CosmicBreak Universal

CosmicBreak Universal

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きばこ Apr 19, 2022 @ 10:54pm
Is it just me or this balance patch looks worrisome
Not the nerfs, most of them kinda deserve it I think. The buffs on other hand seems questionable. Most of them are melee units mind you. What made they think someone who hit like a truck like Hanna need a force buff smh, and reducing cd on her multi step is unthinkable too.

No Anko nerf though, but tbh even if you replace her cannons with something else, she will still score easily. Her existence need to be removed lol.
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Showing 1-15 of 19 comments
RedCobra Apr 20, 2022 @ 12:58am 
they seriously to stop nerf art or this game will be old cben / cbjp where air is dominated the arena and art is underpowered except you have antlion bs 2, miruru bd2 with antlion bs 2 sub and homura just for taking down pest airs. loll

art roles is stun hard airs then kill it, weak vs land, if i want to nerf anko i will nerf her fly and walk stats make her like sturbanger with low mobility so any land can kill her but powerfull for attacking airs. lol

specially for art user that not using anko will having hard times because " lack " specific robot parts to be meta. they need to buff art not nerf them. lol anko good as its don't need change............

i wonder what will happen if alice read release ? and other broken air meta later on if art under powered + hard to build just because don't have specific parts

i hope they don't nerf antlion bs 2....................
Last edited by RedCobra; Apr 20, 2022 @ 5:05am
ShaoxBG Apr 20, 2022 @ 11:23am 
lmao another art cope. sit at ps do 10k damage at 500 range while 80% of the room also plays arts. At least airs and lnds have to move around, arts just double click standing in place and get game warrior.

When rooms consist mostly of 70% to 85% ARTs then there's a glaring balance issue. Hopefully the new buff to LND melees ends this boring ARTswall era.
MyuuNao Apr 20, 2022 @ 12:50pm 
Originally posted by kibako2691:

>What made they think someone who hit like a truck like Hanna need a force buff smh

>No Anko nerf though, but tbh even if you replace her cannons with something else, she will still score easily. Her existence need to be removed lol.

+beetlanderHD spawning the hatigarm meta back to wreak havoc and give Arts less space, this potentially means anko can finally be killed

what more do you want?
Last edited by MyuuNao; Apr 20, 2022 @ 12:51pm
emanon Apr 20, 2022 @ 1:00pm 
nerf air mobility, delete healers and buff lands.

I don't have any trouble killing arts with my lands since I'm not a troglodyte and i actually know how the cosmos pot works.
Can't say the same for 98% of the cbu's population tho.
ShaoxBG Apr 20, 2022 @ 3:09pm 
Originally posted by emanon:
nerf air mobility, delete healers and buff lands.

I don't have any trouble killing arts with my lands since I'm not a troglodyte and i actually know how the cosmos pot works.
Can't say the same for 98% of the cbu's population tho.

Killing one or two arts a dive barely helps when there are 15 others around and you either have to run back to your PS to heal or end up with 10k cost to 7k damage. Lands were already buffed anyways, so only time will tell if this is enough to end the Great Wall of ARTs that is every 30 vs 30.
Toshio Apr 20, 2022 @ 3:29pm 
While lands do alot of dmg, they are very squishy, I find it easier to get to 5k-10k dmg with arts than I do with airs or lands without dying multiple times
Toshio Apr 20, 2022 @ 3:31pm 
I am also against nerfing stuff, while it may be easier to just nerf one unit than buffing 30+ bots , I think buffing everything else will make it more fun for everyone
Hard Candy Apr 20, 2022 @ 4:18pm 
I honestly just want air able to be stunned by ART and 'hard' force dmg
蛍Firefly Apr 20, 2022 @ 4:48pm 
ARTs can kill AIRs in seconds, if the AIR doesn't run away.
LNDs can kill ARTs in seconds, if the ART doesn't have Heca LG2.
AIRs can kill LNDs in minutes, but why bother with all the TGH and warping?

AIRs can kill ARTs, if the ART is unaware, is alone, doesn't have Heca LG2 or specific weapons.
ARTs can kill LNDs, if the LND is a gunner and doesn't have Blast Guard, when does that happen?
LNDs can kill AIRs, if the LND is a melee and can track in the air.

