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Lombax Warrior
PlatinumPlayer3
Posts: 110
Registered: ‎01-21-2012

Mega Gunners from My Perspective

Who are Mega Gunners? They are the Sweet Bot and Talons that bombard you with their lock-on Mega Guns. How is Mega Gunning like this balanced? There is a simple answer to that question: it's not. I don't think that ESP realized that Mega Guns for Sweet Bots and Talons are better than other vehicle's Megas, nor that they would become such an issue. Did ESP even know that Sweet Bot's Mega Guns existed very much? I especially have a problem with Sweet Bots. They go around collecting Turbos and Megas and just go airborne and Mega Gun away. You cannot freeze them easily because they can easily have a Shield handy. There is no use in freezing with Sweet Bots since their Mega Guns are lock-ons. Even if you are able to freeze them, they can just go right back into Sweet Bot mode and fly away again if they have a Special. You can't kill them very easily because they can have up to 240 hps of health. Try taking that out of the sky. I was playing with a Sweet Bot Mega Gunner recently and I asked him in the game room "why u Mega Gun?" He responded by saying something like this "it's not illegal is it? lol." It really should be, my fellow players. Why don't we try to end this madness? Why doesn't ESP just fix this by giving a little bit of altitude homing and hardly any left/right homing for Sweet Bots and giving Talons hardly any left/right homing but more altitude homing. I highly doubt that I'm not the only one who's fun is being thrown out the window by this. Please ESP, end this!

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Grease Monkey
BigDaddyCMasta
Posts: 296
Registered: ‎03-23-2012

Re: Mega Gunners from My Perspective

I really wanted to test them out in high level play to see if they were still broke.  I didn't get to due to the online problems I had.

I think they should just home on the y axis and that's it, and make it close.  Homing mega guns were a cheat code in the old TM and there's  a reason why.  It would be overpowered on ground vehicles.

That said they seemed nerfed to me a good amount.  I thought they were more work, I didn't think  they'd be AS bad against competent players.  I'll have to see though before I make judgement.

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Lombax Warrior
HurlingDervish
Posts: 103
Registered: ‎01-15-2011

Re: Mega Gunners from My Perspective

Technically roadboat would be listed as a "megagunner" in this context, though you can avoid being magnetized and outrun him. I'm still curious as to whether or not people think Roadboat is AS bad as sweet tooth and talon in this regard.

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Splicer
MalignEmissary
Posts: 69
Registered: ‎03-29-2012

Re: Mega Gunners from My Perspective

This issue has already been discussed last week.

Short answer is some people dont like it, and some people like it

and others dont care.

i am the one who doesnt care and likes it, so i live in separate worlds.

anyways, i dont see any new patches coming out for this game ever, and if they do, I dont think they are going to change very much, much less anything having to do with mega guns.

specially since jaffe never mentiones sweet bot, he only mentions talon. and to the latest patch they added an icon to show you theres a talon above you..

thats how they like to fix stuff, but not doing much..

anyways im glad, i like sweet bot megas.

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Lombax Warrior
ANDREAS09ABLE
Posts: 125
Registered: ‎12-15-2011

Re: Mega Gunners from My Perspective

The issue I have with megagunners isn't really about megagunning just a bit, but more their style of play. I know all do not do this and I've met sweet bots that play clean and talons too, but the vast majority of sweet bots and talons play a rather annoying style. They usually battle you and once they've taken a few hits they fly off for health (and repeat this rather annoying style of play). Also, there is a hit and run style with ground vehicles which I see as permissible due to that fact that they're on the ground and can be caught if you have your driving and strategies down. But with a talon that constantly runs(flies) away for health and an ST that takes off right away after a freeze it gets rather boring to have to chase them all the time. I understand going to get health and all, but I mean when your health reaches about 50% and you take off everytime for it and continue to flee until your health is all way up is boring. I'd rather face a megagunner that attempts to megagun me head-on (not flying directly ahead of me as high as they can just camping up there and shooting) and has gathered a few weapons he/she find useful. Then we'll see what order they choose to use their weapons in, what to shield/not shield against, and let's see who's left on the field. So whether it's a Sweetbot, Talon, or me left I respect this much more than an obsessive runner/health hog or a camping megagunner.

