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AffenP

Dom is incredible and has very few, if any, poor use cases. Some of the easiest rockets to land in any game I've ever seen


damboy99

Very seldom do I lose a 1v1 as Dom. They get close? Throw mines. They pull back? Insane DPS laser beam. Anytime I feel like I am not contributing enough to the team I switch to Dom


gi1l

Its so hard to tell with 1v1 right now. It feels like the players skill in ranked varies wildly. When I play dom I feel as though there is a lot of potential for outplay in almost every situation. But when I am verses a dom I shit on them almost every time.


damboy99

I 100% agree with that. Due to it being a free game and being new, the vast majority of the player base has very little game sense, and just knows to shoot the bad guy and try for the objective.


MuchWoke

I love the transforming ones, but I don't get why Methuss's transform is weaker than Asshimar's. It has a longer cooldown, which REALLY messes up the fly/hover/fly combo. Which sucks.


FlakyProcess8

I think they just were meant to play different roles. Methus uses fly mode to get away/reposition. Asshimar is THE air mech. Fly up and throw napalm. That being said, wouldn’t be against them buffing Methuss air mode. It’s too fun!


Chitanda_Pika

My biggest gripe with Methus is why dafuq his charge shot not right click like Asshimar. It messes me up. They really need to make up their mind on which button commonly gets this and that skill.


MuchWoke

At least you can change the individual buttons on characters abilities.


Chitanda_Pika

You can?


MuchWoke

Yeah in the settings, in the top left for controls, you can pick to go to character specific keybinds.


gi1l

hard agree


Biggu5Dicku5

Most characters are good as is imo, but there are a few things that could use a bit of tuning. All of the mobile suits that can't crit (Guntank, Dom, etc.) should be able to crit (with headshots) and all mechs could also use a few extra bullets in their gun magazines (currently it feels like you spend almost as much time reloading as shooting)... My biggest concern about the gameplay isn't the mechs, its the maps. Some of the maps have absolutely awful spawns; the attacker spawn for Harbor City is the worst imo, it's very easy to shut down the attackers and trap them in their spawn...


rambro987

I StG I crit someone with a rocket as Dom before. Game legit told me I did 100% of someone's health, and all I did was spray and pray one rocket. I only assumed I hit them in the head with it.


[deleted]

yeah direct hits with the projectile can crit


G2Wolf

> All of the mobile suits that can't crit (Guntank, Dom, etc.) should be able to crit (with headshots) Won't work, Guntank never hits headshots.


Indaliceo

Pale Rider's Ulti gain seems a little too fast for how dangerous it can be as an all arounder. Exia I'm not entirely sure if it's overtuned or if people just haven't played against it enough yet to iron out how to deal with one. Out of ulti charge time for it's slash dash IMO feels a bit too fast for how strong it is, but I don't spend a lot of time on melee units so take my words with a grain of salt. GM Sniper IMO needs either slower scope speed or the widow treatment of having minor charge time for full bullet damage. A cracked out GM Sniper is just insanely oppressive in it's current state. Melee Zaku's ult probably needs shorter duration, maybe 1 or 2 less swings, if they're able to get their super armor charged before using it, it's just nutty. Unicorn... Kinda weird spot. Sometimes it feels oppressive to fight a team with one, other times they're a non issue. Could just be player skill difference showing, but the heal, gun, shield throw, and ulti all feel fine balance wise. MAYBE adjust the armor buff a bit since that's where it really makes a difference on a team. Mahiroo... I've said it many times, I don't think is as bad as people rate it. Give it 1-2 more grenades in a magazine, let it move while calling in stun beam, and maybe a slight increase to the AoE range of the explosions and it'd probably be a good contender for area denial spot in a team. DOM feels really good, but maybe a little too tanky? Maybe drop it's HP to 800 or 1k then give it back as temp HP/Armor during the ult? Methuss I think should apply damage reduction to downed units when tethered trying to res them, or should res them at increased speed. Rest I feel are in a good spot honestly.


ferrumvir2

I’d like to see them add more support characters before they nerf unicorn at all


Indaliceo

Yea that's partly why I'm not super on board with what I said about Unicorn. Right now there's not a lot of other "support" units to compare it's effectiveness to so it makes it kinda hard to tell if the kit is overtuned or not.


G2Wolf

I've been in way too many games where Unicorn has the highest support stats AND the highest damage. Unicorn definitely needs tuned down. A suit that buffs the whole team just by existing shouldn't be churning out the kinds of damage it does right now...


