No threads on the HEAT_
#21
Posted November 25 2012 - 04:26 PM
#22
Posted November 25 2012 - 04:39 PM
BlackCephie, on November 25 2012 - 04:26 PM, said:
[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'
#23
Posted November 25 2012 - 04:52 PM
AsianJoyKiller, on November 25 2012 - 04:39 PM, said:
Grounded targets can dodge
Aerial targets can't
When players touch the ground they can't dodge and can't move properly for like half a second
Easy peasy.
Edited by D20Face, November 25 2012 - 04:53 PM.
#24
Posted November 25 2012 - 05:18 PM
#25
Posted November 25 2012 - 07:39 PM
#27
#28
Posted November 25 2012 - 08:47 PM
Check my Tips and Tricks thread, it has some stuff about it. Was doing some testing last night and I got some stats/things about it:
ArnieF4440, on November 25 2012 - 07:25 PM, said:
a Uncharged shot point blank against a wall does no damage to yourself, but a fully charged shot does.
Approx amount of damage for a charged heat cannon = 125
Yellow = Unknown as of CBE3
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#29
Posted November 25 2012 - 08:54 PM
Silk_Sk, on November 25 2012 - 08:42 PM, said:
And while I can juke around and avoid damage, they're just uselessly hovering there, being a damage sponge
Edited by Beemann, November 25 2012 - 08:54 PM.
#30
Posted November 25 2012 - 09:23 PM
I read this in the scout thread and I was wondering why you haven't brought it up here as the infiltrators have a much easier at doing this because the scout needs to get close but the infiltrator can stay at least mid range.
AsianJoyKiller, on November 25 2012 - 03:44 PM, said:
The mobility of an A-class makes it very easy to get in close and use the Flak to great effect while minimizing the time you are exposed.
Beemann, on November 25 2012 - 04:59 PM, said:
#31
Posted November 25 2012 - 09:58 PM
As well, the weapon is actually BALANCED for midrange fights. A well-used flak will trump a HEAT in CQC, and the objectives aren't exactly midrange-fight-viable on most maps
That said, I don't see it emerging from this beta test unscathed. I wouldn't mind seeing an "a class version" the same way that the Vulcan was limited to one B and a few C classes and the A's had to make do with the SMC, now that everything else is being nerfed senselessly (unless it's new and spams a lot )
#32
Posted November 25 2012 - 10:13 PM
But yeah you have a valid point when it's against other scouts not larger targets like Bs and Cs.
The reason i'm bringing all of this up is I feel in my time playing The scout and infiltrator 1v1 are pretty even depending on the surroundings and who gets the 1st shot off.
But other classes don't feel as strong, they either needs buffs or we might need nerfs.
#33
Posted November 25 2012 - 10:33 PM
Necro, on November 25 2012 - 10:13 PM, said:
But yeah you have a valid point when it's against other scouts not larger targets like Bs and Cs.
The reason i'm bringing all of this up is I feel in my time playing The scout and infiltrator 1v1 are pretty even depending on the surroundings and who gets the 1st shot off.
But other classes don't feel as strong, they either needs buffs or we might need nerfs.
2. The mini flak is better against larger and slower targets
3. Honestly I find that it's much easier to deal with a surprise Infiltrator. At least they have to charge their heat to do 100+ damage, and the GL has the lower damage of the two A class secondary weapons. That 160 DPS is pretty brutal, particularly if they catch you while dodge is on cooldown
4. TBH I think Sharpshooter needs to go back to its old self, the Vulcan was fine the way it was before when it was restricted (and when it was a heat-hogging beast), and weapons like the AR and SMG need to be looked at in terms of viability
If having those weapons at that level hurts the game's pacing, then the health or damage across the board needs to be tweaked. Ultimately though, I feel that those weapons should be as fun and interesting to use as weapons like the Heat and GL
#34
Posted November 25 2012 - 10:47 PM
Beemann, on November 25 2012 - 10:33 PM, said:
Necro, on November 25 2012 - 10:13 PM, said:
But yeah you have a valid point when it's against other scouts not larger targets like Bs and Cs.
The reason i'm bringing all of this up is I feel in my time playing The scout and infiltrator 1v1 are pretty even depending on the surroundings and who gets the 1st shot off.
But other classes don't feel as strong, they either needs buffs or we might need nerfs.
