Hawken isn't any fun anymore.
#41
Posted March 27 2013 - 09:46 AM
A mech gets hit with 12 mines and then runs behind his buddies to heal and then they go off all at once while still stuck to him.
BSB Charcoal
#42
Posted March 27 2013 - 09:48 AM
Charcoal, on March 27 2013 - 09:46 AM, said:
They explode on contact....
Goyo, on March 27 2013 - 02:07 AM, said:
Going from instantly killing an A class with an Alpha strike to instantly killing an A class with an Alpha strike. I never knew a 30 damage nerf could do so much...
Edited by Sylhiri, March 27 2013 - 09:52 AM.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
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[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
#43
Posted March 27 2013 - 09:56 AM
#44
Posted March 27 2013 - 10:00 AM
#45
Posted March 27 2013 - 10:07 AM
Goyo, on March 27 2013 - 02:07 AM, said:
Mimetic, on March 27 2013 - 09:44 AM, said:
First, our targets are pretty far away, so any movement they make pulls them out of our crosshairs very easily. This makes it difficult to hit things unless they are walking right at you (Which is why we camp corridors) or standing still. As a player going up against a sharpshooter YOU SHOULD HAVE THE SENSE NOT TO DO THESE TWO THINGS.
Mimetic, on March 27 2013 - 09:44 AM, said:
Third, we are almost completely useless in close combat. If you run up on a sharpshooter, unless you are already significantly low on life, he's dead. The angle of both our weapons makes it very, very difficult to hit something in near us.
Sharpshooters are nowhere near useless in CQC. Your alpha strike still does at least 250 damage without including an item. With that and a detonator you do about 430. When you bring power shot into the equation it just becomes stupidly easy to take down targets in CQC
Mimetic, on March 27 2013 - 09:44 AM, said:
What I experienced post-powershot was a point and click adventure. Sharpshooter is fairly easymode given the low mobility and large hitboxes, and the only thing that really mitigates it is the poorly balanced maps you're forced to play on. Facility removes the CQC barriers and shifts the balance in the other direction, and it *really* shows
Mimetic, on March 27 2013 - 09:44 AM, said:
On an ability that lasts 3
In a game that is increasing dependence on A and B mechs, and continuing to neglect C mechs (that aren't the Grenadier)
#46
Posted March 27 2013 - 10:12 AM
Beemann, on March 27 2013 - 10:07 AM, said:
Goyo, on March 27 2013 - 02:07 AM, said:
Mimetic, on March 27 2013 - 09:44 AM, said:
First, our targets are pretty far away, so any movement they make pulls them out of our crosshairs very easily. This makes it difficult to hit things unless they are walking right at you (Which is why we camp corridors) or standing still. As a player going up against a sharpshooter YOU SHOULD HAVE THE SENSE NOT TO DO THESE TWO THINGS.
Mimetic, on March 27 2013 - 09:44 AM, said:
Third, we are almost completely useless in close combat. If you run up on a sharpshooter, unless you are already significantly low on life, he's dead. The angle of both our weapons makes it very, very difficult to hit something in near us.
Sharpshooters are nowhere near useless in CQC. Your alpha strike still does at least 250 damage without including an item. With that and a detonator you do about 430. When you bring power shot into the equation it just becomes stupidly easy to take down targets in CQC
Mimetic, on March 27 2013 - 09:44 AM, said:
What I experienced post-powershot was a point and click adventure. Sharpshooter is fairly easymode given the low mobility and large hitboxes, and the only thing that really mitigates it is the poorly balanced maps you're forced to play on. Facility removes the CQC barriers and shifts the balance in the other direction, and it *really* shows
Mimetic, on March 27 2013 - 09:44 AM, said:
On an ability that lasts 3
In a game that is increasing dependence on A and B mechs, and continuing to neglect C mechs (that aren't the Grenadier)
Mostly agreeon that.
( Pity you said the word "stupidly". I was about to concede you a shinning and greenish Like... )
.
"The difference between theory and practice is smaller in theory than it is in practice"
#47
Posted March 27 2013 - 10:25 AM
#48
Posted March 27 2013 - 10:29 AM
sanstodo, on March 27 2013 - 10:25 AM, said:
Plus you can just shoot at their feet. Lower accuracy requirement, still does 180 damage
Edited by Beemann, March 27 2013 - 10:30 AM.
