Spending Tier 3, approximately how much does the Weapon Silver Pad cost at the end of the season?

I’m currently in Spending Tier 3, and due to some kind of bug, it's unable to drop from T3 to T2. So I’d like to know the end-of-season price for T3.

The offers I’m currently seeing are 39 Weapon Silver Pads for 3,500 D-Gems and 60 for 5,000 D-Gems.

It’s obvious that the price will drop further, but if the difference isn’t significant, I’m considering purchasing it now. So I’d like to know roughly what the end-of-season price will be.

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u/fasdqwe — 1 day ago

Shoggoth

It's essentially a sniper version of Pathfinder. Like Pathfinder, it shares its buffs with allies, and this, combined with its tremendous damage output, makes Shoggoth the best sniper in the game. With the right drone, it can destroy even the toughest TRA Titan in an instant. It can also safely shoot from angles that would be difficult or impossible for other snipers to use effectively.

I was talking about its highest possible ceiling. Now, let's talk about reality.

I mostly play solo, and I'm usually matched as a Tier 1 player on my team.

If I spawn it early, my team loses a brawler and gains a sniper instead, which makes it difficult for them to win frontline engagements. The front line gradually gets pushed back, and by that point, the enemy Vector has already spotted the vertical beam and starts prioritizing me as its number one target. I get destroyed, and it's extremely difficult to push back an enemy team built around Ammit and Vector and turn the beacon situation around.

On smaller maps, its damage output isn't as impressive as it sounds on paper, and because it's much easier for enemies to close the distance, I usually don't even spawn it.

Unlike meta brawlers and tanks such as Vector and Ammit, which consistently deliver reliable performance, Shoggoth's effectiveness can vary greatly from match to match.

On large maps, it's a top-tier sniper. On small maps, it's... meh. If you're considering Shoggoth, I hope this helps

u/fasdqwe — 3 months ago

My thoughts on the rebalance with the full rebalance list

I am a fairly long-time P2W player, and I have written a brief commentary

Rex

  • Movement speed: 60 → 62 km/h
  • Predator Rush charge recharge interval: 10 → 14 s
  • Damage from DoT reduction: 60% → 40%
  • (Bull) DoT reduction: 20% → 10%

>The classic way to kill off a meta robot

Teth

  • Durability: 350,000 → 365,000
  • Movement speed: 50 → 46 km/h
  • Sandstorm cooldown: 13 → 15 s
  • Shield replacement time: 45 → 60 s
  • Rocket launcher range: 350 → 100 m
  • Shield durability: 95,000 → 100,000 (single shield)
  • (Scarabeus) Damage to targets affected by EMP: 10% → 5%
  • (Scarabeus) Bonus durability of physical shields: 150% → 50%

>The classic way to kill off a meta robot

SWORD Unit-190

  • Absorber is now only active during flight when the robot is firing its built-in ranged weapon.

>The classic way to kill off a meta robot, On top of that, because it doesn't generate any more revenue, it gets completely over-nerfed so that no one can use it anymore

Hastatus

  • Durability: 270,000 → 285,000
  • Movement speed: 58 → 59 km/h
  • Stasis Barrier charges: 3 → 5
  • Quantum Lock duration: 2.5 → 1 s
  • (Lucius Palma) Shieldbreaker is now only active for 3 seconds following the ability activation.

>The number of ability charges has increased, but the duration has been reduced - from a total of 7.5 seconds down to 5 seconds. However, it doesn't look as bad as I thought, and as for the pilot, the Grey repair pilot seems like it would be a good alternative.

Ammit

  • Maximum Defense Points from Defensive Absorber: 100 → 65
  • Defense Points accumulation rate: +50%
  • Built-in weapon Slowdown duration: 10 → 5 s
  • Built-in weapon effective range: 350 → 200 m
  • Built-in weapon damage per particle: 1,350 → 1,600
  • (Mei Lan) Taunt accumulation: 2.5% → 2% (per shot)
  • (Scales) Duration of Defence Mitigation immunity: 7 → 4 s
  • (Scales) Incoming damage reduction per stack of Slowdown applied to enemy: 0.25% → 0.15%

>It will become much easier to kill and far less annoying than it is now. However, since there are no changes to its skill cooldown, massive HP, grey resistance, it is likely to maintain its spot as a meta tank alongside the newly changed Unstable Conduit, unless you can pour down enough raw firepower.