Ohh and @HurlingDervish...well I like roadboat because he has to face you to be an effective megagunner. I believe it's up to the other car battling it to know when to shield/shoot. Waiting for the opportune moment to hit that shield button even if it means you take a bit of damage to weapons that are less powerful before RB uses hit magnet. Deception with other weapons in this game is a key to battling.

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Splicer
Simba_Inja
Posts: 74
Registered: ‎03-01-2012

Re: Mega Gunners from My Perspective

I think that this game inevitably will have to deal with flying vehicles. So how the F do you balance it? I think real world physics should apply.

Make the damn helicopter take damage from hitting buildings and have it drop like a stone if it turbo rams it's rotors off. Also, it gets "shocked" (aka frozen) if it hits electrical lines. It would make watkyn's harbor a whole new map  

And make sweettooth's transformer actually get blown across the sky a bit when a missle hits him, to where it throws off the mega gun tracking. Then you would need skills to kill with those megaguns. Maybe even make the jets sputter upon being hit with certain weapons, like remote bombs, so that he falls back to earth by a certain distance. You don't have to nerf him, just tweek strategic weaknesses.

For the record, megagunners in cars are legitimate. It is the most powerful weapon in the game, and can't be ignored. I'm guilty of abusing them with any vehicle I'm in and not ashamed of it.

And roatboat's maganate + megas= a deathtrap. He's like twisted metal's thumper.

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Grease Monkey
BigDaddyCMasta
Posts: 296
Registered: ‎03-23-2012

Re: Mega Gunners from My Perspective

Some vehicles aren't reliant on mega guns much at all, like Reaper since he's hit and run.  His saw is the most powerful weapon compared to normal mega guns, it's not as cheap as homing mega guns.

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Splicer
Biglsufan77
Posts: 63
Registered: ‎04-15-2012

Re: Mega Gunners from My Perspective

I'm glad that i'm not the only onethat hates fliers. I use Kamikaze and those flying Mega Gunners drains my health in a hurry. 150 HP doesn't last long. I haven't noticed or paid attention but does the Mega Guns home/curve to the nearest opponent for ground vehicles like Talons and SB. I have not tried to shoot Mega Guns at them. I usually freeze and torch. I like Road Boat and his Special with Mega Guns. Great combo. At least the players that use RB are on the ground battling and not in the air scared to take a beating. To me Talon should be allowed to respawn twice and thats it and ST should drain his turbos faster when in the air.

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Grease Monkey
BigDaddyCMasta
Posts: 296
Registered: ‎03-23-2012

Re: Mega Gunners from My Perspective

Well tbh I can use fliers quite well and I know how the exploits work.  I'm just admitting it's too much.  Take away that one exploit and those vehicles drop a few tiers.  Everything else is fine to me.  I say make them home on y axis only from a close distance.

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Grease Monkey
TyrantII
Posts: 306
Registered: ‎03-19-2009

Re: Mega Gunners from My Perspective

Thing with Megas guns is if you can keep a lock, you're doing about 10DPS if you land all your shots, or about 100DMG in 10 seconds.  Probably more.  But, ground cars can't, as people will weave out of their point and shoot style MG's.

Now you allow auto lock for two cars that already have air superiority, both in use of the level and in speed.... well, thats a huge problem.  Especially when a killstreak replenishes your MG's.

So in the end you get players who are harder to hit and find it easy to retreat, who have the easiest paths to healths, and who can literally drain you from full to zero before you can even get close to volleying the same kind of attack back.  Thats broke.

Luckily the new fix fixed it a bit, as you can shake their lock by getting our of their hard 12.  BUT something still need to be done for the extreme distances they can lock on to still.  MG lock is unfortunately needed, but it should only work in a very small FOV, and at close distances to bring these flying turds down into the fight, where it gives the ground cars a fighting chance. 

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