Sign on Options
Theme: [Light Selected] To Dark»

What i would like to see in the next update, provided there is one (likely)

Forum Actions
Thread locked

This topic is now read-only on GameSpot.
To post new messages, please visit GameFAQs and log in using the same email and password that you use on GameSpot.

  • Oct 17, 2012 10:30 am GMT
    Ive given this quite a bit of thought and I think this would be some changes that I think would balance the game a little better than it already is. There will be some in here that I wish would happen but likely wont, and some that may not happen in the way I would like

    anyways, lets get started here:

    -Energon Recharger- Increase duration back to what it was pre patch...it was good enough with just the Heal Speed Reduction

    Infiltrator
    -Nucleon Charge Rifle- Bring the Charge time back to its original state prepatch, no reason that this shouldve been nerfed in the first place
    -Cloak- Get rid of the resource drain or at least reduce it to 1.5x or 2x

    Destroyer
    -Thermo Rocket Cannon- Increase Base Lock On Speed by at least 25%, it is way too slow as it is now
    -Hover Slam- Increase the radius of the Slam attack and slightly increase damage

    Titan
    -Tank Cannon- Either increase damage on the cannon, or increase splash damage and radius, it should not take more than two hits from a tank cannon to destroy an Infiltrator as that is just ridiculous

    Scientist
    -Gear Shredder- Reduce homing back to what is was in the previous patch. I personally dont have a problem with the current homing but I know most do, so reducing homing would make it less over powered. However, since I dont have a problem with homing, they should instead reduce damage somewhat (not sure by how much)
    -Battle Sentry- Allow the Sentry to be meleed and give the sentry a life reduction. This should lower the class's OPness by a considerable amount
    -Heal Beam- Deactivate it upon transforming if in use, Nhella mentioned that Scientists have no penalty for transforming while an ability is in use in another topic and after thinking about it, i think it would be a good nerf because that way it forces Scientists to stay on the ground in Robot form to support their teammate instead of being safely in the air while supporting their teammate as it causes an unfair advantage to both the healer and the one being healed

    Anyways, discuss and feel free to add to this list, accept or criticize some of these changes. Just keep it civil
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 17, 2012 11:40 am GMT
    Getting KO'd by a titan weapon? well 2 shots should be a kill on 300 health.
    Make the nucleon charge rifle better... maybe charge time or add a zoom scope?
    nerf scientist anyway possible decrease the amount of times GS saws can bounce off walls, I understand practically the power the the GS does. but regardless the pwer should be lowered. chances of there actually being a homing in a saw??? unlikely... also how does it home in on cloaked infiltrators??!?!?! nucleon charge rifle should be better then BPR in long range as BPR can easily kill long distance and BPR doesnt even need to be zoomed-in to to kill long distance... Thermo rocket cannon should have a advantage to scientists like they can't tell when they are being locked-on. titan flak cannon is cool but i think it should be just as useful as destroyer defraction barrier.
    ---
    xENDERSgotGAMEx (PSN)
  • Oct 17, 2012 11:41 am GMT
    sephiroth068 posted...
    -Energon Recharger- Increase duration back to what it was pre patch...it was good enough with just the Heal Speed Reduction

    Infiltrator
    -Nucleon Charge Rifle- Bring the Charge time back to its original state prepatch, no reason that this shouldve been nerfed in the first place
    -Cloak- Get rid of the resource drain or at least reduce it to 1.5x or 2x


    I agree with you on cloaking and the Energon Recharger, but I say leave the NCR as is because we don't need further encouragement for infiltrators to camp and snipe people. I would like to add one more thing and this goes for all the classes, get rid of the delay for switching weapons in battle.

    sephiroth068 posted...
    Destroyer
    -Thermo Rocket Cannon- Increase Base Lock On Speed by at least 25%, it is way too slow as it is now
    -Hover Slam- Increase the radius of the Slam attack and slightly increase damage


