Strinova

Strinova

60 Dec 27, 2024 @ 5:11pm
Mighty Meow
I am fine with ultimates having long range, instant target locking and being bullet sponges

What i dont get is why all these needs to be on the same agent
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Showing 1-15 of 24 comments
TimeTimeTime Dec 27, 2024 @ 5:20pm 
That agent is annoying. Michele's Might Meowblast is annoying. I thought I was outside it's reach once, and I have no idea if it has a limit, lol. I was so far away and still getting blasted. Is there a limit? It also takes like 700 damage to destroy. It's just a bit silly.

Gamers will probably be like "She's a Sentinel, that's her role..." Lol. That's their reasoning for anything overpowered, like Audrey's turret. They would probably be like, "Just corner an angle and shoot at it as a team. Easy" or "Just have Audrey destroy it with a Turret. Easy" Or "Just have a sniper on your team hit it a couple of times. Easy." Like, there is always an excuse, like "Skill issue" to mock people.


I don't know. One of the fun things about Strinova is that it doesn't nerf it's agents as much as Valorant and has less restrictions. I guess the targeting distance doesn't matter as much in the grand scheme of things. Other agents don't have limits, really. Galatea could teleport ridiculous lengths, lol. Maybe it just evens out.

Then it's an ult, so it's suppposed to be "powerful" and "suppressive". It takes a moment to activate, so teams have an opportunity to destroy it. It really is an annoying agent, lol. One of my top 3 annoying agents on the game. Those Pawtectors are annoying as hell, especially when she deploys it instantly while battling close range. Even when she downs, it still zaps you, lol.

In the end, I probably wouldn't change it. Any changes would probably ruin it. At most, maybe limit the range of the targeting,  but in most cases, it probably wouldn't matter. You are battling it within a site, and it wouldn't make sense to have a distance less than the site.
Last edited by TimeTimeTime; Dec 27, 2024 @ 5:25pm
Waryth Dec 27, 2024 @ 5:43pm 
Originally posted by 60:
I am fine with ultimates having long range, instant target locking and being bullet sponges

What i dont get is why all these needs to be on the same agent
because that's how game design works.

The next agent going to be released is about smoke. You can't be yapping why all smoke is in the same agent.

You can't question why Maddalena can have paint skill, ultimate skill and some slow grenade. That game logic applies to Michelle or even Meredith with smoke.

We'll also have the next agent named Yugiri which uses corrosive smoke similar to Meredith and Michelle but you can't complain all of them every single time when that's how the game works.

It just takes 3 mag dums to destroy it solo. One mag the moment Michelle screams casting her ult then 2 more behind cover or just ping the heck out of it with your team and destroy it within 5 second speedrun.

Usually the ones complaining are thinking 1:1 comparison unbalance when you're supposed to work as a team and balance things out that compliment each other's skill.
Last edited by Waryth; Dec 27, 2024 @ 5:44pm
Aimee Dec 27, 2024 @ 6:21pm 
I would not be against a damage dropoff at range.
Being within 20 meters would deal full damage, and every meter after that reduces the damage by 10% to a mimimum of 20-30%.

I do think the pawtectors need to be a bit better, currently they dont always target enemies right away, sometimes taking upwards of 3 seconds. This might be a server issue, or a game issue. Its pretty consistent either way, and makes them a bit unreliable. If they target enemies instantly always, then they would be fine as is.
60 Dec 27, 2024 @ 6:56pm 
Originally posted by Aimee:
I would not be against a damage dropoff at range.
Being within 20 meters would deal full damage, and every meter after that reduces the damage by 10% to a mimimum of 20-30%.

I do think the pawtectors need to be a bit better, currently they dont always target enemies right away, sometimes taking upwards of 3 seconds. This might be a server issue, or a game issue. Its pretty consistent either way, and makes them a bit unreliable. If they target enemies instantly always, then they would be fine as is.
Doesnt even make sense for only Pawtector to have issues since both are lasers
60 Dec 27, 2024 @ 6:59pm 
Originally posted by Waryth:
Originally posted by 60:
I am fine with ultimates having long range, instant target locking and being bullet sponges

What i dont get is why all these needs to be on the same agent
because that's how game design works.

