I've been noticing some serious net consistency irregularities with Silver loaded; I can't confirm 100% that it's him, but it seems to be more prevalent in servers where Silver is loaded, and I think it's possible it may have to do with some aspect of his telekinesis.
I don't know what your future plans are regarding the character, but if it's of any use, here's an analysis of what I've seen from Silver since he's been updated.
I don't know what your future plans are regarding the character, but if it's of any use, here's an analysis of what I've seen from Silver since he's been updated.
Playing with and against him in Battle, I have to say his actual gameplay seems pretty polarizing. Silver as a character is highly resource dependent, and this naturally results him being amazing on some maps, terrible on others; with some decidedly average matchups in some cases, yet completely shutting down other characters. Tails, for instance, is punished simply for existing, since his gameplan revolves around active hitboxes that Silver can exploit. Afterburn from elemental shields are free ammunition in droves. Ironically Fang has one of the better matchups due to his high rate of fire, but this advantage is almost entirely mitigated if Silver brings something to throw before engagement.
One issue that ought to be taken into consideration is that Silver is effectively unapproachable if he is holding an object. The high travel speed of thrown objects and the strong homing property basically makes it so that Silver's primary ranged attack is undodgeable for most characters.
Without the strength of projectiles and monitors readily at hand, Silver is decidely unwieldy as a result of his complex move set, and the addition of the ring ability means there's even more to keep track of when playing. Credit to where it's due, as it can't be disputed that Silver has a high skill ceiling. I believe the intent was to make Silver weak at actual melee, and while to some extent he is, he is also quite mobile, and if he has access to resources then this weakness is largely mitigated.
It's difficult to say what would be necessary to stabilize Silver's strengths and weaknesses, but I think there are a few options.
A) A good starting point would likely be to remove the ability to carry around monitors in Battle and see if this doesn't fix some of the synch issues. Net stability concerns aside, the issue with monitors is that maps come in all shapes and sizes and monitor distributions; a map with many monitors necessarily biases in Silver's favor.
B) The second thing would be to slow down the speed of thrown projectiles and either remove or reduce the strength of their homing property. This nerfs the throw action more generally by making it less reliable and allowing players to dodge with good movement.
C) Lastly, you could consider making it so that thrown projectiles clash with melee attacks and force players into skid animation. This is the route that I have taken with a number of projectiles that certain vanilla characters have access to (Tails' buzzes, Amy's hearts, Fang's popgun corks) and what it effectively does is level out conflicts by forcing Silver's thrown items to follow the rules of melee engagements.
Doing one or a combination of these things would effectively force Silver players to rely more on their core moveset and their ring actions. I would like to commend the action move itself; I think it's well catered to Battle's gameplay and justifies the sheer power Silver's grab has over players by demanding the user to earn it through effective projectile usage. If buffs were at all needed to compensate for thrown items being nerfed in a future update, you could consider tweaking the properties of the action or projectile to encourage Silver to use it more frequently; this would help him leverage more on the same resource everyone else uses in order to assert their dominance.
One issue that ought to be taken into consideration is that Silver is effectively unapproachable if he is holding an object. The high travel speed of thrown objects and the strong homing property basically makes it so that Silver's primary ranged attack is undodgeable for most characters.
Without the strength of projectiles and monitors readily at hand, Silver is decidely unwieldy as a result of his complex move set, and the addition of the ring ability means there's even more to keep track of when playing. Credit to where it's due, as it can't be disputed that Silver has a high skill ceiling. I believe the intent was to make Silver weak at actual melee, and while to some extent he is, he is also quite mobile, and if he has access to resources then this weakness is largely mitigated.
It's difficult to say what would be necessary to stabilize Silver's strengths and weaknesses, but I think there are a few options.
A) A good starting point would likely be to remove the ability to carry around monitors in Battle and see if this doesn't fix some of the synch issues. Net stability concerns aside, the issue with monitors is that maps come in all shapes and sizes and monitor distributions; a map with many monitors necessarily biases in Silver's favor.
B) The second thing would be to slow down the speed of thrown projectiles and either remove or reduce the strength of their homing property. This nerfs the throw action more generally by making it less reliable and allowing players to dodge with good movement.
C) Lastly, you could consider making it so that thrown projectiles clash with melee attacks and force players into skid animation. This is the route that I have taken with a number of projectiles that certain vanilla characters have access to (Tails' buzzes, Amy's hearts, Fang's popgun corks) and what it effectively does is level out conflicts by forcing Silver's thrown items to follow the rules of melee engagements.
Doing one or a combination of these things would effectively force Silver players to rely more on their core moveset and their ring actions. I would like to commend the action move itself; I think it's well catered to Battle's gameplay and justifies the sheer power Silver's grab has over players by demanding the user to earn it through effective projectile usage. If buffs were at all needed to compensate for thrown items being nerfed in a future update, you could consider tweaking the properties of the action or projectile to encourage Silver to use it more frequently; this would help him leverage more on the same resource everyone else uses in order to assert their dominance.