    I agree lock on speed needs to be increased on the Thermo Rocket Launcher and either damage increased by 25 pts or make the reload speed faster between each shot. We both agree that the hover slam should be buffed. I also think the Chaos-Rift Combustor should be nerfed 50 pts of damage.
  • Oct 17, 2012 12:24 pm GMT
    sephiroth068 posted...
    Titan
    -Tank Cannon- Either increase damage on the cannon, or increase splash damage and radius, it should not take more than two hits from a tank cannon to destroy an Infiltrator as that is just ridiculous


    Agreed with you on the tank cannons but I would like to add either return the scrapmaker way it was before the last patch or nerf the Neutron Assault Rifle, there is no way the NAR should be out performing the Scrapmaker, which it is doing currently. Second, I think the the flak shields upgrades should be returned to where they were originally before this last balance pass. Next, either reduce the amount of health that is regained from the shield when it's damaged further or make it so they can't spam activating it on and off. Titan's can reactivate their shield faster than a destroyer can reactivate his barrier. Finally, the last thing I would do is get rid of the delay there is in whirlwind, it's annoying and it cost players because of it.

    sephiroth068 posted...
    Scientist
    -Gear Shredder- Reduce homing back to what is was in the previous patch. I personally dont have a problem with the current homing but I know most do, so reducing homing would make it less over powered. However, since I dont have a problem with homing, they should instead reduce damage somewhat (not sure by how much)
    -Battle Sentry- Allow the Sentry to be meleed and give the sentry a life reduction. This should lower the class's OPness by a considerable amount
    -Heal Beam- Deactivate it upon transforming if in use, Nhella mentioned that Scientists have no penalty for transforming while an ability is in use in another topic and after thinking about it, i think it would be a good nerf because that way it forces Scientists to stay on the ground in Robot form to support their teammate instead of being safely in the air while supporting their teammate as it causes an unfair advantage to both the healer and the one being healed


    I agree with your assessment of the Gear shredder and I think it should have it's homing nerfed to pre-balance passes status where it was still a good gun but you needed to master it or damage needs to be reduced. If you look at all the guns that do the same amount of damage or more as the Gear Shredder. They are less accurate and either have less of a range or a slower rate of fire. I agree with you on the battle sentry on the meleeing part and maybe on life reduction but I would like to see how the sentry preforms after players can melee it. However, I do think the effects of the rust sentry should be lessened.

    Heal beam - I was more in support of reducing the healing rate for the ability, but I guess this could work instead.
  • Oct 17, 2012 12:08 pm GMT
    Terrapon posted...
    Getting KO'd by a titan weapon? well 2 shots should be a kill on 300 health.


    Except that its not...I have killed many Infiltrators and Scientists that fly low to the ground for some reason with the Titan's Tank Cannon and its always taken 3 direct hits which is ridiculous considerering how much HP they have

    maybe its lag and the first or second shot dont hit at times when it looks like they do, but a good majority of the time its takes three shots when its shouldnt take more than two (and I have counted the hitmarkers so I know this)

    even so, the Tank Cannon could use a buff in general...the Destroyer Eclipse Rockets are better than the Tank Cannon for god's sake

    @Meta

    I agree with some of your suggestions (some of which i actually had in my mind but forgot to mention)

    I will repost the list with some of your suggestions included in a bit
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 17, 2012 12:25 pm GMT
    UPDATED LIST (includes Meta's suggestions):

    Pick up Items
    -Energon Recharger- Increase duration back to what it was pre patch...it was good enough with just the Heal Speed Reduction

    Infiltrator
    -Nucleon Charge Rifle- Bring the Charge time back to its original state prepatch, no reason that this shouldve been nerfed in the first place
    -Cloak- Get rid of the resource drain or at least reduce it to 1.5x or 2x

    Destroyer
    -Thermo Rocket Cannon- Increase Base Lock On Speed by at least 25%, it is way too slow as it is now. Increase Damage from 250 to 275 (i rememebr these numbers from the last patch notes)
    -Chaos Rift Combuster- Decrease damage by 50 points, not sure on the actual damage values. I dont have a problem with this weapon, but if it is causing some issues then I dont mind a small damage decrease
    -Hover Slam- Increase the radius of the Slam attack and slightly increase damage

