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I mean I've enjoyed games like Dark Souls and most of the Monster Hunter series. I even used to play GunZ to the point of forming carpal tunnel in my bloodied stumps for arms while doing uninterrupted K-Style Double Butterflies everywhere. (And I'm only half-exaggerating.) Instead I play M.A.S.S. and this AoE spam reminds me more of Monster Hunter Online MMO where there was no avoiding the spam and it was more about gear grind than skill. Even worse still as there are no I-Frames in M.A.S.S. for boosting.
I honestly hate the boss design in M.A.S.S. Builder. I keep hoping they will improve the gameplay in general but the bosses really just continue to double down on the same problems. At least the sea boss in the 8.0 update was a bit more fair with very distinct patterns and a way to avoid most of it's attacks. Other bosses are just chaotic unless you intentionally exploit their close-range AoEs, and even then it only mitigates the problem, it doesn't remove it.
Somehow melee builds simultaneously are the better boss-killer builds due to simplification of controls and easy access to blocking, but then you're trapped in close-range AoEs that tend to do more damage or are used more rapidly.
And then the adds do significant damage while the game never provides enough DPS to reasonably eliminate them. So every boss battle I experience is just a damage race while ignoring adds entirely hoping I can shoot the boss fast enough to not use all of my continues.
It also doesn't help that with shooter builds you are most likely juggling at least 4 pools of ammo that recharge at different rates, many of which recharge too slowly even when maxing out your recharge rate to be effective in longer battles. I can eat through almost my entire stock of kinetic ammo by the time I recharge 1 energy rifle/rapid fire rifle.
I'm also tired of seeing at least half of the weapons options being nearly useless or clearly sub-optimal for PvE. Shotguns have no reason to be used, especially not with the basic rifles have a minimal amount of AoE anyways. Detonators were nerfed so heavily with ammo usage that I can't justify using them anymore. Ray Guns at least are viable but just not optimal because their sustained DPS is worse than an energy rifle and they just eat more ammo. Rapid-fire weapons are just lower DPS and ammo efficiency than the single-shot rifles.
Same goes for Missiles and the "energy launcher" orbital bits. Cluster and Salvo waste the majority of their DPS on not hitting targets because they just dumb-fire forwards, even when firing into groups of enemies. They only guarantee hits when used against bosses, but even then their DPS is worse than just using basic missiles or nukes. Echo launchers can't recharge fast enough to sustain their massive ammo pools while wasting quite a lot of their DPS on misses. Beam launchers don't have the DPS or ammo efficiency to warrant being forced to stand still. Not to mention the beam tends to fire too high and miss the vast majority of targets unless you are on completely flat ground with no easy way to aim it.
With how much the devs seem to love nerfing anything that gets too fun to use I am surprised Photon launchers didn't get nerfed, as they're one of the few things still "overpowered" by comparison, doing good damage and being easy to use effectively in almost every situation. I wish the other weapons were raised to have similar effectiveness.
They took away the hard lock, added the boss shield, then added this weakpoint system, the game used to be a very fun casual "Sit back with controller to relax and enjoy my custom mech being a badass" to "E-sport gameplay if you're not playing on Mouse and Keyboard go F yourself because you're gunna need that reflex aiming."
Then homogenizing of the skill tree and the stats and the weight and stuff were all for the "e-sport pvp" stuff too.
I'm not dunking on difficulty but its like a 180 on the type of gameplay and feel of the game that was being promoted. I honestly think that the game devs don't care about gameplay sometimes (I've seen them say as much in the discord "Its about the mech customizing")
Honestly wish they would focus more on making the mech customizing being much more meaningfull (Weight meaning something like more hp/armor vs less speed or such) and the skill trees being much more different and impactful, and stop caring about pvp and the "balance/skill" of pvp. The game was marketed as a pve, or even co-op vs E game, this random pvp focus is nonsense and ruining the game. pvp should be a afterthrought with a "pve balance, if people still want to pvp with said balance power to them." But not waste resources let alone ruin the rest of the game for it.
A lot of the more balanced mechs are stronger now (previously you might want to just dump EVERYTHING into pure offense, but that now has noticeable downsides). Fuel seems a lot more important now for dodging stuff, which actually makes it worthwhile to build for it. You have multiple ways of building for damage and multiple ways of building for defense.
