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Fixers! Your reaction to this update?

Discussion in 'Game Discussion' started by Ultrah, 25 Jun 2017.

  1. Ultrah

    Ultrah Well-Known Member

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    1498358598482.jpeg Thoughts on the buffs and the nerfs? How much do you think this will impact us?
     
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  2. mang inasar

    mang inasar Active Member

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    as a fixer the update details looks disheartening because it is obvious that the nerf they will do to fixers is severely crippling. the repair pulse is the fixers "bread and butter" and it will only heal the fixer 50% of what it should. the repair box which a good fixer leaves behind for speeders and enforces to replenish their health will be gone in a minute. it is obvious they are doing this just to force fixers to use the most useless repair item they made - the duct tape.

    they want the selfless people to be selfish and think of repairing just themselves and not think of the team that much. the rovio team pride might have been hurt that they put out an item so useless that nobody uses it much and just scraps it at first sight. i think the fixer nerf is a result of them trying to justify the useless duct tape.

    they are giving us a long range healing item. are they telling us to scrap the repair pulse use the new item and keep the campers company behind a rock with duct tape in tow? only time will tell. btw lets not complain too much or be labebelled as a "whiner" by rovio cheerleaders in high horses.
     
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  3. "har"Smash until the end

    "har"Smash until the end Well-Known Member

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    Repair pluse repair bolt and repair box may be a solution since:
    Repair box can heals either u or ur teamates close to you
    Repair bolt heals yr teamate far away
    Repair pluse for all
    Idk will this works,but as @mang inasar said,more Singh24 will appear in the bay....
     
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  4. yellowocean

    yellowocean Well-Known Member

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    i think it's not about encouraging the use of duct tape nor selfish play... it's more about making a more defined role for the fixer class. the current game allows fixers to spam pulse and act like an immortal tank healing teammates and absording damage at the same time. the update will discourage tankish tactics from most fixers and force them to be more tactical and cautious.... don't get me wrong, i'm not supporting this update nor am i completely against it, just trying to understand why they decided on these changes.

    i felt the same as you did when the triple torpedoes were nerfed... it was my go-to weapon for my speeder... but now, i think the tritorp nerf was a good move and helped with the gameplay balance (i still use tritorps).

    so simply put, try to reserve your final judgment when the update is finally out and we get to play with the changes in place.

    Cheers!
     
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  5. DaveRay35

    DaveRay35 Active Member

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    Where it'll help is when there are multiple fixers. Even just two fixers bouncing repair pulses off each other, and anything else that happens to be around them, become incredibly powerful tanks for their team
     
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  6. Kalbs

    Kalbs Well-Known Member

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    Great update for everyone. No more super tank fixer. They shouldn't be as durable as a defender.
     
  7. AoiTenshi

    AoiTenshi Member

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    Rovio can limit each item can be use one only, so ppl cant use two repair pulse on ship
     
  8. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Negative! Too much of a coding challenge. I know this ties up fixers pretty badly, but hey...
     
  9. Kitterini

    Kitterini Well-Known Member

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    Hyperbole much or just low infamy talk?
    I agree that mk3/4 Fixers were quite strong compared to other boats of equal mk. At mk5+6 (which is where you start to rely on double pulse) Fixers were fine, but certainly not op. 4-5k HP is dangerously low when all your opponents run legendaries or lvl40+ epics.
    ---
    Will need to see exactly what the new green item does and how many green slots+points a mk7 Fixer has to give a useful response to this thread.

    If Repair Bolt has a selfhealing component build in I can sort of understand why they would tone Pulse down, if its a 1p item that cant heal yourself then I dont get it.
    I'm guessing they nerfed Pulse because it was an easy nobrainer decision to run two - But that is much more a product of it being the only 2p green item and the usefullness of the alternatives being sup par.

    Running a fairly defensive Fixer already I'm sure I'll manage, but unless Repair Bolt is amazing then my infamy will likely suffer. I suspect focus the Fixer first will be an even stronger tactic than it already was. Oh well, adapt and more on :)
    ---
    Off-topic: Can we get past the idiotic Duct Tape=selfish prick talk? If x item helps you to win more it also benefits your teammates. Noone is calling Enforcers selfish for using shiels over frost blaster. Duct Tape is underwhelming now, but if it turns out to be required to survive then accept the fact that a dead Fixer aint fixing nobody ;)
     
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  10. TheAntiSnipe

    TheAntiSnipe Moon's haunted

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    Spot on. Im playing fixer as a newbie(also, rather disastrously, I'm afraid) and this is certainly true. Fixers are heavily targeted and need all the self-healing they can get
     
  11. KellEl

    KellEl Member

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    Sorry but this nerf to repair pulse is absolutely needed. If your a fixer you can't see why because you don't have to struggle trying to destroy other fixers. You aren't aware of the struggles the rest of us face. A fixer is a support ship. It's designed to heal other ships. So the fixer should be a high priority target. But currently it's pretty pointless to try to focus down a fixer because it can just keep healing itself. And it's so fast if a fixer gets In trouble it just runs away and 30 seconds later comes back with almost full health. If you are a fixer and you aren't one of the last ones to die you are playing wrong because they are dang near immortal. The change makes them more of a support ship like they should be. They should be striving to stay behind their team and heal the team up. The change to the pulse and the addition of the heal blaster is a huge step in the right direction for this ship and for the game in general. It's not a nerf to the fixer really even if it seems that way. It's an adjustment to the way a fixer should be played. Adapt your play and Try the new blaster before jumping to judgement.
     
