#Halos Cycle Charge Rate is too high

64 messages · Page 1 of 1 (latest)

odd sentinel
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3x Halos can charge about 400 cycle gear points in about 58.33s with pure continuous weapon damage hits, no kills
4x Halos can charge about 300 cycle gear points in about 30.07s with pure continuous weapon damage hits, no kills

updated: #1394108885756805150 message
3x Halos now can charge about 400 cycle gear points in about 1:03.78s (previously 58.33s) with pure continuous weapon damage hits, no kills
4x Halos now can charge about 300 cycle gear points in about 32.88s (previously 30.07s) with pure continuous weapon damage hits, no kills

in comparison:

4x Quantums can charge about 400 cycle gear points in about 1:27.23s with pure continuous weapon damage hits, no kills
3x Thunders can charge about 400 cycle gear points in about 1:35.45s with pure continuous weapon damage hits, no kills
3x Lighters can charge about 400 cycle gear points in about 1:54.48s with pure continuous weapon damage hits, no kills (see next comment for clip)

(all the above are using level 1s, increasing the levels and increasing the damage also increases the weapon cycle charge rates)

Halos charge cycle gear points at almost double the rate compared to Lighters, a similar competitor close quarter combat weapon

odd sentinel
sweet remnant
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I really hate the idea of waiting to charge up a gear

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Some gears maybe powerful but I think it would be nice if repair modules didn't have a wait time

dawn latch
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Halos are incredibly strong close quarter weapons. It would be beneficial to reduce the gear charge rate to keep them balanced.

odd sentinel
woven sierra
woven sierra
sweet remnant
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Im sorry I didn't explain it well I think for the first use of healing, the first use shouldn't have a wait while the second use should.
I hope this makes somewhat better sense

livid slate
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But I like charge rate nerf a lot better than a dmg nerf so yay

odd sentinel
odd sentinel
tranquil wharf
dawn latch
tranquil wharf
tranquil wharf
# dawn latch Trebuchets have less ammo, longer reload and a slower fire rate i think and beca...

So when the information gap is not too large, there are two possibilities that you might let the flanker reach you. One is that you and your teammates are not up to par, completely ignoring the mini-map and being overly focused on the front line, forgetting to look back more often. The other is that you take the initiative to a more dangerous area, giving the flanker an opportunity to kill you. So do you think it's because of these defects in trebuchet that gears are needed to reinforce it?

dawn latch
# tranquil wharf Ok, so here comes the question: As a long-range and sniping type of player, why ...

Imho a long range player should ideally have just one defender to protect them and the rest of the team should push. Ideally, in a 6 stack, only 1 sniper should play long range and the entire team should push. That is how I’d run a 6 stack. Having more than 1 player protecting a sniper would reduce the number of allied pushing to brawl with the enemy and would make the advance guard weaker to get taken out by the larger number of enemy opponents. Since in my ideal 6 stack, I’d have just 1 sniper and 5members pushing, I don’t mind trebuchets having a faster gear charge.

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Also, treb shots either hit or miss and the 2nd shot takes time to follow, so having a more forgiving charge rate might help the player reduce their disadvantage

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Unless the sniper has aim assist, i think its possible to dash and dodge a sniper bullet

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Unless ofc u are an amazing sniper like Lord Fishy, Chaos Incarnate or some of the other members of this server, a sniper can often find themselves in a disadvantage

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Imho

tranquil wharf
# dawn latch Imho a long range player should ideally have just one defender to protect them a...

So the question arises again: Why should I take such a big risk to attack? What is the significance of my attack? Is your set of strategies applicable to all game modes? Take team deathmatch as an example. All I need to do is kill all the opponent's members or have more robots left on my side than the opponent when the time is up. So why don't I all play long-range walking, pulling and consuming defense instead of choosing those medium-range and close-range robot attacks that take a huge risk and have their values weakened in all aspects

dawn latch
tranquil wharf
# dawn latch Also, treb shots either hit or miss and the 2nd shot takes time to follow, so ha...

You are still considering whether you can hit the target with this weapon. For players engaged in close combat, what they need to think about is whether they can come back alive. Also, the treb weapon doesn't even require consecutive kills; it only takes one and a half minutes to deploy the Titans. Do you really think this weapon design is reasonable? There's no need to engage in brutal close combat on the front line. Just by constantly hitting and consuming from long-range shots, one can achieve a very high charging rate and the ability to quickly deploy Titans. On the contrary, a certain "very powerful" melee weapon has to risk being killed by AI and long-range shots to reach the 400 gear charging rate of hitting all targets in one minute. Have you ever thought that the gear charging rate given by other close-range combat weapons is really too low? That's why the value of halo is so outstanding

dawn latch
tranquil wharf
tranquil wharf
dawn latch
# tranquil wharf To be frank, this kind of target shooting test behavior can't represent the actu...

