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Implement One-Mech Cap for Ranked 4v4 Matches with Detailed Weapon Kill Times

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on July 9, '26
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In the proposed balance update for Empulse, Ranked 4v4 matches should limit each team to exactly one mech with 1,200 hit points. This cap should apply specifically to the 4v4 format to create a high-stakes, strategic centerpiece for competitive play where the single mech serves as a powerful but focused asset that demands coordinated team effort to counter.

The SMG should require approximately 86 rounds to eliminate the mech, resulting in a time to kill around 6.4 seconds. The LMG should follow with about 67 rounds for a 6.9-second engagement, fast assault rifles should target 80 rounds over 7.2 seconds, and heavy assault rifles should aim for 67 rounds across 7.4 seconds. Explosive SMGs should project at 86 rounds and 8.2 seconds, carbines at 40 rounds and 9.0 seconds, and burst rifles at 64 rounds for 10.5 seconds. Shotguns should position for 12 rounds and 10.7 seconds, homing assault rifles should call for 110 rounds over 11.0 seconds, the heavy pistol should hold steady at 35 rounds and 11.5 seconds, and snipers should complete the scale at 15 rounds with a 15.0-second time to kill.

These figures should derive directly from each weapon’s magazine capacity, damage per shot, rate of fire, and damage per second to establish a clear progression of effectiveness.

Unranked matches, which already use a 6v6 format, does not need to apply the one-mech-per-team cap, as it has two additional players per team. This preserves the larger team size and more chaotic battles without artificial restrictions on mech availability. Together, the Ranked 4v4 restriction to one 1,200 HP mech per team and the unrestricted approach in 6v6 Unranked should ensure that mech encounters remain meaningful and balanced across different queues, promoting distinct playstyles from fast close-range pressure to methodical long-range support without any single weapon class becoming overwhelmingly dominant.

Intel (Holding): A mech can hold the objective ball, but the scoring process takes 50% longer. While holding the ball, the mech cannot use its primary weapon, though missiles, melee attacks, and shields remain available. Holding the ball awards 2 points when scored.

Upload (Delivery): A mech can carry the ball, but must personally deliver it to score 3 points. Throwing the ball into the goal awards the standard 1 point. While carrying the ball, the mech cannot use its primary weapon, though missiles, melee attacks, and shields remain available.

Control (Zones): A mech counts as one additional player while capturing or contesting objective zones.

Universal Rules: Any mech that scores is destroyed immediately after scoring, with the pilot ejecting safely. Pilots cannot exit their mech while holding the ball or while inside a scoring zone.

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