HAWKEN servers are up and our latest minor update is live!
Forgot Password? SUPPORT REDEEM CODE

Jump to content


24/01/2013 Patch notes feedback.


  • Please log in to reply
44 replies to this topic

#1 h0B0

h0B0

    Non Sequitur Leprechaun

  • Full Members
  • PipPipPip
  • 4,143 posts
  • Location[delete for trolling] --defter

Posted January 18 2013 - 04:39 PM

Post-patch thoughts are here.

Finally got my hands on the precious patch notes.
I read through them and thought them over.Posted Image

Here are my thoughts on the notes pre patch.I will also update the thread after a few weeks of play post patch to get more accurate feedback to the devs. As i have done with the previous significant patch.


View PostScapes, on January 18 2013 - 11:39 AM, said:

Mechs
  • NEW Mech: Reaper
  • Sharpshooter
    • NEW Prestige Weapon: AM-SAR (Unlockable at Level 25)
      • A rapid fire single shot high accuracy rifle.  Successive shots decrease accuracy, but recovery is very quick.
      • Specs Can we please get real values here. These hidden values make it hard for the players to make an educated decision, furthermore all the feedback you will get will be based purely on speculation and personal experience and will limit the depth of the suggestions provided by the community. Not to mention we will have to get it tested in game again.
        • Damage: 2/6
        • Rate of Fire: 5/6
        • Accuracy: 3/6
        • Effective Range: 5/6
        • Heat: 2/6
      • Weapon Upgrades
        • First: Reduced heat generation.
        • Second: Reduced weapon spread.
        • Third: Increased effective range.
  • NEW Ability: Power Shot This sounds very scary, a properly equiped and optimized SS can take out 50% of an a-class health. With this new power shot it will become rediculously powerfull in skilled hands. Furthermore i believe your mise-en-page is wrong, shouldnt powershot be related to the sharpshooter?
    • Greatly increases all damage dealt within two seconds of activating the ability.
    • This ability adds a greater damage bonus than Ballistic Barrage, the Sharpshooter's previous ability.
  • Small adjustments to some mech descriptions and lore.
  • Mech leveling upgrade descriptions have been updated to clearly reflect what is affected.
Weapons
  • Explosive Weapons
    • Knockback effect significantly reduced for all explosive weapons. Hope this fixes stunlock. It will also help us see how balanced the HC actually is.
  • Mini-Flak Cannon Buffing the Miniflak and nerfing the Flak seems counter productive. Making both weapons blend together and/or promoting one over the other. Miniflak seemed fine numbers wise sadly it was overshadowed by better sustained fire weapons like the vulcan/smc/ar. Wouldn't it be better to buff one stat at a time instead of buffing both stats. it would make it easier to determine what needs t be changed in order to achieve proper balance. relevant link: http://community.pla...being-balanced/
    • Slightly increased rate of fire.
    • Slightly increased damage.
  • Assault Rifle The time it takes for the AR to reach maximum spread is excessively long. this change is practically inconsequantial. Furthermore it just serves to make it more similar to the SMC and therefore reducing the diversity of the weapons in the game.
    • Increased maximum spread.
  • EOC Repeater Can you guys please fix the mine detonation range? The gun will never be viable until you either overbuff the the projectile speed or fix the mine detonation range.
    • Decreased heat generation.
  • Flak Cannon Flak seemed fine as it was. Decreased damage combined with random spread pattern will make this weapon overshadowed by the heat and possibly miniflak. I think it would be nice to consider limiting certain weapons to certain weight classes. Balancing the flaks effectiveness based on scouts is detrimental to the balance of the flak on the brawler. I wish there was an easy way for me to find asian's post on the topic sadly his topic content is limited to his last 4 posted :(
    • Slightly decreased damage.
  • REV-GL I guess this is a step in the right direction especially combined with the stunlock fix. However it does not fix the main issue with this weapon, Heat generation. The gun will still be able to effectively deny an area for up to 23 seconds, Yes 23 seconds.
    • Slightly decreased damage.
  • SA-Hawkins
    • Increased damage.
    • Slightly increased rate of spread.
Items