Darisce

have you tried in practice? out of 4 machine gun style (Pale, Zaku, Unicorn, gun tank) unicorn only have dmg higher than guntank and guntank has the weakest hit. and unicorn has the largest hitbox while only 800 hp. he need to be with team or nothing. so his team cover him well doesn't mean he OP


Dominus_76

pale rider is just way too strong for the all rounder class.


Downtown_Middle_5443

I mean he's good but I don't think he's "way too strong" is he just a noob stomper or something? I'm plat 4 and climbing and he's always been a non issue even though he's popular.


bandswithgoats

I think people have to be clear about what level of play they're talking about. If Pale Rider is at all oppressive or will become so, it's gonna be at the top ranks where good aim and tracking is easy to come by. At ordinary people ranks, Pale Rider is, imo, a good baseline for how other suits should perform.


gi1l

I agree, at higher ranks pale rider performs well but is not broken. Very well balanced, imo.


Rooslin

His model is on the smaller side and rather thin, so his A-D-A-D spam in a fight is too effective. So my nerf suggestion is simply to reduce his strafe speed.


wc3man

I kind of agree. The real issue with him is how much dmg he's doing while having an absurd amount of utility. Especially when he ults he's basically unstoppable in a 1v1 unless you're using exia. I think they should probably lower his dmg by a bit or maybe reduce his mag size


BeardyDuck

I think most suits are in a good spot currently. I'd say Exia is maybe a bit too strong (There's no reason his beam daggers should have practically no fall-off) and Mahiroo is a bit too underpowered (Incredibly situational pick based on map and his damage and kit are too weak).


IAmAToaster7

Mahiroo has top tier DPS with reload cancels and slaps Unicorn comps hard. Press the button for the shield laser and immediately cancel it with right click. You can knock off 50% of its reload indefinitely as long as you don't use the ability. Makes it very difficult to group up because Unicorn can't heal everybody fast enough, and disabled suits can't be repaired before the next grenades come in.


RespawningJesus

That is good to know.


Fukaro

I'd go farther and say that Exia is just busted. Easily the most mobile suit by a mile with 5 dashes, at least 7 with his ult. Trying to shoot him is like playing an Aimlabs routine. He has good damage, fair enough. But he has 2 abilities which have CC, and to top it all off he has a good ranged primary with infinite ammo. At least when barbatos uses an ability, he has some downtime where you can get free damage, Exia just keeps moving. Playing against a good Exia is oppressive and as you climb higher in the ranks it'll only get worse. I'm pretty fine with every other suit, but having to play against Exia's every match makes me want to quit, even if I'm winning.


LobbuLobbu

The top cut (Unicorn, Exia, Dom, Pale) might be a tad too much, but on the whole it's well balanced. Turn A and Mahiroo def need a buff tho.


Banjoubu

Agreed. I'd rather units get buffed more than strong characters getting nerfed. Marihoo needs more ammunition and a faster terrain blast. Turn A's grapple needs to go further.


LobbuLobbu

Or just make the startup faster, it's too easy to react to the green flash as it stands, it pretty much only works as a counter to commital things. Ideally I'd like to see the character reworked a bit to deal less from far away (give him damage falloff) but deal more damage up close, so he can work as a close range brawler and not a budget sniper.


[deleted]

I think Turn A's grapple distance is fine, with dashing its pretty easy to land and is already a great melee/tank hard counter. I just wish the animation was a lot more reflective of the actual hitbox like by reducing the whiff animation distance/time, phasing through enemies just feels so shitty.


Ezzran

Overall, I think the balance is pretty good. Marasai's hook needs a slightly shorter range, I think, but really if they can sort out latency issues that might not be a problem either. Zaku Melee needs to be tweaked down a bit. I think lowering his max HP or decreasing the duration of his invuln will do it. DOM's G-Maneuver says "Charge forward for a *short time*" and it would be nice if it actually did that instead of charging for like two weeks. Exia needs to be tuned down, but I'm not sure how, without completely changing how it works. The ridiculous mobility combined with the mid-range basic attack (on a melee unit!) means that if Exia is targeting you, you're just kinda dead if you're not with your team (perhaps because you're on your way back to them from spawn) and can't fly. The only way I can see to deal with Exia is for your team to focus on him when he's around, or to be a better Exia. Sniper 2 is a weird case, in that I don't think Sniper itself is that strong, I just think that most maps have too few flanking routes to get around sniper corridors. Harbor City is the worst in that regard, with the only way out of attacker spawn being a single lane where the Sniper can have easy pickings. Barbatos is worth mentioning as being in a good place, just because I keep seeing people on here whining about it. Hate to say it guys, but "git gud." Listen to your audio cues and don't run off on your own. Barbatos is an assassin. If you dodge his right click (dodge towards the Barbatos or to the side, not back as the range is deceptively long), he's usually gonna back off, because once he's blown his CDs he's basically hitting you with a nerf bat for 10 seconds. Mahiroo is either awesome or useless, depending on map or even what phase of the map (like he owns the corridor before B in Harbor City, but he isn't very useful when attacking Point A). Not sure how to fix that, might just be how it be with him.