Nether

  • Durability: 151,200 → 160,000
  • Movement speed: 55 → 56 km/h

>A token buff with zero actual impact, just to put on a show that they haven't forgotten about older bots

Seraph

  • Skyward cooldown: 17 → 16 s
  • Built-in weapon damage: +18%

>A token buff with zero actual impact, just to put on a show that they haven't forgotten about older bots

Ao Jun

  • Durability: 223,000 → 234,000
  • Built-in flamethrower damage per particle: 646 → 800

>A token buff with zero actual impact, just to put on a show that they haven't forgotten about older bots, instead of this kind of buff, Ao Jun actually needs its BIW to fire accurately, but they’ve been completely ignoring this for years

Hawk

  • Quality and level of equipped weapons no longer affect damage caused by the built-in weapon.
  • Built-in weapon damage per particle: 1,113 → 10,000

>UE Hawk has 3k flat damage (100% to normal bots, 220% to Titans). Right now, running four T4 MK2.12 weapons gives Hawk roughly 3.5k damage per particle (50% against regular robots, 100% against Titans). If they change this to a flat 10k damage, the regular Hawk will actually out-damage the UE Hawk on its beam, even considering the bot/Titan multipliers. This is a solid buff, and though UE Hawk has other selling points like higher base stats, I seriously don't think this will be implemented without changes.

SWORD Unit-192

  • Absorber damage bonus: 20% → 7% (of absorbed damage)
  • Absorber is now only active during flight when the robot is firing its built-in ranged weapon.
  • Skyfall Slash cooldown: 15 → 13 s

>It's the classic nerf style, taking away protection during takeoff and landing. and It might not be as extreme as the previous 20% to 1% gutting that hit the regular Sword, but it's still a massive, fatal blow to its damage. Anyone could see what was coming for a flying bot that isn't making them money anymore. Say goodbye to all Swords

Ultimate Typhon

  • Movement speed: 70 → 60 km/h
  • Blackout V2.0 cooldown: 10 → 12 s
  • Blackout V2.0 EMP duration: 7 → 5 s
  • Blackout V2.0 Suppression duration: 7 → 5 s
  • Blackout V2.0 Lockdown duration: 7 → 5 s
  • Blackout V2.0 damage per particle: 13,000 → 15,000
  • Aegis capacity: 108,360 → 128,000

>The curving blackout shots and insane damage are still there, but its skill and speed have been heavily nerfed. It won't feel as good as before, but I think it will still be very usable

Ultimate Lancelot

  • Durability: 470,000 → 390,000
  • Ultimate Rush regular (Green) repairs: 1.5% → 2% (per second)
  • Ultimate Rush structural (Gray) repairs: 0.5% → 1% (per second)
  • Ultimate Rush charges: 5 → 4

>Its health took a decent hit, but 390k HP still looks pretty solid. Since there are no changes to things like its ability cooldown, it seems like it will still be perfectly viable

Ultimate Revenant

  • Aggressive blink repairs: 30% → 20% (both Green and Gray)

>They cut the healing from 30%x9 to 20%x9. While the recovery speed is slower, it will still bring you back to full health. Sure, under rust or overwhelming firepower, you'll feel the nerf, but under normal circumstances, it's essentially the same as before

Ultimate Griffin

  • Dazzling Jump damage bonus: 10% → 15% (for 5 seconds, per jump)
  • Dazzling Jump cooldown: 12 → 11 s

>A buff is a buff, but it honestly looks pretty meaningless.

Ultimate Phantom

  • Movement speed: 68 → 70 km/h
  • Blink cooldown: 10 → 9 s

>Phantom needs a much more drastic buff. This is way too minor to bring it back into the meta. just 'better than nothing'

Celsius / Fahrenheit / Kelvin

  • Damage per particle:
    • Light: 1,280 → 1,350
    • Medium: 1,920 → 2,000
    • Heavy: 2,560 → 2,650
  • AoE radius: 20 → 12 m
  • Shot interval: 0.05 → 0.10 s
  • Delay before starting to cool down following overheat: 0.5 → 1 s
  • (Raphael Petit) The weapons now benefit from AoE radius increase of Petit's Wit.

>The meta weapons received a swift nerf, but considering the timing, I think it's quite an overkill. We're looking at roughly a 45% damage cut, plus nerfs to overheating and AoE range. My theory on why they are nerfing it hard is that they are currently lowering the overall damage of all weapons across the board. On top of that, this weapon gets hit with its own individual nerfs. As a result, it takes a double whammy from both adjustments, leading to a massive drop.

