
Let's talk about positioning first. This game looks cartoony and casual, but the actual combat system is more rigorous than imagined. Mecha Dinosaurs are not simply reskinned. Each character's skill set is very different, including melee explosive type, long-range consumption type, and auxiliary type with field control. The strongest ones in the current version are "Thunder Dragon" and "Sabertooth Tiger". One relies on range paralysis to hit the front line, and the other relies on rushing into the back row with combos. But the problem also lies here: the winning rate of these two characters is obviously higher in the middle and low segments, especially Thunder Dragon. The judgment range of the second skill is a circle larger than the animation prompt. It is often counter-killed by "air electrotherapy", and it feels like the value has not been adjusted properly.
But balance isn't all bad. In the latest patch, the official cut the forward swing of Thunder Dragon's basic attack, and also added a shield mana recovery mechanism to "Triceratops", which is obviously pushing back the rhythm. This adjustment is in the right direction, at least it will no longer be the same game starting with grabbing the Brontosaurus. But new problems also arise: the shield counter-attack mechanism of Triceratops is too sensitive to network delays. In actual combat, "the shield is raised but not triggered" often results in a loss. High-level players have begun to complain that "the game has turned into a gamble."
As for the competitive environment, the current matching mechanism is quite reasonable, and the gap in character strength within the same rank can be made up by operations. However, the cost of voice communication in team mode is too high, resulting in a disconnect between single queue and double queue experiences. I played a game yesterday, and my teammates chose the damage-type "Pterosaur". The opponent had a double-tank lineup and was suppressed throughout the game. I felt that ban position thinking should be included in the lineup pre-selection stage - since this game has the potential for professional competition, balance adjustments must keep up with the rhythm of the version. Don't let the player's operational strategy become "always follow the version answer."
Overall, the framework of "Superman Breaks Out" is great, the mecha dinosaur design is recognizable, and the skill special effects are cool enough, but the balance is still in the "dynamic adjustment period." As an old viewer, I look forward to the introduction of ban functions in the future, as well as more enhancement plans for unpopular characters. After all, the real e-sports ecosystem does not mean that all characters have a 50% winning rate, but that every character has a reason to play, and every lineup has a way to break the game. This game has just started now. If you have this foundation, don't waste it.