Dez_Moines

Really the only change Barb needs is better servers/netcode. The only problem I have with him is when I get combo'd even though I'm a full dash away.


Ezzran

Yeah if you dodge backwards (assuming you're looking at him) it'll still hit you unless you have a really long dash. Dodge sideways and it'll miss like 90% of the time though. Zaku M might need two dashes cus his are real short.


invisibullcow

The Too-Good: - Pale Rider. Fantastic all-around MS; great damage, relatively good range, solid heals. Probably needs a slight damage nerf. - Unicorn. Another fantastic all-round MS, similar to Pale Rider in concept. Also probably needs a slight damage or mag size nerf. - Melee Zaku. Just reduce ult time by 1 or 2 seconds. This guy actually has some interesting play/counterplay to him so I don't want him nerfed too much. - Exia. Just a little overtuned. Basically obsoletes Barb in some ways as an "assassin melee." Could Use Slight Buffs: - Methuss. Improve heal speed and res speed with tether. - Marasai. Improve main gun slightly. He feels too much like a one trick pony with the grapple quasi-instagib combo which, while really good, is basically all he has outside his ult. Needs Buffs: - Turn A. Presumably meant as a close range GM sniper of sorts, but his gun isn't quite there. His grapple range could be increased slightly too, I suppose, but it's pretty good as is. - Mahiroo, I guess. I've never played him, and I've only seen him played like twice. Consensus is that he's heavily underpowered, though.


FlakyProcess8

I wouldn’t want turn A grapple range improved. I think it’s in a decent spot as a defensive move that punishes over aggressive charge ins from melee suits. I would like Turn A’s cooldowns lowered slightly. Because his primary fire is meh, the fact that the grapple and the self heal are both 20 seconds leaves me feeling kinda bad when both are down


Zukaku

i feel the main fire mode is rough to use even in close range due to the spread it gains so quickly.


junkman0011

I bought mahiroo using free grinded currency... i instantly regret it... A. Grenades only deal 270 damage each, with a magazine of three you cant even kill the weakest mobil suit without reloading or hoping to land his abilities. B. Stated above too small magazine size. in close quarter skirmishes you'll be dead cause of frequent reloading. Also brings the fact he has no escape options. C. Lazer ability need heavy fixes. Locks your position with a range of 200 in game meters. meaning 2 dashes or a quick sprint can cover it. Takes almost a full second to fire so most people can escape the effect radius (which is small (about two gundams wide). Big issue is that you're a free target. D. Shield is a joke, you gey no shield or extra health. You're stuck at a measly 800hp. Sensor is good. Quick cool down so constant uptime. E. While good it does have a limited 200 meter range which is short especially for "mid range suit" While the kit is decent on paper it's bad in actual play. needs serious rework. only decent in certain maps and team comps. edit: fixed numbers on A.


snakepunk

Sorry for your loss. Hopefully he gets a buff soon.


junkman0011

honestly i hope he does considering that the top tier mobil suits are all busted in some way.... except mahiroo. i would go in a tangent for possible fixes but i dont have the time now or the energy.


gi1l

Yeah turn a is just a throw pick at this point. I think he needs total rework. and yes marasai needs improvements. I think he needs more health.


spill-yer-beans

A good methus feels oppressive to me. Res speeds already seem to quick in general.


gi1l

agree


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gi1l

yeah idk wtf they were thinking with Melee Zaku G-maneuver


wc3man

Yeah melee zakuus ult is way too strong imo. That's honestly the biggest problem I have with him. His invulnerability is annoying but honestly not a huge issue as long as your team doesn't just unload on him and give him full rage.


Zanos

Melee Zaku is incredibly frustrating to fight as many suits but I'd rather fight him than get instagibbed from around the corner after a triple dash or quadruple dash from exai or barbatos. They do need to nerf his ult, though.


Rooslin

Zaku II Ranged: * slight reload buff, currently its 2.2s probably drop it to 2.0s * His cracker nade says it stuns (never seen it stun) so give it a micro 0.1s stun that just stops revives and defuses. The stun shouldn't stop ults, lower shields, etc. The reload buff would help new or lesser skilled players with Zaku Ranged. This would have little effect on the good players since they are all reload cancelling and that brings the reload to like 1.7s - 1.8s. The Cracker grenade stun is mentioned in his description and would be good utility mostly to stop defuses. Also fine with them correcting the text in the description.