  • NEW Offensive Item: Detonator
    • A slow hovering explosive charge with a massive damage radius. Press the firing mechanism a second time to detonate in mid-air. Veteran pilots are known to use the Detonator in both offensive and defensive situations.
  • EMPPosted Image
    • Effect duration reduced from 7 seconds to 5.5 seconds.
    • Area of effect now matches the size of the visual effect.
  • Rocket Turret A simple solution would have been to change the missiles from weakened tows to buffed seekers. I look forward to LOLing at the still inneficient MT
    • Projectiles will no longer excessively lead enemy targets. Fewer near misses, more near hits.
  • Radar Good move, Now how about renaming Prosk. Confused?
    • This item has been renamed Portable Scanner. Because it's portable. And a scanner.
Customizations Great, more ways for you to rob me of my hard earned cash.
  • NEW Chassis: Spree (A Class)
    • The Spree is common among Reapers not only for its rogue-like style, but also for its surprising flexibility. Mobile, yet offering tremendous stability, it is ideal for assignments which require venturing alone outside of friendly territory. When challenged by the ever changing battlefield, Spree pilots are known to overcome, endure, and excel. Even when swathed in dirt and dust it is highly functional, so some pilots claim that cleaning their Spree would wipe away years of hard earned "natural camouflage". But we all know that's just an excuse. I would cream my pants if i had the ability to do this in game, Ratmechs are shmexy
      • "Clean? Whaddaya mean, this baby IS clean!" - Deadeye Bill Buser
  • NEW Repair Drone: RD-SHCK
    • Shocks your mech back to life with streaks of electricity.
  • NEW Thrusters: JT-BluS
    • Fires a broad neon blue blast.
  • NEW Camouflage: Boom-Red
    • A blood-red and black classic fatigue pattern.
  • NEW Camouflage: Mos-Blu
    • A light blue and dark blue digitized fatigue pattern.
  • NEW Camouflage: Crease-Sky
    • A faint blue and sky blue jungle pattern.
Gameplay
  • An experimental Accurate Reticule option which improves reticule accuracy is now available. Got my puke bag ready. Hopefully we can get both an acurate reticule that doesnt make us sick in the near future.
    • This feature makes the crosshairs more accurate but may be dizzying to some players.
    • It can be enabled in the Settings menu as it is off by default.
    • Please provide your feedback on this new feature in the forums!
  • Players will now receive bonus XP based on their time alive in a match. Fight smart! Doesnt this increase the gap between skill levels? Wouldn't this make it even harder for new commers to out EXP a veteran who can gain killingsprees and die considerably less often?
  • The leveling curve has been evened out from level 12 to level 25. I can foresee fresh meat forum threads complaining about the grind. The current system is indeed flawed however it is easily to reach level 20 fairly fast and give a well deserved sense of accomplishment.
    • Mechs still require the same amount of XP to reach the level cap of 25.
    • Please note that this change may cause your mech's Optimization Points to be reset.
    • Equipment slots and alternate primary weapons now unlock sooner for all mechs.
  • Death from falling is now considered a suicide and will count towards pilot statistics. Thanks for partially fixing the issue, but suiciding is still preferable to dieing to the enemy. Any word being done to adress this issue?
  • Crushing Kills: Daring pilots will now be able to cause significant damage by landing on enemy mechs. These death-from-above maneuvers will grant bonus XP, and will be tracked in your pilot statistics. I look forward to testing this out and applying it to my gameplay, i have been bunny stomping on a regular basis making this a viable tactic in game will greatly add to my personal satisfaction.
  • Items can no longer be deployed or consumed while your mech is repairing.
Modes
  • Siege Mode This doesnt adress the main issue i have with siege mode, The spawncamping. I believe it serves its name right however it does not provide for a pleasant gameplay experience.
    • Battleships now become more difficult to kill as the match progresses, which should prevent excessively long matches. I wonder if this effects Anti-Air damage. But i can forsee many bugs coming from this change. Too bad i won't be testing them.
Interface