To that end.
Only 2 ARTs matter, Anko and Alpha Hoverions with Heca LG2. Or, really, any Alpha ART with Heca LG2. I guess Scram Launchers now with the buff.
Most AIRs can work in safety with enough speed and a good enough weapon. Being off the ground really helps. It's honestly strange how many good weapons they have. You could use a Plasma Gun and still do well, ARTs never use Bazookas besides the normal Blast Zook for overranging and stun.
I would wager a fifth of all players in any given game is a diver melee LND. All they need to do is rush in and mash M2, easy 2K damage and a kill. Gunner LNDs are rare because unguided weapons are ass.

Got to love how the patch notes buffed nearly every melee LND moe. Actually, it's insane how many of those there are in the first place. Makes me wonder.

Still waiting for the Teitarotes buff. Or at this point, for CS to get bought out by a company that instills confidence in it's community.
ShaoxBG Apr 20, 2022 @ 5:17pm 
Originally posted by Toshio:
I am also against nerfing stuff, while it may be easier to just nerf one unit than buffing 30+ bots , I think buffing everything else will make it more fun for everyone

That is indeed the right approach. But takes a lot more work. Buffing everything so it can compete makes things fun for everyone, instead of turning everything weak and boring.
ShaoxBG Apr 20, 2022 @ 5:29pm 
Originally posted by 蛍Firefly:
ARTs can kill AIRs in seconds, if the AIR doesn't run away.
LNDs can kill ARTs in seconds, if the ART doesn't have Heca LG2.
AIRs can kill LNDs in minutes, but why bother with all the TGH and warping?

AIRs can kill ARTs, if the ART is unaware, is alone, doesn't have Heca LG2 or specific weapons.
ARTs can kill LNDs, if the LND is a gunner and doesn't have Blast Guard, when does that happen?
LNDs can kill AIRs, if the LND is a melee and can track in the air.

To that end.
Only 2 ARTs matter, Anko and Alpha Hoverions with Heca LG2. Or, really, any Alpha ART with Heca LG2. I guess Scram Launchers now with the buff.
Most AIRs can work in safety with enough speed and a good enough weapon. Being off the ground really helps. It's honestly strange how many good weapons they have. You could use a Plasma Gun and still do well, ARTs never use Bazookas besides the normal Blast Zook for overranging and stun.
I would wager a fifth of all players in any given game is a diver melee LND. All they need to do is rush in and mash M2, easy 2K damage and a kill. Gunner LNDs are rare because unguided weapons are ass.

Got to love how the patch notes buffed nearly every melee LND moe. Actually, it's insane how many of those there are in the first place. Makes me wonder.

Still waiting for the Teitarotes buff. Or at this point, for CS to get bought out by a company that instills confidence in it's community.

The problem is some "people", believe that AIRs can handle more than a few seconds of 10 ARTs shooting at it at the same time. Diving to kill one ART as an AIR is simply not worth it because not only can they safely just smash right click to fly away with Heca LGs, but you are also dealing with at least 9 other ARTs, all of them likely under PS. Hitting LNDs melees is also near worthless past the first few seconds because TGH makes sure you will be wasting ammo for what is around maybe 10 damage per salvo, while ARTs can just double click to any direction and hit for at least 50 per salvo for most of the game. Literally the best source of damage for AIRs is hitting other AIRs or picking up an unfortunate LND gunner which are rare to begin with.
きばこ Apr 20, 2022 @ 9:58pm 
Originally posted by MyuuNao:
Originally posted by kibako2691:

>What made they think someone who hit like a truck like Hanna need a force buff smh

>No Anko nerf though, but tbh even if you replace her cannons with something else, she will still score easily. Her existence need to be removed lol.