I feel that mid and long range weapons offer the enemy an option to dodge ammo and leave the user vulnerable to being pushed into a corner so gear charge rates could be more forgiving. Close range weapons do not offer an enemy a chance to escape when they’re, for example, blinded, since the user is often within the effective range to finish the kill. My suggestion was based on this thought. I appreciate your thoughts too. Needing a higher charge rate since close range is a high risk playstyle makes sense to me too.

odd sentinel
# tranquil wharf To be frank, this kind of target shooting test behavior can't represent the actu...

this is an interesting discussion actually. I will be looking more into weapon specific cycle charge times

the reason I suggested halos cycle gear charge rate is too high is because its charge rate is high AND it has a very fast TTK meaning it gets fast charge on hits and kills. one of the limiting things about lighters during the lighter meta was that at least its weapon hit proc cycle charge rate was below average, but it had a very fast TTK so earning a lot of kills made up for the low charge rate. but now halos make lighters obsolete because it has better close quarter combat damage, better charge rates for both cycle gear and titan, etc. specifically than lighters.

however, you do make a good point. perhaps some of the other weapons need their cycle charge rates adjusted. I don't understand why they allow triple trebuchets to charge 400 cycle gear points in 1:03.72 seconds while it takes double zeus 2:25.60 seconds. (at level 1, it would be faster charge if leveled)

tranquil wharf
# odd sentinel this is an interesting discussion actually. I will be looking more into weapon s...

"Don't always look at weapons purely from a data perspective; consider their type and usage context. It's true that Halos have a high TTK, but the cost of that high TTK is that they need to be at point-blank range to reach their full potential. Furthermore, Halos are a lightweight weapon with high energy consumption. This means Halo builds won't have high durability. Combined with the fact that mid-range and sniper weapons in this version have barely been nerfed and are dominant, the survival environment for these lightweight close-range builds is extremely harsh in high-intensity matches.

Under these conditions, if we don't have a higher charge rate to provide some margin for error, and we also nerf the only currently viable close-range weapon, then my assessment is we might as well just delete all close-range weapons from the game.

Additionally, you seem to be falling into a misconception. It's not that Halos made Lighters obsolete; it's this game's weak and incompetent balancing approach that nerfed all close-range weapons into the ground, making Halos merely the least bad option among them. And let's be honest, even without nerfs, Lighters' overall stats weren't that great – 11 energy slots consumed for such a low charge rate, lacking in both charge rate and range.

The developers have two choices:

  1. Be consistent: Nerf all the currently overpowered weapons and robots across the board, and provide compensation to players who invested in the nerfed items (e.g., a full refund of a specific resource used for upgrading).
  2. Stop this weak and incompetent balancing: This approach of making everything mediocre only makes the game less fun for everyone. It also actively harms players who invested significant time, effort, or money into upgrading specific weapons and robots (since upgrading requires either heavy grinding or spending money).
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The negative effects of this kind of balancing are evident in other games too (like Helldivers 2). Right now, this game claims it's "not P2W," but the actual player experience is arguably worse than some P2W games (just compare the daily active user data between War Robots and World War Robot Frontiers to see the difference)."

glad ice
tranquil wharf
# glad ice If something is nerfed from overpowered down to being properly balanced, why wou...

Yeah, totally—Siren and Pursuer are in such a perfect state now. The nerfs were absolutely reasonable, no issues whatsoever! But hey, genius, did it ever cross your mind that this game has a grinding-heavy upgrade system? Not every weapon is plug-and-play ready! And their ‘balancing’ isn’t subtle tweaks—it’s brutal amputation. They don’t adjust overpowered gear; they nuke it from god-tier to dumpster-tier.

(Drops sarcasm)
That said, credit where credit’s due—today’s balance adjustments were actually pretty solid.

glad ice
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The goal is for things to become balanced. If they overcompensate with a nerf and leave the equipment in an underpowered state, then they will / should eventually provide some amount of buff down the line to compensate. If they compensated the players when the weapon was nerfed, should they then un-compensate them once the weapon gets some small buffs to bring it back in line?

flint crow
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Honestly looks like you got wat you wanted which was completely needed.

tranquil wharf
# glad ice The goal is for things to become balanced. If they overcompensate with a nerf an...

