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The sad story of the HE charge.


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#21 FenixStryk

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Posted February 19 2013 - 10:25 PM

View Postmarshalade, on February 19 2013 - 10:01 PM, said:

View PostRekkr, on February 19 2013 - 07:30 PM, said:

Your sig...is from Berserk.
No.
Regardless, that logo has too much negative space since the Killer K is so small -- wait... never mind, that suits SK quite well actually. :(

I'm sure items will get another balance pass sooner or later. 3 out of 5 Offense items + 4 out of 5 Support items being viable is not a bad ratio.

It was fun while it lasted.


#22 Culex

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Posted February 19 2013 - 10:39 PM

Has no one figured it out yet_

Upon the launch of open beta, detonator disappeared (retracted from the game). I, and am sure many others, stocked many mechs in our garage with the HE charge. This was THE burst item in the game. Then the detonator comes out. And, no, not the previous detonator from the closed betas, but a new improved one that pretty much outdid everything the HE did. So, now, everyone will stock their mechs with this no-brainer burst item. The tactical pull of the detonator to give HE time to shine; then the release after everyone is mostly settled in with it. It could be coincidental, but the way these items were relaunched with their given utility in this timeframe makes me think this is all a ploy for us to bandwagon purchase the new "good" item on the market, when it's almost blatantly released as the stronger successor. Then I'm sure it will eventually see its balance until they superbuff another existing item or release something new. Or I can just be paranoid >.>

Oh, as far as the ugly duckling is concerned, what.

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Edited by Culex, February 19 2013 - 10:39 PM.

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#23 marshalade

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Posted February 19 2013 - 10:48 PM

View PostFenixStryk, on February 19 2013 - 10:25 PM, said:

View Postmarshalade, on February 19 2013 - 10:01 PM, said:

View PostRekkr, on February 19 2013 - 07:30 PM, said:

Your sig...is from Berserk.
No.
Regardless, that logo has too much negative space since the Killer K is so small -- wait... never mind, that suits SK quite well actually. :(

I'm sure items will get another balance pass sooner or later. 3 out of 5 Offense items + 4 out of 5 Support items being viable is not a bad ratio.

I don't feel like filling it up with garbage so it fits the limit exactly. I'm rather comfortable with it. I don't really know what you're implying, so I guess you can fight me.

I did center it, though.

Edited by marshalade, February 19 2013 - 10:50 PM.

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#24 Dreizehn

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Posted February 19 2013 - 10:56 PM

I used to like the HE Charge back in closed beta before item cooldowns were implemented.

While I do like my items to regenerate, in a single use in a single engagement scenario - the HE Charge had the advantage of having two shots. Being able to rapidly dump 2 HE charges into someone's face was epic.

Since now we are only able to slap one into somebody at any one time, the Detonator's more useful for most part.

Which brings a question/suggestion. Should it be fine for certain items to have multiple charges_ It starts to regenerate upon the use of one charge until the maximum is reached. Might even lead to more item variety, the weak multi-use ones vs the single use powerful ones.

#25 MasterFALE

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Posted February 19 2013 - 11:14 PM

All I know is that Detonators make me feel like I ACTUALLY have dodging skills.
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#26 ReachH

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Posted February 20 2013 - 04:05 AM

Pocket TOW dumbs the game down considerably.

View Post[HWK]HUGHES, on October 23 2013 - 06:01 PM, said:

Development happens.


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#27 MojoNixon

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Posted February 20 2013 - 04:11 AM

I love the HE charge, use it all the time, lots of differnt situations to use it.  Lob over cover, bounce around corner, roll slighlty on the ground for approaching mechs, bounce off a wall in front of you to hit a mech behind you.  You also don't hear it/see it as well as the detonater so it allows for extra sneaky uses.

#28 defekt

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Posted February 20 2013 - 05:06 AM

HE Charge utility, thus viability over the Detonator for some playstyles, would be improved significantly if the thing didn't self-detonate after a few seconds.  That way you could leave the thing on the ground and use it as a remotely detonated booby-trap.  (Item recharge timer only starts when the HE Charge has blown up.)  Perhaps allow a rested HE Charge to be detonated by gunfire and even detected by Portable Scanners to, you know, introduce a smidgen of counter-play into the game...

#29 TwiceDead

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Posted February 20 2013 - 05:09 AM

I still use it. On my infiltrator.
It's rubbish, but I don't want to get rid of it.

View PostReachH, on February 20 2013 - 04:05 AM, said:

Pocket TOW dumbs the game down considerably.

The last thing this game needs is a steeper skill-ceiling learning curve tbh. Most people leave because they get roflstomped in pubs by far more experienced players, giving the casual players a chance is completely fine by me as I want the game to grow, not only competitively, but on the casual player side as well.

Edited by TwiceDead, February 20 2013 - 05:58 AM.

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#30 h0B0

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Posted February 20 2013 - 05:54 AM

View PostTwiceDead, on February 20 2013 - 05:09 AM, said:

IThe last thing this game needs is a higher skill ceiling tbh. Most people leave because they get roflstomped in pubs by far more experienced players, giving the casual players a chance is completely fine by me as I want the game to grow, not only competitively, but on the casual player side as well.
Skill cieling should not be a problem ever.
The more depth a game has the better the game might be.

The problem with newbs leaving is the learning curve and poor MM.
If the learning curve is too steep and you keep getting place against opponents higher up in the curve then your in for a hard time.