Velos / Machaira / Basileus

  • Rust effectiveness: 74.37% → 63.40% (prevented repairs at maximum 80 stacks of Rust)
  • Ammo: 120 → 100
  • Acceleration: +40%

>I honestly cannot understand why this weapon didn't receive any additional nerfs to its damage, dispersion, or reload time. I'm fairly confident that it will get nerfed even further in the upcoming test sessions.

Hippo / Kroko / Liodari

  • Damage per particle:
    • Light: 42,000 → 44,500
    • Medium: 63,000 → 65,000
    • Heavy: 84,000 → 86,000
  • Maximum damage bonus from damage taken: 100% → 50%

>It is completely beyond my understanding how it competed at the same level as Homing Flames, yet received a much lighter nerf than those flames despite being an older weapon.

Elox / Murix

  • Damage per particle: 1,500 → 1,600
  • Particles per shot:
    • Light: 16 → 10
    • Medium: 25 → 20

>Roughly a 33% damage nerf.

Gladius / Pilum

  • Damage per particle:
    • Light: 6,750 → 5,000
    • Heavy: 13,500 → 10,000
  • Reload interval: 6 → 9 s
  • Shot interval: 0.137 → 0.110 s
  • Accuracy: +33%
  • (Lucius Palma) Defense Points ignored: 10% → 7%

>killed into oblivion

Ksiphos / Labrys / Cestus

  • Damage per particle:
    • Light: 1,832 → 1,900
    • Medium: 2,346 → 2,500
    • Heavy: 3,911 → 4,000
  • Shot interval: 0.13 → 0.12 s

Rime / Cryo / Glacier

  • Damage per particle:
    • Light: 1,130 → 1,250
    • Medium: 1,700 → 1,900
    • Heavy: 2,260 → 2,400
  • Accuracy: +13%

Toxin / Bane

  • DoT (each second, per stack):
    • Light: 83 → 100
    • Heavy: 193 → 220

Ultimate Scatter / Havoc / Devastator

  • Damage per particle:
    • Light: 4,200 → 2,900 (5 particles per shot)
    • Medium: 4,200 → 2,900 (7 particles per shot)
    • Heavy: 4,100 → 2,900 (10 particles per shot)

Ultimate Cryo

  • Damage per particle: 4,000 → 4,500
  • Shot interval: 0.04 → 0.08 s

>The fire rate of the regular version is currently at 0.09.
While it can't dump its magazine as insanely fast as before, I still think it's good for a burst weapon. Not to mention the damage, it actually got a 10% buff while most of the other viable weapons are getting smacked with overall nerf

Ultimate Arm L-83 / Arm M-80

  • Damage per particle:
    • Light: 4,100 → 4,300
    • Medium: 6,150 → 6,300
  • Ammo: 20 → 15

>With its fire rate and reload speed left untouched, it would be still a solid option to pressure high-durability tanks and Titans

Ultimate Halo / Corona / Glory

  • Damage per particle:
    • Light: 1,200 → 800
    • Medium: 1,450 → 1,200
    • Heavy: 1,800 → 1,600

>A victim of the global weapon tone-down

Ultimate Blaze / Igniter

  • Damage per particle:
    • Light: 1,400 → 1,000
    • Medium: 1,800 → 1,500

>A victim of the global weapon tone-down

Ultimate Shredder

  • Damage per particle: 6,100 → 5,400
  • Shot interval: 0.15 → 0.14 s

>It deals massive damage in face-hug fights, but either way, it misses everything past 50 meters due to its spread

Ultimate Redeemer

  • Damage per particle: 10,000 → 8,000

Ultimate Calamity

  • Damage per particle: 1,600 → 1,300

>A victim of the global weapon tone-down

Ultimate Avenger

  • Damage per particle: 950 → 750

>A victim of the global weapon tone-down

Ultimate Hussar / Dragoon

  • Ammo: 14 → 12

>A victim of the global weapon tone-down

Mei Lan

  • Taunt accumulation with Ammit’s built-in weapon: 2.5% → 2% (per shot)

Lucius Palma

  • Defense Points ignored by Gladius and Pilu: 10% → 7%
  • Shieldbreaker is now only active for 3 seconds following the Flakstorm ability activation.

Raphael Petit

  • The legendary skill now works with Celsius, Fahrenheit, and Kelvin weapons.

Adrian Chong

  • The legendary skill does not work with weapons introduced in update 12.2 and later.