+beetlanderHD spawning the hatigarm meta back to wreak havoc and give Arts less space, this potentially means anko can finally be killed

what more do you want?
Literally just a change from crystal pilebunker and aila meta. Oh and by all mean, I'm not saying anko's issue is how hard it is to kill her, it's more abt how easy to score with her imo. So by the time one is killed, that player would already secure a place at top already.
88kai Apr 21, 2022 @ 5:05am 
Sure ARTs can get tons of score, but there is not so much they can do if their AIRs target has something like 38FLY + reboost + Air Loop (not to mention they can do double reboost to spam Air Loops and some of them can release decoy)

Sure you can damage and stun them, but in most cases, they get away and get healed then come back with full HP

I think nerf Air Loop and make AIRs receive less bonus damage from explosive weapons to make it up will be good, but probably CS will never do that considering those permanent Action Cartridges are literally the rarest paid item in the game (only 3 from Battle Pass per season) , and there is no way to reset it.
Hard Candy Apr 21, 2022 @ 8:34am 
Where did you guys read the patch notes? Please help
蛍Firefly Apr 21, 2022 @ 11:37am 
Originally posted by Hard Candy:
Where did you guys read the patch notes? Please help
JP official site. The peabrains at CS put it in image format for some reason, which makes it hard to translate. They did that for the February 16th patch notes and that isn't translated yet. What was so wrong with making a new article?!

Here's some pieced-together info from the discord, I can't vouch accuracy.

Nemlim
- Bat Combo Force increased from 34 to 37, reduced the timing for derived attacks
- Bat Shot speed incresed from 225 to 250
- WB HP increased to 200 from 150. Force increased, Charge Delay duration from 4s to 6s. Defense specs have also been buffed; damage taken when WB is up is reduced.

Nora Chang
- Sway has been changed to "Custom Link Shot"
- Impact Gun now affected by Linked Shots.

Hanna
- Pilebunker force from 34 to 36, behavior adjusted.
- Multi Step force increased from 10 to 16, CD reduced.

Gisele
- Key Combo Buffs:
- Derived attack behavior changed. Can combo now, distance shortemed, CD shortened, no longer pierces through targets, behaves like how it does on the ground when used in the air and cannot be cancelled out of her final combo attack from derived attacks.
*These are not final and will be adjusted based on player feedback :CS_Cat:

Eris
- Dual Sword Buffs:
- Force increased from 32 to 34, derived attack behavior changed. Can combo now, distance shortemed, CD shortened, no longer pierces through targets, behaves like how it does on the ground when used in the air.
*These are not final and will be adjusted based on player feedback :CS_Cat:

Machintlet 👊
- Tornado Punch force increased from 31 to 33, speed reduced from 250 to 180, CD reduced and can now combo. Succ potency reduced.

Beetlander
- HD Force increased from 34 to 36, Interval massively buffed from 4500 to 1000, CD reduced. The duration travelled now scales according to WLK and will be same as it was before at 40 WL.
- Beet Gun force increased from 23 to 27 and ammo increased from 340 to 490

A. Miral Halloween
- Force increased from 6 to 7
- Speed increased from 225 to 250

Coffin Batgun
- Force from 20 to 21
- Range from 225 to 250
- Speed from 360 to 400

Thorala Nimbus AM2
- Force from 33 to 35
- Ammo from 190 to 240
- Charge time reduced

Manimo Girl
- Marking Beam Force increased from 3 to 6
- Ammo icnrease from 800 to 880

Blackjack LG
- Beam Missile changed to be pure beam damage

Mialy Alpha
- Pursuit On Range increased from 290 to 350

Armed Build Arm Kai
- Boomerang AM2 Interval buffed from 2000 to 1000

Berze Anima
- Force from 21 to 23, Range from 330 to 350, Speed from 380 to 400, but INT from 880 to 1050.
- Bazooka and Blast Psygun bullet sized increased
- Blast Psygun Shell:Blast ratios swapped. (2:1 to 1:2)
- Changed the Blast Psygun delay timings so that it is easier to hit slower enemies.

Amy
- Repair Medicine buff increase from 7s to 14s.
- After the timer repair procs and the buff is given, she can lock-on to the target again.