2. The mini flak is better against larger and slower targets
3. Honestly I find that it's much easier to deal with a surprise Infiltrator. At least they have to charge their heat to do 100+ damage, and the GL has the lower damage of the two A class secondary weapons. That 160 DPS is pretty brutal, particularly if they catch you while dodge is on cooldown
4. TBH I think Sharpshooter needs to go back to its old self, the Vulcan was fine the way it was before when it was restricted (and when it was a heat-hogging beast), and weapons like the AR and SMG need to be looked at in terms of viability
If having those weapons at that level hurts the game's pacing, then the health or damage across the board needs to be tweaked. Ultimately though, I feel that those weapons should be as fun and interesting to use as weapons like the Heat and GL
1. No, can I see proof of yours! I don't think it is but i could make something asking.
2. I'm talking about the HEAT being able to hit larger slower targets_ are you suggestion the Flak/miniflak are balanced for mid range combat_
4. Weapons did feel like they were in an ok place in cb2 (the vulcan a little op but not toooo much, just needed more heat or less damage)
I don't know why they nerfed SS as much as they did but i'm guessing they just wanted to be safe.
Health i feel may be changed but what i really feel the problem might be is survivability. changing health helps that but there are other ways too.
(speed & damage reduction for instance)
#35
Posted November 25 2012 - 11:15 PM
Necro, on November 25 2012 - 10:47 PM, said:
2. I'm talking about the HEAT being able to hit larger slower targets_ are you suggestion the Flak/miniflak are balanced for mid range combat_
4. Weapons did feel like they were in an ok place in cb2 (the vulcan a little op but not toooo much, just needed more heat or less damage)
I don't know why they nerfed SS as much as they did but i'm guessing they just wanted to be safe.
Health i feel may be changed but what i really feel the problem might be is survivability. changing health helps that but there are other ways too.
(speed & damage reduction for instance)
Both can hit larger slower targets. You didn't specify range so I assumed you were making some weird assumption about HEAT CQC viability
For clarification, I said that the HEAT is a weapon that fires slower where optimal damage is concerned, and so your new friend will have to choose between a DPS inferior to the mini flak, or waiting another second for a large burst of damage. In that time, a mini-flak user will have done another 160 damage
I mentioned damage. I think the speed is pretty close to where it needs to be
#36
Posted November 26 2012 - 06:33 AM
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#37
Posted November 26 2012 - 07:57 AM
Silk_Sk, on November 25 2012 - 08:42 PM, said:
For a skilled player, Hitting hovering mid air targets with the heat cannon is easier than hitting ground targets. Yes there is more consequence for missing, but most of that consequence is still there on the ground. You also forget that mid air secondary shots are pretty much 100% for even an average player. sudden dodges are the only thing that keep good infiltrators from droping everyone under the sun in no more than 5 seconds. there are no sudden dodges hovering helplessly through the air.
#38
Posted November 26 2012 - 08:16 AM
Beemann, on November 25 2012 - 08:54 PM, said:
Silk_Sk, on November 25 2012 - 08:42 PM, said:
And while I can juke around and avoid damage, they're just uselessly hovering there, being a damage sponge
Not so long ago I would have agreed with you. But, I've been using infiltrator since Alpha 2 and I've found that mechs that hover vs. my HEAT/GL generally survive longer than those that don't and I'm trying to suss out the reason. There are several factors involved I think. One is that if timed right, a jump can be considered an upwards dodge. If I'm not expecting it, sometimes they will jump over my shot. Another is that I am obviously in motion with the reticle always bouncing up and down. This is a natural thing to compensate for on the ground since at midrange the motion isn't drastic enough to move it over or under the enemy mech. You just need to keep it horizonally level to get a hit. But when they are in the air, finding that middle point again on the vertical plain isn't so easy. Sure they can't dodge, but the motion of your mech is a bigger problem than it would be otherwise. Add to that the fact that they are still somewhat in motion but don't have the bouncing reticle to worry about, and hovering may present more advantages against the HEAT than initially supposed. I am actually more afraid of a hovering Rocketteer than one on the ground. They are much harder to hide from and they don't have to worry about missing while still having a lot of health to burn.
However, I would never recommend this as a general strategy vs. infiltrators. The situation this would be most effective in is one of either completely open ground (which a good infil will avoid fighting in anyway) or an area with low obstacles that it is possible to see over by hovering. Anything else and you risk taking AOE damage from shots hitting nearby walls. A confident player with good situational awareness may use this strategy very effectively since it has the potential to throw a wrench into the infil's peek-a-boo tactics.
Skilled players can still score many direct hits of course but I've been in this situation too many times not to consider it a valid tactic if used properly.
Edited by Silk_Sk, November 26 2012 - 08:19 AM.
#39
Posted November 26 2012 - 08:41 AM
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