    Titan
    -X18 Scrapmaker- Increase accuracy back to what it was in the previous patch. This effectively helps combat the NAR so that it isnt outperformed by it
    -Tank Cannon- Either increase damage on the cannon, or increase splash damage and radius, it should not take more than two hits from a tank cannon to destroy an Infiltrator as that is just ridiculous
    -Flak Shield- Increase delay between deactivation and activation of shield, this will prevent spamming of putting up and down the shield in quick succession
    -Whirlwind- Decrease delay at start up. I never noticed the delay in Whirlwind before but then I remembered WFC Whirlwind and there was little to no delay in that game when activating it so I definitely support this

    Scientist
    -Gear Shredder- Reduce homing back to what is was in the previous patch. I personally dont have a problem with the current homing but I know most do, so reducing homing would make it less over powered. However, since I dont have a problem with homing, they should instead reduce damage somewhat (not sure by how much)
    -Battle Sentry- Allow the Sentry to be meleed and give the sentry a life reduction. This should lower the class's OPness by a considerable amount
    -Rust Sentry- Decrease slowdown speed by 25% or so. Since it is a constant stream, players should be allowed to move slightly faster to compensate
    -Heal Beam- Deactivate it upon transforming if in use, Nhella mentioned that Scientists have no penalty for transforming while an ability is in use in another topic and after thinking about it, i think it would be a good nerf because that way it forces Scientists to stay on the ground in Robot form to support their teammate instead of being safely in the air while supporting their teammate as it causes an unfair advantage to both the healer and the one being healed

    Miscellaneous:
    -Fix delay in weapon switching that occurs at times...this has gotten me killed often when I am trying to switch an empty weapon to my other weapon, its incredibly annoying

    The only one that i disagreed with you completely on was the NCR bit...Charge time should be decreased simply because of how difficult it is to use to begin with...if anything, having the charge time as it is now is actually increasing camping with Infiltrators since they have to wait so long before the weapon is fully charged unless they have Dead Eye, which is a Level 25 upgrade
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 17, 2012 1:33 pm GMT
    Tank cannon's fine as it is. It just takes some practice to aim with.

    The only thing that I care about is nerfing the Gear Shredder homing and allowing players to melee sentries. Maybe cause the sentry to drain faster if you transform. Maybe.
    ---
    XBL gamertag: DrunkenMegaman
    "Outta gas... but not outta luck!" - Bumblebee
  • Oct 17, 2012 2:10 pm GMT
    DrunkenMegaman posted...
    Tank cannon's fine as it is. It just takes some practice to aim with.

    The only thing that I care about is nerfing the Gear Shredder homing and allowing players to melee sentries. Maybe cause the sentry to drain faster if you transform. Maybe.


    Fair enough, but that's not the point...i can aim just fine with it, but considering the weapon it is...it could stand to do more damage or have better splash damage
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 18, 2012 1:26 am GMT
    sephiroth068 posted...
    UPDATED LIST (includes Meta's suggestions):

    Pick up Items
    -Energon Recharger- Increase duration back to what it was pre patch...it was good enough with just the Heal Speed Reduction

    No. Works pretty well now, doesn't feel OP for the first time in the franchise

    Infiltrator
    -Nucleon Charge Rifle- Bring the Charge time back to its original state prepatch, no reason that this shouldve been nerfed in the first place
    -Cloak- Get rid of the resource drain or at least reduce it to 1.5x or 2x

    Agreed, resource drain is just way too much right now

    Destroyer
    -Thermo Rocket Cannon- Increase Base Lock On Speed by at least 25%, it is way too slow as it is now. Increase Damage from 250 to 275 (i rememebr these numbers from the last patch notes)
    -Chaos Rift Combuster- Decrease damage by 50 points, not sure on the actual damage values. I dont have a problem with this weapon, but if it is causing some issues then I dont mind a small damage decrease
    -Hover Slam- Increase the radius of the Slam attack and slightly increase damage