Manni

  • The legendary skill does not work with weapons introduced in update 12.2 and later.

>They are gradually turning generic equipment into exclusive 'set' items.

Bull

  • DoT reduction on host: 20% → 10%
  • Built-in shotgun particles per shot: 25 → 10
  • Built-in shotgun damage per particle: 1,080 → 1,500

Scarabeus

  • The host’s bonus damage to targets affected by EMP: 10% → 5%
  • Bonus durability of the host’s physical shields: 150% → 50%

Scales

  • Duration of Defence Mitigation immunity: 7 → 4 s (triggered upon receiving 50,000 damage; 10 second cooldown)
  • Incoming damage reduction per stack of Slowdown applied to enemy: 0.25% → 0.15%

Princeps

  • Durability: 600,000 → 635,000
  • Nullfield duration (lifetime of Stasis Barrier charges): 12 → 9 s

>the actual nerfs are surprisingly light. I fully expect additional nerfs later

Devourer

  • Durability: 500,000 → 530,000

Ao Ming

  • Durability: 402,000 → 412,000

Ultimate Nodens

  • Active Support link lifetime: 8 → 5 s (also affects the duration of bonuses applied on establishing a link)
  • Maximum bonus to movement speed from Active Support: 15 → 21 km/h (5 → 7 km/h per activation)
  • Damage reduction from Suppression applied by Disposal: 90% → 60%
  • Damage per particle of the Disposal shot: 15,000 → 17,000

>The reduced suppression value can be clawed back with pilot skills, so practically speaking, the only real change is the link duration dropping from 8 seconds to 5.
Personally, I would have preferred they cut down its tankiness while leaving the link untouched to encourage tactical play where enemies are forced to focus-fire the Nodens first, but let's see how it plays out. For now, I still expect it to remain a top-tier support Titan

Venire / Vincere

  • Time to overheat: 12 → 9 s
  • Time to cool down: 4 → 3 s

>The burst duration is slightly shorter, but since the cooldown was reduced too, it doesn't make a big difference. I highly expect further nerfs to its damage, fire rate, and spread later on

Void / Chasm

  • Damage per particle: 1,700 → 1,400
  • Shot interval: 0.9 → 0.8 s
  • Reload interval: 6 → 8 s
  • AoE damage while reloading: 20% → 10% (of the base damage)

>Looks like it's finally time to look for a new close-quarters weapon

Argon / Oxy

  • Shot interval: 0.15 → 0.14 s

Stealther

  • Stealth duration: 10 → 6 s
  • Regular (Green) repairs: 15% → 17% (per second)

>Now, the Stealther is basically just a healing mothership equipped with an enhanced Lifesaver. At this point, I'd seriously consider looking into the Bifrost, Avalon, or Frederick instead.

Sekhem

  • Bombardment damage: 50,000 → 40,000
  • Slowdown duration: 9.0 → 9.2 s

Keel

  • Sequence damage: 60,000 → 50,000
  • Damage multiplier against Titans: 320% → 340%

Mute

  • Shutdown effective radius: 90 → 95 m

Paladin

  • Structural (Gray) repairs: 15% → 16% (if Aegis was not fully depleted)
  1. They are gradually turning generic equipment into exclusive 'set' items, and they definitely don't want you saving your budget by sticking to old, universal gear. Think about it: the module overhaul ages ago, the drone rework, mothership turrets, weapon skills on pilots, phasing out universal pilots, and now drones that only fully function on the latest mechs... they’ve been slowly building toward this over a massive stretch of time This is a strategy they've been chipping away at for years now. Build diversity is dead. The reason, of course? Profit.
  2. Celebrating that Anaksor, Bersagliere, and Atlas are missing from this list - and immediately dumping your resources into them, is a big no-no. There is always a massive gap between the first rebalance and the final live version, and it wouldn't be surprising at all if they get added to the chopping block later.
  3. Based on the figures, it looks like they want to slash the damage of pretty much every viable weapon by 25% to 35%. While it reminds me of the previous global tone-down, this approach feels a bit more tailored to individual items. However, it doesn't really feel like a fair process. Are UE Calamity and Avenger..etc really at a level to receive that? Well...

As always, a few well-deserved nerfs, a handful of meaningless buffs, dozens of incomprehensible nerfs, and a flood of complaints.

My impression of this rebalance is pretty much the same as before. They got about 20% of the patch notes right, and just rolled dice for the other 80%.

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u/fasdqwe — 3 months ago