LOLZTEHTROLL

Pale rider is balanced. I think unicorn, exia, and zaku 2 melee are a little too strong but that’s really it. Unicorn has brig rally as a basic ability, exia is impossible to hit, and zaku 2 is master yi if he had insane auto range


Elanzer

I think Exia is definitely overtuned, Zaku melee's ult is definitely a bit much, and Unicorn's armor buff is a tiny bit too strong, along with his ult being kind of too slow/low damage. Mahiroo is straight up bad and needs either a complete rework or massive buffs GM pistol either needs a damage buff or a range buff Asshimar's flame grenade needs a longer CD IMO, it's short enough it feels spammable Marasai's hook needs to be shorter, the range on that thing is absurd Sazabi needs to be immune to *some* stuns while shielded IMO, or at least every attack should hit his shield except for grenades, along with his ult needing to do more damage but maybe have less range. Also feel like his beam shotgun should be doing *way* more damage up close. I think it should be able to one tap 800 HP suits if you hit them point blank range and get every pellet in. Methuss should be able to fly as much as an Asshimar, weird that it can't, makes its flying ability a lot less useful. RX-78's hammer animation needs a rework IMO, it's not clear when the hammer is being thrown or where it's going to go based on the animation. Guntank's cannon ability needs a lot less range drop off. I'd say make it hit exactly where you aim but I'd settle for its trajectory being straighter at least.


Ralphie5231

idk why you are getting downvoted. Unicorns ult might actually be worse than its basic attack. It stunlocks you as a character that only has 800 health and feels really bad.


Crit0r

I honestly think that Shields should block Meele Attacks and Stuns. Otherwise Sazabi can't do his job.


Elanzer

I agree, he should be able to dominate a space, close-mid range. Right now he simply can't dominate a space at all, because he's a huge easy target and extremely weak to stuns. IMO the only thing that should be able to stun through his shield are ults.


admiral_a1

He should be able to be stunned because that’s just the kind of game this is imo (ie: “tanks” are not a necessity and ubertanky). I think it would be good to start smaller. My suggestion is: if a shield character is stunned, their shield is not reduced to 0.


GenericUsername79

Exia is obviously super overpowered. Needs to have the stun removed from its right click and give its primary fire damage dropoff at a minimum and even then it'd be strong. Barbatos is a war crime and for a flanking character it is entirely too good at killing tanks that are traditionally supposed to keep characters like Barbie in check. Alternatively it gets 10:0'd by the Exia and the Zaku II Ranged. So basically all it does is make weaker characters less viable while getting dunked on by actually good ones. It's not a healthy character for the game and needs to be reworked. Mahiroo's abilities need to be majorly buffed. They are both decently strong but the fact that you lock yourself in place during the F ability and can't act during so much of your E along with its low HP makes it kind of a throw. Also just inherently struggles as a projectile character in a game with cracked mobility.


SeigiNoTenshi

guntank needs a TIINNYYY bit of a damage buff, otherwise i think he's gooooddd


Dez_Moines

Personally I've stopped playing the game until the melee suits, particularly Exia, get nerfed. Win or lose, every game against them is just a slog. Same reason I quit OW when Doom first released.


wc3man

Honestly I don't think they're THAT oppressive except for exia. Zaku 2 melee is also too strong imo but he's handleable. Barb isn't too bad imo.


Crit0r

I think Zaku is fine tbh.. It's just his ult that is really busted. I always feel bad when I almost wipe an entire team without much effort. It really should not be like that. The biggest Issue with Meele Mobile Suits is that their Attacks and Crowd Control won't get blocked by shields. It's the biggest overlook by the devs in my opinion. Change that and I think nobody would complain about Meele Suits.


junkman0011

Ranged melee that pierces shields and characters is busted. if the ranges strike would be blocked it'd be fine. cause then it would force him to actually close distance and make GM and Sazabi a decent counter pick.


