Dodge is hurting game balance in various aspects
#1
Posted May 28 2013 - 03:05 PM
My suggestion is to improve the balance appears to Hawken adding a cooldown greater for the Dodge, but of course compensating mechs A and B through a good gain Armor (HP). A nerf to dodge even become more viable C-Mechs, including making it more useful special abilities.
#2
Posted May 28 2013 - 03:12 PM
Might be a solid way to give C class some love and make A's less dominant.
Edit: Would get rid of a lot of this running and gunning that isn't really feasible in big battle robots. You either move fast or you are shooting a lot. Not both. The counter argument to this change is that it would further make team play OP. Is that a bad thing_
Edited by Goyo, May 28 2013 - 03:28 PM.
#3
Posted May 28 2013 - 03:29 PM
Please let's not suggest another nerf to the dodge. It already got nerfed hard on Open Beta launch...
And the last thing this game needs is for it to get slower, which in turn makes it easier and it's already stupidly easy for high-skill players.
Also, the WEAPONS are the problem, why not balance the WEAPONS instead of messing around with the MOVEMENT system_
The relationship between burst and DPS is actually not at all well balanced or correct. One of the major reasons is that DPS weapons are rivaled by burst weapons in DPS. That's right. Burst weapons are just at good at DPS weapons at DPSing. This is a problem because that means they're just plain better than DPS weapons. It means they can do the same amount of damage, in the same amount of time, but with less exposure.
In order to balance the relationship between burst and sustained weaponry, sustained weaponry must be doing more DPS than burst weaponry. If it does, then sustained weaponry has the advantage at being a quicker killer if you can connect a majority of your shots and keep your target in your sights. It allows both types of weapons to be equally viable, but in different circumstances.
[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'
#4
Posted May 28 2013 - 03:32 PM
I agree with you AJK, But, in addition to the whole mobility/burst/sustained DPS stuff, I also see class imbalance stuff as well.
#5
Posted May 28 2013 - 03:35 PM
https://robertsspace...orgs/OMNISCIENT
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#6
Posted May 28 2013 - 03:48 PM
Nept, on May 28 2013 - 03:35 PM, said:
I think you mean the good ol' days when games were a wonder of computer programming and players were not whinny little girls.
#7
Posted May 28 2013 - 04:00 PM
Quote
Please no!Dodge cooldown is fine and very useful for smaller mechs.Makes close range skirmish against bigger and stronger mechs more intense It all boils down to know when to run,and throw in supportive defenses.Like they say"It's the pilot not the mech."or dodge
Edited by slowrider, May 28 2013 - 04:01 PM.
#8
Posted May 28 2013 - 04:08 PM
slowrider, on May 28 2013 - 04:00 PM, said:
Quote
Please no!Dodge cooldown is fine and very useful for smaller mechs.Makes close range skirmish against bigger and stronger mechs more intense It all boils down to know when to run,and throw in supportive defenses.Like they say"It's the pilot not the mech."or dodge
Edited by Gruncor, May 28 2013 - 04:44 PM.
#9
Posted May 28 2013 - 04:26 PM
AsianJoyKiller, on May 28 2013 - 03:29 PM, said:
Please let's not suggest another nerf to the dodge. It already got nerfed hard on Open Beta launch...
And the last thing this game needs is for it to get slower, which in turn makes it easier and it's already stupidly easy for high-skill players.
Also, the WEAPONS are the problem, why not balance the WEAPONS instead of messing around with the MOVEMENT system_
The relationship between burst and DPS is actually not at all well balanced or correct. One of the major reasons is that DPS weapons are rivaled by burst weapons in DPS. That's right. Burst weapons are just at good at DPS weapons at DPSing. This is a problem because that means they're just plain better than DPS weapons. It means they can do the same amount of damage, in the same amount of time, but with less exposure.
In order to balance the relationship between burst and sustained weaponry, sustained weaponry must be doing more DPS than burst weaponry. If it does, then sustained weaponry has the advantage at being a quicker killer if you can connect a majority of your shots and keep your target in your sights. It allows both types of weapons to be equally viable, but in different circumstances.
Edited by Gruncor, May 28 2013 - 05:10 PM.
