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Narukami is very bad at confrontations and if someone just focuses on them then Narukami is pretty much deadweight.
Thats a given for pretty much any mech though, but while that can help, my point more-so leans to (and if I failed at making it obvious, my bad) the fact that Naru's damage is overtuned beyond reason. Falcon can counter pretty well, but that doesn't mean they'd always been in a position to do so. I just dont like getting one shot because I decided to help a teamate in a 1v1 with a heavy mech. I dont mind taking big damage for being negligent (as long as it doesnt make me basically one shot), but the amount of damage Naru does is just too much to consider balanced, even if the counter is there. Glass cannons aren't fair.
In all seriousness, it's really not that bad. You can even hard-pressure(if not outright kill) Narukami with something as weak as Luminae.
That definitely is one area where maybe it'd be good if we could eventually have a secondary mech set up to switch to between respawns or whatever. Sometimes games skew hilariously poorly for example because one team has two snipers and a bunch of light armored units so they never get objectives done because they simply can't. If folks were able to have at least one backup mech they could switch to mid-match, it'd give room for adjustments and more regular counterplay. But I also see why they wouldn't allow that, so maybe they could add in a draft mode at some point.
Narukami's strength comes from being unseen, and being smart enough to not stay in the same spot for very long. Killing only Light Mechs, and aiding in finishing kills on medium and large is her only purpose.
Its the same as Falcon and Skyraider who are also both garbage characters whose only strength is to forever stay moving and deal chip damage when possible to be as annoying as possible. However a Panther or a Stego will destroy them no problem, or even either of the snipers.
The goal ideally is every character has strengths and weaknesses and the game really boils down to speed chess. With enough Skill a pawn could become a Queen. There are outlier characters who are very strong though.
Tricera and Stego will always be strong. They have to be somewhat strong to make up for their slow movement and mobility. Im sure with enough testing there will be further adjustments. I'm not really sure how more in depth modding will effect things, and if we are eventually able to swap out the weapons for each slot on a mech for say varying damage types, that will completely change the game.
All of a sudden Tricera might have an energy damage option, or Narukami might have the option for non-Energy damage. Stego could get alternative artillary, Maybe panther can get a non energy based shield and sword which can also still bypass shields, or Aleeysna a non energy based sword. Theres certainly potential to shake things up as we know it, and we are still in the early phases.
Falcon, however, is pretty legit, not the easiest mech to play but I can often get MVP on diamond with it. Often with top kills and/or assists too.
Of course it has no chance of killing a tank, shouldn't even try, but diving up to medium targets and unloading everything will either leave a mech crippled or finish him off before he can react, plus with how much energy he has you can pretty much dash forever and never get hit by anyone even if you fly through the entire enemy team.
They're still annoying and overtuned. Sure you can counter, but welkin can do that to basically anyone. But my point isn't that Naru is unkillable, but that their damage is overtuned. Whether or not anyone bothers to engage with that, idk, because I think some people took it as me calling them overpowered. I don't think any particular mech is overpowered in the traditional sense, but some are definitely under/over-tuned.
While Narukami can do a lot of damage if left alone and in a proper spot her damage is highly dependent on being left alone and having line of sights. Even a Falcon requires 2 fully charged shots with clones up, and anything else requires more, heavy mechs especially just sponging shots if constantly getting shot at with max charge shots, not to speak of them being healed or protected by other mechs or their own utility.
If you get taken out by a Narukami alone you're doing something wrong. As soon as you see where they are shooting from you can easily pick locations that are out of sight or approach them yourself for a quick kill, especially if coordinated with a second player.
Narukami is the essence of a sniper, being a line of sight threat and putting pressure if left alone, however easily taken out if approached directly. It is a mech with very clear strengths and weaknesses that you can easily play around if you know what you're doing.
it's really not though, I do well enough with her right now (gold) but she got nerfed heavily, I have yet to get an MVP with her in 20 hours during this beta, and in the last open test I was getting MVP at least once a session. yes she's annoying, but overtuned, definitely not. A single mech pushes you and you're either dead or you get really good at breaking sight lines and hiding. The only time I do well enough to get close to getting MVP is when people die by me repeatedly but then are too stupid to do something about it when they respawn and just keep letting it happen, now that I'm gold it's a struggle to stay alive.