#49
Posted March 27 2013 - 10:35 AM
As a side note I feel this thread came up a little to late, seeing as how the next patch is scheduled for the first week of next month. O well there is always the May patch.
#50
Posted March 27 2013 - 10:35 AM
Beemann, on March 27 2013 - 10:29 AM, said:
sanstodo, on March 27 2013 - 10:25 AM, said:
Plus you can just shoot at their feet. Lower accuracy requirement, still does 180 damage
If I'm firing at the ground and praying, I'm going to overheat right quick. Then I'll die. Aiming at the feet isn't a great strategy either since the pucks rise from recoil so many of them won't be at the feet (and this is worse while moving). You'll never get the full 180 that way and likely will get far less while building up heat and waiting for a relatively lengthy reload. I see people trying it against me all the time so I take the minor damage, time the dodge, then hit them with a full volley that far outpaces the relatively minor DPS you're describing.
#51
Posted March 27 2013 - 10:38 AM
ShadowWarg, on March 27 2013 - 10:35 AM, said:
Ah they knew about it for some time (sharpshooter), even just after the Raider patch. I wouldn't be surprised the reason why the balancing patch didn't come out if they want to add more to it but that's just a guess.
[13:14] <nonsiccus_work> uh oh
there's gravy in my keyboard
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[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
#52
Posted March 27 2013 - 10:47 AM
Sylhiri, on March 27 2013 - 10:38 AM, said:
ShadowWarg, on March 27 2013 - 10:35 AM, said:
Ah they knew about it for some time (sharpshooter), even just after the Raider patch. I wouldn't be surprised the reason why the balancing patch didn't come out if they want to add more to it but that's just a guess.
Well next patch is also implementing fully destructible terrain and if its anything like what it is in the video they released then I fully understand why they haven't balanced yet - destructible terrain will change tactics and make some older tactics rather useless or at least non viable (for long).
#53
Posted March 27 2013 - 10:49 AM
Sylhiri, on March 27 2013 - 10:38 AM, said:
ShadowWarg, on March 27 2013 - 10:35 AM, said:
Ah they knew about it for some time (sharpshooter), even just after the Raider patch. I wouldn't be surprised the reason why the balancing patch didn't come out if they want to add more to it but that's just a guess.
I said it once and i'll say it again:
ShadowWarg, on March 18 2013 - 03:42 PM, said:
Relkin, on March 27 2013 - 10:47 AM, said:
Edited by ShadowWarg, March 27 2013 - 10:50 AM.
#55
Posted March 27 2013 - 11:01 AM
Goyo, on March 26 2013 - 08:10 PM, said:
This is not a rainbow six or realistic combat americas army game with quick kill times. We are in mechs for christ sake. The ability to alpha strike to kill mechs in one volley is ludicrous. The longer kill time FPS I once loved is gone in this current iteration.
I do not enjoy Hawken combat. Hopefully next changes are more enjoyable.
Issues that need balancing in order of brokenness: All Hitscan, Detonator, EOC, all Raider weapons, the fact that A mechs repair and are back in battle in a fraction of the time as any other class(they can repair faster and get back to battle faster after death), and all sustained weapons are sub-par compared to burst damage weapons.
Edit: Very talented and skilled players have the ability to one volley A and B class mechs. I do not mean to diminish anything these very talented and skilled players can do. I just want to point out that in a mech game one volley kills should not exist. Longer time to kill battles puts everyone on a more equal footing and makes people die because of their own mistakes. That is the sort of game I hope Hawken returns to.
I hate to say it but this one is right about most everything he said....These changes would only help the game become more competitive all the way around. (Mainly some weapon balancing which I know is sure to come but also an increase of mech armor across the board)
Edited by Keyser Soze, March 27 2013 - 11:04 AM.
Rockin Out with my Cockin Out Since Alpha!
I wouldn't recommend sex, drugs or insanity for everyone, but they've always worked for me.
