Phantom Brigade

Phantom Brigade

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Missiles are massively op, completely negates other weapon types
Being able to fire swarms of missiles that delete enemy mechs before they respond, or having players get deleted from half a map away is no fun.

I don't see how you could possibly balance them in their current form unless you reduce damage by maybe 90% or only have them fire once per battle, please add the option to remove them from the game entirely in the options menu.
Původně napsal Addie:
Hi, thanks for the feedback! We're going to take a look at fixing missiles for the upcoming hotfixes. They're spawning too often right now and are currently too strongly tracking. They used to be too weak and we overcompensated a bit, we'll get them tuned back up again soon.
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Zobrazeno 115 z 244 komentářů
+1 that, they utterly game braking and render everything else useless, for all the same reason lrms are considered op in hair brains battletech and mechwarrior online early days

Just lost a run right at the start of the game because every combat seen me fight 3-4 missile mechs in the first zone after the hand holding one, literal nothing i can do to deal with getting one shot on first turn.

The missiles lack of counter, cover ignore, ability to to basically spam concuss chance (like head shot and knockdown spam in previously mentioned games) no real heat punishment and range lets one just hide when overheating, extreme damage and ability to not give a dam about short range when it really should makes them all round TO good.
there needs to be a counter to them, and a HARD one, not some pansy soft one, i recommend one of or a mix of the folowing:
1: some kind of ams system, easy as pie, missile in X range get shot down, and a high chance to shoot them down because the op damage they do, some 10% is NOT going to fix anything and would be better to just take more integrity and barrier.
2: min range turned into a hard setting for missiles, make them auto lose locks and unable to lock or even arm when the target is close enough to host shooter so you cant just min range yeet deleat shotgun shields that its meant to be hard countered by.
3: remove ability to do any secondary stuff like concuss with missiles.
Tento příspěvek byl vývojářem tohoto produktu označen jako nejlepší (často jde o odpověď na původní otázku).
Addie 28. úno. 2023 v 21.19 
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Hi, thanks for the feedback! We're going to take a look at fixing missiles for the upcoming hotfixes. They're spawning too often right now and are currently too strongly tracking. They used to be too weak and we overcompensated a bit, we'll get them tuned back up again soon.
Naposledy upravil Addie; 1. bře. 2023 v 11.06
Addie původně napsal:
Hi, thanks for the feedback! We're going to take a look at fixing missiles for the upcoming hotfixes. They're spawning too often right now and are current too strongly tracking. They used to be too weak and we overcompensated a bit, we'll get them tuned back up again soon.

That's good to know. My friend was screensharing his campaign playtrough and the MLM or any missile for that matter seemed rather strong. Especially getting swarmed by enemy forces made it quite the sight to be hold lol :D
I have to agree, even firing at close range they are ridiculous. My shotgun/shield mech was charging a ML mech headed right for me, and they fired a whole salvo of missiles basically point blank at me, I had my shield up expecting it to tank the hit. BUT, the missiles flew OVER my shield, over my mech, then did an immediate 180 and hit my mech in the back and blew off his weapon arm.

If missile trajectories were tracked with the prediction system, It would make countering them easier, like dashing, or getting behind cover at the right time. As it is right now you basically have to kinda guess when they'll get to you.
I don't think the prediction system should track missiles because it would trivialize that aspect of the game, but shields should work against them if you're trying to block missiles with a shield.
Ser Puss původně napsal:
I have to agree, even firing at close range they are ridiculous. My shotgun/shield mech was charging a ML mech headed right for me, and they fired a whole salvo of missiles basically point blank at me, I had my shield up expecting it to tank the hit. BUT, the missiles flew OVER my shield, over my mech, then did an immediate 180 and hit my mech in the back and blew off his weapon arm.

If missile trajectories were tracked with the prediction system, It would make countering them easier, like dashing, or getting behind cover at the right time. As it is right now you basically have to kinda guess when they'll get to you.

Had the exact same thing happening to me. Enemy fired near point blank at my shield mech. All rocket went around my mech and 180ed into his back.
Got the weapon now myself but couldn‘t replicate the behaviour.
I would not consider myself someone who shouts NERF. Ever. But unfortionatly I would consider the game unplayable at the moment due to this. I am in the second Map and there is such a huge missile spam on the enemies that there is almost no chance of winning a fight. I don't think this is what the developers intended. This needs to be fixed ASAP. :steamthumbsdown:

Addie původně napsal:
Hi, thanks for the feedback! We're going to take a look at fixing missiles for the upcoming hotfixes. They're spawning too often right now and are current too strongly tracking. They used to be too weak and we overcompensated a bit, we'll get them tuned back up again soon.

you guys should really consider a dedicated feedback topic
Naposledy upravil Rodrigo; 1. bře. 2023 v 5.19
Arguably it is workable if your light sniper mech (apparently this guy draws the most aggro as a lot of the times he just gets targeted by every single missile launcher in a 5-mile radius) has good heat dispersion to just alternate dash and run to dodge most of the shots while the rest of your team close in to ♥♥♥♥♥ slap them
MLRS on the other hand? that thing is literally shotgun on steroids, I can reliably one tap concuss tanks with it.
Missile spam kind of defeats the whole purpose of "See the enemy moves and plan around it" when you can't see what they're going to do and the only plan you can do about them is "Make sure everyone has good enough thrusters to dash-dodge missiles"
Dashing seems inconsistent whether it actually breaks lock or not, too. I've dashed to dodge missiles and watched them still turn and have the entire barrage hit before the dash is even over. I LOVED the demo, but this is barely playable right now.
+1 for me too... I've just been replaying a mission (patrol caught me) over and over again that was rated on "Easy", but absolutely everything on the map is a missile launcher. I don't even get a shot off and two of my mechs just get deleted. I'm going to close the game and come back when this has been changed - it's unplayable/unwinnable right now.
Missiles got massive buff to tracking from demo, turning them into all-purpose weapon. MLRS are especially bad.

Also, for some reason missile launchers don't have minimal range. What? Assault rifle have minimal range, but not missile launcher?
Rha0 původně napsal:
+1 for me too... I've just been replaying a mission (patrol caught me) over and over again that was rated on "Easy", but absolutely everything on the map is a missile launcher. I don't even get a shot off and two of my mechs just get deleted. I'm going to close the game and come back when this has been changed - it's unplayable/unwinnable right now.
Feels that having the shield as a second weapon is the best setup right now. It takes a time to understand missiles speed and block them correctly. But it is definitely more effective than the second weapon.
However, the problem is still the strength of the player. If you can only run and shoot with missiles - why not do so the whole game.
From what i've played so far the dash makes it easy to avoid SINGLE fire missiles but i've yet to experience the barrage missiles, i will say the dash timing seems more reliant on how closely you time the dash to the missile hitting the floor when it try's to 180
Naposledy upravil SeriousCrunch; 1. bře. 2023 v 9.02
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Datum zveřejnění: 28. úno. 2023 v 20.54
Počet příspěvků: 244