Damn the constant teleporting, would it kill them to reign it in a bit? What's the point of a mech game if the developers are allergic to letting you feel the weight of the machine even a tiny bit. At this point the 150cm tall Es from BlazBlue entropy effect has more inertia with her 40kg body than these supposedly giant machines. There's no point in me saying this, I know why everything is so instant, it's laziness. If they wanted to slow things down that would take a lot more effort, more animations, more mechanics, more balancing around projectile speeds, weapons, stats, melee, everything. Much easier to just make a cheap moba with a robot skin, damn.
I experienced such 'heavy' mechanics in GBO2. Considering sizes of MSs, it's realistic, but makes people difficult to get used to - I am one of them. The mechanics in mecha break is similar as the one I felt in armored core 6, and I think it's acceptable. It's bit different compared with Gevo, still similar, so I have no problem with it.
@@Aisyren_Official Yeah, this does look like a solid game, with some clearly defined roles for the mechs we've seen so far. I'll try not to be too negative before it's even out, however, I think it is quite funny that a genre with lots and lots and lots of games that all focus on the same thing, is 99% games that fail to capture the feeling of the thing (mechs). Making giant robots snappier than humans never made sense to me.
@@TheAlexRhodes The problem with making the mechs actually slow is the same problem I have in literally any other multiplayer game. Nobody wants to spend 4 real life minutes trying to get from one side of the map to another.
@@blackban4689 Going from one extreme to another is not what I was advocating for. The dashes work like Dante's 'trickster' from DMC, arguably even faster, with the difference being that he at least has inertia, here there's none. The feeling of weight can be achieved without being painfully slow.
I must say you made *alot* of assumptions based on very little information here. All Mechs aren't equal, this is specifically classified as a "Light" mech, there's Medium, Heavy and Ultra Heavy. The latter 2 definitely hit hard and Ultra Heavy are definitely slower/methodical by comparison (there was also only one Heavy on their team everyone else was light/medium, hence why you primarily saw faster movement). The lightweight Mechs exist specifically to present a large range of playstyles but obviously need speed and agility to make up for smaller hp & armor pool. And as such id say this approach actually requires More balancing work to keep everything engaging yet still viable.
You rock in that Mecha.
looks fun
Nice!
yep, It's like CosmicBreak
welp a bot smash that was
폴리머시커×2 의 추억😊
엑스틸 생각나네요..😢
it is amazing that they largely ignore you when you're the first one they should be taking down.
cool game play!
yes because its a point system... do a lot get mvp
Damn the constant teleporting, would it kill them to reign it in a bit?
What's the point of a mech game if the developers are allergic to letting you feel the weight of the machine even a tiny bit.
At this point the 150cm tall Es from BlazBlue entropy effect has more inertia with her 40kg body than these supposedly giant machines.
There's no point in me saying this, I know why everything is so instant, it's laziness.
If they wanted to slow things down that would take a lot more effort, more animations, more mechanics, more balancing around projectile speeds, weapons, stats, melee, everything.
Much easier to just make a cheap moba with a robot skin, damn.
I experienced such 'heavy' mechanics in GBO2. Considering sizes of MSs, it's realistic, but makes people difficult to get used to - I am one of them.
The mechanics in mecha break is similar as the one I felt in armored core 6, and I think it's acceptable. It's bit different compared with Gevo, still similar, so I have no problem with it.
@@Aisyren_Official Yeah, this does look like a solid game, with some clearly defined roles for the mechs we've seen so far.
I'll try not to be too negative before it's even out, however, I think it is quite funny that a genre with lots and lots and lots of games that all focus on the same thing, is 99% games that fail to capture the feeling of the thing (mechs).
Making giant robots snappier than humans never made sense to me.
@@TheAlexRhodes The problem with making the mechs actually slow is the same problem I have in literally any other multiplayer game. Nobody wants to spend 4 real life minutes trying to get from one side of the map to another.
@@blackban4689 Going from one extreme to another is not what I was advocating for.
The dashes work like Dante's 'trickster' from DMC, arguably even faster, with the difference being that he at least has inertia, here there's none.
The feeling of weight can be achieved without being painfully slow.
I must say you made *alot* of assumptions based on very little information here. All Mechs aren't equal, this is specifically classified as a "Light" mech, there's Medium, Heavy and Ultra Heavy. The latter 2 definitely hit hard and Ultra Heavy are definitely slower/methodical by comparison (there was also only one Heavy on their team everyone else was light/medium, hence why you primarily saw faster movement).
The lightweight Mechs exist specifically to present a large range of playstyles but obviously need speed and agility to make up for smaller hp & armor pool. And as such id say this approach actually requires More balancing work to keep everything engaging yet still viable.
Cod players brag about handling twitch based shooter. Come to the mech arena haha