H.S.T
Wandering Gunz Death Dealer #35 "I got no Strings"
#56
Posted March 27 2013 - 11:01 AM
ShadowWarg, on March 27 2013 - 10:49 AM, said:
It's a complete guess. I think they want to try to address the issues from the Raider patch in the next patch, I only guess this because we haven't had a balance patch yet so I think they are putting balancing stuff on the "1 Mech A Month" patch.
TheVulong, on March 27 2013 - 10:50 AM, said:
It functions better as a primary. If you say that because of the damage then that is just lazy balancing.
[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
#57
Posted March 27 2013 - 11:06 AM
sanstodo, on March 27 2013 - 10:35 AM, said:
Additionally, you absolutely CAN do that 180 (and even if you dont, anything 150 or older and your primary will take them to 200 or lower) and account for differences in movement... not that there isn't a huge window after any dodge
The full volley you're describing is only 30 more damage, and the DPS isn't the issue, the burst is
#59
Posted March 27 2013 - 11:14 AM
Beemann, on March 27 2013 - 11:06 AM, said:
sanstodo, on March 27 2013 - 10:35 AM, said:
Additionally, you absolutely CAN do that 180 (and even if you dont, anything 150 or older and your primary will take them to 200 or lower) and account for differences in movement... not that there isn't a huge window after any dodge
The full volley you're describing is only 30 more damage, and the DPS isn't the issue, the burst is
You're holding the point for how long before overheating_ And obviously giving away your position for any grenadier or non-direct fire class to kill your heat crippled butt. Sounds like a losing proposition to me. I can't think of a single situation in which this is the optimal strategy outside of the very end of games where holding a point for a few seconds matter more than dying and losing two to three times as much time respawning and traveling.
Why is the burst an issue on EOC rather than any of the other burst weapons_ I'm honestly fine with the burst damage because if I'm getting alpha striked, I'm either repairing at an inopportune time and deserve to die, made a movement mistake and opened myself up, or got flanked and am screwed regardless.
Again, I play EOC infiltrator pretty much exclusively at this point and routinely get into fights with other EOC users. If they're able to hit me with 150 or over dmg, it doesn't matter if they're aiming at my feet or at center mass, they're on line and will hit me. And that's my fault for fuzzy bunny up, or a great shot by them.
#60
Posted March 27 2013 - 11:18 AM
Goyo, on March 27 2013 - 02:07 AM, said:
TheVulong, on March 27 2013 - 01:53 AM, said:
I'll expound on that...
Turn all hitscan into projectiles with major Muze flashes. Give them snipers no hidden fire and make them lead targets.
Leave the EOC mine ability speed and dmg as it is. Negate the direct damage ability the EOC currently has. In fact loose all direct damage of the EOC and make it simply a mine layer with one means of damage. Mines!
I love the game play element of the EOC. Being able to corral a player by laying mines on both sides is fun. The ammount of damage done is extreme. There must be some happy medium between current mine laying ability which I hope chooos to define th EOC by that. Instead of the MONSTER direct damage that the current EOC does.
What if you turen the EOC into a mine layer and the cirect hits punted_
Do current real life mine layers scorebonus points for direct hits on deployment_
No.
Because thier job is to deploy mines in a certain location.
My wish is that EOC looses 75 percent of its direct damage ability.. because you people choose to have that fker shoot at hitscan drop off with slightly less delay than hitscan (for fkn mines).
Balance issues my friends....
Unless I get instagibbed by a sniper I usually have an idea of where they are attacking. The key is map awareness. If you have a general understanding of terrain, paths, and observable player patterns the mech is not quite as scary. Can the mech be frustrating_ Certainly, but with a little tactical thinking you can often out smart other pilots. Your suggestion to eliminate the EOC direct damage would utterly kill the weapon. I can usually easily counter EOC mines if I'm aware of them. The current meta around the EOC is to lay mines. Do you know what counters EOC mines_ Vertical thrusters. Often when I face EOC infiltrators they are so fixed on laying mines they don't even bother to try direct damage. It is true that vertical flight can make you more exposed, but you will take no damage from mines then. So if you are not taking damage from the EOC you have effectly reduced the damage potential of a mech by about half. Please consider some of the implications before trying to destroy a weapon.
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