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 Lets talk metagame and balance

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adjutant
Iseal
Hagane
Signilde
Nerf
Shaftronics
Getab
Mintattak
Nekaru
Etherlight
IronFist
necrio
Darkmare
Intet
Gchan
RoboFranky
NumeroDoS
FireKiller87
brokita1
BNOISE
Kitouski
Priskern
knyx
SJunior
boytitan2
LazerRazer
Shikaze
Hyoka
ziix
xzpwnz
UncleBobbie
Midona
CapeMike
(´・ω・`)
Broken
yilx
NovaZero
Suguri
Nisa
Z741
Unknownmecha
45 posters
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RoboFranky
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RoboFranky


Male Posts : 1312
Join date : 2011-01-28
Age : 33
Location : Malaysia

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 2:16 am

AIR melee is getting old

lets try ART melee xD
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Guest
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 2:27 am

boytitan2 wrote:
LXE wrote:
boytitan2 wrote:


u right I take this game to serious lol ^__^
TURANSU AMU JETA TUWIN DURAIVU SISUTEMU AKUTIBEITO!!!:

??? I was actually agreeing with u wats this response mean I dont get it
You never will. Nuff said.
Hagane wrote:
boytitan2 wrote:
you kill what boytitn the first time I seen u in game u made top what 30 and the second today u were scared to pvp me and went around the ground area yelling trans am with mecha jetter derp

aagain if its no frau legs air melee is a FREE FRAG FREE


LXE if you arena it would be clear to you that I have trademarked the term TRANS-AM! in cbEN as I have pissed off too many people yelling it. So I demand to know the reason for you doing this fake-am TRANS AM.
I discovered the secret of how to do "TRANS AM!!!", Problem?
Plus, I have the twin drive system resting on my shoulders.
Lets talk metagame and balance - Page 8 Mjg_tw10
Hagane wrote:
LXE wrote:
I've got better things to do than verse you, such as watching the "Gundam 00 movie English Subbed" I've been waiting ages for.
this has been out since january....
I downloaded it in January, didn't get time to watch it.
RoboFranky wrote:
AIR melee is getting old

lets try ART melee xD
Old to you but still awesome. Its New to me.
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IronFist
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IronFist


Male Posts : 502
Join date : 2011-04-07

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 6:15 am

knyx wrote:
I thought this was obvious enough, but apparently not.

"Don't bring an axe to a gunfight"

Pic related

Lets talk metagame and balance - Page 8 Fightscene.preview

yes, I agree . . bring a Double Axe Bit lol!

and just to add . . . they attack a bit faster than double slayer bit, even with a shorter range of attack, they make it worth when it comes to keep the target stunned for long when u miss your combo (what fits me greatly as I miss melee combo all the time).
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Flandyrll
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Flandyrll


Posts : 175
Join date : 2010-10-06

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 6:21 am

RoboFranky wrote:
AIR melee is getting old

lets try ART melee xD
Did it already. I used to have a melee Sturbanger. It got boring so I left him at level 9.
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IronFist
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IronFist


Male Posts : 502
Join date : 2011-04-07

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 6:28 am

Flandyrll wrote:
RoboFranky wrote:
AIR melee is getting old

lets try ART melee xD
Did it already. I used to have a melee Sturbanger. It got boring so I left him at level 9.

if u consider I already got Sword Master for using a slayer bit at my fatart . . . Razz Razz
(now think why I got sword master with just a slayer bit Rolling Eyes
look like people love to get close to fatarts to avoid their big guns

-slayer bit go puff puff enemy . . . miracle, they get 0.5 sec stunned
-fatart jump, thnk u Moving Burst thnk u, fire two shots for 110 to 280 damage(55 to 65 if u have high TGH and Blast Guard, if u have only high TGH its some 89 to 99 damage, if u have only Blast guard its some 70 to 80 damage) + burning + short stun, also thats the slayer bit damage bu thats low damage
-slayer bit go puff puff enemy . . . again cheers
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Nisa
God Poster
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Nisa


Female Posts : 7152
Join date : 2010-12-29
Age : 28

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 7:31 am

LXE is spouting immense levels of faggotry.

