As some of you may be aware, currently explosives can stagger/stun you if you get hit. This can really fuzzy bunny up your movement in combat and is a rather aggravating mechanic.
In a game that's all about precise movement and good positioning, stuns are out of place and detrimental to good fluid gameplay. Being stopped dead when hit by an explosive is frustrating, and serves as nothing more than to make you a sitting duck.
AsianJoyKiller, on December 15 2012 - 11:33 AM, said:
I should probably clarify something here. I'm not against the idea of explosives pushing mechs around, and the sort of gameplay depth that would come with things like strategically knocking a person around or maybe getting a little extra height with a rocket jump.
What I do have a problem with is how explosives currently just stun you. They don't knock you in any particular direction, unless you're in the air, and just stop you. You can interrupt a dodge, or slow someone down who's running away from you, even if logically the explosives should push them away, not stop them dead.
Edited by AsianJoyKiller, December 15 2012 - 11:33 AM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
AJK is right
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
i think it adds a level of depth. lets say some guy pops around a corner. i pace a tow between him and the corner he came from, effectively pushing him out further from the wall. then if he dodges back he will probably still be slightly exposed allowing for a closer mid air tow from myself or a few more bullets to connect. it of course is annoying when it puts u into a wall but it adds to the game imo.
for example. let imagine if rockets in quake didnt effect the physics of the player they were hitting. we wouldnt have rocket jumping or prevention of players making difficult strafe jumps.
i think it adds a level of depth. lets say some guy pops around a corner. i pace a tow between him and the corner he came from, effectively pushing him out further from the wall. then if he dodges back he will probably still be slightly exposed allowing for a closer mid air tow from myself or a few more bullets to connect. it of course is annoying when it puts u into a wall but it adds to the game imo.
for example. let imagine if rockets in quake didnt effect the physics of the player they were hitting. we wouldnt have rocket jumping or prevention of players making difficult strafe jumps.
In the case of Quake, I understand this sort of thing. You can end up with interesting things like rocket jumps and juggling, but in Hawken, all it seems to do is stop you in your tracks. You can't get any sort of appreciable mobility out of it, and at best, you perhaps knock someone who launched off a jump pad in their tracks (and that's not always a guarantee).
The way I see it, it doesn't add anything to the gameplay at the moment except to make a person an easier target, which isn't needed because they were just hit by an explosive, which is a disadvantage enough.
Edited by AsianJoyKiller, December 14 2012 - 12:39 PM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
AJK is right
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
I remember getting hit by a Seeker in CB3, while flinched I got hit by the following seeker missile and hellfire missiles behind it without being able to dodge as I was frozen in place. It wasn't fun, although the Rocketeer had a blast (ah ha ah ha).
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell
Some vector additions would be alright, but I'm not too big on the whole stun/preventing your dodge from completing that seems to be happening right now.
Some vector additions would be alright, but I'm not too big on the whole stun/preventing your dodge from completing that seems to be happening right now.
Pretty much this
I'd love to do the whole jump pad+explosives launch to teammates, and maybe knock enemies down to the ground, but the game doesn't really work that way at the moment. It's just an annoying movement cancelling explosive, and it's especially bad when you're fighting spammier classes like the rocketeer
C-Class Swagger
Ballin' and Brawlin'
Cloakin' and Smokin'
Using TOW splash to block people from getting a clear shot at you is a good mechanical addition. Waiting 3 seconds to go around a pillar so you dont appear on radar to gamble against this is a good meta addition. Area I use this the most is underneath the bridge on origin. To be able to do this without taking splash back requires precise movement and good positioning. It is the only scenario I know that makes the +Acceleration, +Movespeed optimizations worth the points (okay no, +movespeed is good for other things), because you find yourself walking and edging a bit.
Personally, the stun / shock from explosives adds to the game. Since I'm an avid user of the bruiser and my Hellfire rockets I know that if I hit people the right way when they're trying to do the pad jumps in Siege I can blow them into a wall and keep them from escaping.
Just like you said, sometimes they stop you or jar you to a side. Doesn't seem game breaking to me and simply forces a person to recover where they are and find their bearings. Maybe it's an annoyance to a class A, but the class C's don't bounce around as much. Trade offs of smaller vs larger mechs perhaps_ Can you take that hit and still stand without flinching too much, or do you give way when that tow rocket hits you head on_
Any mech in the air is vulnerable without proper foothold.
[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell