would be good enough for me. Can I hear any other comments on this idea?
Also, regarding queues and game modes, I'd say sorting into 3 queues(pointcap modes/battle modes/KotH and similar) would be a good idea if you introduce more. Pointcap modes like Domination and Beacon Rush attract some players, others like TDM and potentially that Solo Death match mode that was mentioned to be in the works. KotH would be separated because of what seems like a big love it or hate it schism in the community. I like it, but I also remember people on this site saying that they would drop any KotH match they random into. People want to be able to control what type of game they play, and letting them choose can only make the playerbase happy. Similarly, if anyone else wants to weigh in, let me hear it.
RDB and DB are glorious, I've pushed diamond 2 on Android in the 2 months since I started playing, with an RDB Griff in my hangar since I was able to buy them, and it has never failed to impress against unshielded bots. For someone to go to Champs with them as a staple is incredible. Keep on rocking.Check comments
I personally still swear by a RDB Griff and PDB Griff, that have carried me through to Diamond 2. Beyond that, triple shotgun Golem is very manageable as long as you spin often with your ads. I got it together within 2 weeks of starting with a little luck, actually finished it before my PDB, and spent no money. 9th level with 8th level guns eats anything other than energy shield bots at knife-fighting range, and can chip shields for teammates at all ranges. Gust and Storm drop often and in huge quantities compared to other piecemeal weapons.Check comments
I think that what the shocktrain really needs is either losing auto aim or having it's bounces changed to a (splash to all targets in burst range of original target), with the total splashing damage reduced by each bot in the aoe. The splash deals half of the normal damage total spread evenly across each target in range. While this would probably end up hitting through physical shields, it also means that each of those shields is eating a portion of the damage. You get harder to avoid damage, but at a lower and more manageable level, as well as making the ecu and shield bots more viable for greater play flexibility.Check comments
I'd say a missile jammer or chaff cannon would fill that role. Jammer makes all missiles autodetonate at 100m away for a few seconds, or chaff gives a similar duration lockon disable in your vicinity. No effect on bullets or plasma, but macrossing with seekers is stopped by both, and jammer lets lighter bots block death buttons, while chaff can counter Zeus and the PainTrain™ long enough to close in. Both could be valid medium slot pieces.Check comments
Having now played 10 rounds of KotH, it is a very fun mode, if a bit wonky in rewards. Got one first place with only 250k damage due to spending time on point, damage doesn't matter for score in this mode. Maybe giving damage some influence on rewards ( maybe final damage + 500*capture points for score overall) to support both fighters and beacon runners, similar to Dom's rewarding both cappers and kills.Check comments
I'd say it depends on the bot. A damaged long Gunner is going to vanish if trapped on a point if you can drop a brawler or death button in as a nasty surprise and a crippled brawler with a bum leg is going to vanish if you need points and are stuck far away from the action. On the other hand, even a crippled griffon can do interesting things, notably lifting a brawler into battle with that weird jump carry thing they can do or harass for a little longer with missiles. Miser is the only approach that I would condemn, as the other ones all can help you and your team if done right.Check comments
A jammer ability or module(causing missiles to prematurely detonate for a short time) and a ecu-style droppable cover would be amazing for allowing player's with good timing to negate Death Button builds, as would upgrades or a module to reduce the reload time of the autogun weapons or allow them to smartload.Check comments
I think the standard league system is good, but a point cap for the power of your hangar based on robots and their gear for each league tier would help deal with seal clubbing and encourage people to choose between running top-tier bots and being forced to only use one or two or running a weaker four-five spread of bots. If you want to run the best hangars, play custom games or get to a higher rank.
Now, what would be great with support items and especially the wall-build bots would be a tracker of what your supporting did, ie rewards for protecting another player with your shield or mass. I think customization options are nice, but what would be really cool is if component weapons only had to be completed once, then could be bought( at a very high price) for silver. It would allow loyal players who fund the game with ad revenue and constant play rather than purchases to get better gear faster, thus making them more likely to play. Giving each league rank a cap in runnable hangar strength based on robot frames and their equipped gear similar to the old matchmaker would also help deal with tankers and seal clubbers by forcing them to play on everyone's level, or at least to be closer to it. If you can't always field the best of everything it encourages more creative play and builds, which with increasing levels of in-game gear complexity is a must.Check comments