The next agent going to be released is about smoke. You can't be yapping why all smoke is in the same agent.

You can't question why Maddalena can have paint skill, ultimate skill and some slow grenade. That game logic applies to Michelle or even Meredith with smoke.

We'll also have the next agent named Yugiri which uses corrosive smoke similar to Meredith and Michelle but you can't complain all of them every single time when that's how the game works.

It just takes 3 mag dums to destroy it solo. One mag the moment Michelle screams casting her ult then 2 more behind cover or just ping the heck out of it with your team and destroy it within 5 second speedrun.

Usually the ones complaining are thinking 1:1 comparison unbalance when you're supposed to work as a team and balance things out that compliment each other's skill.
When one agent is considered S tier on either attack/defense then needless to say that justifies additional scrutiny.

I am not even that bothered for the other meta agents for the simple reasons that their design still rewards counterplay from the enemy team
Luxaeterna Dec 27, 2024 @ 11:35pm 
Judging from the entire month of post, every character my main cannot counter need to be nerfed. But the worse was the one that wants to delete Kokona and Kanami because snipers are arent suppose to 1 shot kill.

Regarding Michele I dont really have an issue with her ult if the team coordinate to drop the drone before it activates. However maps need to be patched so that Michelle cannot place her Ult in places where its difficult to be destroyed, these map fixes would also be a Michele nerf.

See below michele ult location tricks:
https://youtu.be/f1oQq1OH0hw?si=94uZfLxP9SFbB6ey
Last edited by Luxaeterna; Dec 27, 2024 @ 11:45pm
OmegaBilly1 Dec 27, 2024 @ 11:46pm 
...Just shoot it down or avoid it all together.
It's not even THAT bulky.
Only reason you'll complain about it is if your using a very slow fire rate weapon.
Or you just don't like traps because you're not very cautious.

Just be glad the cat doesn't also fire mini quad rockets that has damage falloff based on how far Michelle is to you.
Aimee Dec 28, 2024 @ 7:28am 
Although i agree that its not too strong in most situations and players can in fact burst it down pretty quickly if the team works together... If you are alone you cant kill it in a single clip, and need atleast 2 clips with most characters to even shoot it down. This is pretty strong especialy at range and with no damage dropoff from the Ult. If there were to be a damage dropoff at range, atleast a solo player has an option to counter it, that being distance.
Currently in those situations there is no counter and you just have to hide behind cover while also engaging in combat from other player(s).
Flariz Dec 28, 2024 @ 8:10am 
... I generally just shoot it down as it spawns. It dies not too much later. Also she literally shouts out loud when it will spawn so you get a huge headsup...
The damage it deals is rather pityful considering it’s an ult... I have yet to die to it directly.

When I use it and try to place it carefully I think it killed maybe 1-2 people only. Kinda meh.

Idk if anything I think it’s kinda underpowered ngl. I would personally give it a couple of iframes when it spawns to prevent it getting shoot down ASAP as soon as the enemy sees it. As it is now, I much rather face this ult than most others in the game.
Last edited by Flariz; Dec 28, 2024 @ 8:20am
Yukito For Ever Dec 28, 2024 @ 8:23am 
The Mighty Meow is easily counterable. When I use it, enemies already shoot at and it gets destroyed in no time.

Maybe the people that plays with Michele need to be more strategist to deploy it.
Last edited by Yukito For Ever; Dec 28, 2024 @ 8:24am
Aimee Dec 28, 2024 @ 8:52am 
Originally posted by Yukito For Ever:
Maybe the people that plays with Michele need to be more strategist to deploy it.
Considering how bouncy it is and the timing when you need it, that might not always be easy. I have had situations where i thought i played it perfectly just to see i hit a single pixel wrong and it bounces to the side of cover, blocking most of its shooting angles.
But ofcourse better placement is very much a good argument regardless when it comes to placing ults like this.

