Ok, first thing first, I didn't have the chance to play the Closed Alpha but, since I've been active in that kind of game for almost a decade now, I think there may be a pretty simple solution to bring forward cooperative play and balance the shield bypass. For Sniper units : remove the shield bypass and give a buff to damage in exchange of a lowered firing rate. Snipers should not have armor penetration since they way of playing this kind of unit requires you to play from afar so you're not in danger 90% of the time and if someone comes close to you, you've passively generated some advantage for your team because they are no longer on the objective and the fact that they came close to you mean that they have no long range damage. If you die, your team might have lost the sniper but the enemy team lost the player that came near you for the same period of time ( midrange or melee need to take time to detach from the objective battle, then walk up to you without dying, then kill you and walk back to the objective ). If this is not enough of a rework to make sniper units viable , put damage decrease over distance for everyone except them ( if that's not already the case ). For Melee units : rework the shield bypass system by implementing some conditions when damage is calculated. Let's say that when a melee unit hits a target, this happens : check target stats, if shield value is above 0, attack value = 50% on shield and 50% true damage, if shield value is 0, attack value = 100% true damage. This may not feel like a huge change but in reality this would force melee unit to focus and pick the good target instead of running blindly on someone knowing that they will kill them 90% of the time. Getting 50% true damage while the target has shield could be a value that need adjustement but I feel that this way, melee unit would still be a threat on an isolated 1v1 while not being an auto win if they pick a non melee unit. For Midrange units : rework their damage in two types. First type is the autofiring / Ticks ( like tricera miniguns or inferno lasers ), second type is the singlefire units ( tricera canon or inferno rifle ). For the first type, make it so that the weapons have an increasing armor penetration based on how long you've been shooting on a target without missing ( if the unit firing hasn't hit target for 0.X sec the bonus reset, where X is greater than the firing rate and adjusted to each unit so the bonus can be kept as long as you have a good aim and the enemy doesn't disengage from the fight ). The armor penetration bonus max stat should be between 30/50% ( could be tweaked if need be ) to make it impactful but not overpowered and the bonus should take a few seconds to reach max stat. This would allow autofiring units to survive a melee unit that is just throwing itself at the enemy screen thus forcing a more focus level of play and not duels decided by stat checks. For the second type, make it so the weapons always have between 5% to 10% armor penetration depending on the firing rate of the weapon ( a slow firing rate weapon should have better armor penetration ). If we take a global look at these changes we would have team comps that act like this : The sniper is the support unit that initiate the fight by deciding who they want their team to focus on ( they pick a target and shoot them as long as they have shield ), the melee unit is the one that follows the call by dueling the unit that no longer has shield thanks to the sniper ( so the damages are 100% directed toward the healthbar ) and, the midrange units are the ones that make sure that the melee unit comes back alive by focusing fire on the rest of the opponent team to force them to take aggro ( which is the role of the tank so tricera and inferno would really have an active role by being a threat you can not ignore for too long ). Now for the kill score issue, you could remove assists to make a simple score system. In place of assists, you give players a kill participation score. How's that different ? Inflict X% damage to a target, that target gets killed in the next few seconds, your kill participation is increased by 1. By doing this, even if you don't have the last hit, the game aknowledges that you were a key component to bringing down the target. Yes but what does that change in practice ? It's simple, if the devs create an environment where people do not look to the kill score but the kill participation score + the kill score, then, people that only try to kill steal will have a good kill score but won't have any kill participation score. This would not be focused toward shaming anyone but encouraging everyone to act as a team ( we all have at least once encountered a sniper class player that will only shoot when he can assure the kill but can we really blame them since the weapon is so hard to play and most of the game only reward kills rather than kill participation ).
I think 2 solutions to the panther problem is either limiting full shield bypass to more costly actions (Panthers lunge only when fully charged) or increasing the fluid shield damage multiplier for melee weapons. I'm more leaning towards the latter, as this also means Welkin can strip a target with melee before finishing them off with beam emitters, which reinforces it's identity as a melee brawler more compared to Alysnes.
i think it does make sense for a sniper to bypass some shield because of their compressed high energy shot. for about 75% shield damage and 25% shieldbypass/direct health damage should make sense since the shield should still block some of its damage for melee damage i think instead of shield bypass it would be better if they have a better shieldbreak or more damage to shield
im telling you guys. shields wouldn't be an issue if they were much weaker. Halo has the best shield system for a reason. giving it a 5 second recharge time but very weak works well. ur shields should only be about 1/4th as good as your total hp. in all these clips im paying close attention to the health bars. all the ranged attacks seem to do the same damage to shields and HP. that system will never work. snipers need to be able to keep some shield pen. that way they cant be ignored and are force to be advanced on. if they only do shield damage then suddenly a sniper would be worthless. just hide get shields back then continue. same with melee. but making shields much weaker would literally fix the problem. then nothing else would need to change. a player managing the basic passive shield will no become much more important.