Warning.
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FireKiller87
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FireKiller87


Male Posts : 1708
Join date : 2011-03-08
Location : Blowing FC Seraph out of my airspace

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 11:13 am

RoboFranky wrote:
AIR melee is getting old

lets try ART melee xD

Anything EXCEPT a hammer.
I used to use a Hammer on my Destructor CN. Didn't do anything except to enemy melee, which at that point was chopping me up into bloody hunks of metal.

ART melee needs to be 1)low cost, 2)fairly powerful for the cost(high base force is a +), 3)quick and long ranged.
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adjutant
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Newcomer



Posts : 7
Join date : 2011-04-28

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 11:49 am

FireKiller87 wrote:
AIR bots are OP, but here's what I have to say: ...

This is key, do remember and study its implications: transversal velocity.

Low transversal velocity:
* Two bots approach each other
* The bots fly away from each other
* One bot chases another
* Both bots fly in the same direction at the same speed.

High transversal velocity:
* One one stands still while the other bot orbits around it
* One bot approaches or leaves at a 90 degree angle.

Why transversal and not angular? Because in Cosmic Break, missiles don't lead targets to guess where they're going. The missiles track where the target is "right now" and then chases the target in that manner. Very inefficient. For non-homing weapons such as a bazooka, angular velocity must be taken into account (angular = transversal / distance). An air bot orbiting farther away is easier to lead than an air bot that is orbiting really close to you. Thus, in the case of non-homing weapons, within range, angular velocity and SPEED stat of the weapon are very important. "Speed doesn't help your aim" in this regard is an uninformed statement. It's very useful at increased distances, thus, allowing you to take full advantage of low angular velocities.

In order to be able to hit an air bot then, you must achieve low transversal, low angular velocities.

How do you achieve this?
* Fly head-on into an incoming air bot. (works with homing and non-homing weaponry)
* By flying at the same height and same direction and same speed! (It seems you are not acquainted with 40 fly art bots)
* By chasing the air bot at the same or faster speed. (40 fly art bot again)
* By YOU orbiting the air bot, instead of the other way around. (40 fly art bot to the rescue)

It might please you to know that I do, in fact, posses such a 40 fly art bot with max speed tuned blast bazookas. I have built what, according to my study of these concepts, should be an air bot hunter. Sounds great on paper, right? In practice, it's not all its cracked up to be. Air bots have just too much of an advantage over you. Even when you hit them with your blast bazooka in mid air, they rarely stun! Trying to kill air bots feels like trying to swim against the current. As though it were unnatural for art bots to take down air bots. There is, of course, always the possibility that I'm just a terrible player.

Then that means my research is flawed. What's the thing I forgot to factor in to my equation? Height. So that's why I can't hit air bots. Because height has everything to do with it. The difficulty of shooting at a target above you increases exponentially with height distance.

So what have I learned?

1. Missiles cannot shoot down an air bot circling overhead at extreme heights, even if you're far away on the side.
2. Neither missiles nor bazookas can shoot down an air bot circling overhead if you're beneath the air bot.
3. Blast bazookas do not have sufficient range and speed combination to achieve low angular velocity against the target.
3a. Destructor CN and railgun bots are possibly the answer to our problems. Since these bots do have the appropriate SPEED + RANGE combination.
3b. Barring that, improved maximum velocity and/or explosion radius of missiles are the answer to our problems.

PS: Don't give nitpicking item-by-item rebuttals, they are lowbrow and ultimately destructive.
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Divinity
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Divinity


Male Posts : 262
Join date : 2011-01-03
Age : 29
Location : Singapore

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 12:35 pm

Air bots are irritating but not that OP imo.
I'm a full ART user when I use my srs bots and I don't really think that Airs are that much of a problem.

As an ART, your job is basically to provide cover fire from behind to help the land / air team mates in the front.
As such, most ARTs do not excel in 1 v 1 situations. If you ever find yourself vs something that you know that you can't kill, please run back to the ART pile at your ps, a strategic retreat is way better than dying. Some airs will try to give chase, only to be shot down by the barrage of missiles that your team mates SHOULD provide.

To deal with the seraphs, the answer is simple: Railguns - they are extremely accurate, fast and long ranged, thus able to hit these seraphs.

In this game, mobility is the most important thing. It allows you to get away extremely fast. On every ART I play, I will get Boost Run or Float Dash since they increase your movement by alot / help you get away fast. In the past, Accel Roll was a great help in getting away from lands / airs and then shooting them from behind by acceling towards them.