Originally posted by Flariz:
When I use it and try to place it carefully I think it killed maybe 1-2 people only. Kinda meh.

Idk if anything I think it’s kinda underpowered ngl. I would personally give it a couple of iframes when it spawns to prevent it getting shoot down ASAP as soon as the enemy sees it.
Killing 2 players with an ult is rather strong. Abilities in this game generaly dont kill players outright but instead weaken them. This is not overwatch or destiny where an ability can make you whipe entire teams. You actualy still need to shoot yourself and make it happen, and i think thats part of the identity of Strinova.

I would not mind giving it damage resistance as it spawns, or even Iframes so players have to time it right to deal damage. Maybe even 50% damage resistance as it spawns or immunity, and then 1 second where it takes double damage, and then normal from that point onwards. That would create both counterplay as well as make it strong in general.
This in combination with damage dropoff would be ideal imho. Make it more tanky if players dont shoot it down in the right timeframe, and give a counter at longer distances.

Although you could say that having a timeframe with double damage even if its just 1 second would be enough of a counter. But that would have to be tested if this suggestion ever reaches the game.
ANIM Rawrs Dec 28, 2024 @ 9:30am 
To be honest the only thing that makes this ability strong is the fact people dont know how to handle it.

1. You can take aggro for your teammates by peeking it quickly and hiding ... it will only target one person and still try to hit you while behind the wall. Easy free damage on it. One peek is technically all it needs to die if your teammates are paying attention.

2. You can shoot it down rather quick with certain characters. DMR and assault rifles work miracles on it. If two people shoot at it at the same time its dead before it did anything.

3. You can just walk away if its needed. A wrongly timed mighty meow can basically be pointless if the timing is off, but for some reason people hear it and still walk in like lemmings to the slaughter ignoring it completely.

4. You can sandstorm it, smoke it, put a wall infront of it. As soon as a player cant see you neither can mighty meow.

Basically its only good against newbies.
Last edited by ANIM Rawrs; Dec 28, 2024 @ 9:30am
Aimee Dec 28, 2024 @ 10:23am 
Originally posted by ANIM Rawrs:
To be honest the only thing that makes this ability strong is the fact people dont know how to handle it.

1. You can take aggro for your teammates by peeking it quickly and hiding ... it will only target one person and still try to hit you while behind the wall. Easy free damage on it. One peek is technically all it needs to die if your teammates are paying attention.

2. You can shoot it down rather quick with certain characters. DMR and assault rifles work miracles on it. If two people shoot at it at the same time its dead before it did anything.

3. You can just walk away if its needed. A wrongly timed mighty meow can basically be pointless if the timing is off, but for some reason people hear it and still walk in like lemmings to the slaughter ignoring it completely.

4. You can sandstorm it, smoke it, put a wall infront of it. As soon as a player cant see you neither can mighty meow.

Basically its only good against newbies.
All of your suggestions require either a team(mate), or a specific ability or throwable (smoke grenade).

If the mighty meow is being thrown in a close/mid ranged 1v1, you are in a pretty bad spot having to use cover to counter it. You cant let someone els agro it, and if you dont have the right abilities or smoke grenade, you cant counter it properly.
I dont think there is any other ability in the game that does that other than Eika's ult in a corridor. And thats a lot more specific than the mighty meow.

I dont think its too strong overall, just in some situations it is a bit unbalanced. Honnestly like Yukito said, its too weak when the enemy team focus fire on it the moment it spawns. And i think its too strong in a 1v1.
Hateaddict Dec 28, 2024 @ 11:50am 
Seeing how more people are finding ways to throw it out of the graphics of the map and it still lock on to people is becoming a much bigger problem. I'd post a few SS I have but they will ban you off this sub faster than reddit. There are a few youtube videos of people showing you how to do it if you want to look it up.
Malamasala Dec 28, 2024 @ 3:13pm 
I feel like the tiny ones are deactivated if Michele is dead. But I've forgotten if the ultimate works the same way or still shoots while she is dead.
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Date Posted: Dec 27, 2024 @ 5:11pm
Posts: 24