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Don't make the inventory so limited? 120 slots is so little and even skins take up an inventory slot, skins should have its own inventory. The stuff that takes up inventory are
1. Skins and accessories
2. Mods
3. Mech Patterns
4. Crates
5. Paint
Each of these items should have their own separate inventory.
I barely knew we had an overall inventory until someone mentioned it. So, I can't really comment?
Mashmak needs a lot of tuning, but a think the presence of a premium subscription will kill that mode no matter what, the cargo rockets feel like a necessity.
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I get the concept of having the modular weapons / weapon depots, but I do wish each mecha has a couple of default main weapons to select from that fit with it's class / weight. That's definitely one thing where Armored Core / Gundam excels at and it wouldn't hurt for them to take a bit of inspiration from that.
That's another big one, either remove the modes from the achievement unlocks and either have them unlock as part of the tutorial (for on boarding purposes) or put them all at the beginning of the level rewards.
I thought about that too, but I doubt the developers will abandon the PvPvE concept this close to the game's full release.
I'm not saying abandon the PvPvE aspect completely, just make the solo mode of it that you unlock at level 13 be PvE.
But Mecha Break has the potential to become an iconic game in the genre.
Would like to see a more grand scale.
Both in PVP matches and some sort of story to progress through and learn more about the who, what, where, and why of the Mecha Break world.
And more integration between the in-game world and the matches you fight.
I'm thinking multiplayer aspects like Front Mission Online, Mobile Suit Gundam Online, Gundam Battle Operations, Mechwarrior, etc.
There's a missing element of player interaction and mingling in Mecha Break.
I know this open beta isn't the finalized release, and we'll have to wait and see what the future of Mecha Break looks like.
But here's just some visions of what could be improvements to consider.
The Hangar: Player Lobby
The Hangar should be a player hub.
Not like an MMO with far too many afk players standing in front of all the quest givers.
But maybe some 16, 18, 24 player lobby with instancing and the ability to set up your own squad's private lobby or prioritize squad members joining.
It seems like the hangar had some sort of intended use by the devs, and I don't know what the final vision is they have in mind.
But It's such a large space with NPCs you can talk to and what looks like future things to interact with. But there's absolutely no reason to roam around the hangar.
You spend all of your interaction time between matches, selecting menus when you could be utilizing these hangar spaces for those interactions and be able to queue up with other players while you're doing things around the hangar and actually see other pilots there in the space.
Examples of utilizing the lobby space with players roaming around would be something like;
Monster Hunter towns, the Gundam Battle Operation base, Sky: Children of the Light which has gathering hubs in a much more open world sense than the others and with a sort of central hub that uses the space very well.
Expand and Intensify PVP Matches: More match types, bigger maps, longer time, more kills, more action, more excitement.
Verge matches feel far too brief and chopped down.
They should be a more significant battle to prepare to step into.
Or a new main PVP battle operation on a more full-scale with longer time limits, higher point count, higher kill counts;
And Operation Verge remaining as a separate more skirmish mode for quick battles in a simplified version of the main PVP mode.
Payload escorts - are just a short slug fest for a distance to race your cart to the end.
TDMs - are just 6 kills and best of 3 rounds when it easily could be best of 5 rounds or something.
Keys to the shuttle - is such a small map you just need to be quick and you're on the shuttle downloading the key immediately.
Extractor destruction - is brief and only a few extractors needed for each win.
Sector control - just have a low point count and can be over in a few brief mins if a team controls all points.
Faction Conflict: A Mashmak Full-Scale Battle Mode
I'm thinking; Go big here.
A 16 vs 16 Mashmak sized map, sector control battle, dependent on which Faction you are with.
There's no real sense that players are in a massive faction conflict that is being conveyed to us.
There's no full-scale battlefield conflict or opportunity for a group of players to fight it out on a battlefield for a faction they're associated with.
There's possibility for even a Faction based score tracking and the winning faction of a season to get some sort of benefits.
As it is now with Mecha Break, it seems that the faction you select doesn't have any significance or meaning or impact. Who you align with, and why you're fighting doesn't carry over into the actual gameplay.
I have no idea who any of these factions are or why they're fighting eachother.
And all I know is it has something to do with these magic space crystals and everyone wants them because they're the gimmick that makes the world go round.
Seeing some sort of storymode that incorporates player Co-op and shows the gameworld and the lore to players would make this so much more than it is now.
As for Mashmak stuff. I think the PvE is in an okay spot. I do think stacking paints would be really nice. They already take up so much out of match inventory it's hard to justify collecting many. Honestly the out of match storage should be higher or storage per category of item. Grind generally doesn't seem to bad with two exceptions. Inferno cost is just absurd. No way around it. Waaaay too many points. And Glider upgrade modules are damn near impossible to find, not to mention managing a full set to upgrade the glider you actually want. Since the credit sink on them is massive it's not feasible to just upgrade whatever you get. Assuming you even can get the materials to make a tier 2 glider.
Would definitely like paint job slots,
Game is fun but definitely has issues that will turn off a lot of casual players. I wanna see this succeed.
- Some extra effort will be needed for balancing, especially on Mashmak and modular weapons. It's a PVP game so don't be afraid to nerf and buff. Beam autocannon kind of mistake should not happen again, or be quickly fixed.
- Mashmak needs to be a bit less punitive upon death. It's nice that it is a risk & reward mode but I think 4 item per transport wouldn't hurt.
- More content. On a general manner, it's a live service game so more mech and modes will be needed.
- Mechs gameplay should be more personnalizable. I can guess choosing mech parts would be hard to maintain (both in dev and in balance), but SOME gameplay personalisation of the mech would be awesome (I don't mean numbers, real changes). Like specializations tree. One example : Luminae with two branches : Healing (two allies can healed at once with basic shot) and Parasite (Corrupted enemies continously lose energy, or Corrupted enemy momentarily lose a part of their defense stats)
- Gameplay is a tad too focused on positionning and autolock. Some mech should reward aiming. For a starter snipers (in zoom mode) should not have any lock mechanic, it's non sensical. Aquila 3 should certainly not be multi lock and need a rework.
- The game seems very stable and I faced virtually no freeze nor bug with my modest build, keep up the clean work. It's nice to have 80+ FPS on an handheld PC.
You're acting like the Strikers are the only thing to unlock. There are plenty of other things to unlock and even spend credits on. I mean, the entire model of a Hero Shooter is have all the heroes available to all players and have people pay for cool cosmetics. Locking Strikers and game modes behind time sinks only hinder the experience for people.