#10
Posted May 28 2013 - 05:19 PM
Nept, on May 28 2013 - 03:35 PM, said:
Speaking of which, isn`t it a bit sad that few games have come close to the skill ceiling Quake can provide with a movement bug and 6 weapons_
Gruncor, on May 28 2013 - 04:26 PM, said:
#11
Posted May 28 2013 - 05:20 PM
Gruncor, on May 28 2013 - 04:26 PM, said:
AsianJoyKiller, on May 28 2013 - 03:29 PM, said:
Please let's not suggest another nerf to the dodge. It already got nerfed hard on Open Beta launch...
And the last thing this game needs is for it to get slower, which in turn makes it easier and it's already stupidly easy for high-skill players.
Also, the WEAPONS are the problem, why not balance the WEAPONS instead of messing around with the MOVEMENT system_
The relationship between burst and DPS is actually not at all well balanced or correct. One of the major reasons is that DPS weapons are rivaled by burst weapons in DPS. That's right. Burst weapons are just at good at DPS weapons at DPSing. This is a problem because that means they're just plain better than DPS weapons. It means they can do the same amount of damage, in the same amount of time, but with less exposure.
In order to balance the relationship between burst and sustained weaponry, sustained weaponry must be doing more DPS than burst weaponry. If it does, then sustained weaponry has the advantage at being a quicker killer if you can connect a majority of your shots and keep your target in your sights. It allows both types of weapons to be equally viable, but in different circumstances.
But if we're going in that direction, your suggestion doesn't help C-Classes at all, and in fact puts them at even more of a disadvantage In addition, reducing the frequency at which we can dash will actually put more importance on burst damage because it places greater importance on using dashes in an only-defensive manner. This means more time spent in cover while dashing is on cooldown.
Additionally your suggestion does nothing to address the fact that burst weaponry is just as good in a DPS battle as a DPS weapon is, so you'll still have the problem of burst weaponry being the superior choice due to greater utility.
And for the record, you're argument that about DPS being better against dodging is flawed. If you watch high-skill players, they often will wait for their opponent to dodge before unleashing an attack, or they can react fast enough to fire where the person is dashing to. If you're good, you can even make burst weaponry work against a person mid-dodge. And frankly, the suddenness of dashing can also be enough to throw off the tracking of a sustained weapon, making the attacker lose a significant portion of their DPS, equal to or greater than the damage that of a burst weapon. Dashing can be nearly as effective (or ineffective) for sustained weaponry as burst weaponry.
Anyway, if you want C-Classes to be relevant and on par with the other weight classes, nerfing the dash is not what is going to help. The greatest flaws of a C-Classes is the lack of an appreciable health advantage (Being able to take 1 extra TOW compared to a B Class is not a great advantage in comparison to it's relatively meager mobility combined with a giant hitbox) to counterbalance it's relatively abysmal movement speeds and a complete lack of viable abilities.
[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'
#12
Posted May 28 2013 - 05:34 PM
AsianJoyKiller, on May 28 2013 - 05:20 PM, said:
Gruncor, on May 28 2013 - 04:26 PM, said:
AsianJoyKiller, on May 28 2013 - 03:29 PM, said:
Please let's not suggest another nerf to the dodge. It already got nerfed hard on Open Beta launch...
And the last thing this game needs is for it to get slower, which in turn makes it easier and it's already stupidly easy for high-skill players.
Also, the WEAPONS are the problem, why not balance the WEAPONS instead of messing around with the MOVEMENT system_
The relationship between burst and DPS is actually not at all well balanced or correct. One of the major reasons is that DPS weapons are rivaled by burst weapons in DPS. That's right. Burst weapons are just at good at DPS weapons at DPSing. This is a problem because that means they're just plain better than DPS weapons. It means they can do the same amount of damage, in the same amount of time, but with less exposure.
In order to balance the relationship between burst and sustained weaponry, sustained weaponry must be doing more DPS than burst weaponry. If it does, then sustained weaponry has the advantage at being a quicker killer if you can connect a majority of your shots and keep your target in your sights. It allows both types of weapons to be equally viable, but in different circumstances.
But if we're going in that direction, your suggestion doesn't help C-Classes at all, and in fact puts them at even more of a disadvantage In addition, reducing the frequency at which we can dash will actually put more importance on burst damage because it places greater importance on using dashes in an only-defensive manner. This means more time spent in cover while dashing is on cooldown.
