 6
 6
 
Hellfires: A poor design decision
#1
Posted November 17 2013 - 10:38 PM
The fuzzy bunny? Where is the skill or balance in a weapon that aims itself better than most players can manage on their own?
Buffing the lock-on of Hellfires was not the right idea.
Instead, the weapon's functional implementation needs an overhaul.
Step 1: rework the lock-on system. Give players an indication when they're being locked onto, not when the missiles are already in the air and about to hit them. What use is a fuzzy bunny "WARNING" indication if it doesn't activate early enough to give the targeted player enough time to react? Either make the missiles slower or give players an indication before they're launched, but only as they're locked on. Don't think this is balanced? Continue reading.
Step 2: Allow fired missiles to begin tracking during travel time, not just before. Hellfire user A fires missiles. 1 second passes and missiles are sent past the target. Lock-on is acheived, and the missiles curve back around to hit the target.
Can also work as a mortar if fired vertically and locked on shortly thereafter.
This change would give Hellfire other means of using their secondary outside of: "hurrr. turget spoted. *mash lock-on*. durrrr. fire!11 *wait for cooldown* *repeat*"
>_________________>
I luvs u [Hawken], but y u has to cater to stoopids?
(For the unaware, the Rocketeer and Bruiser are the top two purchased mechs in the entire game. "Many new players love the Hellfires" - unnamed source).
Auto-lock weapons in an fps need to have a downside. Currently, the only downside is when players break line of sight, causing the locked on missiles to curve into a wall. However, other weapons such as the TOW and GL also share the complications brought about by broken line of sight (wall2stronk), yet still require manual aim and detonation.
These two proposed changes would push the Hellfires to a state of greater balance, while still retaining the "omglockonmissilesocool" factor. If you merely buff the lock-on, you make the missiles too strong. If you nerf it too hard, they'll perform much like they did in the beginning of the Open Beta (too weak). Multiple factors need to be changed if the weapon is to be balanced properly. Instead, the way in which the missiles are utilized needs to be re-addressed and redesigned for balance to be achieved.
Exeon is fuzzy bunny bad.
Currently inactive. Estimated return: TPG 2
#2
Posted November 17 2013 - 10:47 PM
was about multi lock ?
+
[font=play, helvetica, arial, sans-serif]Can also work as a mortar if fired vertically and locked on shortly thereafter.[/font]
=
AWSOMENESS
Edited by ropefish, November 17 2013 - 10:50 PM.
-VocalMagic Croin//illal's wildlife
 DaPheel, on October 26 2013 - 01:05 AM, said:
DaPheel, on October 26 2013 - 01:05 AM, said:
#3
Posted November 17 2013 - 10:49 PM
my stream. Scout and Grenadier play
#4
Posted November 17 2013 - 10:51 PM
 
 
					
					#5
Posted November 17 2013 - 11:02 PM
Edited by JeffMagnum, November 17 2013 - 11:28 PM.
#6
Posted November 17 2013 - 11:12 PM
Edited by Krellus, November 17 2013 - 11:13 PM.
#7
Posted November 17 2013 - 11:14 PM

i like your suggestions but the way i see it, you want hellfires to lock automatically? what about if they dont? i also think hellfires need a nerf, nobody asked for a buff (i do not know whose idea was it) and heatseeker needs its auto seek nerf too (way to easy hit targets and they are really really good)
btw how many times have u died from hellfires? or how much time have u spent healing because you keep getting hit from them? jk

