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Though if I may suggest, you will most likely get a lot of angry people responding to this, putting it on r/mechabellum might be a better idea to get some traction. I also think there's a higher chance of devs reading the post there than here. (Steam discussions toxic AF)
As for angry people, well, I suppose this is still the internet, so if they are too aggressive and personal I will just end up blocking them as I have no time or consideration for that kind of primitive behavior. Anyways, thank you for the advice/warning! :)
Also I have a similar experience with the early rhino drop, it's not game-ending. But -100 early to get like 200-300+ (and the unlock) is easily worth as a supply spec. But recently I've seen all sorts of specs do it and it seems almost random which rhino survive the drop and get the cashout. The early advantage becomes massive then when everyone else is -100 on top of the extra supply.
fortresses still have some relevance with the appropriate support. I have seen a lot of people insulting others who use those efficient strats just because... well, shocker, they works pretty well. Basically, there are many who find everything to be "problems" just because they have bad strategies themselves, spam too many units types, don't tech them well, or fail to recognize when those tactics are employed and don't know how to counter them appropriately.
But I agree with you and share the point of view in a way. What I mean is that I do not know either if that is an actual and objective problem (tough I strongly suspect the devs did not anticipate it that well) or if it is just that many players just like to whine and complain about anything they don't like or lack the skills to counter, which tells more about their mental capacity and maturity than they realize.
Now for defensive overlords, that does means they were not properly set up if you managed to beat them with mustangs or wasps without EM or any EM/high alpha damage support (while AA helps, if the overlord has the 2 defensive skills, HP upgrades from towers, and a few level ups, maybe a HP increase item, it becomes basically immune to fast firing, low damage units if those are of inferior level as it is and can tank many of them and still win the attrition struggle being a single entity) and can even resist a fully upgraded Typhoon pair for some time provided it is max of the same level.
True, I was a bit surprised the first game I saw defensive overlords but I got over it quickly.
There is a lot of whining going on. I think the devs are balancing the game with the intention to let people break things before they fix it (or at least on the absolute edge of broken). Cause sometimes stuff that look broken is perfectly manageable. I think people get upset because they are more used to games having a softer type of balance.
With AA I mean I included the tech upgrade. The wasps were ridiculously leveled and fully teched. Other units were present as well, but the meat and bone was the wasps, same for the mustang build (think I had high leveled rhinos with hp regen tech and health items in front of the mustangs though).
Idk If the overlords I have played against use the health techs, but I'll keep an eye out in future games.
I understood what you meant, but yeah, only elites (meaning fully teched indeed) in a similar level range can take down a defensive overlord, otherwise they lose to attrition and if the overlord has time to recover full HP, he can do so before engaging its next fight.
That said, the devs should consider that optimal strategy is also enjoyable at the top level of play. That's not to say that "unit x is boring" is good feedback, but rather stuff precisely like the beacon and it's counterplay.
Alright then, the most important takeaway is that there seems to be viable counterplay right now. Overlords are more successful at the moment though, and better suited for a wider range of threats. But maybe when builds get more specialized and players are more aware of overlords that could change. But for now they are pretty strong, I think players can solve it though. That's my take on it.
So they did the octagon thing.
After two games, one i miserably lost for nearly -40 MMR, the other I won for +5 MMR. I must say this simple change along with the decay of experimental unit and the few other significant things they did has great results in balancing this mode in my opinion. New strategies may now arise and many units that were neglected by the player have regained value as you already see them back on the field.
While I will have to find new ways to not suck ass at this game, I welcome this new patch. Cheers.