Additionally your suggestion does nothing to address the fact that burst weaponry is just as good in a DPS battle as a DPS weapon is, so you'll still have the problem of burst weaponry being the superior choice due to greater utility.
And for the record, you're argument that about DPS being better against dodging is flawed. If you watch high-skill players, they often will wait for their opponent to dodge before unleashing an attack, or they can react fast enough to fire where the person is dashing to. If you're good, you can even make burst weaponry work against a person mid-dodge. And frankly, the suddenness of dashing can also be enough to throw off the tracking of a sustained weapon, making the attacker lose a significant portion of their DPS, equal to or greater than the damage that of a burst weapon. Dashing can be nearly as effective (or ineffective) for sustained weaponry as burst weaponry.
Anyway, if you want C-Classes to be relevant and on par with the other weight classes, nerfing the dash is not what is going to help. The greatest flaws of a C-Classes is the lack of an appreciable health advantage (Being able to take 1 extra TOW compared to a B Class is not a great advantage in comparison to it's relatively meager mobility combined with a giant hitbox) to counterbalance it's relatively abysmal movement speeds and a complete lack of viable abilities.
Edited by Gruncor, May 28 2013 - 05:39 PM.
#13
Posted May 28 2013 - 05:47 PM
Dodges are meant to offset the giant hitbboxes that mechs have, because even the A-Class, for all its maneuverability, is easy to hit. I typically play with a Rocketeer, and if the dodge was nerfed, it would be WAY too easy for me to hit with my Hellfire missiles. Dodging and "kiting" are essential parts of Hawken, and for C-Class mechs like me, if you were to nerf the dash, we would literally be even more slow than we already are.
#14
Posted May 28 2013 - 06:45 PM
Gruncor, on May 28 2013 - 05:34 PM, said:
You need to do that. I can see where you're coming from, and why you may thing that nerfing dodge frequency could help, but when you factor tactics like pillar humping into it, it drastically changes how you have to look at the situation and how you have to account for cover and it's role in TTK or Sustained vs Burst.
[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'
#15
Posted May 28 2013 - 07:19 PM
AsianJoyKiller, on May 28 2013 - 06:45 PM, said:
Gruncor, on May 28 2013 - 05:34 PM, said:
You need to do that. I can see where you're coming from, and why you may thing that nerfing dodge frequency could help, but when you factor tactics like pillar humping into it, it drastically changes how you have to look at the situation and how you have to account for cover and it's role in TTK or Sustained vs Burst.
If pillar humping strategies of firing and dodging were part of the same mech mechanic pool then players would have to more wisely decide between dodging, firing, or boosting.
Make heat and fuel one and the same. More simple.
I do like a good prolonged fight but I think Hawken needs to be more proactive to make the game reward or punish mistakes. Instead of walking into hitscan garbage from reapers and SS let us decide the fights by a choice of mobility or gunfire.
Edited by Goyo, May 28 2013 - 07:23 PM.
#16
Posted May 28 2013 - 07:22 PM
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#17
Posted May 28 2013 - 07:24 PM
RedVan, on May 28 2013 - 07:22 PM, said:
Edit: I fully enjoy the Feel that Hawken has as a descendant of Exteel or Virtual On. I do not want Hawken to become a SIM nor do I want to play a SIM. The stuff I type is merely food for thought as to better balance Hawken,
Edited by Goyo, May 28 2013 - 07:30 PM.
#18
Posted May 28 2013 - 07:35 PM
Goyo, on May 28 2013 - 07:24 PM, said:
RedVan, on May 28 2013 - 07:22 PM, said:
Edit: I fully enjoy the Feel that Hawken has as a descendant of Exteel or Virtual On. I do not want Hawken to become a SIM nor do I want to play a SIM. The stuff I type is merely food for thought as to better balance Hawken,
Not you, the OP ;p
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/
https://robertsspace...orgs/OMNISCIENT
#19
Posted May 29 2013 - 02:16 AM
Edited by Gruncor, May 29 2013 - 02:42 AM.
#20
Posted May 29 2013 - 02:48 AM
burst vs sustained could use a tweak. 5% buff to sustained and 5% nerf to burst damage across the board and balance from there.
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