24/01/2013 Patch notes feedback.
#21
Posted January 18 2013 - 07:53 PM
#22
Posted January 18 2013 - 07:58 PM
LongForeignMan, on January 18 2013 - 07:51 PM, said:

Australian_ Like Hawken_ Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.
#23
Posted January 18 2013 - 10:07 PM
@community. thank you all for you feedback i'm sure the devs will notice and take into account the relevant information( i'm looking at you scapes. thanks for that "conversation" btw.) Furthermore i would like to stress the fact that i am happy about most of the changes. This thread is not a rant. It is meant to be a spnapshot of my perspective at this time and i can come back to it to clarify post patch.
#24
Posted January 18 2013 - 11:21 PM
...make no mistake - we are not shy
We're very wide awake - the moon and I!
#25
Posted January 18 2013 - 11:42 PM
I think the mech designs need to be revamped to where certain mechs fit certain roles better than others, but you won't have a few that just steamroll most of the roles (looking at scout and CRT). If you want to have diversity at any level of play, don't make all of the mechs just blend together with the same weapons, but different classes.
#26
Posted January 19 2013 - 02:20 AM
- NEW Mech: Reaper
- Check out our Reaper preview!
- Mech specs and loadout reveal coming January 24! yay new Mech, stoked to play it.
- Check out our Reaper preview!
- Sharpshooter
- NEW Prestige Weapon: AM-SAR (Unlockable at Level 25) Interesting, I wonder which will be more effective the Hawkins or this new weapon. Anyhow with my SS I will probably want the Slug for the high burst.
- A rapid fire single shot high accuracy rifle. Successive shots decrease accuracy, but recovery is very quick.
- Specs
- Damage: 2/6
- Rate of Fire: 5/6
- Accuracy: 3/6
- Effective Range: 5/6
- Heat: 2/6
- Damage: 2/6
- Weapon Upgrades
- First: Reduced heat generation.
- Second: Reduced weapon spread.
- Third: Increased effective range.
- First: Reduced heat generation.
- A rapid fire single shot high accuracy rifle. Successive shots decrease accuracy, but recovery is very quick.
- NEW Prestige Weapon: AM-SAR (Unlockable at Level 25) Interesting, I wonder which will be more effective the Hawkins or this new weapon. Anyhow with my SS I will probably want the Slug for the high burst.
- NEW Ability: Power Shot Honestly the word, "Greatly," should be scary to many the SS in the hands of a skilled shooter is a fearsome tool already. This will be fun to try out on my lvl 25 SS.
- Greatly increases all damage dealt within two seconds of activating the ability.
- This ability adds a greater damage bonus than Ballistic Barrage, the Sharpshooter's previous ability.
- Greatly increases all damage dealt within two seconds of activating the ability.
- Small adjustments to some mech descriptions and lore.
- Mech leveling upgrade descriptions have been updated to clearly reflect what is affected. yay i'm pleased to hear this as I do like information so I can make educated decisions.
- Explosive Weapons
- Knockback effect significantly reduced for all explosive weapons. This should remove the "stunlock" effect players are experiencing. I hope this works.
- Mini-Flak Cannon This confuses me, why buff the Mini-Flak and nerf the Flak_ I guess this way you give the players two different playstyles one burst, and one constant dps.
- Slightly increased rate of fire.
- Slightly increased damage.
- Slightly increased rate of fire.
- Assault Rifle AR should be a CQC and Med range weapon only. Being able to snipe with it across the map is silly. Interested in seeing how this change works out.
- Increased maximum spread.
- EOC Repeater
- Decreased heat generation.
- Flak Cannon I love this weapon, I hope the word, "slightly," is a very small change.
- Slightly decreased damage.
- REV-GL Damage nerf was needed, but also need a Heat nerf as well as this weapon can be fired continuously for 22 seconds which is 30% longer than an AR.
- Slightly decreased damage.
- SA-Hawkins Does this make the Hawkins like the little brother predecessor to the Prestige weapon_
- Increased damage.