All the points made are true, but that is why you have team mates. A missile can perfectly get an air, as long as that air is not above you. So again, move towards the team, hopefully they will attack your pursuer, HOPEFULLY....
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Nisa
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Nisa


Female Posts : 7152
Join date : 2010-12-29
Age : 28

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 12:59 pm

FireKiller87 wrote:
RoboFranky wrote:
AIR melee is getting old

lets try ART melee xD

Anything EXCEPT a hammer.
I used to use a Hammer on my Destructor CN. Didn't do anything except to enemy melee, which at that point was chopping me up into bloody hunks of metal.

ART melee needs to be 1)low cost, 2)fairly powerful for the cost(high base force is a +), 3)quick and long ranged.


30 wlk Saggitary maxis with hammar,400 melee dmg.


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Divinity
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Divinity


Male Posts : 262
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Age : 29
Location : Singapore

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 1:00 pm

Nisa wrote:
FireKiller87 wrote:
RoboFranky wrote:
AIR melee is getting old

lets try ART melee xD

Anything EXCEPT a hammer.
I used to use a Hammer on my Destructor CN. Didn't do anything except to enemy melee, which at that point was chopping me up into bloody hunks of metal.

ART melee needs to be 1)low cost, 2)fairly powerful for the cost(high base force is a +), 3)quick and long ranged.


30 wlk Saggitary maxis with hammar,400 melee dmg.



JHam? o.O
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boytitan2
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Fishell



Male Posts : 8639
Join date : 2010-12-23
Age : 32
Location : Buffalo NewYork

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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 4:13 pm

Hagane wrote:
boytitan2 wrote:
you kill what boytitn the first time I seen u in game u made top what 30 and the second today u were scared to pvp me and went around the ground area yelling trans am with mecha jetter derp

aagain if its no frau legs air melee is a FREE FRAG FREE


LXE if you arena it would be clear to you that I have trademarked the term TRANS-AM! in cbEN as I have pissed off too many people yelling it. So I demand to know the reason for you doing this fake-am.

LXE wrote:
I've got better things to do than verse you, such as watching the "Gundam 00 movie English Subbed" I've been waiting ages for.
this has been out since january....

Hia I used trans am meme 2 when i ran my skined overflg?blitzelt with sireions hd alot
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Hagane
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Hagane


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 6:05 pm

boytitan2 wrote:


Hia I used trans am meme 2 when i ran my skined overflg?blitzelt with sireions hd alot

I used TRANS-AM! on the day seiron came out in Lop Gara 1 so I win.
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knyx
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knyx


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 6:17 pm

Apparently Beam edges use TEC for calculations, so 40 tec saggy with alby arms=win?
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Priskern
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Priskern


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 6:41 pm

knyx wrote:
Apparently Beam edges use TEC for calculations, so 40 tec saggy with alby arms=win?
Provided if you can land a hit without being hit first AND get away alive or finish off your enemy *_*....Anyway back to topic

I think they should imprement a new system like a Double HP bar shown in dif color like said, green as primary and red as secondary, kind of like those arcade fighting games from capcom crossover series.
When receving damage, especially with comply with high tgh, the green part of hp will deduct like how current game is, but the red portion will be deducted slower.
The higher a damage you receive, after tgh moderation, the red bar will deduct much lesser. BUT, you still die when the green part of the HP fully depleted, and healing only recovers the green portion till the max of red bar you had currently, unless you used a said, parts restore? (pretty useless and only time I find it useful is when I am usng a mech with broad radar after having hd chop off).
So heavy damage from EVE or fencer will be further deducted by tgh moderation provided you stay alive till the green portion of hp to be healed. While air especially seraph having low tgh but once taken a hit, big chunk of hp will be gone especially the red portion which seriously limit their survivality late game? (Of course if you got god like skill of not getting a single hit, I got nothing to say)
This also make high tgh arts, l size lnd and air more playable while not limiting people to continue following the current trend due to advantages. Most important of all, it makes people think TWICE about dying.
But stuff that kill people in seconds like burst raider/hypershot patty with wb out/fencer whom manage to catch people still reign superior even with this system in effect though =.=....