  • Say hello to Laila! New users will receive a warm welcome from their Garage's resident mechanic.
    • While her main function is tutorial instructor, she aspires to take on new jobs in the future. Will i get sued for Mechsual harassment? Only time will tell, stay tuned.
  • Notice a bug? Report it using the new Report Bug button in the upper right dropdown menu.
  • The order of game modes in the Matchmaking tab is now Team DM, Missile Assault, Siege, and Deathmatch.
  • Players can now mute other players' voice chat by pressing ESC during a match and clicking the speech icons next to their names. Huzzah!
  • Players can now use the ESC button to close menus. Huzzah!
  • Mechs previewed in the Garage and Staging panes now have additional animations.
  • The Deploy button has been renamed Play.
  • The Paint Shop tab has been renamed Style.
  • The Restock button (Countermeasures) has been renamed Refill. Look forward to geting some dev feedback on repricing the CM or removing them. Please don't pull another "vulcan isnt meant to be on CR-T" on us.
  • Player scores will now be included in the "Your Team Won/Lost!" screen.
  • HAWKEN Credit Boosts and Meteor Credit Boosts now display decimal points to indicate partial days.
Maps
  • Uptown
    • Improved collision on a ramp which was causing heavy mechs (C Class) to get stuck. Oh you guys saw my vid :D
  • All maps have been adjusted for improved performance. Huzzah!
  • New and improved ground vehicles now populate the maps. Hope they aren't invisible anymore. And i also hope they aren't a size relative to mechs/humans in the garage because that would make them even bigger and more obstructing.
Miscellaneous
  • Edited and added names in the credits. Will i ever get a chance to have my name replaced with my callsign?
  • Tweaked ambient sounds. We still need better hit recognition.
  • Polished damage visuals and death ragdoll animation.
  • The Switch Team button will no longer appear on the Scoreboard as the cursor cannot access it while the player's mech is alive during a match. Hope we can still acess it by pressing ESC otherwise it is kind of stoopid since it would force people to suicide to balance teams. and promotes stacked teams to remain stacked.
Bugs Squashed
  • Fixed an Energy Unit (EU) collection bug where more than three players collecting EU would cause the player with the most EU to stop collecting.
  • Deployable items will no longer fail to deploy while standing directly in front of a wall.
  • Fixed player being placed into an incorrect game mode if the game client fails to join the selected game mode.
  • The field of view setting can no longer be accidentally adjusted while zoomed in with a weapon.
  • Weapons will no longer lock on to invulnerable enemy base turrets.
  • Fixed an issue where the Scoreboard would not close if the player had been killed while changing the Texture Detail setting.
  • Fixed mech play time not being recorded for mechs still alive at the end of the match.
  • Fixed an issue where the low health alarm would not always trigger.
  • Fixed a bug where visibility inside the Shield was being obscured.
  • Players can no longer accept game invites to games they are already in.
  • The Double Kill message will no longer overlap XP messages.
  • Voice Chat will no longer remain active after a match ends.
  • Music near the end of a match will no longer cut out when a player dies and respawns.
  • Players will no longer receive a "Server Unreachable" message when attempting to buy a trial mech from the Mech Shop while having a different mech selected in the Your Mechs tab.
  • Fixed a bug that caused placeholder text to appear on the in-game map when a player marks an enemy player.
  • Fixed localized mech names. The mech names are proper nouns and will not be translated.
  • Fixed the "Chat to All" text truncating in the Chat window.
  • Localized text will no longer randomly appear when a HAWKEN Credit Boost or XP Boost is purchased during a match.
  • Countermeasure uses will now display correctly for numbers greater than 999.
  • Items and internals will no longer appear to be equipped on incorrect slots.
  • Fixed an issue that caused the Your Mechs tab to appear in the wrong language.
  • Thrusters that have been previewed on a mech will no longer appear to remain equipped to that mech until the player enters Staging or selects a different mech from the Your Mechs tab.
Click here to view the article


