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[POLL] Movement Options


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Poll: [POLL] Movement Options (96 member(s) have cast votes)

Players should be able to...

  1. a) jump during a dodge and retain a percentage of their dodge speed during hover. The amount of speed retained would depend on the mech's class and decrease over time accordingly (5 votes [5.21%] - View)

    Percentage of vote: 5.21%

  2. b) jump during a boost and retain most of their forward boost momentum. The hover speed modifier would decrease based on time spent in flight. (6 votes [6.25%] - View)

    Percentage of vote: 6.25%

  3. c) Boost modifier during hover, allowing the player to increase their fall speed. If the player isn't careful, they'd take greater fall damage upon landing in this high-speed state. (2 votes [2.08%] - View)

    Percentage of vote: 2.08%

  4. d) all of the above (20 votes [20.83%] - View)

    Percentage of vote: 20.83%

  5. e) a & b only (40 votes [41.67%] - View)

    Percentage of vote: 41.67%

  6. f) a & c only (2 votes [2.08%] - View)

    Percentage of vote: 2.08%

  7. g) b & c only (6 votes [6.25%] - View)

    Percentage of vote: 6.25%

  8. h) none of the above. (15 votes [15.62%] - View)

    Percentage of vote: 15.62%

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#1 Xacius

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Posted March 04 2013 - 02:56 PM

Current Hawken gameplay is decent, but with the state of weapons dealing significant damage the player should have more options in terms of movement. The changes recommended above are based on feedback and suggestions from varying player demographics—ranging from newbies to highly skilled combatants—and serve only to make the game's combat more diverse and interesting to boot.

Please vote on the options and consider following up on this website:

http://www.playhawken.uservoice.com

Thank you!

Also, feel free to submit any ideas and I'll add them to the poll. If you'd like to discuss something other than movement modifiers, please create your own poll thread or submit the ideas elsewhere.

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Edited by Xacius, March 04 2013 - 03:19 PM.

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#2 Akrium

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Posted March 04 2013 - 03:04 PM

Finally a poll that isn't biased... <3

/edit: oh and i voted b/c because I feel dodge should be a double edged sword that you cannot break out of. just personal opinion on that.

Edited by Akrium, March 04 2013 - 03:08 PM.


#3 Aims

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Posted March 04 2013 - 03:08 PM

B and C sound like the increase in complex movement options that the game needs :)

#4 FenixStryk

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Posted March 04 2013 - 03:09 PM

All of the suggestions seem to be based around momentum, so I don't think as many people will mind this sort of thing. I'm not against any of them; fuel should be enough of a limitation to prevent any sort of bunny-hopping equivalent.

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#5 TerranCmdr

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Posted March 04 2013 - 03:10 PM

Cool ideas! I voted for b&c because I don't think A would be very viable.
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#6 Xacius

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Posted March 04 2013 - 03:12 PM

View PostAkrium, on March 04 2013 - 03:04 PM, said:

Finally a poll that isn't biased... <3

/edit: oh and i voted b/c because I feel dodge should be a double edged sword that you cannot break out of. just personal opinion on that.

That's an interesting viewpoint, and I may change my vote based on that idea. Hmmm...
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#7 Xacius

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Posted March 04 2013 - 04:09 PM

It's only been two hours since the original post and n almost equals 30! NEED MOAR TEST RESULTS
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#8 Teljaxx

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Posted March 04 2013 - 04:14 PM

I voted A and B. One of my favorite mechanics in UT2004 was the ability to use your double jump after a dodge and keep your dodge momentum. It really added to the flow of the game, and I think that it would work well in Hawken as well. And if it needed to be more limited to be balanced, making it so that jumping after dodging or boosting forward costs extra fuel.

I do not know if C is really necessary though, as I feel that you already fall fast enough as is. The main problem I have with how vulnerable you are in the air is how landing basically stuns you for a second. I always feel that if I go into the air during combat that I am stuck there. If that were removed, or if it only happened if you landed too hard, I think that would help more.
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#9 Xacius

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Posted March 04 2013 - 04:20 PM

View PostTeljaxx, on March 04 2013 - 04:14 PM, said:

I voted A and B. One of my favorite mechanics in UT2004 was the ability to use your double jump after a dodge and keep your dodge momentum. It really added to the flow of the game, and I think that it would work well in Hawken as well. And if it needed to be more limited to be balanced, making it so that jumping after dodging or boosting forward costs extra fuel.

I do not know if C is really necessary though, as I feel that you already fall fast enough as is. The main problem I have with how vulnerable you are in the air is how landing basically stuns you for a second. I always feel that if I go into the air during combat that I am stuck there. If that were removed, or if it only happened if you landed too hard, I think that would help more.

Try using the jump immediately before you land. It reduces land lag and damage to almost negligible states if you do it right.
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#10 KaszaWspraju

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Posted March 04 2013 - 05:24 PM

Changes will give the great advantage of the A-class mech on the other. The whole idea devs have, time it takes to accelerate mech will be wasted because you do not want to take this aspect into account during the game. The whole feeling of the weight of the vehicle will be lost. If you so drawn to air combat, https://playhawken.u...tter-air-combat I would recommend the game dedicated to this.  Increase the speed of the game is a dead end. In my opinions.

Edited by KaszaWspraju, March 04 2013 - 05:29 PM.

