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An idea concerning Actionmasters and Robotmodes.

Posted:
Thu May 29, 2008 8:36 pm
by Redimus
I've had an idea for an inclusion of Actionmasters into the game and the possible use of some ofthe robotmode icons.
Why not make a tactic class called Actionmaster? Right now if you want a Actionmaster, you are very badly penalised for it, as there are no tactics. This tactic class, instead of having 2 (or 3 if it gets implimented) tactics, it'd have one stat that dose the same as the robot mode did (ie .5 extra of the chosen stat per point in that tactic) plus it would have a 'weapon tactic' (which would represent the transformable weapons the Actionmasters had) which would have a weakened version of one of the existing tactic.
The precise robot mode chosen would reflect the stat and tactic used (ie one can have improved str and ramming weapon, another can have int and a medical weapon, etc).
As far as I see it, all the conde needed either exists or has been used recently, so surly it cannot take too much to impliment, and it finally stops Actionmasters (which were suposed to be more powerful) being the weak link of the game.
Well that's my idea, does anybody think it merits further thought?
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Thu May 29, 2008 8:47 pm
by slip
As long as you mean as a point to giving a tacticless alt tactics through the robot mode function we use to have. As long as it keeps the balance of the stsat ie not over ten.
That's cool.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Thu May 29, 2008 8:55 pm
by Tammuz
i've never seen actionmasters as the weak link in the chain, if it wasn't for stun or strafes stupid double effectiveness, they'd be quite good, if you put all the upgrades you have in tactics elsewhere you end up being quite a tough bot for your level, granted its a lot more expensive, and a lot slower at gaining levels.
and yeah stats>10=bad
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 8:04 am
by Jeep?
No, stats over ten are bad, mmkay.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 1:52 pm
by DISCHARGE
Personally I wouldn't mind seeing robot modes as nothing more than
something to customize out team members look. They don't have to even
do anything but look good.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 3:24 pm
by Jeep?
That's what I've been saying since they were first conceived, they just need to be an extra little aesthetic element.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 4:25 pm
by Black Eyes
I'm with JP and Discharge. At least put them back in for aesthetic reasons
But what would be even better is if instead of boosting stats they offered some sort of ressistances like reducing stun effects or strafe damage.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 7:08 pm
by Tammuz
or we could just nerf stun and strafe like we need to, and still get aesthetic robot modes
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 8:16 pm
by Black Eyes
Tammuz wrote:or we could just nerf stun and strafe like we need to, and still get aesthetic robot modes
Yeah but thats no fun

Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 9:06 pm
by Chaoslock
Tammuz wrote:or we could just nerf stun and strafe like we need to, and still get aesthetic robot modes
I think a special weapon must be implemented for Tammuz:
Nerf Guns 
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Fri May 30, 2008 11:50 pm
by Tammuz
nerf this!
http://www.seibertron.com/heavymetalwar ... on_id=3936Look at the bottom 3 cons there, barely any xp. each one got rammed and then didn't make a further contribution to the mission at all, they may aswell have been Iron botting or OHKed for the good they did you, the cons should have that, they had equal levels, and a number advantage over the preds who had no strafers
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sat May 31, 2008 7:36 am
by City Commander
I wish I'd thought of it before!
Requested nerf guns.
Lower end stats, cos I really want one now 
As for masters in hmw; I'm always up for them. I'd love to have the option to make one of my cons an actionmaster, or targetmaster, or headmaster etc etc....
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sat May 31, 2008 8:56 am
by Jeep?
You already do have the option to make actionmasters.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sat May 31, 2008 11:04 am
by Tammuz
just don't give them an alt mode
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sun Jun 01, 2008 4:46 am
by Redimus
Jeep! wrote:You already do have the option to make actionmasters.
Yeah, but as they stand, they suck harder than the origanal AM toys.
By the time you have *FINALLY* got a build that is consistent and high scoring for it's level, you could have a build with tactics that is 1 or 2 levels higher and reguarly scoreing a LOT more xp.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sun Jun 01, 2008 6:05 am
by Tammuz
Redimus wrote:Jeep! wrote:You already do have the option to make actionmasters.
Yeah, but as they stand, they suck harder than the origanal AM toys.
By the time you have *FINALLY* got a build that is consistent and high scoring for it's level, you could have a build with tactics that is 1 or 2 levels higher and reguarly scoreing a LOT more xp.
this is true
but red you(and me) are both of the beleif that we need to ge to the next level ASAP, we're both quite competent when it comes to making our teams energon profitable and both high-level (and why we have alot of medics), at lower levels AM's are deadly as sustain and solarcat will tell you, as energon generators they're pretty damn good as they will pump out alot more damage and sustain alot less damage,
and when the tactics get nerfed, and the stats get made better, AM's will gain a lot of power.
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sun Jun 01, 2008 7:19 am
by Chaoslock
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sun Jun 01, 2008 7:32 am
by Tammuz
right chaoslock try to get it into your head that the problem with ram is stun.
when you don't stun ram is ok
so thank you you've proved my point that ram needs nerfing

Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sun Jun 01, 2008 1:26 pm
by -Soundwave-
Action masters Rock! and I'd still have one if it weren't got those meddling kids.. .
well really at level 5. things get really expensive, and Omega's XP limit so we don't have level bullies, at 10 mil XP it forces you to level 6, and even with UNneeded up grades like INT, you don't have the XP to get to level 6. That hurts, so I picked an alt so I could at least have the proper number of upgrades at that level
Re: An idea concerning Actionmasters and Robotmodes.

Posted:
Sun Jun 01, 2008 6:05 pm
by Redimus
Tammuz wrote:Redimus wrote:Jeep! wrote:You already do have the option to make actionmasters.
Yeah, but as they stand, they suck harder than the origanal AM toys.
By the time you have *FINALLY* got a build that is consistent and high scoring for it's level, you could have a build with tactics that is 1 or 2 levels higher and reguarly scoreing a LOT more xp.
this is true
but red you(and me) are both of the beleif that we need to ge to the next level ASAP, we're both quite competent when it comes to making our teams energon profitable and both high-level (and why we have alot of medics), at lower levels AM's are deadly as sustain and solarcat will tell you, as energon generators they're pretty damn good as they will pump out alot more damage and sustain alot less damage,
and when the tactics get nerfed, and the stats get made better, AM's will gain a lot of power.
To be honest, Im not convinced. Yes she used to score **** loads more than I did, but she also used to be around a level above me, even as an actionmaster. She could have had those actionmasters at a higher level still, and I believe would have scored a lot more xp overall as a result.