Have you fixed DM max players yet?

I might be forgetting some stuff, therefore i might be editing this before the patch.

Feel free to discuss and/or ask for clarifications.

Edited by h0B0, February 08 2013 - 08:31 PM.

Click me! I dare you.

Posted Image

View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#2 Kronguard

Kronguard

    Advanced Member

  • Members
  • PipPipPip
  • 269 posts
  • LocationLatvia.

Posted January 18 2013 - 04:53 PM

Most of the points can be ignored,they got no factual proof of what sort of impact it might or might not have on the game.

I do agree with one point,and i cannot stress how important this is: PROPER WEAPON VALUES IN DESCRIPTIONS

Such as this: http://cloud.steampo...468D8CA1A135A5/
Now i don't expect the devs to go the extra mile and make it as detailed as it is in the above screenshot,but at least the values of the stats currently mentioned would be more than welcome.

Edited by Kronguard, January 18 2013 - 04:55 PM.

Posted Image
   I dreamed a thousand new paths...I woke and walked my old one.

#3 defekt

defekt

    Advanced Member

  • Full Members
  • PipPipPip
  • 818 posts

Posted January 18 2013 - 05:05 PM

The Flak nerf is puzzling.  The Brawler is perhaps the only viable C-class for higher level play because the Flak sat in a comfortable place and it suited the Brawler's style perfectly.  The Cs have a hard enough time as it is against the swarm of A-classes and weakening the Flak, particularly when the Scout has the suped-up Mini-flak and HEAT to use instead, equates to a pretty solid nerf on the only viable higher level play C-class.  (The Grenadier without stunlock, and with the slight RevGL nerf, will not be the troll that it was.)  I fear that this change was done to rein in the Scout a little bit, in an effort to try and stem the A-class tsunami, but what this change may actually do is turn even more C-class pilots away.  If the Flak is being rebalanced because the As are running amok then perhaps this is highlighting why allowing every class to have every weapon wasn't such a good idea.

Edited by defekt, January 18 2013 - 05:08 PM.


#4 h0B0

h0B0

    Non Sequitur Leprechaun

  • Full Members
  • PipPipPip
  • 4,143 posts
  • Location[delete for trolling] --defter

Posted January 18 2013 - 05:19 PM

View Postdefekt, on January 18 2013 - 05:05 PM, said:

The Flak nerf is puzzling.  The Brawler is perhaps the only viable C-class for higher level play because the Flak sat in a comfortable place and it suited the Brawler's style perfectly.  The Cs have a hard enough time as it is against the swarm of A-classes and weakening the Flak, particularly when the Scout has the suped-up Mini-flak and HEAT to use instead, equates to a pretty solid nerf on the only viable higher level play C-class.  (The Grenadier without stunlock, and with the slight RevGL nerf, will not be the troll that it was.)  I fear that this change was done to rein in the Scout a little bit, in an effort to try and stem the A-class tsunami, but what this change may actually do is turn even more C-class pilots away.  If the Flak is being rebalanced because the As are running amok then perhaps this is highlighting why allowing every class to have every weapon wasn't such a good idea.
Good point.


View PostKronguard, on January 18 2013 - 04:53 PM, said:

Most of the points can be ignored,they got no factual proof of what sort of impact it might or might not have on the game.

I do agree with one point,and i cannot stress how important this is: PROPER WEAPON VALUES IN DESCRIPTIONS

Such as this: http://cloud.steampo...468D8CA1A135A5/
Now i don't expect the devs to go the extra mile and make it as detailed as it is in the above screenshot,but at least the values of the stats currently mentioned would be more than welcome.
They want player feedback, i give them player feedback. Of course i can not properly judege the changes to game mechanics but i can judge the issues adressed and the way they were adressed. They can also get a feel for the community or my perspective.
Maybe you haven't bothered to read my opening comment or click the link provided but i did mention i would follow this thread up with a proper feedback once i have tried the new patch.