    Agree with everything, Combustor is OHKO on some classes if you hit them right in the face, a SMALL damage reduction would remedy this and would give people time to react if they get sneaked up on

    Titan
    -X18 Scrapmaker- Increase accuracy back to what it was in the previous patch. This effectively helps combat the NAR so that it isnt outperformed by it
    -Tank Cannon- Either increase damage on the cannon, or increase splash damage and radius, it should not take more than two hits from a tank cannon to destroy an Infiltrator as that is just ridiculous
    -Flak Shield- Increase delay between deactivation and activation of shield, this will prevent spamming of putting up and down the shield in quick succession
    -Whirlwind- Decrease delay at start up. I never noticed the delay in Whirlwind before but then I remembered WFC Whirlwind and there was little to no delay in that game when activating it so I definitely support this

    Agreed except for Flak Shield, it gets destroyed quite fast now thanks to the nerfs so the quick reload and a quick activation is necessary. Its defensive capabilities are also strictly in front and you lose a lot of footspeed so any smart player will either flank/shoot it from a distance/team up.

    Oh, and bring the Harvester's damage back to 170 (?). The 2nd damage nerf was not needed...

    Further nerfing will only hurt Titan's ability to survive even more, which brings me to my personal beef with the class: why does almost every weapon and ability reduce the Titan's footspeed with like 50-70%? It's a bit much and I don't remember this being an issue with the class in WFC except for X-18>.<


    Scientist
    -Gear Shredder- Reduce homing back to what is was in the previous patch. I personally dont have a problem with the current homing but I know most do, so reducing homing would make it less over powered. However, since I dont have a problem with homing, they should instead reduce damage somewhat (not sure by how much)
    -Battle Sentry- Allow the Sentry to be meleed and give the sentry a life reduction. This should lower the class's OPness by a considerable amount
    -Rust Sentry- Decrease slowdown speed by 25% or so. Since it is a constant stream, players should be allowed to move slightly faster to compensate
    -Heal Beam

    Agreed with everything, Rust Sentry slows you down too much for an ability that can hit multiple times

    Miscellaneous:
    -Fix delay in weapon switching that occurs at times...this has gotten me killed often when I am trying to switch an empty weapon to my other weapon, its incredibly annoying

    HALLELUJAH!! Above everything else, WE. NEED. THIS. FIXED!

    ---
    PSN: Kuro-puppy
    YT Playlists: http://www.youtube.com/user/NinjaSyao/featured
  • Oct 18, 2012 6:24 am GMT
    sephiroth068 posted...
    The only one that i disagreed with you completely on was the NCR bit...Charge time should be decreased simply because of how difficult it is to use to begin with...if anything, having the charge time as it is now is actually increasing camping with Infiltrators since they have to wait so long before the weapon is fully charged unless they have Dead Eye, which is a Level 25 upgrade


    It's not that difficult to use. Scope, wait, fire. Headshots are still an OHK, so an enemy standing completely still is pretty much wearing a "Shoot Me" sign on his chest. I haven't seen many Infiltrator snipers since the last patch, so I'd say it should stay how it is.
    ---
    PSN ID: SniperMusician75
    Currently Playing: Transformers: FoC, Starhawk, and Sonic Adventure 2: Battle
  • Oct 18, 2012 10:01 am GMT
    I shall forever main infiltrator. but ill go back to scientist if they nerf it and less people still use it. like in the demo. Wouldn't nerfing the scientist in any way make it hard to use? I mean they are easy to take out if they dont have their GS PBR rust sentry build. or dont have GS. I mean with how we all say that it would make the scientist class play smarter wouldnt just stop people from using it cause. without the ability to KO infiltrators(still think that should be gone though) or a powerful long/mid range PBR wouldnt that just destroy the class?
    ---
    xENDERSgotGAMEx (PSN)
  • Oct 18, 2012 10:27 am GMT
    I think that they need to make the following changes

    Infiltrator
    Cloaking needs to be increased a few seconds.
    NCR needs to have the charging time back to what it was...

