@#$&!?%2 years agoGame suggestion;
1) Add a second feature to the light, medium and heavy hard-points. Something similar to circle, square and triangle sockets. The sockets add a benefit to the game, they allow Pix to control the socket types for each robot. Example; "Dash" bots have 3 medium hard-points each of these can be defined as circle, square or triangle (C, S, T respectively). A "Shocktrain" can fit 1 or 2 of these sockets but not all 3. A similar configuration can be defined for all robots, as with "Fury". "Fury" defines 3 Heavy hard-points, and for this scenario the "Trebuchet" is a circle socket. Pix could define it to have (CST, CCT, CCS, SSC, SST, TTC, TTS) if it deemed 3 "Trebuchets" as overpowered. A feature like this can; (A) control the amount of burst damage (B) introduce more skillful play and break the cookie-cutter configurations.
2) Add utility to lighter robots. It seems older and lighter robots are becoming antiquated in higher leagues. If lighter/older robots provided some sort of "special" feature as do the newer robots (Dash, Quickdraw, Jump/Stealth) this might make them more viable in the game. Additions such as;
Flares vs Missiles (limited 5-10 per game)
EMP vs Energy weapons (350 meter range; 5 sec effect; 30 sec recharge)
N seconds of burst DMG (5 sec effect; 15 recharge)
Energy Shields that block 50% Kinetic and 50% Energy weapons (smaller dmg absorption than existing bots)
Radar Jammer (similar to stealth but causes targeting to flicker)
Laser Targeting (350 meters range; teammates that are out of range of the target can now hit the target with missiles)
Smoke Screen, teammates drop from screen, no square or diamond (last 10-20 seconds; closer than 400 meters can be seen 2-3 per game)
3) Beacon Rush, change the game dynamic to require a 5-10 sec wait time after death. It shouldn't benefit a player to capture a beacon, die and immediately re-enter the game. It should benefit the player which captures a beacon using skill.
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