Furthermore i believe i have adressed the issues neutrally and have not made any overtly bold statements relating to gameplay changes i had no insight on.

Click me! I dare you.

Posted Image

View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#5 Saturnine

Saturnine

    The Brawler Herder

  • Full Members
  • PipPipPip
  • 1,676 posts
  • LocationTallinn, Estonia

Posted January 18 2013 - 05:26 PM

I agree with Defekt here - making the mini flak viable will do wonders for its usage (though hopefully not back to it's CB3 insanity) on the scout, and I feel like some other weapon could replace the regular flak cannon on the scout, while the brawler can hang on to it's beefy shredder. I know.. almost everyone uses A classes given the chance - but Brawler pilots still exist, and I foresee B class flak users in my future as well. C class users are endangered as it is - I don't feel like hurting the viability of Brawlers helps anything in that regard.

woo, 100. Posted Image

Edited by Saturnine, January 18 2013 - 05:29 PM.

Posted Image

digitalhughes: @s9 you stinkn' weasel!

Don't know which mech to pilot? Check out my guide to the mechs!

Want to hang out with some awesome people, including ReEvolve, Ashfire908, Rei, ThirdEyE, and even the world-famous Loc_Tr? Come to the #hawkenscrim IRC!


#6 ReachH

ReachH

    Advanced Member

  • Full Members
  • PipPipPip
  • 2,459 posts
  • LocationUK

Posted January 18 2013 - 05:29 PM

ADH's idea of balance tweaking is getting better, but still lacks refinement or clarity. It feels weak and ill-informed.

I'll save commentary on the effectiveness of changes until after they've been implemented, but I find the nerf to the Flak Cannon to be questionable, since the Flak scout gives some of the best gameplay currently available.

Still beta, so perhaps the testers and QA decided this was not the kind of gameplay they wanted to promote. I hope that is the reason, rather than dumb fumbling-in-the-dark that was characteristic of ADH's earlier tweaks.

I'd also like to point out that the 5.5 EMP is not good enough, and the probably the only reason it was not fully reduced to CB values is the presence of Counter Measures. EMP is stil dumb mechanically, and does not contribute to good gameplay, either using it or fighting against it. But it is still early on, and this is likely the first band-aid in a long line of EMP changes.

*edit* And yes, I agree that Flak changes seem to be aimed at Scouts, to the detriment of the Brawler. This is what I mean when I say that tweaks from ADH still feel dumb.

Also irritated that they did not elaborate on their map changes. This kind of stuff is important.

Edited by ReachH, January 18 2013 - 05:34 PM.

View Post[HWK]HUGHES, on October 23 2013 - 06:01 PM, said:

Development happens.


Posted Image


#7 SilentJacket

SilentJacket

    Advanced Member

  • Members
  • PipPipPip
  • 1,590 posts
  • LocationInstallation 00b

Posted January 18 2013 - 05:30 PM

My poor brawler ;A;

Also, please no life span reward, It would just make the lower levels stay low, and the upper levels rocket to the top

and that's the formula for shutting out newbies

This would also cause people to avoid major conflict areas in order to get more points, Doing a suicide run at the AA in siege would be impossible, as no one would want to help you and default their bonus (yourself included).

Edited by SilentJacket, January 18 2013 - 05:33 PM.

Posted Image


#8 Phamwich

Phamwich

    Advanced Member

  • Members
  • PipPipPip
  • 33 posts

Posted January 18 2013 - 05:41 PM

Excited to see a major patch, but the reduced damage for the big Flak seems a little unnecessary. A higher damage dropoff with distance would have made more sense than an overall damage reduction. This will definitely hurt the Brawler's viability since the Flak is pretty much what makes the Brawler, although it will be interesting to see if the Hawkins becomes a worthy alternative primary.

But, to be fair, the patch hasn't even dropped yet, so we'll see next Thursday. Can't wait!