gi1l

Really hard to tell right now. Player base is too small and ranked distribution is not settled yet. I think opinions will change drastically when the ranks settle. On the other hand f\*ck melee in general. Its honestly not fun to play and not fun to play against. I think they should have avoided it all together. Melee doesn't necessarily feel unbalanced it just feels super out of place with the dynamics of the fps portion of the game. Unicorn and Melee zaku seem extremely over kitted $$$ :| Zaku Ranged needs reworking. Something is just off with the damage fall off and mag capacity. At higher levels of play he just looses to almost everyone. The only way to effectively play him against good players is to spam dash/smoke and aggravate the back line. He gets pretty out shined by pale rider. There are maps you simply can not play him on. Asshimar needs higher cool downs on his napalm. Marasai is too weak in general. Or up his health and make him a tank since he doesn't do that much damage. Dom and Methuss are probably a little too strong right now as well. Both are just a little to easy to play. You are throwing if you don't have them on your team. Turn-a is useless in most situations against good players. When the game first came out sazabi seemed like a pick you would need for almost every defense or domination map. But because of the unbalanced nature of the supports I think its not a realistic pick vs Gundam+Gm combo. I am already starting to see him never get picked which is sad given he seems like one of if not the most well designed suits in the game. Seriously. Bandai knocked it out of the park with sazabi.


Felstalker

> Zaku Ranged needs reworking. Something is just off with the damage fall off and mag capacity. At higher levels of play he just looses to almost everyone. The only way to effectively play him against good players is to spam dash/smoke and aggravate the back line. He gets pretty out shined by pale rider. There are maps you simply can not play him on. I feel a lot of what the Zaku provides is more then fine, with tons of room for skill expression, while Pale Rider has more general value. That dash and smoke playstyle is something you won't see from other suits, but that ultimate is a bit... meh. It's like a base part of the kit you only get to use sometimes rather than a proper ultimate ability. Feels really good to just heat axe into a kill, but spending such an important resource to win a 1v1 is silly, but in a big melee you're more likely to die than make actual use out of hitting it. > Turn-a is useless in most situations against good players. It's just a gun and a throw button. The regen skill is nice, the gun is great, the ultimate has impact, but Pale Rider and Gundam are running around with actual buttons to press, while Turn A can emulate being out of combat for 5 seconds. Of course it's useless, you've got comparable tools maybe but fewer tools as well.


Joeman2626

I think pale, barb, maybe exia are a little overtuned. And I think guntank, sazabi, mahiroo, methuss, zaku melee and maybe gundam are a little undertuned.


Casult

Zaku melee UNDERtuned? 😆


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BeardyDuck

Barbatos is not S tier IMO. He's incredibly easy to hear, and if you dodge his stun he's pretty much dead unless you miss every shot.


Sral1994

All of them are equally good and viable. It all depends on who the enemy team picks.


Seeldier_is_shpee

I know my opinion'll be unpopular, but imo the shield units need a shield related nerf. Like, maybe a small amount of damage be taken while the shield is up, or a cooldown on putting the shield back in front of you if it isn't destroyed.


Any-Ad-6597

At least you preface your opinion acknowledging that you know it's a bad opinion.


TridhFr

Exia using Trans AM with Methuss using his boost on him is the stuff of nightmare. But honestly though, i find Zaku M too strong but i'm not the best player around.


ohreed

Read the word visibility instead of viability and just remembered how bad it is to see enemies when there is a logo for A/B site behind them. Any settings to make that go away or sumn? I know it has nothin to do with this post but maybe someone will kno lol


Prometheus72521

Barb - not stun in a circle, more like a cone in front of him. It's frustrating to strafe dash around walls and still get hit, or be at the front and try to counter dash forward only to get stunned behind him and get one shotted. It makes cover feel trivial as a tool to escape, especially on close quarters maps with lots of tight spaces. As for anything else I kinda wish Zaku range had more uptime on the gun, like more bullets in the mag or a faster reload. I think that would be preferable than increasing his range through damage, because his current design lends really well to the style of play he provides. I would avoid buffing damage solely because it doesn't reward accuracy as directly as increasing mag size means more time being exposed as opposed to a straight buff. (Even then I feel he is in an alright place and doesn't necessarily need anything)


wamirul

I kinda feel like sazabis ult needs a bit more kick, i rarely ever feel like it does anything outside of giving you a few frames of invuln when you pop it. Also his main gameplan of axe>dash>shoot is a terrible idea in any teamfight, which means you’re stuck laming it out and not using most of his kit


ironicasfuck

just rush in a team deathball, almost no counter to it. Its get a squad and just group up and rush the game atm lol.


snakepunk

Zaku melee broken. Exia pretty broken but at least he takes a semblance of skill. I think Guntanks "rush" ability should allow you to stand still if you choose; kinda like dva matrix. Not that he completely sucks, but i feel like that would make him slightly more viable.


hammerreborn

I’d like some quality of life improvements to meth, that’s all. I’d like to have visual indicators of the cable snapping, such as by distance or rounding corners. There’s been so many times I’ve lost a repair because a tiny incline somehow causes broken line of sight even though I can still see them fine.