Can u spot all the Chubas?
:D
#8
Posted November 17 2013 - 11:16 PM
In a much more politely phrased version of my own view.
It's a damn shame that about 1/3 of the people who play this game genuinely like Hellfires. It seems almost inconceivable to me, though.
#9
#10
Posted November 17 2013 - 11:32 PM
2) bring on the skillshots!
I actually like hellfires but the latest buff made them a little too good, not omg wtf, but a little too good.
Edited by dEd101, November 18 2013 - 03:48 AM.
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#11
Posted November 17 2013 - 11:35 PM
Throw away Air Compressor! Be a man!.
#12
Posted November 17 2013 - 11:37 PM
And cmon man, don't tell us that its so hard with a super fast scout to dodge incoming Hellfires. This would be pathetic by all respect.
A tank is a tank because its a tank.
Good day
#13
Posted November 17 2013 - 11:38 PM
People who say Hellfires are useless in CQC really, really, reeeaaalllllly need to learn how to dumbfire the things properly.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#14
Posted November 17 2013 - 11:41 PM
I agree with Step 1, it would make more sense to get a notification when someone actually starts locking on to you with their cursor; however imagine the mindf**kery when you just spam your keybind (mmb for default) most chances you get to make someone paranoid for just being visible to you, lol. You could technically just use it this way to disengage half of the enemy team to make them run (lock-on one, he starts running to a wall, switch to new target, repeat).
Step 2: This would add some creative depth, however I also worry that a target that was well aware of LoS'ing the mech in the first place now has to consider that the hellfire user might shoot the missiles past the wall and hope the mech will come out by then, giving you a second chance opportunity (like a missed tow that can redeem itself).
You could also technically use the designated target's ally to make them curve into him just because you have a lockable target in the direction of where you want them headed. Ex: Scout behind wall, shoot missiles left of wall, see scout's ally right of wall, lock-on at right time, scout eats missiles, profit.
This sounds interesting & scary at the same time. It would definitely make for some awesome plays. Would it be too strong though? Not sure.
Someone also brought up in the past about the idea of having the missiles just follow your mouse movement if you turn on the lock-function. Maybe lose the total lock-on, but allow them to follow your mouse movement once you push the special weapon utility? So that might be an idea worth investigating.
Edit: Grammar/sentence structure.
Edited by HighCaliber, November 17 2013 - 11:46 PM.

#15
Posted November 17 2013 - 11:43 PM
Point 2 I'm a little on the fence about. I think it might be good if the locked Hellfires could do less damage, while manually tracked Hellfires do more. I wouldn't like the idea of missiles being able to curve back to a target after passing it.
#16
Posted November 18 2013 - 12:16 AM
Step 2 confuses me. You say hellfires are currently too good, then you suggest something that would make them more useful than they have ever been. It would be really cool to use, don't get me wrong, but I don't think it would curtail their dominance on maps like last eco at all.
#17
Posted November 18 2013 - 12:17 AM
how about we give hellfires a little nerf and see what happens, and if it needs another nerf then fine what ever it will take to please some people. they nerf the tech and its heal torch a couple of times why not do it to hellfires :/
Edited by ChubaMecha, November 18 2013 - 12:23 AM.

Can u spot all the Chubas?
:D
#18
Posted November 18 2013 - 12:27 AM
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#19
Posted November 18 2013 - 12:44 AM
 Xacius, on November 17 2013 - 10:38 PM, said:
Xacius, on November 17 2013 - 10:38 PM, said:
Buffing the lock-on of Hellfires was not the right idea.
 Xacius, on November 17 2013 - 10:38 PM, said:
Xacius, on November 17 2013 - 10:38 PM, said:
 Xacius, on November 17 2013 - 10:38 PM, said:
Xacius, on November 17 2013 - 10:38 PM, said:
I'm still partial to the laser-guided system. Unfortunately, if the developers are intent upon the auto-tracking (because newbies buy them), then that's out the window.
Edited by Nept, November 18 2013 - 12:44 AM.
https://robertsspace...orgs/OMNISCIENT
Complaining about Hawken's population? Read this: https://community.pl...en/#entry524454
																						  
																		   
#20
Posted November 18 2013 - 01:08 AM
However, I don't think the early warning system you propose would help. In my short time playing a rocketeer, the time I spend between lock-on and firing missiles is a fraction of a second. Maybe other people play differently, but I don't wait around with a lock-on.
Perhaps a better solution would be slower moving missiles, and/or longer lock-on sequence.
Edited by Scatapult, November 18 2013 - 01:08 AM.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users

 


 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			 
				
				
			









 
								




