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Burn wrote:It's not just about energon ...
Absolute Zero wrote:In pretty much any game you're going to end up with millionaires. I don't really see why this is such a big deal.
Fearless Echoes wrote:Absolute Zero wrote:In pretty much any game you're going to end up with millionaires. I don't really see why this is such a big deal.
The problem is if everybody has more than enough money, then it becomes meaningless.
Fearless Echoes wrote:Burn wrote:It's not just about energon ...
Ahh well, if it's xp as well, f**k that ****.
Tammuz wrote:i take great offense at that AZ. i did the best i daman well could with balancing the weapons given i was denied any changes a part from recharges, damage values and energon, you want to moan that we should change the game engine, i'll agree, but that was never gonna happen, so being pragmatic i took the best course i could and made the weapons something a little more varied than "battle blades=win"
there are 6 or 7 weapons at given levels and they are different, some will be consistent as hell, some will skip between barely any to a fair chunk in the same mission, some are gonna take a few hits turns to recharge, some won't.
the only place weapons aren't balanced and thus broken is the cost, mainly cos energon in this game is is broken to thepoint of being inconsequetial.
Tam wrote:now onto your shock armour solution, that won't work becuase Stun being so powerful will require everyone to get shock armour, which then means stun is now worthless, and as is every armour except the shock armours.
Tam wrote:your "micromaster base" analogy works both ways maybe your micromaster mac truck and so forth, anyway whats wrong with stun is that when rammed it checks if the stunee has less STR than the Stunner, if it does the Stunee may be stunned, if it is stunned it's stunned for a random amount of time, often past the entire length of the mission, which effectively means that that one ram has ended the the targets participation in the battle as anything but a meat shield.
Tam wrote:what i reckon it should work at is that it should do check rammers STR against target's END and if the STR is greater than END ignore the stunnee's next actions to the diffrence halved rounding up (cuase 5 turns is enough to kill, 10 would be almost certain one ram and it's over territory)
Tam wrote:I agree on the weapon/armour upkeep cost.
the problems remain the same even with multiple commodities, Burn even the countless ones we have on earth we still don't have a working world economy,
Tammuz wrote:i fail to see how weapons are still broken (apart from the energon cost).
Tam]I'll disagree that strafes **** until your high level. it's actually alot cheaper to make work better.
4strafe will average about 21.5% damage per strafe and you'll strafe about 12% of the time
you need 4ram and 4str to get an average of 21% per ram and a 12% ramming rate
[/quote]
However, the odds of having the strafer survive long enough to collect the same XP as the rammer is unlikely. There for, the rammer is the more effective build at lower levels. Is that really hard to see?
[quote="Tam wrote:Repair is **** at lownlevels becuase INT doesn't have a secondary boost to performance. not becuase of a lack of "other effects like stun"
Tam wrote:it's far easier to remove one unbalanced effect than it is to add a bumload of other effects and get them to balance, i take the simplest solution first, if you can come up with a system that abalnces fair enough but until then i'd rather have it removed. either way works but my ways easier to implement. and the thing with stun is that "a few hits" is hard to quantify a few hits can deal 100% damage or 21% damage, that's a massive difference in the effect of stun especially when it can essentially decide a one on one battle in one hit becuase you have one more point in STR. Stun is effectively a 100% avoid rate against someone for an random number of turns. that's epic, and you can't tell me that has to stay in the game as is, even if there was comparative other abilities, when one thing is uber, i'd rather not fix the game by ubering everything else.
ideally i'd like to have the tacticsdealing only damage, and then a bunch of other crap(minicons and binary bondsmen and powerchip rectifyers, energon chips, cyber keys, etc) giving "feats" and stuff.
Tammuz & AZ wrote:Debate
Wingspan wrote:
As for the jumping factions - if that's too easy I see that as hampering faction cooperation. Why work with someone so they get them better when they'll just ditch you to be your opponent and not your backup in a month?
There will always be opponents if you learn where to look for them.Burn wrote:...when people suddenly find themselves able to attack their fellow faction members...
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