Edited by Frouste, March 26 2013 - 01:25 PM.
April patch preview -Technician, "Valkyrie", New PhysX
#81
Posted March 26 2013 - 01:24 PM
#82
Posted March 26 2013 - 01:27 PM
Sylhiri, on March 26 2013 - 01:11 PM, said:
StutterStep, on March 26 2013 - 12:55 PM, said:
What I am saying is if you take a team with 6 mechs (6 firepower) and replace on of those mechs with a tech (5 firepower, 1 support) that it should be just the same as 6 firepower since i'm pretty sure you can only support one mech at a time (depends on CD, etc.). By having one support it doesn't make your team worse for not having one, just different. From that you can have different play styles and tactics as long as 1 support = 1 firepower.
There should be no heavier firepower, if a class has more damaging weapons then the rest then that is overpowered and should be toned down with the rest. That's really no different then team A going against team B cept that team B has mech/s that do more damage, even if the tech was never created such a scenario shouldn't happen.
But fights aren't fought and then won, with casualties just dropping out when they reach 0 health.
Players are able to leave and heal, and knowing when to do that, and when you need to stay and fight to let the three people that are healing live and win, and when you have to die, is important and is what can really decide fights. Having a C class mech with higher DPS weapons is allowable because of their lack of mobility and higher repair times. Meaning it's harder to get into a fight for optimal position, and harder to leave a fight, unless you leave sooner.
Besides that, it's not necessarily 6v5, the healer mech still has offensive options, and those offensive options double as a debuff, increasing the damage that they receive. If the DPS ont he RSMC is comparable to the current SMC it's workable, especially with the debuff.
Also factor in you can essential allow a mech to not have to retreat for an extended period of time at the beginning of a fight, especially a good initiator mech like a raider, or get mechs back into the fight faster as they start taking turns rotating out to heal. The team without the healer has six firepower initially, but at any given point might have 3 healing, while the other team with, as you said, five firepower, starts out with an enemy debuffed and maybe 1 healing at any given point in time.
Team fights in Hawken aren't won in seconds, they're usually won over longer, drawn out engagements where people leave to heal. The healer mech absolutely swings the favor in his team's favor.
#83
Posted March 26 2013 - 01:29 PM
[HWK]HUGHES, on March 26 2013 - 11:53 AM, said:
Cpt_Kill_Jack, on March 26 2013 - 11:48 AM, said:
The demo map has no name, I was indeed speaking about the new map. It's called FRONT LINE because Prosk is essentially on one side of the map and Sentium on the other... Two distinct environment styles with the AA right smack in the middle.
Sounds like a new siege map to me.........finally
#84
Posted March 26 2013 - 01:31 PM
Sylhiri, on March 26 2013 - 12:23 PM, said:
As a pretty good heat scout, whenever I see these numbers posted I just go:
Seriously, 210 for burst on a primary is ri-goddamndiculous. IB4 "takes skill" doesn't take 2X as much skill as heat cannon (2X being the damage difference).
I vote for Kerby Chassis as well, if it's not too late already.
Edited by curlupanddie, March 26 2013 - 01:34 PM.
#85
Posted March 26 2013 - 01:32 PM
Sylhiri, on March 26 2013 - 01:11 PM, said:
There should be no heavier firepower, if a class has more damaging weapons then the rest then that is overpowered and should be toned down with the rest. That's really no different then team A going against team B cept that team B has mech/s that do more damage, even if the tech was never created such a scenario shouldn't happen.
But those classes cannot turn to an ally, hold down a mouse button, and watch their health go up. The only thing that comes close is the ability to, once every minute or so, drop a repair charge... but even that needs to get looked at as there's some very broken uses for that item
#86
Posted March 26 2013 - 01:37 PM
#87
Posted March 26 2013 - 01:57 PM
Timber_Wolf, on March 26 2013 - 01:27 PM, said:
Players are able to leave and heal, and knowing when to do that, and when you need to stay and fight to let the three people that are healing live and win, and when you have to die, is important and is what can really decide fights. Having a C class mech with higher DPS weapons is allowable because of their lack of mobility and higher repair times. Meaning it's harder to get into a fight for optimal position, and harder to leave a fight, unless you leave sooner.