The NDA is lifted? o.o Or were you lucky enough to get permission to post this? q.q I have so much in recordings from this game and I NEED to talk about this game lmao.
On the off chance you see this, has shield bypass been modified? How is the balance right now? I saw part of your "yooooo the beta's almost out go play it!" video and got interested, but then I remembered this one.
God its allready a month since the the closed alpha. And i still have that godamn itch to play the game. But yeah melee were strong as heck, just bypass shield. And thats why Luminae is also good to have on a team just for the healing of health.
or they will take the best approach get lock most of the things in gacha :3 while nerfing what is supposed to be the "standard" character loadout as padding or redesign the balance from the ground up and ensure the alpha tester's feedback about character balance is automatically invalidated :X
So? Instead of Sheild Bypass, Rangers should have incressed damage to sheilds and decreased damage to health. And for melee, remove bypass, More health damage, less Sheild Damage. i don't think i understood that right
i have some great feedback dont region lock the dam alpha im not asking for a server im fine with bad ping jet let me play the dam game gundam evo did the same thing this is just painful as a mecha fan
From all I saw so far of Mecha Break it will probably make the same mistakes Gundam Evolution made and for that will likely fail as such. Dont get me wrong I love Mecha, I like Hero shooter but locking character and with this game play diversety behind hours of grind will kill this game.
I don't like the idea of taking functionality from players. Just add functionality to counter anything that becomes problematic. If your melee is oppressive, add crowd countrol or defense buffs specific to melee damage. Why do we need traditional team roles in a PvP arena shooter? I don't feel like having specific tank, support, damage roles is inherently the correct choice. The progression system being slow is just modern live service games. Asking that to change is asking them to change monetization entirely. Slap a $60 price tag on it and sell DLC three months after launch, sort of changes. Even then it's not a guarantee that season passes wont be implemented. More maps and more mecha is not a helpful critique. Mecha Break is not in competition with MonHun's playerbase. That is a silly thing to say. Kills going to final hit has been PvP tradition for years. Getting recognition for assisting with a kill is also typical. Changing this is unneeded. Just change the missions to include assists.
Ok, first thing first, I didn't have the chance to play the Closed Alpha but, since I've been active in that kind of game for almost a decade now, I think there may be a pretty simple solution to bring forward cooperative play and balance the shield bypass.
For Sniper units : remove the shield bypass and give a buff to damage in exchange of a lowered firing rate. Snipers should not have armor penetration since they way of playing this kind of unit requires you to play from afar so you're not in danger 90% of the time and if someone comes close to you, you've passively generated some advantage for your team because they are no longer on the objective and the fact that they came close to you mean that they have no long range damage. If you die, your team might have lost the sniper but the enemy team lost the player that came near you for the same period of time ( midrange or melee need to take time to detach from the objective battle, then walk up to you without dying, then kill you and walk back to the objective ). If this is not enough of a rework to make sniper units viable , put damage decrease over distance for everyone except them ( if that's not already the case ).
For Melee units : rework the shield bypass system by implementing some conditions when damage is calculated. Let's say that when a melee unit hits a target, this happens : check target stats, if shield value is above 0, attack value = 50% on shield and 50% true damage, if shield value is 0, attack value = 100% true damage. This may not feel like a huge change but in reality this would force melee unit to focus and pick the good target instead of running blindly on someone knowing that they will kill them 90% of the time. Getting 50% true damage while the target has shield could be a value that need adjustement but I feel that this way, melee unit would still be a threat on an isolated 1v1 while not being an auto win if they pick a non melee unit.
For Midrange units : rework their damage in two types. First type is the autofiring / Ticks ( like tricera miniguns or inferno lasers ), second type is the singlefire units ( tricera canon or inferno rifle ).
For the first type, make it so that the weapons have an increasing armor penetration based on how long you've been shooting on a target without missing ( if the unit firing hasn't hit target for 0.X sec the bonus reset, where X is greater than the firing rate and adjusted to each unit so the bonus can be kept as long as you have a good aim and the enemy doesn't disengage from the fight ). The armor penetration bonus max stat should be between 30/50% ( could be tweaked if need be ) to make it impactful but not overpowered and the bonus should take a few seconds to reach max stat. This would allow autofiring units to survive a melee unit that is just throwing itself at the enemy screen thus forcing a more focus level of play and not duels decided by stat checks.
For the second type, make it so the weapons always have between 5% to 10% armor penetration depending on the firing rate of the weapon ( a slow firing rate weapon should have better armor penetration ).
If we take a global look at these changes we would have team comps that act like this : The sniper is the support unit that initiate the fight by deciding who they want their team to focus on ( they pick a target and shoot them as long as they have shield ), the melee unit is the one that follows the call by dueling the unit that no longer has shield thanks to the sniper ( so the damages are 100% directed toward the healthbar ) and, the midrange units are the ones that make sure that the melee unit comes back alive by focusing fire on the rest of the opponent team to force them to take aggro ( which is the role of the tank so tricera and inferno would really have an active role by being a threat you can not ignore for too long ).