Oh, I'm sure today's balance adjustments graciously buffed Siren, Pursuer, Lighter, and Incinerator back to viability? Let's address the elephant in the room: this is a small-studio game with limited development capacity. It's been 21 days since Pursuer was gutted. Veteran players hoard enough resources to rebuild new hangars overnight—but what about newcomers? Do they have months to limp along with makeshift hangars waiting for fixes? This is why new player retention is collapsing.

And that progression system—where you grind levels to unlock bots/weapons, some of which only become viable at high tiers? It's fundamentally flawed. Yet you drop sledgehammer nerfs in this dumpster fire system without even token compensation? I'm not demanding full upgrade refunds—just let us recover ONE resource type when scrapping butchered gear.

flint crow
tranquil wharf
# flint crow If you have a siren and incinerators you should use them, brother. Incinerators ...

Revisit my previous arguments: weapon balance requires situational judgment, not just spreadsheet numbers. Incinerators' 200m range is point-blank territory in this game. Why would you engage them in their optimal kill zone? They're already balanced by glacially slow projectiles.

As for Siren: while it needed adjustment, this 'nerf' crossed into obliteration territory. A 45-second max-level cooldown? Hitboxes tighter than a drum? That 'free kill every 45 seconds' fantasy assumes you have bot-like auto-aim precision. And if frozen—can't you pivot your torso to distribute damage across shoulder shields? Or stop lingering in exposed kill boxes like a target dummy?

Maybe scrutinize your own gameplay before blaming the tools.

flint crow
# tranquil wharf Revisit my previous arguments: weapon balance requires **situational judgment**,...

I think maybe you should take your own advice and scrutinize your own game play before blaming the tools and saying they are nerfed and unusable.

What rank are you like silver or gold? I can promise you you’re not in the big boy leagues just judging of your view of the game. Players like goku are absolutely deadly with incinerators and he is Noachium. I also run across people in diamond and Noachium all the time that use Siren pretty effectively as well as myself.

Really just seems like you’re getting skill gaped to me. I don’t have an issue landing my Siren abilities Maybe get good? Your main complaint is that your aim sucks and you can’t put a build together that can get enough damage to destroy a bot.

If you want over powered equipment because you don’t have any skill in the game just say that. Don’t try to masquerade as an individual who is a victim of anything other than your own incompetence and lack of ability to compile a decent build or hit your shots.

Maybe don’t use broken gear that’s going to get nerfed unless you want to play like trash when you can’t be invisible and impossible to target while shooting people for 13 seconds. Or able to run in with a lighter and fully kill a build in three seconds and teleport out or by utilizing the aforementioned 13 seconds of invisibility.

Lastly I actually want to know what rank you’ve made it to because I’m diamond almost Noachium and I seriously doubt you should be telling me how to play the game.

tranquil wharf
# flint crow I think maybe you should take your own advice and scrutinize your own game play ...

Oh wow, I mistook you for an actual Noachium player! Turns out you're still 'grinding toward' it 😄👍🏻. Is Noachium that monumental an achievement? What real prestige do these ranks even hold?

Let's cut the crap: your NA/EU server meta is a laughingstock. Still clinging to Fenrir+Incinerator+Lighter like some fossilized battering ram? Watching players get frozen by Siren without even trying to torso-rotate for shield cycling? I migrated from ASIA to NA with 200+ ms ping and dropped 545 Influence. If brawlers are so OP, bring that hangar to ASIA servers. I double-dog dare you.

And that aim-assist bug your devs left for cloaked targets? Not my fault. Salty? Buy a PC and switch to Steam.

Quit citing random Siren randos I've never heard of. My hangar doesn't run Siren—but top leaderboard players and QGMDN (yes, the undisputed #1 global player) all agree it's underpowered. You flexing controller aim-assist 'accuracy' is peak delusion. Got any actual authority beyond QGMDN? Even his current hangar proves brawlers are struggling.

Final challenge: if you genuinely believe brawlers dominate effortlessly, **haul that hangar to ASIA. And keep crossplay ENABLED 😄.

dawn latch
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Please lets keep the conversations in this thread free of personal attacks and relevant to the topic of the charge rate of the halo weapons.

flint crow
# tranquil wharf Oh *wow*, I mistook you for an actual Noachium player! Turns out you're still '*...

