Remove Explosive Stagger/Stunlock
#21
Posted December 14 2012 - 05:08 PM
#22
Posted December 15 2012 - 04:00 AM
In fact, you could be boosting away from someone, and if they hit you in the back, it stops you.
Yeah. That's right.
Getting hit in the back with an explosive while running away makes you stop.
[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 December 15 2012 - 04:04 AM
AsianJoyKiller, on December 14 2012 - 12:30 PM, said:
As you said, it's all about good positioning, and movement, there's even a dodge mechanic. Explosives should definitely stagger, because it's not as though you don't have the ability to avoid them. Obviously, in certain circumstances it's unavoidable, such as being ambushed etc. But these are things that you have to adapt to as a player. I'm up for leaving it in.
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#24
Posted December 15 2012 - 04:06 AM
It was fun while it lasted.
#25
Posted December 15 2012 - 04:36 AM
ETA for $feature_you_want to be added to Hawken Open Beta: Imminent™
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#26
Posted December 15 2012 - 06:29 AM
Explosives should have impact, they generate a significant force. I'd like them to influence movement rather than negate. for example. taking a TOW from behind while boosting forward should boost you rather than stop you. given I can understand thrusters shutting down. but your inertia shouldn't be canceled.
I absolutely love how mid air explosive impacts typically force people downward or in off directions when they hit jump pads.
#27
Posted December 15 2012 - 06:34 AM
In short: I like it. Makes it feel like explosives hurt, and should be dodged at all cost.
#28
Posted December 15 2012 - 08:28 AM
Also with how laggy the servers are currently, it's extra-jarring when you are stunlocked, because it snaps you back to where you were hit.
(The more I think of it, the more it seems to me that this is an unintentional mechanic.)
The stunlock doesn't work as well vs. forward boosts, so that is a better option when facing the spammy explosive classes. I often chain dodges and diagonal forward boosts when I move, sometimes dropping a TOW/Sabot+Slug in between. Playing around with the pattern a bit more may give a good meta way of fighting stunlock.
#30
Posted December 15 2012 - 10:59 AM
Karaipantsu, on December 15 2012 - 10:57 AM, 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'
#31
Posted December 15 2012 - 11:01 AM
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
----------------------------------------------------------------------
[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
#32
Posted December 15 2012 - 11:03 AM
Edited by Beefsweat, December 15 2012 - 11:04 AM.
#33
Posted December 15 2012 - 11:26 AM
AsianJoyKiller, on December 15 2012 - 10:59 AM, said:
Haven't fought many grenadiers yet. I'll keep a look out for one and see how bad it is.
#34
Posted December 15 2012 - 11:33 AM
Karaipantsu, on December 15 2012 - 11:26 AM, said:
AsianJoyKiller, on December 15 2012 - 10:59 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.
[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'
#35
Posted December 16 2012 - 01:36 AM
#36
Posted December 16 2012 - 03:58 AM
#37
Posted December 16 2012 - 12:31 PM
#38
Posted December 16 2012 - 12:37 PM
If the only counter is "not getting hit," then it sounds like a bit of a broken mechanic.
AussieGrimm
#39
Posted December 16 2012 - 12:42 PM
All system green...Ready for action.
#40
Posted December 16 2012 - 01:16 PM
What are the reasons you wouldn't use an explosive weapon at the moment _ Is there an opportunity cost I'm missing here _ Do they stun , but do relatively little damage compared to all other weapons _
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