Now for the kill score issue, you could remove assists to make a simple score system. In place of assists, you give players a kill participation score.
How's that different ? Inflict X% damage to a target, that target gets killed in the next few seconds, your kill participation is increased by 1. By doing this, even if you don't have the last hit, the game aknowledges that you were a key component to bringing down the target.
Yes but what does that change in practice ? It's simple, if the devs create an environment where people do not look to the kill score but the kill participation score + the kill score, then, people that only try to kill steal will have a good kill score but won't have any kill participation score. This would not be focused toward shaming anyone but encouraging everyone to act as a team ( we all have at least once encountered a sniper class player that will only shoot when he can assure the kill but can we really blame them since the weapon is so hard to play and most of the game only reward kills rather than kill participation ).
I think 2 solutions to the panther problem is either limiting full shield bypass to more costly actions (Panthers lunge only when fully charged) or increasing the fluid shield damage multiplier for melee weapons. I'm more leaning towards the latter, as this also means Welkin can strip a target with melee before finishing them off with beam emitters, which reinforces it's identity as a melee brawler more compared to Alysnes.
i think it does make sense for a sniper to bypass some shield because of their compressed high energy shot. for about 75% shield damage and 25% shieldbypass/direct health damage should make sense since the shield should still block some of its damage
for melee damage i think instead of shield bypass it would be better if they have a better shieldbreak or more damage to shield
im telling you guys. shields wouldn't be an issue if they were much weaker. Halo has the best shield system for a reason. giving it a 5 second recharge time but very weak works well. ur shields should only be about 1/4th as good as your total hp. in all these clips im paying close attention to the health bars. all the ranged attacks seem to do the same damage to shields and HP. that system will never work.
snipers need to be able to keep some shield pen. that way they cant be ignored and are force to be advanced on. if they only do shield damage then suddenly a sniper would be worthless. just hide get shields back then continue. same with melee. but making shields much weaker would literally fix the problem. then nothing else would need to change. a player managing the basic passive shield will no become much more important.
The NDA is lifted? o.o Or were you lucky enough to get permission to post this? q.q I have so much in recordings from this game and I NEED to talk about this game lmao.
On the off chance you see this, has shield bypass been modified? How is the balance right now? I saw part of your "yooooo the beta's almost out go play it!" video and got interested, but then I remembered this one.
The game lacks some “ummph” when attacking enemies imo
Yea but melee characters can be parried isn't that a factor in how counterable they are?
I can’t wait for this game
God its allready a month since the the closed alpha. And i still have that godamn itch to play the game. But yeah melee were strong as heck, just bypass shield. And thats why Luminae is also good to have on a team just for the healing of health.
So hyped for this game
Just strip the idea of bypassing shields and give melee damage 1.5*dmg to shield
or they will take the best approach get lock most of the things in gacha :3 while nerfing what is supposed to be the "standard" character loadout as padding or redesign the balance from the ground up and ensure the alpha tester's feedback about character balance is automatically invalidated :X
So? Instead of Sheild Bypass, Rangers should have incressed damage to sheilds and decreased damage to health.
And for melee, remove bypass, More health damage, less Sheild Damage.
i don't think i understood that right
Damn. Where did this game come from? This did not need too be this good. But damn we needed this game with all these crappy games coming out now
i have some great feedback dont region lock the dam alpha im not asking for a server im fine with bad ping jet let me play the dam game gundam evo did the same thing this is just painful as a mecha fan
From all I saw so far of Mecha Break it will probably make the same mistakes Gundam Evolution made and for that will likely fail as such. Dont get me wrong I love Mecha, I like Hero shooter but locking character and with this game play diversety behind hours of grind will kill this game.
I don't like the idea of taking functionality from players. Just add functionality to counter anything that becomes problematic. If your melee is oppressive, add crowd countrol or defense buffs specific to melee damage.
Why do we need traditional team roles in a PvP arena shooter? I don't feel like having specific tank, support, damage roles is inherently the correct choice.
The progression system being slow is just modern live service games. Asking that to change is asking them to change monetization entirely. Slap a $60 price tag on it and sell DLC three months after launch, sort of changes. Even then it's not a guarantee that season passes wont be implemented.
More maps and more mecha is not a helpful critique.
Mecha Break is not in competition with MonHun's playerbase. That is a silly thing to say.
Kills going to final hit has been PvP tradition for years. Getting recognition for assisting with a kill is also typical. Changing this is unneeded. Just change the missions to include assists.
If im being honest what I care about the most is if we get this on console
it literally said it's on ps5 to😅😅
I have a feeling this guy's is just complaining this game looks awesome can't wait to play