    Destroyer
    Hover Slam needs damage increased on Direct hits.

    Titans
    Nothing really....

    Scientists
    Very OP'ed
    NAR... Damage Reduced
    Gear Shredder ... Damage Reduce... Leave the homing as it is
    This gun should not be able to take a kill a full health Titan with one charge shot
    Sentry... Damage Reduced a bit and Resouce run out 3X faster
    ---
    "I could promise you the same, but it would be a lie"---Kain (Legacy of Kain Defiance)
  • Oct 18, 2012 11:35 am GMT
    TheBlackRequiem posted...
    sephiroth068 posted...
    The only one that i disagreed with you completely on was the NCR bit...Charge time should be decreased simply because of how difficult it is to use to begin with...if anything, having the charge time as it is now is actually increasing camping with Infiltrators since they have to wait so long before the weapon is fully charged unless they have Dead Eye, which is a Level 25 upgrade


    It's not that difficult to use. Scope, wait, fire. Headshots are still an OHK, so an enemy standing completely still is pretty much wearing a "Shoot Me" sign on his chest. I haven't seen many Infiltrator snipers since the last patch, so I'd say it should stay how it is.


    I know how it works. I use it myself...and I can tell you right now that it was fine pre patch with the charge speed as it wasnt ridiculously fast then, but also not ridiculously slow

    now the charge time is not ridiculously slow at the moment, but it is too slow for my liking to be useful over say the Pathblaster (even though at long distance the Nucleon Charge Rifle will likely win)...it was just an unneccesary nerf overall....besides, how often do you see enemies standing completely still, not saying your wrong but that doesnt happen nearly often enough...and Infiltrator Snipers arent that tough to deal with anyway and werent even tough before the nerf

    Terrapon posted...
    I shall forever main infiltrator. but ill go back to scientist if they nerf it and less people still use it. like in the demo. Wouldn't nerfing the scientist in any way make it hard to use? I mean they are easy to take out if they dont have their GS PBR rust sentry build. or dont have GS. I mean with how we all say that it would make the scientist class play smarter wouldnt just stop people from using it cause. without the ability to KO infiltrators(still think that should be gone though) or a powerful long/mid range PBR wouldnt that just destroy the class?


    it wouldnt destroy the class...it just wouldnt be broken...the class is viable without that OP build and even if those things in the GS/PBR/Sentry build were nerfed in anyway, it could still be a viable class setup depending on the skill of the player

    Xero0000 posted...
    I think that they need to make the following changes

    Infiltrator
    Cloaking needs to be increased a few seconds.
    NCR needs to have the charging time back to what it was...

    Destroyer
    Hover Slam needs damage increased on Direct hits.

    Titans
    Nothing really....

    Scientists
    Very OP'ed
    NAR... Damage Reduced
    Gear Shredder ... Damage Reduce... Leave the homing as it is
    This gun should not be able to take a kill a full health Titan with one charge shot
    Sentry... Damage Reduced a bit and Resouce run out 3X faster


    I wouldnt mind an increase in Cloaking time

    Agreed on Destroyer

    Its alright if you have nothing on this

    Disagree on NAR damage nerf...its fine as it is...just need Scrapmaker accuracy to go back to what it was so the NAR doesnt outclass it
    Im alright with a damage reduction or a homing nerf...i can go either way with this weapon...wouldnt mind a damage reduction to the sentry, but id rather we see the ability to melee them first to see if that solves anything
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 18, 2012 11:53 am GMT
    Agree with everything except energon recharger, whirlwind and weapon switch.

    Oh and the heal beam. Scientists don't need another reason to choose sentry over being a team player.
  • Oct 18, 2012 12:16 pm GMT
    D_Rich_King posted...
    Agree with everything except energon recharger, whirlwind and weapon switch.

    Oh and the heal beam. Scientists don't need another reason to choose sentry over being a team player.