Edited by Phamwich, January 18 2013 - 05:42 PM.


#9 Dew

Dew

    Advanced Member

  • Full Members
  • PipPipPip
  • 558 posts
  • LocationChicago, IL

Posted January 18 2013 - 05:59 PM

I'm also puzzled about the flak nerf, I think I've heard someone complain about it being overpowered once, maybe twice. Kinda glad to see the miniflak got a buff though, seeing how nobody ever used it. Makes me want to try it on my Cupcake.

#10 Goret

Goret

    Member

  • Members
  • PipPip
  • 19 posts

Posted January 18 2013 - 06:03 PM

View PostSilentJacket, on January 18 2013 - 05:30 PM, said:

My poor brawler ;A;

Also, please no life span reward, It would just make the lower levels stay low, and the upper levels rocket to the top

and that's the formula for shutting out newbies

This would also cause people to avoid major conflict areas in order to get more points, Doing a suicide run at the AA in siege would be impossible, as no one would want to help you and default their bonus (yourself included).

Actually I disagree with this. I think it's an opportunity for novices to score more points than they would normally.

In the current situation, on DM/TDM (which most new players start with), their only XP source is from Kills/Assists which they don't get much of.

With the new patch, they will still get low Kill/Assists but they will make some XP from say trying to stay alive by sticking with their steam rolling winning team herd on TDM while not overcommitting or hiding in corners or high spots in DM.

The current situation is such that I've been in DM 1v1 games with novices where I've denied them of a single XP point by not letting them kill me but yet I've ran around the map looking for them, sometimes for minutes. They would have earned XP then.

We are still yet to see how much that XP reward actually is.

Edited by Goret, January 18 2013 - 06:04 PM.


#11 SilentJacket

SilentJacket

    Advanced Member

  • Members
  • PipPipPip
  • 1,590 posts
  • LocationInstallation 00b

Posted January 18 2013 - 06:08 PM

I'm actually talking about the AA Charlie Foxtrot that happens in every siege game

Posted Image


#12 defekt

defekt

    Advanced Member

  • Full Members
  • PipPipPip
  • 818 posts

Posted January 18 2013 - 06:26 PM

View PostDew, on January 18 2013 - 05:59 PM, said:

I'm also puzzled about the flak nerf, I think I've heard someone complain about it being overpowered once, maybe twice. Kinda glad to see the miniflak got a buff though, seeing how nobody ever used it. Makes me want to try it on my Cupcake.
I've been looking forward to a viable Mini-Flak for exactly the same reason; my Vanlard will lose a bit in medium range reach but will make up for that with a bit less facetime during CQB.  It's a shame that the patch might have made a C-class mech that's not freely available to all players more viable than one that is.  *shakes head slowly*

#13 Goret

Goret

    Member

  • Members
  • PipPip
  • 19 posts

Posted January 18 2013 - 06:43 PM

View PostSilentJacket, on January 18 2013 - 06:08 PM, said:

I'm actually talking about the AA Charlie Foxtrot that happens in every siege game

Sorry, I meant to reply only to the first part about shutting out newbies.

#14 ParryDox

ParryDox

    Advanced Member

  • Members
  • PipPipPip
  • 242 posts
  • LocationIn the middle of a Gigastucture city

Posted January 18 2013 - 06:46 PM

First two things I am doing once the patch hits is: Equipping the SA Hawkins and seeing if it a viable sidegrade and Equipping the Mini Flak for the same reason.
Posted Image
I may or may not have gotten help/stolen from Juodvarnis. It is Reisen from the Bad Apple PV.

#15 The_Silencer

The_Silencer

    Advanced Member

  • Full Members
  • PipPipPip
  • 9,266 posts
  • LocationStyx.

Posted January 18 2013 - 06:49 PM

At a first glance..:

- Many improvements and new features... Many!: New mecha, new customization, SS (looks like they'll kick ass now on..), *EMP, Knockback, resurrecting other items, improved maps, long Etc...

