#1
Posted December 26 2012 - 04:35 PM
With this scenario if you get hit in the face you get the full 7seconds downtime for not being awake enough to at least try move out the way of a really slow moving projectile. However as you go further out the downtime would decrease. This way if you managed to dodge and were only just clipped you would only be affected for a second or two.
In this way it would function much more like an explosion where the further you are away from the centre the less damage you take.
What do you guys think_
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#2
Posted December 26 2012 - 04:39 PM
#3
Posted December 26 2012 - 04:45 PM
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#4
Posted December 26 2012 - 09:58 PM
I am also open to the radius based penalty option, as well. That was my first idea when thinking of ways to change up EMP, but I came to prefer the other way in time.
#5
Posted December 27 2012 - 01:43 AM
#6
Posted December 27 2012 - 09:24 AM
Dracoslayer16, on December 27 2012 - 01:43 AM, said:
This is true but I feel a lot of that frustration would be mitigated if they needed to land a direct hit for the full 7 seconds and less if you are further away from impact.
To me it just doesn't make sense that it doesn't work the same as an explosion.
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
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#7
Posted December 27 2012 - 09:30 AM
dEd101, on December 27 2012 - 09:24 AM, said:
Dracoslayer16, on December 27 2012 - 01:43 AM, said:
This is true but I feel a lot of that frustration would be mitigated if they needed to land a direct hit for the full 7 seconds and less if you are further away from impact.
To me it just doesn't make sense that it doesn't work the same as an explosion.
The thing is, they already have explosions with damage that varies depending on how close you are to the centerpoint, so we know it's entirely possible for them to do the same with the EMP, yet they don't.
Also, I feel I should mention that even if the EMP had a "damage" dropoff, 7 seconds is still far to long. It should be at least half that time.
[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'
#8
Posted December 27 2012 - 10:04 AM
Quote
AWESOME idea. taking the EMP which is fine right now the way it is....and making it BETTER.
GREAT idea! the AOE size could be increased a little bit as well
It rewards pixel-precision in a high-speed-combat situation with a reward.
#9
Posted December 27 2012 - 10:10 AM
1.- EMP's duration = 3.4 or 4 seconds as max.
*2.- Manual EMP countermeassures rather than automatic ones. Several countermeassures per spawn rather than just one.
That would be all, IMO.
(*): Ideal addition.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#10
Posted December 27 2012 - 10:19 AM
The_Silencer, on December 27 2012 - 10:10 AM, said:
1.- EMP's duration = 3.4 or 4 seconds as max.
*2.- Manual EMP countermeassures rather than automatic ones. Several countermeassures per spawn rather than just one.
That would be all, IMO.
(*): Ideal addition.
Or at the very least having the actual AoE match up with the graphical representation (the effective radius is currently several meters larger than the EMP "explosion" animation shows)
[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'
#11
Posted December 27 2012 - 10:28 AM
Instead of the EMP bomb, you instead launch a canister that, if it makes contact with a mech (either being hit, or being stepped on) "disables it" for some duration
#12
Posted December 27 2012 - 10:30 AM
AsianJoyKiller, on December 27 2012 - 10:19 AM, said:
The_Silencer, on December 27 2012 - 10:10 AM, said:
1.- EMP's duration = 3.4 or 4 seconds as max.
*2.- Manual EMP countermeassures rather than automatic ones. Several countermeassures per spawn rather than just one.
That would be all, IMO.
(*): Ideal addition.
Or at the very least having the actual AoE match up with the graphical representation (the effective radius is currently several meters larger than the EMP "explosion" animation shows)
Did it work well in Team based game modes before that boost_ -> Because I'm one of those who think it did.
*Knowing its real AoE in meters would be of help as well. They boosted it too _
Edited by The_Silencer, December 27 2012 - 10:31 AM.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#13
Posted December 27 2012 - 11:38 AM
rdKNIGHTMAREZ, on December 27 2012 - 10:04 AM, said:
Quote
AWESOME idea. taking the EMP which is fine right now the way it is....and making it BETTER.
GREAT idea! the AOE size could be increased a little bit as well
It rewards pixel-precision in a high-speed-combat situation with a reward.
#14
Posted December 27 2012 - 11:51 AM
The_Silencer, on December 27 2012 - 10:30 AM, said:
I don't think they boosted it, just never really represented it properly.
SilentJacket, on December 27 2012 - 10:28 AM, said:
Instead of the EMP bomb, you instead launch a canister that, if it makes contact with a mech (either being hit, or being stepped on) "disables it" for some duration
So, basically a grenade with no AOE instead of it's current nonsense. Might work, but I don't like the idea of leaving it to be stomped on at random.
Edited by Karaipantsu, December 27 2012 - 11:52 AM.
#15
Posted December 27 2012 - 02:31 PM
game is already very good balanced for teamplay. only teamplay at high level will show what is good or not.
top developers working on hawken. i bet one of the best out there. they have a lot of clue what they do.
#16
Posted December 27 2012 - 03:16 PM
necroq, on December 27 2012 - 02:31 PM, said:
game is already very good balanced for teamplay. only teamplay at high level will show what is good or not.
top developers working on hawken. i bet one of the best out there. they have a lot of clue what they do.
#17
Posted December 27 2012 - 03:23 PM
and If you miss, the grenade sits on the floor and overheats, causing any mech directly on top of it to have their weapons overheat by 25% per second
#18
Posted December 27 2012 - 03:37 PM
I honestly don't think any weapon should ever prevent your opponent from shooting. It is down right stupid from any angle you look at. It has no counter play, there is nothing interesting about it. I think it would be much better if it acted as sort of a 'flashbang', causing your screen to go fuzzy and removing your hud, but still allowing you to shoot.
#19
Posted December 27 2012 - 03:45 PM
SilentJacket, on December 27 2012 - 03:23 PM, said:
and If you miss, the grenade sits on the floor and overheats, causing any mech directly on top of it to have their weapons overheat by 25% per second
And on top of that it disables weapons for another 3_
And even if you miss, it just sit there and randomly fuzzy bunny over the next person to step on it_
Okay. I'll take that and never, ever, eeevvveeer use any other Offensive item.
EVER.
[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'
#20
Posted December 27 2012 - 03:46 PM
AsianJoyKiller, on December 27 2012 - 03:45 PM, said:
SilentJacket, on December 27 2012 - 03:23 PM, said:
and If you miss, the grenade sits on the floor and overheats, causing any mech directly on top of it to have their weapons overheat by 10% per second
And on top of that it disables weapons for another 3_
And even if you miss, it just sit there and randomly fuzzy bunny over the next person to step on it_
Okay. I'll take that and never, ever, eeevvveeer use any other Offensive item.
EVER.
I guess that is excessive
fixed, I think...
Edited by SilentJacket, December 27 2012 - 03:49 PM.
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