#41
Posted September 02 2013 - 01:33 AM
#42
Posted September 02 2013 - 02:32 AM
Dew, on April 04 2014 - 01:15 PM, said:
#43
Posted September 02 2013 - 03:55 AM
The way Hawken is going they will soon give players one big green button labeled "PLAY", you click it and the game will play itself automatically.
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]
#44
Posted September 02 2013 - 04:10 AM
davek1979, on September 02 2013 - 03:55 AM, said:
The way Hawken is going they will soon give players one big green button labeled "PLAY", you click it and the game will play itself automatically.
#45
Posted September 02 2013 - 04:31 AM
Houruck, on September 02 2013 - 04:10 AM, said:
I don't play Japanese games so I wouldn't be able to tell.
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]
#47
Posted September 02 2013 - 05:07 AM
Houruck, on September 02 2013 - 04:55 AM, said:
I wouldn't have guessed Hawken changes so radically in 1.0 ...
Is how fast you get joint stiffness the new measure of Hawken epeen _
Jokes aside: yes I think Adhesive saw this video too.
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]
#48 Guest_f_error_*
Posted September 02 2013 - 06:12 AM
Auto-charge would be a nice feature, for some convenient for some really strengthening. I guess it depends on how good you can compensate the downsides of manual-charge, like bigger stress on your fingers, less exact movement etc. Also depends on your mouse setup. Very low friction, small movement setups are more sensitive to those little changes in the muscles of your hand.
So it would be a nice to have benefit. The downsides of manual-charge are not so great that its never used. As stated, the charge weapons get charged a lot. I guess its devs intention to make them stronger that way, instead of permanent heat or other heavy downsides. But who knows.
Now why would this small convenience feature (or "considerable charge weapon enhancement" for players, more sensitive to manual-charge downsides) be needed_ Secondly, why would it be requested if it was not an improvement in any way_ Let that be "convenience" or "advantage", if it wouldnt have any benefit at all, nobody would request it.
Are the manual-charge weapons to weak_ Do they need to be stronger_ Are they too inconvenient to play_ Do they need to be easier to use_
I dont understand.
(Btw. personally i would put that feature on my mouse if i was using buttonscripts at all, BECAUSE i would get a tiny advantage from it. Maybe comparable to a prim/sec double fire script for SS and Slugreapers.)
Edited by f_error, September 02 2013 - 06:13 AM.
#49
Posted September 02 2013 - 07:08 AM
1. With any charge weapon, after you enter combat you should make it practice that you jam left click down. You release the button and jam it down again to fire. If you aren't doing this, you will be missing out on DPS and there are no two ways about it.
2. Meanwhile if you are in between fights and uncertain of where your next opponent will be, you are going to want to have your weapon charged and ready for maximum burst. Even if you have an idea, if ever wrong and an opponent showed up when your weapon was uncharged, you'd lose on damage.
Because of these two things you can end up holding left click for more then you let go of it. In addition, for players who are having trouble understanding the weapon, this can become the best play style easily. Currently by playing with the mouse button down in and our of fights all the time, you can increase your DPS significantly.
Edited by Xionos, September 02 2013 - 07:11 AM.
#50 Guest_f_error_*
Posted September 02 2013 - 07:28 AM
I mean, describing the ad-hoc state and your desired change is fine. But a reason for that would be nice to know. Is it for convenience, or because you plan to play better and get better scores like that, or for any other reason we cant see_
Can you please clearly say >why< you want to have auto-charge, instead of describing how manual charge works_
Edited by f_error, September 02 2013 - 07:29 AM.
#51
Posted September 02 2013 - 07:36 AM
However, an auto charging weapon that must be charged fully to fire could be interesting (I would prefer if it forced the player to manually charge, but thats not for me to decide).
#52
Posted September 02 2013 - 07:57 AM
I played another game where the sniper rifle in the game was a charge weapon, while charging it though your character could barely move. If you are looking at this from a numerical standpoint, the benefits of this play style can outweigh the tactical benefits that you would gain.
That's why I got frustrated about it and decided to play devil's advocate here. There should be much more tactical benefit to choosing when you charge your weapons.
All three weapons are better in charged state then uncharged, there should be more decision between when to charge and when to not charge. This doesn't mean they have to be strictly worse, you can give separate benefits to charged and uncharged states, or some negative benefit to a fully charged weapon that makes you think twice about charging it.
