Mechabellum
Months after the addition of the free unit cards, what do you think?
It's been several months since the system of cards offering units between rounds was introduced. Now that we have the benefit of hindsight, I wonder if the community's opinion is still so divisive.

Here is a short survey, to get your opinion: https://strawpoll.com/X3nkP9Y4EgE

As far as I'm concerned, it still is. I HATE this system, and I think it totally ruins the game, as well as the strategies we try to implement throughout the game.
Losing a round, being “low” in HP when all of a sudden a lvl 5+ Rhino is offered, forces you to spend your round protecting your rear flanks just “in case” the enemy picks it up and puts it on its side, with the Mobile Beacon. When you clearly have something else to do this round, given that you've just lost the previous round.
Not to mention the times when you lose/dominate the game, and suddenly the PERFECT counter unit is offered to your opponent, with a mind-boggling number of models or levels. Even in early mode, this is stupid in my eyes. Round 3 with a lvl 3 Sabertooth unit adds almost 40,000 hp to your board. If your opponent hasn't done much damage up to now, you'll be forced to change direction abruptly.
And these are just a few examples that come to mind. In my view, this is counterproductive, as it stifles creativity and planning.

And in no way is it rage. I lose as many games as I win because of it. But victories have little meaning compared to the bitter taste of “gg, you got the right card” defeats.
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I personally think it is now tolerable. They fixed the worst parts. I would nerf the picks a LITTLE more. But it is largely tolerable as is IMHO.

I do like that it forces a more diverse composition.

Having said that... yes, I think I might (maybe) still want to revert to old way, if given the choice.

But... I can also live with it as is.

And I think this way will definitely be more attractive to some players, who want a bit more RNG in the mix.

And so... in the interest of growing the community... I can accept it.

I have come to terms.

I do not think EVERY win comes down to luck, by any stretch of the imagination.

Most wins are still skill.
Τελευταία επεξεργασία από fantstc; 29 Μαϊ 2024, 10:48
Free units killed the purpose of flanking. You wont see more than a distraction crrawler.
I don't get it why they didn't add it to the normal selection. Just let me choose between an item an ability a buff or a low lvl unit.
The free units are fine mostly except for higher level hackers but that is another discussion. It's some of the offensive skills that completely F me over when I am already struggling.

I am fine with the extended range or hp or extra credit cards or the equippable modules since those atleast offer some more flavor and customisation to atleast somewhat break metas
♥♥♥♥♥♥♥♥♥ get over it. Its staying. There are so many incredible things the devs COULD be working on, but this is the level of feedback "revert the game to literally 6 months ago, ignore how the change improved the game and give ME what i want, who cares of others like it, who cares if the change brought players back. Im angry and should be catered to"

Petulent child.
1.) They can add content while reverting this one change. They advertised it as temporary, then bait & switched consumers by making it permanent. New units are good, new game mode is good.
Just. Stop. Random. Drops.

2.) Killed my interest in the game. FFA was pretty much the only thing that kept me from uninstalling, and its novelty is already waning.

3.) Given the game is still small given its cheap discount price, don't have much hope for the playerbase expanding much upon F2P release. It will just be smurf central then sink right back down.
Τελευταία επεξεργασία από ナルゴ; 30 Μαϊ 2024, 0:37
I like the new system because it is a comeback mechanic. Yes, it is random, but that gives you a reason to fight until the end otherwise, you can find yourself in a hopeless situation.

What would be a better comeback mechanic than that? You can even influence it, if you build a rhino, there will be no rhino offering.
My only complaint is that the game could give us a better warning that the choice will happen so we can take countermeasures.

The game could find a niche of players who hate RNG with no specialists, no unit choices, no cards, and no starting units, but why would I ever play that game? (I don't have the ambition to be rank 1, whatsoever)
The starcraft 2 custom map Direct Strike already proves that you don't need RNG.
Αναρτήθηκε αρχικά από Nargo:
The starcraft 2 custom map Direct Strike already proves that you don't need RNG.
The only DS mode that I have ever enjoyed was the special commander 3v3 mode, which is really messy.
Let me tell you that the 1v1 competitive DS is a small niche that trash every single new player who tries their mode.
Good for them i guess
Free units killed the strategy of mindlessly following a build order.
Being able to adapt to the free units is part of the strategy. Those who can't just cope
I tried playing again recently. I hate it now even more than when it was originally implemented with the way the new units are folded into it.
its tolerable now but if i was given the choice i would probably go back to the old version.

free unit drops dont add much to the game but they also dont take anything away imo.
you can still use the same build every match you just get free units on top of it now.
if your winning you'll win harder.

most it does is give some value to under used units by giving them away for free or pre leveled. and clutters up the board.

that and i guess the whole system was planned to be used for rare units from the start.
but we dont have many rare units yet to actually fill it out.
Τελευταία επεξεργασία από Polar Test 53; 29 Μαϊ 2024, 18:07
I think I paid for chess and they changed it to poker. I don't hate poker but it isn't what I wanted to play.

Whats really concerning though is how they straight lied about it being a temporary test, it's obvious they had zero intentions of chaos mode ever being temporary ( the evidence is that they started putting out chaos mode patches like 2 days after the test started and their unwillingness to offer any alternative because they were afraid of splitting the queue ).

I enjoyed the playtime I got, I did get my monies worth for the time I got to enjoy it, but I can no longer trust these devs / publishers.

Also they still seem to have no concept of how imbalanced leveled up units out of nowhere are. Free units aren't a bad idea, free leveled up units though is a horrible idea, levels usually cost you time and not just credits. They are completely ignoring the time factor in their metrics. A free hacker isn't a huge problem, a free level 4 hacker is, it ignores the time cost it would have taken you to get it to that level.
Never played it prior to unit drops. Love it.
Basically the idea is ok.
I would like to see only rare units offered with the free cards, not the common unit types.
And a further nerf would be appreciated.
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Ημ/νία ανάρτησης: 29 Μαϊ 2024, 9:17
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