- Crushing damage sounds as promising as good addition to gameplay.
- Boosting the mini-flak was a must to see it on the battlefield again.
- Tougher battleships in Siege...
...

->
- No mention on whether EMP counter-measures will react faster or not -> (Energy charges Vs. EMP hits).
- Nerfing the Flak cannon worries me somehow. (I thought they were going to tune its weapon range effectiveness, spread,... instead).
- No mention about the degree of freedom on the X and/or Y axes for the Detonator item?
- No Servers Browser?
- No mention on the Chat/FL disconnection issue?
- No mention on bigger text size for the UI?!
- No adv. video settings back?

That would be all for now..

Nevertheless, I'm very glad for the bunch of improvements they are going to put into the upcoming patch! :D

P.S. Foresaw the optimization points thing.. No prob though, takes little time to do that as we explore the new scheme... :)

Posted Image

.

"The difference between theory and practice is smaller in theory than it is in practice"


#16 TwiceDead

TwiceDead

    Advanced Member

  • Members
  • PipPipPip
  • 872 posts

Posted January 18 2013 - 06:55 PM

Patch looks good. A few meh's here and there, but hell I am just happy things are changing.
Posted Image

#17 SirCannonFodder

SirCannonFodder

    Advanced Member

  • Members
  • PipPipPip
  • 455 posts
  • LocationCairns, Australia

Posted January 18 2013 - 06:59 PM

View Posth0B0, on January 18 2013 - 04:39 PM, said:

  • Flak Cannon Flak seemed fine as it was. Decreased damage combined with random spread pattern will make this weapon overshadowed by the heat and possibly miniflak. I think it would be nice to consider limiting certain weapons to certain weight classes. Balancing the flaks effectiveness based on scouts is detrimental to the balance of the flak on the brawler. I wish there was an easy way for me to find asian's post on the topic sadly his topic content is limited to his last 4 posted :(
You can find older topics by going into their profile, clicking on the "find content" button on the right, and then selecting "Only topics" on the left. Here's the topic, by the way.

Posted Image
Australian? Like Hawken? Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.


#18 Aims

Aims

    Advanced Member

  • Full Members
  • PipPipPip
  • 1,539 posts
  • LocationAustralia

Posted January 18 2013 - 07:22 PM

I'm extremely happy with the AMOUNT in there, was not expecting that much. Most of the more prominent issues are at least somewhat addressed so that is satisfying - I am personally just glad to see stun lock go and EMP get a nerf (even if it is still in the game).

As always you make good points Hobo and find myself agreeing with you.

I am another confused user in regards to the Flak cannon... it seemed like it was balanced quite well; this does indeed make me scared for my Brawler (although perhaps the newly updated Hawkins will actually be good LOL -.-).

#19 Karaipantsu

Karaipantsu

    Advanced Member

  • Members
  • PipPipPip
  • 571 posts

Posted January 18 2013 - 07:34 PM

The Flak change is the only thing I found out of place in this patch.  Everything else is basically changes and tweaks that the community has been clamoring for since OB started, and a lot of bug stomping.  My biggest disappointment is the lack of Advanced Graphic options being restored.  I cannot wait to see how the stunlock changes affect gameplay.

It was also stated in the patch thread that the EMP's radius has been reduced to the size of the graphic, meaning it's no longer 2 or 3 times as large an effect as it's supposed to be.  That's a severe reduction in power, as you can no longer splash the entire AA complex with one well placed shot on the center pillar.  Combined with the slowed projectile speed, I have a feeling it's power has been scaled back in an appreciable manner, and I look forward to seeing it in action.

#20 LongForeignMan

LongForeignMan

    Advanced Member

  • Members
  • PipPipPip
  • 39 posts

Posted January 18 2013 - 07:51 PM

Nothing about class c turret mode?




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users

Privacy Policy | Cross Domain Policy | End User License Agreement | Rules of Conduct | Naming Policy | Press Enquiries