    Wait, wait, wait. Youre seriously telling me that the weapon switch delay is not a problem?

    I accept your stance on the Energon Recharger and the Whirlwind stuff, not everybody sees that in the same light, but the Weapon Switch Dealy? you have never been killed trying to switch between your weapons and it would never happen no matter how many times you pressed Triangle (or whatever button you use to switch weapons if you dont use default controls)

    As far as the Heal Beam is concerned, i understand your concern, but this proposed update implies both changes to each ability, not one or the other

    honestly, I wouldnt mind too much if Heal Beam wasnt nerfed in the way I described and only Sentry took a hit, but i would like to this changed honestly, even if odds are this type of change likely wont happen

    @syaoran-kun

    I knew I forgot something about the Titan's Energon Harvester...i will update the list to include that later on

    Disagree about Energon Recharger, and Flak Shield is honestly a tough one...on one hand, I have no issue with how it works now, but on the other hand, I know others do and i have been there on occasion with thier complaints...so really i end up pleasing one and pissing off the other no matter what kinds of changes this ability receives im sure
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 18, 2012 1:03 pm GMT
    Rebuff the path blaster's magma dampener. Probably not back to 60%, but dropping it to 35% was uncalled for.
    ---
    PSN: orphanjohn/OrphanFromdabloc
    Currently playing: Dark Souls, UMvC3, Transformers: FoC, Resident Evil 6
  • Oct 18, 2012 2:27 pm GMT
    sephiroth068 posted...
    D_Rich_King posted...
    Agree with everything except energon recharger, whirlwind and weapon switch.

    Oh and the heal beam. Scientists don't need another reason to choose sentry over being a team player.


    Wait, wait, wait. Youre seriously telling me that the weapon switch delay is not a problem?

    I accept your stance on the Energon Recharger and the Whirlwind stuff, not everybody sees that in the same light, but the Weapon Switch Dealy? you have never been killed trying to switch between your weapons and it would never happen no matter how many times you pressed Triangle (or whatever button you use to switch weapons if you dont use default controls)

    As far as the Heal Beam is concerned, i understand your concern, but this proposed update implies both changes to each ability, not one or the other

    honestly, I wouldnt mind too much if Heal Beam wasnt nerfed in the way I described and only Sentry took a hit, but i would like to this changed honestly, even if odds are this type of change likely wont happen

    I think I misunderstood your point I thought you meant remove weapon switch delay entirely. If there's some bug then of course it should be fixed, although personally I've never had any problems. Trying to switch firing side on the other hand...

    It's funny how some deem it unfair that you can use the heal beam while in jet form. I actually find it annoying how you can't start healing people while in jet form, and instead have to transform, because by that time they're probably dead. If anything they should nerf the distance from the target you can keep the heal beam going in jet form, because frankly it's silly.

    sephiroth068 posted...
    so really i end up pleasing one and pissing off the other no matter what kinds of changes this ability receives im sure

    And that's what HMS has to deal with (although they could have done better with the last update).
  • Oct 18, 2012 5:38 pm GMT
    Is there a way to instantly tell when they update the game?
    ---
    xENDERSgotGAMEx (PSN)
  • Oct 18, 2012 5:52 pm GMT
    Terrapon posted...
    Is there a way to instantly tell when they update the game?


    they typically announce it in the info bar that runs across the top on the Multiplayer Menu
    ---
    Chapter 7, that's all you need to say to a Valkyria fan, they'll know what you mean-Celestial Damnation (see quote)
  • Oct 18, 2012 5:59 pm GMT
    Terrapon posted...
    Is there a way to instantly tell when they update the game?


    You can also get updates via their blog page, twitter page, and their facebook page.

    http://www.highmoon.com/community/hms/blog

    https://twitter.com/HighMoonStudios

    http://www.facebook.com/transformersgame

    The facebook page may ask you to sign in and if you don't have a facebook account you can just close the sign in pop-up and still be free to check things out on their page.
Forum Actions

Game Stats

Also on:

Games You May Like

Users who looked at content for this game also looked at these games.