- Slightly increased rate of spread.
- Increased damage.
- NEW Offensive Item: Detonator Sweet, I has hoping they would have one of these in the game, would love to see a Mine Layer also later on.
- A slow hovering explosive charge with a massive damage radius. Press the firing mechanism a second time to detonate in mid-air. Veteran pilots are known to use the Detonator in both offensive and defensive situations.
- EMP Um, 5.5 seconds is still too long, 4 would be best. Also need to make it so you can't chain EMP mechs.
- Effect duration reduced from 7 seconds to 5.5 seconds.
- Area of effect now matches the size of the visual effect.
- Reduced projectile speed.
- Effect duration reduced from 7 seconds to 5.5 seconds.
- Rocket Turret
- Projectiles will no longer excessively lead enemy targets. Fewer near misses, more near hits.
- Radar
- This item has been renamed Portable Scanner. Because it's portable. And a scanner.
- NEW Chassis: Spree (A Class)
- The Spree is common among Reapers not only for its rogue-like style, but also for its surprising flexibility. Mobile, yet offering tremendous stability, it is ideal for assignments which require venturing alone outside of friendly territory. When challenged by the ever changing battlefield, Spree pilots are known to overcome, endure, and excel. Even when swathed in dirt and dust it is highly functional, so some pilots claim that cleaning their Spree would wipe away years of hard earned "natural camouflage". But we all know that's just an excuse.
- "Clean_ Whaddaya mean, this baby IS clean!" - Deadeye Bill Buser
- The Spree is common among Reapers not only for its rogue-like style, but also for its surprising flexibility. Mobile, yet offering tremendous stability, it is ideal for assignments which require venturing alone outside of friendly territory. When challenged by the ever changing battlefield, Spree pilots are known to overcome, endure, and excel. Even when swathed in dirt and dust it is highly functional, so some pilots claim that cleaning their Spree would wipe away years of hard earned "natural camouflage". But we all know that's just an excuse.
- NEW Repair Drone: RD-SHCK
- Shocks your mech back to life with streaks of electricity.
- NEW Thrusters: JT-BluS
- Fires a broad neon blue blast.
- NEW Camouflage: Boom-Red
- A blood-red and black classic fatigue pattern.
- NEW Camouflage: Mos-Blu
- A light blue and dark blue digitized fatigue pattern.
- NEW Camouflage: Crease-Sky
- A faint blue and sky blue jungle pattern.
- An experimental Accurate Reticule option which improves reticule accuracy is now available. Love the disclaimer, lol.
- This feature makes the crosshairs more accurate but may be dizzying to some players.
- It can be enabled in the Settings menu as it is off by default.
- Please provide your feedback on this new feature in the forums!
- This feature makes the crosshairs more accurate but may be dizzying to some players.
- Players will now receive bonus XP based on their time alive in a match. Fight smart!
- The leveling curve has been evened out from level 12 to level 25. Too bad it was nice to get to level 20 pretty quickly with double xp bonus, now its going to feel more grindy in the teens.
- Mechs still require the same amount of XP to reach the level cap of 25.
- Please note that this change may cause your mech's Optimization Points to be reset.
- Equipment slots and alternate primary weapons now unlock sooner for all mechs.
- Mechs still require the same amount of XP to reach the level cap of 25.
- Death from falling is now considered a suicide and will count towards pilot statistics. Good, but still need Death from explosives to count as a kill for the enemy team as you can totally ruin Team games by exploiting this.
- Crushing Kills: Daring pilots will now be able to cause significant damage by landing on enemy mechs. These death-from-above maneuvers will grant bonus XP, and will be tracked in your pilot statistics. Awesome can't wait to see the C class pilots jumping around trying to squish A classes.
- Crushing damage scales per mech class and velocity. With the current formula, an A Class mech does the following:
- ~11 damage from a small building in Prosk.
- ~44 damage from the highway in Prosk.
- ~100 damage from the highway in Origin.
- ~144 damage from the top of the AA in Origin.