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  12. Kitterini

    Kitterini Well-Known Member

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    @KellEl With you on trying out the changes before complaining too much. Heck who knows what mk7 and the new item will be like.

    Ill repeat that fixers are very strong at low level play (till mk4) and assume that is the perspective you are arguing from?
    Fixer is fine at mk5+6, but nowhere near being the most played class (shooter & speeder), nor the dominating one (speeder).
     
  13. D3X

    D3X Well-Known Member

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    Here's my honest take on the Fixer balances.

    Currently, out of all the classes, once you have a good set of items; Rare or Epic or better Pulse that's really developed, a Strong weapon, A good shield, you're pretty much set. With experience and skill you can get far. I've seen through the couple months i've been playing with peers that also play fixers, and they either have caught up or surpassed me in Infamy levels.

    What that means? Well, I can conclude that out of all the ship classes, Fixers can climb the infamy ladder much easier than other classes. And it makes sense, the fixer repairs all the ships around it, and if you're a decent one, you can change the outcome of the game. This "change" factor is more than other classes which simply eliminate an enemy more than helping or heal a friend.

    What Rovio is doing is likely gathering a lot of stats and analyzing their infamy, level and items and scaling it down accordingly. I highly do not believe that they are just simple doing it without analysis.
     
    Last edited: 25 Jun 2017
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  14. Kitterini

    Kitterini Well-Known Member

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    Very true that mk3+4 Fixers peak at higher infamy than other classes. Heck I got to 3k infamy with my mk4 Fixer.

    At mk5 I see all mk5 classes, except perhaps defender, as fairly equal. A few good players make it well beyond 3.8k, but it seems like skill, item and levels are more important than chosen class (unless you went for defender).

    Looking towards peak level, the top 100 is dominated by 1 class with 3 other classes having a decent amount of players and just a few rare blue ships.

    Top10 = 6speeders, 0 fixers.
    Top50= 27speeders, 6 fixers. (If anything I excluded a few speeders but certain on the Fixer count).

    But yes fixers are very strong till mk4 & was in an acceptable state at mk5+6. But overpowered at high level play, I disagree.

    But again, lets see what mk7+repair bolt brings - Perhaps the logic behind the Pulse nerf lies there.
     
  15. RESQMI

    RESQMI Active Member

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    Regardless of the updates and set up, honestly speaking it is frustrating playing as a fixer with the current match making system at times. Not sure where all these immortal fixer came from but I'm mostly among the few to get taken out 1st. Even when I'm using dual pulse set up at 1 x rare lv 40 and 1 x uncommon lv 40, it is not enough to recover fast enough when I'm got bombarded. Maybe it will be another story when I get to MK6 with additional green point and slot with additional red point and slot. Fixer with speeder and enforcer did not get any buff on their base defense points when they are upgraded so they take almost full damage most of the time.
    I would still say it is how a team playing together in a game that makes a difference. I have only played a handful of games as fixer that other friendly tried to cover me to keep me alive, or come back to fend off speeder or enforcer chasing me down. Not to mention the amount of friendlies just go chasing the 1st tihng that is in their target mindlessly, breaking off from my effective range then come crying for help.
    Now with experiences with a fixer, when I'm switching to a shooter, I will always choose to protect the fixer when I have 1 in my team by staying within effective range. Although my shooter set up might not be able to tank massive damage for the fixer but I can lay mines and napalm near it to fend off whatever is chasing it. But this also need to take the fixer surrounding awareness into consideration if it can make full use of the support I'm trying to provide. Managing to keep your fixer alive till the end gives you a higher chance to win a game, this is a basic common sense for almost all games but most of the time other ship user just take fixer for granted.

    As of how to react on the update coming, I can only say to have a feel of it hands on before coming to any conclusion....
    Additional green item introduced will mean that the skill tree for Feelix will get some shuffling, how much it will affect the current set up on top of the nerf.
    Additional green item introduced 1 or 2 pts item and the specs of the item might cause a change to current set up.
    Additional tier introduced might have an impact as well.
     
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  16. D3X

    D3X Well-Known Member

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    This I agree too. The highest level game the fixer seems to lack something that can bring them up to the leaderboard. That said, i think it's more about being unable to deal damage/eliminate an enemy rather than it's healing abilities.
    As well, all the best players know to kill a fixer at all costs, so they target fixers immediately to take them out of the game as soon as possible.
    So in other words, even if the pulses were beefed up, i don't think that would change the landscapes of the leaderboard. If the fixer was given one more red slot, that may change that, so this is maybe where MK7 comes into play.
     
  17. TheRedSpeeder

    TheRedSpeeder Well-Known Member

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    it is 2 pts according one dev (can't remember who) but it haven't really confirmed yet offically.
     

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