h0B0, on December 09 2012 - 10:37 AM, said:
This thread is full of well thought out points and counterpoints there is not much i can add to these.
However considering the game has yet to be released for OB i don't think 15 weapons is an unreasonably small amount of weapons. Shall we compare this with MWO which is a game inspired by the battletech universe. Battletech has been around for 25 years and the newly released MWO has a total of 12 distinct weapons. Please note MWO actually has 26 different weapons but most of them are the same weapon with very minor differences. These differences could in theory be obtained to a lesser extent with Hawken's optimization trees.
As for customizing and having different stats on each class i do like the idea and fully support it, but that would be more work for the devs to implement and balance. Furthermore isn't that the point of the optimization tree_ Of course it didn't mean much in CBE3, but back in CBE2 I ran with defensive optimization on my zerk and offensive on my infil and these optimization allowed me to create a more distinct feeling/playstyle between the two. I would like to hope the new horizontal progression will help create an even more distinct feeling of uniqueness between mechs.
Lastly i don't think i am exaggerating if i resume it your point to: I want to have only 4 different mechs considering the current state of the game instead of the 9 we had a chance to try.
As for you half fuzzied defence on the topic
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But...it wouldn't result in less mechs. It would result in exactly what I've been saying, the same amount of mechs to pilot that would all be profoundly different, provided it were implemented properly. The issue, as previously stated, is that that is way more work for the devs. I just think that should have been the original route.
The game is still young and only the future will tell us if they will opt for a route of unified indistinguishable mechs or If the new optimization and items combined with still to be released mech, weapons, abilities will provide a better feeling of diversity.
When i got bored of pub stomping in CBE2 i tried to find a group of people to help challenge myself and give the game a bit more depth. thankfully SK has provided me with just that. In CBE3 i had the chance to play with people of varying skill levels on mostly near full servers in organised or disorganized matches and it has shown me the game has the possibility of being a lot deeper than you make it sound. Maybe the problem here isn't hawken but human nature and your repetitive behavior in the game ( duo with Astrolis ). No offence
I look forward to what hawken has yet to bring to its gameplay and having the opportunity to challenge you and astro on the battlefield
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I agree on most of your points. As I've said before, there is certainly bound to be changes, add ons, and new weapons down the line, and I'm sure they will be obtainable through microtransactions, I'm only stating what I would like to see. I also said that I have gone out of my way to try out different strategies with different mechs, the problem is that I find that in doing this, I usually just end up employing some round about tactic for the sake of creativity and artistry, because that the kind of player I am, and come to the inevitable conclusion that, regardless of the mech, flanking maneuvers almost always reign supreme. I remember the optimizations from CBE2, and that defense/movement build on A's was godlike, then CBE3 came along and the entire tree became watered down. I even tried an offense build, and it really didn't make a difference.
On base stats, take any game with class and rpg elements like skill trees and leveling. Take diablo for example: You play a wizard differently from a barbarian because they have different base stats. One is intelligence based, while the other is strength. So obviously you build and play those classes completely differently based on those statistic distinctions. There would be no point in even designating classes if 4 out of the 5 classes were strength based, wielded the same weapons, and only having contrast through one, or even two abilities. In Hawken, sure you can make the effort to play your scout differently from your zerk, but the game isn't incentivizing it especially. The gameplay overall is incredibly deep, no doubt, but I find that complexity fairly uniform across the classes. Now, across the frames themselves there is huge distinction in playstyle, but that's primarily just due to weight and size difference. No matter what class you are playing, you can flank and kill pretty much anyone because the sheer element-of-surpise tactic takes far more precendence over any minor distinctions between classes. Once again, there are most certainly difference, but how heavy are those differences overall, and how much do those differences actually effect you match to match tactical approach_ In my experience, not so much that I am getting a greatly different feel between classes.
In this regard I will say that my favorite class is the Infiltrator, because it has the most impactful combination of special ability and weapon loadouts of all the other A's. Flanking is probably the most effective offensive maneuver in the game, but any class can pull it of, as long as the pilot isn't boosting around all willy nilly. That being said, the cloak ability allows you to boost and not show on radar if I'm not mistaken. This means that the Infiltrator can flank, but can flank more quickly than other classes. In other words, the Inf can take a ubiquitous strategy, and employ it to max efficiency due to its inherent class distinctions. This is what I think there should be more of. If the inf is amazing at flanking and corner bursting, its because of its ability and nade launcher, so why should the scoot and zerk have the same secondary_ The abilities are fine, and useful in different situations, but the inclusion of another secondary could bump up the two classes distinct playstyles ten fold, as it could with all the mech classes.
Lastly, I imagine that the C abilities will shine greatly once the repair torch becomes playable. Having a C in turret mode holding down a position, or laying siege to and enemy position, all while being constantly repaired by another mech behind it has amazing potential, but I still maintain that the Brawler could have a different, unique secondary as a default. I also think a more receptive idea would be giving players the ability to simply switch between different secondaries, even if the default were a unique one, while making the optimizations and abilities a little more umph. Obviously, the special ability of each class should define that mech's role in battle, and the secondary should compliment that definition, but to an extremely high degree. Even better, keep things the way they are now, and make a unique secondary for each class unclockable at level 20, along with other primaries, and make that unique secondary an amazing compliment to respective class and its special ability. I'll use the chemical weapon example for the infiltrator from before: what if you could fire that particular weapon without breaking cloak_ Too broken_ Make it a high velocity grenade that fires faster, further, and has a bigger blast radius and does bonus damage if your use it to decloak, similar to other games where if you attack out of cloak you get a "crit". Or a unique secondary on the scout that can be fired while boosting. A zerk weapon that gains bonus damage the lower the targets armor gets. The bruiser could have a weapon that gets more powerful as the bruiser takes more damage. The rocketeer can jump off of a cliff and die horribly if it fires more than 3 seekers in a span of 3 seconds. Just some thoughts. They can even just be weapon mods that lightly change the look and feel of current secondaries, with added affixes, but retain the weapons primary attributes. I love this game, and I only bring this whole thing up because I want it to be the best game it can be. I think that details like the above would further allow players to identify more strongly with their favorite classes, plus you have more toys to play with :}
Edited by BlackCephie, December 09 2012 - 05:10 PM.