Cougar
- Anti-burning cart will now give her Shield Blade Burning Effect.
- Lv0 Buff: None
- Lv1 Buff: Light Burning
- Lv2 Buff: Burning
- This will be appened to Corona HD.
- Shield Blade force increase from 30 to 32.
- Burning Tackle Force increase from 28 to 30, Speed reduced from 250 to 200 and Interval buffed from 2500 to 1000. Cooldown time also decreased.
- Distance to connect a combo after Burning Tackle decreased.
- No longer pierces through targets.
- Shortened the distance of the attack.
- When the first combo hits, the second one is easier to land.

EX Lazflamme
- EX Lance Force increased from 30 to 32.
- Rosbrao LG Force increased from 20 to 25.

Momiji
- Ninja Slash Force increased from 32 to 34
- Kunai Force increased from 4 to 5
- Flame Ball distance increased from 200 to 225 and speed increased from 360 to 400. Melt duration increased to 3s from 2s.

Abyss Hu
- Blaze Rush AM Attack poison potency increased from 1% to 2% HP per tick.

Kaede
- WB now regens faster
- Oar Swing Force increased from 32 to 34.
- Revive Charges increases from 5 to 10.

Sylvia AX
- Chivalry Axe hitbox and homing increased and FX changed.
- LG2 Impact Wave AOE increased and CD reduced.

Mikoto
- Sphere Combo Force increased from 34 to 37 and CD reudced when hitting enemies when firing normally.

Justica
- Justice Blade Force increased from 40 to 50

Pepo
- Pumpkin Missile Force buffed from 9 to 10

Resha
- Meluc speed buffed from 275 to 300
- Amot Vanic WB (on herself) Buffs: Defended damage buffed from 150 to 200, defended hits increased from 15 to 20, and when the buff expired, there will be duration of time that Amot Vanic cannot be applied to the same target again.
- AM2 Amot Vanic (on Allies): Defended damage buffed from 80 to 100, charges increased from 8 to 10

Yunessa
- BD Vanic buffs: Defended damage increase from 60 to 75, hits from 6 to 8, Protection Field charge time reduced
- No longer shares CD with other sub-weapons

Wanders Pata
- Bat Shot Force from 13 to 14, speed from 225 to 250

Gaderoga BD
- Stat Buffs:
STR 3 to 4
TEC 12 to 13
FLY 5 to 7
TGH 10 to 11

Scram Launcher force increased from 24 to 28, speed increased from 200 to 270

Ballistic Launcher force increased 30 to 33, range increased from 330-350, speed increased from 220 to 300

Ramjet Launcher force increased from 26 to 30, speed increased from 220 to 280

Rocket Launcher force increased from 19 to 22, speed increased from 210 to 250

Katana Max LG
- TGH from 0 to 1

Aquilla LG
- FLY from 1 to 2

Laz Alpha LG
- STR from 0 to 1

Aila
- Frograid: Jumps from 5 to 3
- Frograid: Protection reduced from WB, from 150 hp to 80 and number of hits from 30 to 8.

Torque AM
- Now travels forward based on WLK. 40 WLK will let you have the previous travel distance.

Haku Anima
- 1st hit of the combo distance now based on WLK. 40 WLK will let you have the previous travel distance.

Crystal Bunker
- Force increase from 28 to 34
- Speed decreased from 200 to 150
- Travel distance decreased and now based on WLK. 40 WLK will let you have the previous travel distance.

Donut AM
- Force reduced from 10 to 9
- Weakened aim correction
- Reduced collision size

Alcy
- Analyze Unit force from 7 to 6. Support score gained from using this has been reduced.

Tierouge
- Beam Sword AM hitbox has been lowered.
- Turkey Kick LG kicking back targets has been removed.

Bloom Meria
- AM2 Force down from 40 to 38
- AM2 Ammo increased from 80 to 120
- Now purely blast based. (0.01 shell + 1.0 Blast)
- AOE reduced
- Weakened the angle of correction so that it behaves like a normally fired weapon now.

Pulsardio Sigma
- COST from 620 to 590
- Force reduced by 2, bad homing duration from 5 seconds to 3 seconds

Ivis
- Absorb Bump cart changed to Lifetaker: 50% chance to absorb 10% of damage dealt by melee attacks
- Crimson Veil can no longer be cancelled by attacks
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