- ~11 damage from a small building in Prosk.
- B Class mechs do 1.5x crushing damage and C Class mechs do 2x crushing damage.
- Crushing damage scales per mech class and velocity. With the current formula, an A Class mech does the following:
- Items can no longer be deployed or consumed while your mech is repairing.
- Siege Mode
- Battleships now become more difficult to kill as the match progresses, which should prevent excessively long matches.
Interface
- Say hello to Laila! New users will receive a warm welcome from their Garage's resident mechanic.
- While her main function is tutorial instructor, she aspires to take on new jobs in the future.
- Notice a bug_ Report it using the new Report Bug button in the upper right dropdown menu.
- The order of game modes in the Matchmaking tab is now Team DM, Missile Assault, Siege, and Deathmatch.
- Players can now mute other players' voice chat by pressing ESC during a match and clicking the speech icons next to their names.
- Players can now use the ESC button to close menus.
- Mechs previewed in the Garage and Staging panes now have additional animations.
- The Deploy button has been renamed Play.
- The Paint Shop tab has been renamed Style.
- The Restock button (Countermeasures) has been renamed Refill.
- Player scores will now be included in the "Your Team Won/Lost!" screen. Would love to be able to check Player stats when I'm dead please.
- HAWKEN Credit Boosts and Meteor Credit Boosts now display decimal points to indicate partial days.
- Uptown
- Improved collision on a ramp which was causing heavy mechs (C Class) to get stuck. Yay, that is great
- All maps have been adjusted for improved performance.
- New and improved ground vehicles now populate the maps.
Good luck and have fun see you on the Battlefields!
#27
Posted January 19 2013 - 02:23 AM
SirCannonFodder, on January 18 2013 - 07:58 PM, said:
All they need to do is take out Turret mode and give the C classes the damage reduction buff that Bruisers have. Will make C classes way more fun.
Good luck and have fun see you on the Battlefields!
#28
Posted January 19 2013 - 07:04 AM
Edited by ReachH, January 19 2013 - 07:04 AM.
#29
Posted January 19 2013 - 08:52 AM
#30
Posted January 19 2013 - 11:56 AM
#32
Posted January 19 2013 - 12:18 PM
Stop it.
I don't speak often. But when I do...
Vanguard: Fat@$$
Berserker: Drammel
R.I.P. Assault of Alpha 2: Popo The Black
#33
Posted January 19 2013 - 12:29 PM
not sure how I feel about the replacement, it'd be good for a sniper role, but if anyone ever gets in your face, you can kiss your shiny, metal {redacted] goodbye.

#34
Posted January 19 2013 - 12:34 PM
PS, 5.5 seconds for EMP still_ really_
#35
Posted January 19 2013 - 02:46 PM
I really hope the life span XP does not get implemented. As has already been said, it will turn most seige matches into whoever gets to the AA first since half the players on most teams will be trying to get their lifespan XP up and will want nothing to do with charging into a strongly held AA position (already a big problem in many games anyhow). It's also a big boost to the people who are already the best players and doesn't help new players much.
Flak nerf also makes me sad. My brawler shakes its angry fists at all those OP scouts running around.
Denn alles Fleisch, es ist wie Gras.
#36
Posted January 19 2013 - 02:50 PM
#37
Posted January 19 2013 - 04:25 PM
#38
Posted January 19 2013 - 04:29 PM
Edited by Rei, January 19 2013 - 04:29 PM.
#39
Posted January 19 2013 - 04:53 PM
"11 damage" and "144 damage" are pretty meaningless when we don't even have numerical values for more basic things like health or weapons damage to compare it to.
#40
Posted January 19 2013 - 05:18 PM
PlanckZero, on January 19 2013 - 04:53 PM, said:
"11 damage" and "144 damage" are pretty meaningless when we don't even have numerical values for more basic things like health or weapons damage to compare it to.
It's just a pain in the butt to keep testing these every time they make an adjustment, and just give us the numbers straight up.
Edited by Rei, January 19 2013 - 05:18 PM.
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