Rather than taking your old full damage glass cannon character and getting mad about dying, try swapping to something with a bit more durability or shields, and then try investing 1 or 2 of your blue talents into making your defense better while still allowing for the other 3 to go on giving you good offense. Personally I'm loving the two blue talents that make the Q ability into an attack, defense and speed buff and a 100% shield regen ability while making the actual ability last for 0 seconds.
Some of the bosses might need a little tweaking. The third one in the boss challenge room (the one that flies around, not the final one) is a painfully long slog on Very Hard and definitely could do with its health and/or shield being nerfed. It took about 3 or 4 times as long as the others to kill. It was also pretty much impossible to dodge during its invincibility phase unless you had a massive amount of fuel for constant flying in a circle for ~10 seconds while it does its slam-into-charge attacks.
I am really impressed with all the gameplay customisation options we have. Being able to actually make my mechs all function in different ways is a huge appeal for me. I get that other people just want an easy casual game, but thats what easy mode is for.
What do you expect from a small indie team.
And dear god, dealing with Ammo has become SUCH AN INFURIATING TASK. I had frames built to not stop shooting that NOW, Between bullet sponge mobs and inneficient nodes, Can't stop Running OUT of AMMO. Do Bullet recolection nodes don't do ♥♥♥♥ anymore?
Did they nerf the entirety of Ammo saving just to introduce a Stupid node to restock all ammo at the cost of 85% of your armor and vitality?
Meanwhile the cheesy dash attack BS is still there. You can waste half of your braincells trying to build a frame to shoot at the new boss's weak spots with ice damage, but if there is just ONE GUY in the CO-op with the Dash Attack BS, he is going to kill the boss by himself. And he WONT EVEN BE USING ICE DAMAGE
FFS You can build faster mechs in Mech Warrior, the slow western mech IP. Yet these are supposed to be gundamy mechs? Even the heavyest mech shouldn't be as slow as a speed build in this game lol
Sometimes I feel like the makers of this game saw some art of gundams, went "I like that" and said this was gunna be a mech game without ever having watched a single gundam epd ever
As for enemys, bullet sponge and aoe spam are the "lazy devs first time at game balance asset idea flip" Not even a attempt to be creative or interesting, idea wise its more or less a unity asset flip, mostly because for some reason many people defend the nonsense and can't see its exactly the same as a unity asset flipping just game enemys instead of skins.
bullet sponge HP, aoe spam, and aimboty attacks are the tri-factor of unity asset flip of enemy ideas
Depends on what Gundam you're talking about. Grandpappy Gundam didn't go very fast.
I'd sooner say they were trying to copy Armored Core physics, but they haven't been up to par on that, either.
The fuel usage and the fuel capacity ratio i prefer 1:10 - 1:5, below 1:5 is unreal. No matter how fast you mech can run, its useless it can’t keep it up for more than 2 sec. Also its useless if it take forever to regen after empty.
Our mech speed tied to our booster and the booster acceleration immediately reset to 0 when we release the button. So maintaining our fuel on air only make us as fast as hovering.
My mech has about 600 Accel & 15 Fuel Burn, I could make it to 750 Accel by replacing my Armor stats.
Also there still no "backward brake", we still get launched forward a bit if we stop our booster while move backward while shooting.
The booster before 0.9 indeed can be considered too fast and sudden. Now the booster become way too slow, only manageable if having low fuel cost to repeatedly starting over building up booster speed again and again.
To truely balance for PvP you need to slow the game down to king crab level.....it's not going to work at all.
This is also why I tend to advocate against putting PvP in games that are primarily PvE content. The balancing between PvE and PvP are so dramatically different, and PvP balance typically leads to the most homogenized, milquetoast balancing to ensure a fair playing field. Singleplayer-only games have more room to let you break them, because it doesn't matter if you have unfair advantages so long as the game remains fun to play that way.
For example this is why I would never find Digimon Story Cyber Sleuth to be as good as previous Digimon Story games or Digimon World 2. The only thing that changed was the introduction of PvP, which meant removing almost almost all stats growth and mechanics to allow you to make any Digimon as broken as you want to.
We already have separated build for pve and pvp, that means they will balance both mode separately.
There is no nerf because of pvp yet. Since we don’t have pvp for now, where is the nerf pve because of pvp to begin with.
And we have coop, that means it is no longer a single player only game, balancing for more build diversity is necessary.