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#11 Xacius

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Posted March 04 2013 - 05:39 PM

View PostKaszaWspraju, on March 04 2013 - 05:24 PM, said:

Changes will give the great advantage of the A-class mech on the other. The whole idea devs have, time it takes to accelerate mech will be wasted because you do not want to take this aspect into account during the game. The whole feeling of the weight of the vehicle will be lost. If you so drawn to air combat, https://playhawken.u...tter-air-combat I would recommend the game dedicated to this.  Increase the speed of the game is a dead end. In my opinions.

Due to the varied speeds of mech classes and the suggested changes above, the speed and feel of each vehicle would not be lost. Here are my proposed revisions in detail:
a) Press the jump key during a dodge and retain momentum during the hover. The amount of speed retained would depend on the mech's class. A-classes could have 80% speed retention, B 60%, and C 40%.
b ) Jump during a boost and retain momentum. Since mech boost speeds are already well-tuned to each class, retaining ~90% of forward momentum while boosting would be a great feature.

Edited by Xacius, March 04 2013 - 05:41 PM.

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#12 Elix

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Posted March 04 2013 - 06:05 PM

Can't you already jump while boosting? Or do you mean a significant vertical leap (i.e., ordinarily just a jump) while still going forward so you're going in ballistic arcs?

Edited by Elix, March 04 2013 - 06:05 PM.

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#13 ReachH

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Posted March 04 2013 - 06:06 PM

I voted for all, because combat needs more options.

I would even go one step further, and suggest that specific mechs should get specific movement mechanics. Jump jet, ramming jets, extended floating, blinking, whatever - while keeping the same core moveset, allowing for balancing (obviously the blinker shouldn't also have the same dodge cooldown). Before people start crying foul, there are plenty of examples of games with class-differing movement, all of them Korean, and very fun and deep from what I remember. [If you are interested in examples, there is this little gem called Rakion, that was a marvel to play before it went much too far down the p2w path]

I mention this not as a seperate suggestion, but just to illustrate the point that this is just the tip of the potential iceberg in enhanced mechanics, and that we should explore all three options to see where it could potentially lead.

Right now, the only facet of HAWKEN movement that remains unexplored I feel is the repair-cancel. The reason this is unexplored is because it is currently the 'most meta' move, and there are very few opportunities to use it. Also the margin for effective execution is quite slim, but given the recent splash changes this might change - hopefully the skilled player base has not got lazy and comfortable rolling around in HEAT Scouts or leveling up Cs to experiment ^ ^" .

Edited by ReachH, March 04 2013 - 06:16 PM.

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

Development happens.


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#14 Guiotine

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Posted March 04 2013 - 06:16 PM

View PostElix, on March 04 2013 - 06:05 PM, said:

Can't you already jump while boosting? Or do you mean a significant vertical leap (i.e., ordinarily just a jump) while still going forward so you're going in ballistic arcs?

he means boosting/dodging giving some extra speed to the direction you fly in. So hovering than moving forward would not allow for much movement, but boosting before hovering would let the speed gained from boosting remain for a bit, so you can fly farther horizontally. Inertia, and all that.

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View PostAsianJoyKiller, on July 02 2013 - 03:18 PM, said:

This wall of text gets the AJK Seal of Approval.

#15 h0B0

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Posted March 04 2013 - 06:35 PM

A & B.

Keep momentum

Not fly like a mofoing jet airplaine.

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

Oh don't always listen to h0B0. Lol.


#16 ShadowWarg

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Posted March 04 2013 - 09:34 PM

I'm going with A/B. Having the added mobility adds in another skill aspect to the games movement, but also because C seems to me to be to similar air dodging (which there was already a discussion about and that Idea was shot down by the community.) Although I can see C as an option to help achieve crushing damage and kills easier with more damage.

#17 ShadowWarg

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Posted March 04 2013 - 09:38 PM

View PostGuiotine, on March 04 2013 - 06:16 PM, said:

he means boosting/dodging giving some extra speed to the direction you fly in. So hovering than moving forward would not allow for much movement, but boosting before hovering would let the speed gained from boosting remain for a bit, so you can fly farther horizontally. Inertia, and all that.

I wonder how well that would work if you applied that to landing as well. Having players skid in the direction moving at a distance depending on your momentum when you land.

Edited by ShadowWarg, March 04 2013 - 09:38 PM.


#18 Aims

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Posted March 04 2013 - 09:52 PM

View PostShadowWarg, on March 04 2013 - 09:38 PM, said:

View PostGuiotine, on March 04 2013 - 06:16 PM, said:

he means boosting/dodging giving some extra speed to the direction you fly in. So hovering than moving forward would not allow for much movement, but boosting before hovering would let the speed gained from boosting remain for a bit, so you can fly farther horizontally. Inertia, and all that.

I wonder how well that would work if you applied that to landing as well. Having players skid in the direction moving at a distance depending on your momentum when you land.

Tribes?

#19 NetbeansIDE

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Posted March 04 2013 - 11:46 PM

IMO there is actually no jump move in Hawken.. we use fuel so all we are doing is boosting upwards. I'm interested on how this will be implemented. I say A&B.

Edited by NetbeansIDE, March 05 2013 - 12:07 AM.


#20 FenixStryk

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Posted March 05 2013 - 01:43 AM

C is interesting because it gives you a more lethal Goomba Stomp button in addition to a faster landing option after using a jump pad.

I see the argument for it being used as an air dash of sorts in combination with A/B (do a momentum jump in one of three directions, sink down, repeat), but self-damage (if implemented properly) should be enough to abate abuse of the mechanic; either you do it quickly and injure yourself, or you do it slowly and it's not much of a dodge any more.

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