Click me! I dare you.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#31 TazzGo

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Posted February 20 2013 - 05:55 AM

I like the HE charge but it could probably do with a slight buff of some kind, or maybe just a more predictable bounce, and as already pointed out the lower cool down time is pretty helpful

View Posth0B0, on February 20 2013 - 05:54 AM, said:

Skill cieling should not be a problem ever.
The more depth a game has the better the game might be.

The problem with newbs leaving is the learning curve and poor MM.
If the learning curve is too steep and you keep getting place against opponents higher up in the curve then your in for a hard time.

Well a big factor of the learning curve is the lack of server browser, or properly tiered matchmaking, but hopefully we'll have that relatively soon, and when that's implemented it should be easier for new people to get servers ranked accordingly

Edited by TazzGo, February 20 2013 - 05:57 AM.

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#32 TwiceDead

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Posted February 20 2013 - 05:57 AM

View Posth0B0, on February 20 2013 - 05:54 AM, said:

View PostTwiceDead, on February 20 2013 - 05:09 AM, said:

IThe last thing this game needs is a higher skill ceiling tbh. Most people leave because they get roflstomped in pubs by far more experienced players, giving the casual players a chance is completely fine by me as I want the game to grow, not only competitively, but on the casual player side as well.
Skill cieling should not be a problem ever.
The more depth a game has the better the game might be.

The problem with newbs leaving is the learning curve and poor MM.
If the learning curve is too steep and you keep getting place against opponents higher up in the curve then your in for a hard time.
Learning Curve! That's the right word. My bad. I meant learning curve, not skill-ceiling. Sorry my Engrish. :(
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#33 h0B0

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Posted February 20 2013 - 06:00 AM

its ok.
We are here to discuss and improve ourselves and the game ;)

Click me! I dare you.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#34 machmanx

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Posted February 20 2013 - 08:02 PM

Ooh, an HE charge that can be detonated by gunfire would be epic.  So imagine you encounter an enemy mech and both of you start doing your evasive maneuvers.  Then you launch an HE charge against the wall only for it to bounce back.  But since the enemy mech is moving, your initial angle is no longer valid.  So the enemy ignores the HE charge.  But when it bounces back, you use your primary gun to hit the HE grenade, which is near the enemy mech on the return bounce, and then it EXPLODES! on the side sending him to the scrap heap!  NICE! :D  Like a hero style kill  B)

Obviously, this move isn't for n00bs.  This is for players who can handle the complexity involved, or just learn by repeating.  You get a double XP kill for such an elaborate move.  In fact, there should be rewards if you can complete a complex kill move, which will be in a list of moves in a database! :o  Did I just start something_ :P

Edited by machmanx, February 20 2013 - 08:04 PM.

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#35 Atlanis

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Posted February 21 2013 - 12:53 AM

I've been using the HE because MG turret is quite frankly boring and I haven't had the HC to try the detonator. It's unfortunate that such a cool item has been shafted like this. I mean, its still useful, but another item that is more reliable over any distance and does the same damage completely overshadows it.

#36 dEd101

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Posted February 21 2013 - 02:20 AM

HE grenade needs a buff because hardly anybody uses it anymore.

Options:
Remote detonation.
No timer.
Bigger aoe.
Shorter cooldown.

Or decrease detonator aoe slightly (but i like it how it is now and would rather buff the he grenade to match it)
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#37 defekt

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Posted February 21 2013 - 04:09 AM

I was hoping that the new Detonator would take on the role of being a placeable remotely detonated booby-trap type weapon, as in when you fired it the thing either exploded on contact with a mech or it wedged itself into the scenery, but that didn't happen.  It would be kinda cool if at least one of these two weapons did have booby-trap functionality, and keeping everything as it is now save for getting rid of the auto-detonate timer on the HE charge and making it remotely detonated might be enough to make both options viable.

I can think of many sneaky ways of making use of a booby-trap weapon, the game would benefit from having such a thing.  Why not make the HE Charge that sort of utility weapon.

#38 ReachH

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Posted February 21 2013 - 05:09 AM

I'm seriously considering going back to the HE C, at least on the HEAT scout. My TOWs sometimes hit my Dets and explode prematurely, and sometimes the opponent shoots your det with his TOW and you eat both in the face. The GL on the infil has an arc, so this is much less likely.

The shorter reload time is also becoming a big factor in hectic games.

Edited by ReachH, February 21 2013 - 05:10 AM.

View Post[HWK]HUGHES, on October 23 2013 - 06:01 PM, said:

Development happens.


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#39 The_Silencer

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Posted July 16 2013 - 09:22 AM

Last night I was writting some few annotation on what might be improved in the game. And I can advance you that in within one of those notes of mine there was the possibility of H.E Charges penetrating into E-Shields. That in case E-Shields remain as these currently are in the game. But going back to that idea I had, simply by implementing this mechanic in the game, H.E. Charges might have a more relevant role in the game again, in the same way that variety and balancing should get both some of extra richness and value factors, IMHO.

Ref: Mechs can get into E-Shields. Yes_ Then why not slow balistic metal grenades too_

Quasi-final note: I'm cool with Blockades or "E-Walls" blocking all  kind of Playable Characters, NPCs, props, all kind of weapons and items as well.

Hope this helps,
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#40 Pirits

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Posted July 16 2013 - 09:42 AM

Check out my poll on the subject here.
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​On a separate note - "Cover me, I'm commentating."
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