Besides that, it's not necessarily 6v5, the healer mech still has offensive options, and those offensive options double as a debuff, increasing the damage that they receive. If the DPS ont he RSMC is comparable to the current SMC it's workable, especially with the debuff.
Also factor in you can essential allow a mech to not have to retreat for an extended period of time at the beginning of a fight, especially a good initiator mech like a raider, or get mechs back into the fight faster as they start taking turns rotating out to heal. The team without the healer has six firepower initially, but at any given point might have 3 healing, while the other team with, as you said, five firepower, starts out with an enemy debuffed and maybe 1 healing at any given point in time.
Team fights in Hawken aren't won in seconds, they're usually won over longer, drawn out engagements where people leave to heal. The healer mech absolutely swings the favor in his team's favor.
You make some interesting points but it all depends on the stats of the weapons themselves. I guess I'm an optimist when it comes to adding more of a support role as our current support roles are lacking. To me it looks like the healing ability is a secondary weapon rather then a primary, so it will be interesting to see how it works if that's the case.
Edited by Sylhiri, March 26 2013 - 01:59 PM.
[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
#88
Posted March 26 2013 - 02:02 PM
[HWK]HUGHES, on March 26 2013 - 11:53 AM, said:
New siege map. New siege map! Neeeeeeeeeeeew siege maaaaaaaaaaaappppppppppp!
#89
Posted March 26 2013 - 02:16 PM
Or even let them repair shields... It would give them something to do other than just sitting in the back holding down fire while pointing at a brawler in turret mode on a repair charge. Allowing them to do more than repair mechs could be interesting.
Also, finally walls wont be OP... stuck on one_ Just kill it before it kills you.
Edited by RedVan, March 26 2013 - 02:20 PM.
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
https://robertsspace...orgs/OMNISCIENT
#90
Posted March 26 2013 - 02:18 PM
ReachH said:
AsianJoyKiller, on July 02 2013 - 03:18 PM, said:
#91
Posted March 26 2013 - 02:20 PM
TheLostVikings, on March 26 2013 - 02:02 PM, said:
*Turns out it was just a MA map like Facility*
Bahahahahaha.
[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
#92
Posted March 26 2013 - 02:28 PM
Now to nerf buildings, right after I get a tech. Will I need a fancy graphics card to play with breaking walls_
On a separate note - "Cover me, I'm commentating."
#93
Posted March 26 2013 - 03:53 PM
#94
Posted March 26 2013 - 04:24 PM
_Caffeine_, on March 26 2013 - 03:53 PM, said:
To be honest without physx they would need DX 10 or 11.
The Tech will change the game and we will adapt or die. When you see it moving with another much or a group make it the priority. But that chassis needs to be changed to the kerby.
#95
Posted March 26 2013 - 04:32 PM
#96
Posted March 26 2013 - 04:32 PM
Sylhiri, on March 26 2013 - 01:57 PM, said:
I agree, we won't know until we know, and you can count me among those who hopes it's not silly or that there's some arbitrary rule set in place where you can only be healed by one source at a time or something. I too want a support role for Hawken, but healing might not be the best, even if the most obvious, choice.
But if what I quoted from the article is true, being able to repair faster than you can repair normally, or even at the same rate, seems way too high and that it would be a continual fire weapon.
It's probably the secondary, but that doesn't mean it can't be a continual fire secondary, even though we haven't seen one before. That seems the most logical to me for a repair-laser-thing-a-do-dad.
Edit: Also, the above idea for being able to only heal from one thing at a time, would potentially counter most of the obvious abuse, like brawler turret + heals. But it seems like such a... weird.. band-aidy fix...
Edited by Timber_Wolf, March 26 2013 - 04:33 PM.
#97
Posted March 26 2013 - 04:57 PM
Edited by Guiotine, March 26 2013 - 05:04 PM.
ReachH said:
AsianJoyKiller, on July 02 2013 - 03:18 PM, said:
#98
#99
Posted March 26 2013 - 05:28 PM
Then me: After seeing the technician.
My Youtube With Hawken Videos Hawken Fan-fiction
#100
Posted March 26 2013 - 05:31 PM
Further more, all the balancing of the past has been a waste of effort. Maybe with a healer ingame we need even higher burst damage then before, while at this point i think it is safe to say we could do with less.
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