Edited by Xionos, September 02 2013 - 08:11 AM.
#53
Posted September 02 2013 - 08:17 AM
How many times do I have to tell you that just because you don't recognize the advantages and disadvantages it does not mean they don't exist_
How many times will I have to tell you that just because the advantages and disadvantages aren't as obvious as they are with other weapons and mechanics, that doesn't not make them any less significant and more worthy to ignore for ease of use_
Oh, by the way...
Learn what a "red herring" is and what the requirements are in order for a argument to be classified as such before you make such a claim. My Hellfire example isn't classified as a Red Herring because it's not meant to draw any attention away from weapon charging. It's meant to provide a different way of thinking about it so you can examine the issue at hand more thoroughly.
[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'
#54
Posted September 02 2013 - 08:52 AM
#55
Posted September 02 2013 - 09:01 AM
AsianJoyKiller, on September 02 2013 - 08:17 AM, said:
Edited by Xionos, September 02 2013 - 09:02 AM.
#56
Posted September 02 2013 - 09:11 AM
1. It's hard to hold down the mouse button and aim, thus this option removes the skill of aiming while you hold down the mouse button.
2. Auto-charging is sometimes disadvantageous.
Regarding point 2, is there any harm in letting players gimp themselves to make their lives easier_
For point 1, I don't think that the physical dexterity to aim while holding down a mouse button is a terribly interesting skill. It's about as interesting as "my computer is fast enough to get 60 FPS." I don't think that differentiators based on physical skill should be preserved soley for their own sake.
Hawken would be more difficult if you were required to play while standing on your head. Sure, there's the "skill" of handling the blood rush to your head, and not falling over, but I don't think it would make it a better game, or even more interesting (except perhaps for spectators, as a novelty show).
#57
Posted September 02 2013 - 09:21 AM
fwip, on September 02 2013 - 09:11 AM, said:
1. It's hard to hold down the mouse button and aim, thus this option removes the skill of aiming while you hold down the mouse button.
The amount of skill required is subjective. It possibly makes negligible difference.
Edited by Xionos, September 02 2013 - 09:22 AM.
#58
Posted September 02 2013 - 10:07 AM
#59
Posted September 02 2013 - 10:19 AM
Edited by Xionos, September 02 2013 - 10:22 AM.
#60
Posted September 02 2013 - 10:33 AM
Xionos, on September 02 2013 - 09:01 AM, said:
AsianJoyKiller, on September 02 2013 - 08:17 AM, said:
This is just you, once again, only acknowledging the advantages that support your claims while ignoring the ones that don't.
fwip, on September 02 2013 - 09:11 AM, said:
1. It's hard to hold down the mouse button and aim, thus this option removes the skill of aiming while you hold down the mouse button.
2. Auto-charging is sometimes disadvantageous.
4. It teaches people how to misuse the weapons and reinforces bad play.
Quote
Give me a good reason we should be catering to people who don't want to learn how to play the game properly_
Why should the game not only allow, but actively support doing things the wrong way_
And it's a question of where does it end_
Should TOWs and GLs have auto-detonate options because some people can't do that right_
Should Sabots auto-zoom when you mouse over a target because some people can't learn to quick scope_
Should Hellfires auto-lock because some people can't get a handle of when to do that_
Should the Corsair automatically change modes depending on the range of your target_
Should the Helix automatically switch modes depending on whether you're targeting a friendly or enemy_
Quote
Like I've said before, just because it isn't the largest differentiator of skill doesn't mean that it's less significant. If you start removing all these "uninteresting" bits of depth, what you end up with is a amazingly dumbed down game, especially at the higher levels of skill.
And as I pointed out above, where do you stop_
Changing modes on the Helix isn't highly skill intensive, nor does it require a vastly superior intellect, but should we automate that process_
For most players, detonating missed TOWs and GLs is practically an automatic process once they get past their newbie stages, and there's no real reason not to do it most of the time. Does that mean they should auto-detonate_
Should Hellfires automatically lock on whenever you mouse over a target_ After all, pressing the lock on key isn't a terribly interesting skill.
Quote
The issue of charging is one of depth, not complexity.
It's a matter of learning the finer nuances of a weapon, of fully understanding the advantages and disadvantages and when you should do what.
[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'
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