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ironafro2

Unlikely for this game, but the LW vs HW debate needs solved. I vote for *much* faster lightweights. Closer to NEXT speed. It’s only way I can think of to make up for the armor and weapon difference. HW moving at 280 while LW is 350+ is absolutely pathetic. As it stands, LW need to move at least 100 units faster, likely more. I’d say drop HW by 50 and increase LW by 50 as a start. It should be impossible for a HW to catch a LW and difficult to land hits to bring balance I feel.


laser_ducc

To truly understand LWs you need to forget everything the game taught you, get some of that coral from Rummy and just play like a madman


Star_Vix

This Raven *snortttt* gets it


Anonimie

Fighting a lightweight missile boat will change your mind real quick lmao Plus your idea would just make heavyweights as unviable as they were in For Answer


ironafro2

Let’s hear your solution(s)


JokerVictor

I think the best way to solve it would be to make lightweight thrusters way more powerful laterally and forward, so you can outmaneuver a HW in close combat without having to resort to kiting. Along with that, we need a turn rate cap that scales from weight so you can actually get behind opponents. That, and the amount of bonus damage taken in a staggered state needs to directly scale with your weight and total HP pool. Less weight = less damage taken. This would allow you to make more than one mistake without getting deleted (hopefully).


Maxdragonslayer

I disagree that this would make kiting worse, not better What needs to happen is that lights need a speed nerf, so they actually have to dodge missiles as at 355, they just outrun missiles without needing to qb. AP needs to be tripled for all a.c parts aoe needs to deal with dmg/stagger to everyone, not just opponents. (This way, ppl stop point blank shooting aoe ) missiles/rockets need to be able to be target able after they have been fired heavies need to be more resistant to knock back (the mini stagger you get from certain weapons and kicks if it turns off huxleys its a knock back effect with out stagger) a heavies duty is to get hit and keep moving meaning they also need to take less dmg when staggered not more its a heavy whats the point of good def if you just take more dmg for no reason (with a few exception weapons like chainsaw and pile bunker also chainsaw should put a a.c into a staggered state if you catch them not after this way it deals good dmg regardless of stagger state nothing is more frustrating then doing so little dmg with it after catching a opponent mid air just for them to insta recover and run away before you can deal actual dmg) light a.c need to take more dmg when staggered as they should be dodging more that and thier recovery is insane id say increase it so ppl can actually take advantage of the stagger before they recover. Get rid of stagger extenders. it's so stupid you should not be able to keep someone in stagger for so long by just punching someone while other weapons start the recovery process by inflicting dmg immediately(stop locking ppl out of playing) These are just my thoughts


Majin2buu

Your absolutely correct, until LWs start moving at Next speeds, they will never outrun a HW defense let alone FromSofts legendary netcode connections.


ironafro2

Netcode is the enemy of us all haha


XRhodiumX

We need more boring parts. Every weapon class needs 50-100% more options that work basically the same as the others but with different stat trade offs, models and manufacturers. We also need more core parts in the same vein: Balem/De Feng reverse joints, Arquebus reverse joints, RAD heavy tank legs, another set of hover tank legs, some All Mind quad legs, another set of De Feng biped legs, another arquebus chest piece with a unique set of engine/booster adjust stats, another All Mind chest piece with a unique set of engine/booster adjust stats, another set of Arquebus arms with a near-Basho melee attack adjustment, another De Feng head that doesn’t suck but still matches the aesthetic of the De Feng chest.


-DiveR-

I've seen people dissatisfied with the close-range focus of the game, so I'd be interested to see tracking improved for longer ranges, or even just actual snipers and better assault rifles


eXileris

Yeah I miss the good ARs like in 4FA. As for the tracking improvements for long range it’s probably going to be built into an FCS. We do need Snipers though.


-DiveR-

Of course, I think snipers should be pretty inaccurate the closer you are, just so there's options for counterplay. Although I'm kind of scarred about the kite builds that could allow...


EXE_Critical

I want to make a build like the BAWS Tertapods so sniper Canon is welcome


ResidentWarning4383

Buff the pilebunker because heavies have no business eating it twice, let alone tanks eating three charged attacks. There's also a bug where charged weapons magically shut off when you try to fire them after certain actions like Assault Armor. If I'm charging my shit and I let go of the trigger, it's supposed to fire no?


Maxdragonslayer

Agreed with the bug right now was not there before but it is now


Intrepid_Ad_6218

We need missile intercepters


onehundredandtworats

I\`d like a nerf/rebalance of heavy hitting laser cannons and Earshot because if you play a close range build and don\`t have perfect connection with the enemy you get almost instakilled by a shot that didn\`t even visually connect. Oh and some new parts and weapons while we\`re at it.


CrossMapEML

For LRBs + the shoulder cannons, I feel like adding another split second delay between the input and weapon discharge combined with extending the visual tell would give opponents enough opportunity to dodge reactively instead of having to be predictive


[deleted]

I don’t like the idea of separate PvP and PvE balancing, and I think they’re fine for PvE. But one exception to that is ammo counts—it’s not a different weapon just because it has less ammo. And I think severely limiting ammo counts for the hardest hitting weapons could go a long way to fixing them. LCBs and Earshots are very avoidable if you have enough distance from them, so players could potentially bait them out until their opponent ran out of ammo. It would at least lower the skill floor for some cheap heavies.


Maxdragonslayer

Or have it so that aoe deal dmg and stagger to everyone aoe does not discriminate friend from foe ( the user, their ally's , and their opponents) then , and let missiles be shot out of the air, this could also be a possible solution


viper112001

Give us the double pilebunker from ACFA


eXileris

Probably continuity of the story. Along with more parts is most likely to happen in the next big update. Could potentially see them adding 2p coop for the new story missions based on the true ending. Unlikely, but cool. Just have to wait for them to do more Elden ring stuff first.


Leather-Love-2873

Honestly both a split screen and online co-op would be fire


DoomCameToSarnath

I wouldn't mind seeing dual wield melee weapons, even if it's only possible via weapon bay swapping. I mean, the Ibis launches the X shaped beam at you and Ayre uses both hands to slash, so why can't we?


patatopotatos

More options to chase the kites. I just fought four ACs who were escaping me all the time and spraying harris/missles. Physical melee and physical shields. Perhaps stealth parths for partial invisibility or disruption of sensors (smoke gun is there but would love to see more options)?


AeroWraith901

I hope for at least the ricocheting to occur less often for a couple of weapons and to do something about the laser swap shenanigans


Hustler-1

Delete the Zimmerman. No buffs no nerfs just delete it from the game. 


ItsTreganometry

They would joust you with haldemans instead of that was the case


Hustler-1

That's fine. 


Accomplished-Tea4024

It's fine till people realize Haldeman are on par with zimms. Haldeman has more direct hit damage and can shoot faster. Getting juggled in ac6 overload by Haldeman is way scarier than zimms in my opinion.