Last edited by priskern on Sun May 01, 2011 7:24 pm; edited 1 time in total
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Nisa
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Nisa


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptySun May 01, 2011 7:00 pm

Divinity wrote:
Nisa wrote:
FireKiller87 wrote:


Anything EXCEPT a hammer.
I used to use a Hammer on my Destructor CN. Didn't do anything except to enemy melee, which at that point was chopping me up into bloody hunks of metal.

ART melee needs to be 1)low cost, 2)fairly powerful for the cost(high base force is a +), 3)quick and long ranged.


30 wlk Saggitary maxis with hammar,400 melee dmg.



JHam? o.O

Nope,just the regular banhammer,why? it's stunlocking on other fat arts
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Iseal
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Iseal


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 12:04 am

adjutant, I've been waiting for someone to put my thoughts into words. Thank you so much! Now all that's needed is communication between ART packs, and we can start to fight back at a decent rate. On a separate note, what words would you use for groups of certain types? I personally use "mob" of LNDs, "flock" of AIRs, "pack" of ARTs, and "station" of SUPs (assuming they're actually supporting and not jamming).
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knyx
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knyx


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 12:15 am

Iseal wrote:
adjutant, I've been waiting for someone to put my thoughts into words. Thank you so much! Now all that's needed is communication between ART packs, and we can start to fight back at a decent rate. On a separate note, what words would you use for groups of certain types? I personally use "mob" of LNDs, "flock" of AIRs, "pack" of ARTs, and "station" of SUPs (assuming they're actually supporting and not jamming).

A "congrlomeration" of LNDs
A "murder" of AIRs
A "parliament" of ARTs
And a "knot" of SUPs
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Hyoka
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Posts : 4996
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 1:19 am

knyx wrote:
Iseal wrote:
adjutant, I've been waiting for someone to put my thoughts into words. Thank you so much! Now all that's needed is communication between ART packs, and we can start to fight back at a decent rate. On a separate note, what words would you use for groups of certain types? I personally use "mob" of LNDs, "flock" of AIRs, "pack" of ARTs, and "station" of SUPs (assuming they're actually supporting and not jamming).

A "congrlomeration" of LNDs
A "murder" of AIRs
A "parliament" of ARTs
And a "knot" of SUPs

A bunch of everything.
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Guest
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 2:43 am

Nisa wrote:
LXE is spouting immense levels of faggotry.

Warning.
Nisa is spitting out bullcrap.

Warning.
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boytitan2
Fishell
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 3:13 am

I want this br sytem fixed so theres more healers I ahte rushing ppl crowded near supports to find a fu.cking squidal girl or nicole malice with squidal girl am Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad
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Priskern
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Priskern


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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 3:19 am

boytitan2 wrote:
I want this br sytem fixed so theres more healers I ahte rushing ppl crowded near supports to find a fu.cking squidal girl or nicole malice with squidal girl am Evil or Very Mad Evil or Very Mad Evil or Very Mad Evil or Very Mad

Why? They just disable sub weapon temporay only, not like it matters much :/ Just use your main weapons then. If you are using fencer you should only catch people, not by rushing :/
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NumeroDoS
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 3:21 am

priskern wrote:

Why? They just disable sub weapon temporay only, not like it matters much :/ Just use your main weapons then. If you are using fencer you should only catch people, not by rushing :/

Which is never BT's playstyle.

BT, bring a pillar, bomb them first then pick them off as they scatter about.
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boytitan2
Fishell
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 3:50 am

NumeroDoS wrote:
priskern wrote:

Why? They just disable sub weapon temporay only, not like it matters much :/ Just use your main weapons then. If you are using fencer you should only catch people, not by rushing :/

Which is never BT's playstyle.

BT, bring a pillar, bomb them first then pick them off as they scatter about.

the bt is to dumb to ever farm or heal in arena =( just holds down W
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xzpwnz
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PostSubject: Re: Lets talk metagame and balance   Lets talk metagame and balance - Page 8 EmptyMon May 02, 2011 3:51 am

boytitan2 wrote:
NumeroDoS wrote:
priskern wrote:

Why? They just disable sub weapon temporay only, not like it matters much :/ Just use your main weapons then. If you are using fencer you should only catch people, not by rushing :/

Which is never BT's playstyle.

BT, bring a pillar, bomb them first then pick them off as they scatter about.

the bt is to dumb to ever farm or heal in arena =( just holds down W
You aren't that stupid... Probably
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