I get and average of 900 “influence” which is actually called impact. Literally no one knows who QGMDN is. cross play has never been turned off . I typically group up with PC players. You’re definitely projecting at this point. I’mnot on for more than 2-4 hours a day or I would be Noachium. I see the issue now you play in Asia servers. Our players actually go to those severs to boost the leader boards because it’s easier and full of bots. 🤭 any way he is correct this is a thread about halos that were rightfully nerfed. 🙃 stay salty

tranquil wharf
# flint crow I get and average of 900 “influence” which is actually called impact. Literally ...

Oh, so you only queue during ASIA off-peak hours to farm bots and no-name scrubs? That explains your inflated ego. How come the #1 global leaderboard spot belongs to an ASIA player if our servers are so ‘easy’? 😆 Dare to play on ASIA during peak hours (4 AM Beijing Time)? 😝

And you don’t know QGMDN? Fine. Surely you’ve glanced at the global leaderboards? 🤭 He’s literally #1 worldwide. How about your ‘Noachium superstar’ Goku—does he even have 12k points? 😆

Halos weren’t even nerfed correctly. To players like you, brawler mains might as well have committed cardinal sins—how dare they have one viable close-range weapon? Should we just bury all brawlers in the dumpster and turn every match into a turtle-fest? Hide, poke, repeat? Your game sense is stuck in the Stone Age—zero awareness of the ranged meta takeover.

You’re the one crying for nerfs left and right while being clueless about your own incompetence. Projecting your salt onto others? Halos’ charge rate is fine—in actual combat, who’s dumb enough to stand still letting you free-fire? Or wander solo for easy picks? Try peeking carelessly and you’ll get sniper-harassed into oblivion. Target-practice stats ≠ real fights.

Your #1 priority? ‘Grind’ toward Noachium!

stable topaz
# tranquil wharf Oh, so you *only* queue during ASIA off-peak hours to farm bots and no-name scru...

Well your #1 player isn’t just 1 player it’s multiple players playing on one account

2). Asian servers are ridiculously bad ping wise, but also ridiculously easily. Which is why people bot farm there. It’s an easy win.

So if your #1 person is really just bot farming for a sad leaderboard spot - then well, I feel bad for them (plural).

People who sit in snipers and missile bots all game are just simply lesser skilled. The higher skilled players use brawlers period. No one wants to sit way behind everyone and hold a trigger. No fun in that.

tranquil wharf
# stable topaz Well your #1 player isn’t just 1 player it’s multiple players playing on one acc...

Present concrete evidence that the #1 global player is account-sharing—or retract this baseless slander.

NA/EU servers? Spare me that ‘baby-proofed paradise’ excuse. If not for cross-region ping penalties, our high-skill stacks would grind you into paste daily. Post-update today at 5 PM Beijing Time? All top ASIA players were online in sweaty lobbies. Where were your NA/EU ‘elites’ for real competition?

You flex killing bots and scrubs, yet still preach that lightweight brawlers = god-tier skill. Fine. Dare to 6v6 us? We’ll run mid-long range artillery. You play close-range ‘high-skill’ builds. Prove your delusional arrogance.

Accusing others of cheating to mask your own inadequacy? Classic delusional copium. And stick to the topic: Halos’ balance.

covert fossil
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IMHO, the reason why the servers in Europe and the Americas Servers haven't become so terrible is simply because of the large number of people
There are no new players on the Asian server anymore, and almost everyone knows that melee gains are very low and no one wants to go to the front,A lot of players only have medium-range and sniper weapons

glad ice
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NOBODY CARES. This is a thread about Halo cycle gear charge rate.

Halos just got a decent reload / sustained RoF nerf. Do you guys think that helps resolve the issue presented in the OP, or is it less about the maximum possible cycle-gear-charge-per-second, and more about how much charge you get per shot?

covert fossil
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I don't think Halos' charge is exaggerated at all, it's because the other melee weapons are too low on charge

tranquil wharf
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agree

covert fossil
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Many melee weapons can't actually be recharged

stable topaz
covert fossil
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However, I think the Rampant is the worst compared to melee weapons, as it doesn't even charge without killing

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I think if halos were to be nerfed any more, no one would play melee in the future, like Lighter and Scatter

stable topaz
covert fossil
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What's more, Scatter is a blue quality weapon, and upgrades are especially expensive

odd sentinel
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here is the halo's cycle charge rate after the most recent update

3x Halos now can charge about 400 cycle gear points in about 1:03.78s (previously 58.33s) with pure continuous weapon damage hits, no kills
4x Halos now can charge about 300 cycle gear points in about 32.88s (previously 30.07s) with pure continuous weapon damage hits, no kills

split nebula
dim jasper
agile fulcrum