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Rapporter et oversættelsesproblem
1. GM Sniper got BUFFED. Really he got unchanged is the problem here. His buff just coincides with the ammo increase. This uber broken Suit will continue to ruin every game its in.
2. Shields got NERFED. They even said so in the notes. More ammo = easier to break shields. GM buffs I think will actually be mostly positive but Sazabi on the other hand? Flat nerf. The only way to win as him was to rush down and kill quick because of his massive hit box and comparatively low Shield HP.
Keep in mind GM has 100 less hp then Sazabi while being like 1/4th his size. Like OP I think Sazabi needs more shield HP.
(And Technically the difference between zaku and exia is that exia all of his abilities are melee abilites while zaku abilities are a mix of range and closing in the gap).
The changes to zaku melee are nice should really lower his overall damage output I agree with all your points on that one. Honestly shield/shield skills should get a slight buff either more armor or as you said some type of resistance to crowd control. They do kind of seem kinda useless with the way the game is right now.
Overall you made some pretty good points. This patch is pretty solid patch for the game hopefully they can follow it up well and the patch doesn't break the game eve more lol.
Marasai is...well none of that. Its hook is the whole purpose of the kit. Take it away and as I mentioned marasai is trash.
On the topic of Mahiroo, who I've been spending a lot of time with out of spite, I'd like to spend some time talking, if for no other reason than the general lack of meaningful conversation on the suit.
Grenades
I agree with you on the ammo problem, but also sympathize with their dilemma. Right now, it's a consistency problem rather than a potential problem. I'm either below average damage by game's end or vastly higher than everyone else.
Adding more grenades might fix a problem of "feel" but has serious risk of empowering skilled players in a compounding way. Right now, a Mahiroo needs to land his kick to kill an 800 health unit assuming all grenades make direct contact. I think adding just one grenade might be okay. It would allow a skilled player to kill without a kick, improve gunplay feel for lower skill players and not hugely shift Mahiroo's already crazy ability to wipe a clumped party.
Flipkick
I think you can appreciate the delicacy I say something like this in a way most posters won't: I think reducing kick's cooldown might be a mistake. I'd be okay with being wrong on this one, it's not a hill to die on, but I think it's a legitimate concern. Right now, both as an observation of other players but also my own play, it feels like my ability to maneuver is already immense. When I'm on fire, my ability to reposition or flee is already better than anyone except ZIIR and with the Marasai nerf he will have the most consistent stun in the game.
A high skill player, which I do not count myself but would like to think I'm getting pretty close, can already be incredibly annoying to pin down. A Mahiroo that knows map angles can produce immense area control while remaining relatively safe. He becomes a man in the walls in a really creepy way. Increasing his ability to position and flee could have bad "gamefeel" consequences that aren't easy to predict even from the best players in the game. This change will be one to watch closely.
Yeah Marasai just completely locks someone out of playing until they are dead if you hit the hook. It used to be the same for hog before they changed it but marasai doesn't fit a tank role like hog does.
Agreed, if the hook was even a bit more consistent then I could maybe agree with the nerf, but it isn't. Marusai only gets easy shots in with hook if the team isn't paying attention to where he's at, and that's their B. Otherwise they do the shimmy boogie-woogie bunny-hop and it can pretty much be RNG if he gets the hit. Typical assassin.
That's not the problem though, problem is that the hooked will snag on ANYTHING and is a bit too easily influenced by indirect factors, unlike Roadhogs hook which would pull around such issues and will deliver the hooked, in front, around 99 % of the time, Marusai often finds his hook-ee stopped my a mere corner of geometry that's sometimes not even distinct, even momentum or slopes in a clean line of sight can make it so the victim will pull BESIDE Marusai rather than in front, making that interaction awkward.
I can get that being the single hooked guy is annoying if you're unaware but there are others with more efficacy in doing the same job currently. A 'silent' barbados will kill at least one before getting away, a good flanking zaku 2 will go BRR and kill as many as his health pool allows before smoking out. So not only do they have the chance of getting more than one kill per attempt, they can escape.
Marusai misses? Well he has likely a one on one on his hands, which to be fair, is more than capable of winning. On the other hand, if another joins the hunt (and good teams will have communication to ensure that) then that Marusai is likely gonna die despite the bigger health pool unless he has a lot of cover on his escape route.
RIght now with these changes on course, I see no reason not to switch to his closest in terms of mechanics, Gundam. He has more damage per shot, same amount of dash, a good escape on his shield (which effectively gives him an extra 1000HP to deal with rather than the 200HP Marusai has over him in base health), and whilst his mace doesn't stun as hard as a hook, it gets rid of shields, has a wider hitbox, and if it misses it still does splash damage and knockback. Hell even his Ult has more utility, yeah it can be shot to death but a good Gundam will make it go off by putting it behind cover or in an adjacent room. Making it a much better point clear ult than a linear stun that has no guarantee of kill from full health.
The game suffers from some kind of latency issue though, such as delayed damage vs opponents because I've both killed and have been killed through walls due to damage registering later than it should have.
Barbatos is currently an annoying one-trick pony. It goes in, tries to get its combo off, and then it runs away on either a success or a failure. It's just tanky enough that it's hard to punish it, so you have to put up with it diving in and trying to one-shot someone every few seconds.
Also if you're a tank like the Sazabi, it's even more obnoxious because Barbatos doesn't care about your shield, but your larger body and single dash make you easy to pick off, which severely limits your ability to control space any time a Barbatos is in play. It's actually kind of a problem that of the 3 tanks in the game, the other two (Zaku II Melee and Marasai) are both paywall and are both good swaps if the enemy team has a good Barbatos. If you're F2P you're just going to be stuck getting bullied by the Barbatos if you need to fill for the tank role.
The Zaku II Ranged is what a flanker should look like. It's able to get in and out safely, but if it makes a mistake it dies easily. It can quickly kill people but they have a chance to respond.
LMAO
It is, as much as anything is a tank in this game. This isn't Overwatch where you can absorb huge amounts of enemy fire, but it's sturdier than other suits and it controls space.
The game's tanks are the Sazabi, DOM Trooper, Zaku II Melee, and Marasai. You want at least 1 of them on any team, probably 2. (I forgot about the DOM Trooper when I was writing that earlier post or I would have said "of the game's 4 tanks")
The roles are a lot fuzzier in this game, likely by design, and that's what I like about it compared to Overwatch. But just because it's less clear-cut doesn't mean the roles don't exist. Like the GM is a support even though its only heal is on a cooldown.