hellfires
#1
Posted December 12 2013 - 05:38 PM
i think they need more of a mechanic change instead of a damage nerf
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#2
Posted December 12 2013 - 05:42 PM
Edited by PhysicsCrime, December 12 2013 - 05:43 PM.
#3
Posted December 12 2013 - 05:58 PM
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#4
Posted December 12 2013 - 07:11 PM
ropefish, on December 12 2013 - 05:58 PM, said:
Plus the actual Lock-on ability does not track correctly they still disappear off into the sun even after a definite lock-on is established they don't like the description and diagrams we have seen in the past actually track their locked target and they have to be purely direct line of sight a lot to be significantly able to do the correct amount of damage regardless of the nerf which is good as it was like Hell-fire Alley in Afghanistan in some Maps which can be ridiculous.
#5
Posted December 12 2013 - 07:43 PM
WarPig, on December 06 2013 - 07:40 AM, said:
IS ANYONE able to provide GOOD suggestions as to what we could all maybe poll on as something we would like to see with the topic at hand.
Edited by Aims, December 12 2013 - 07:44 PM.
#6
Posted December 12 2013 - 09:45 PM
Problem solved.
Edited by HugeGuts, December 12 2013 - 09:50 PM.
#7
Posted December 12 2013 - 10:19 PM
- Restrict the distance of lock-ons (Minimum/Maximum)
- Increase lock-on time based on distance of target
- Reduce damage based on distance of target
#8
Posted December 12 2013 - 10:31 PM
Or two modes. One fires 1 single powerful lock on missle and the other mode shoots like 3 missles that do a nice bit of aoe damage. Used for suppresion something like that. Or make it unique that you only have the seeker, eoc or heat when not in turret mode but when in turret mode you deploy hell fires which would be something like this:
Turret mode increases your hp by 1000-1500.YOU CANNOT MOVE. Damage reduced by 25% and right mouse button unleashes volleys of missles that do massive aoe damage. But this would be rocketeer only... It would be though a siege/ma mech only though. Oh and a limit of one per team probably lol. I can imagine these things perched on the aa raining hell on earth.
Edited by Bazookagofer, December 12 2013 - 10:33 PM.
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#9
Posted December 12 2013 - 11:09 PM
+ Increase RoF
+ Slightly increase missile speed
+ Make missiles follow your cursor after being launched
- Remove lock on
- Reduce damage slightly if neccissary
Personally I don't see any way that hellfires can be properly balanced without removing the lock on mechanic. It is simply too unreliable and makes the weapon far too easy to use.
Edited by PhysicsCrime, December 12 2013 - 11:11 PM.
#10
Posted December 13 2013 - 12:16 AM
Edited by Aims, December 13 2013 - 12:16 AM.
#11
Posted December 14 2013 - 12:38 AM
Without changing how the lock-on mechanic works fundamentally I would do a few things:
- Increase the time for lock-on so that using the auto tracking will significantly reduce lock-on dps and promote dumb-firing
-Make hellfires easier to avoid out in the open by decreasing their speed and/or acceleration.
-Bring back its old damgae in order to compensate for the above changes.
By making the lock-on time significantly longer, you make the lock-on less versatile and make the user have to decide whether or not to lock on or dumbfire. Then allowing players to avoid the missiles much more reliably, it makes it so that player skill can overcome the ease-of-use. However, give the hellfires their damage back so they don't feel completely useless.
Edited by MexichanMan, December 14 2013 - 12:39 AM.
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#12
Posted December 14 2013 - 10:04 AM
If they must be changed, it seems lowering their turn speed could potentially lower the skill floor of avoiding them and thus make counterplay much easier without fundamentally changing the mechanic.
Edited by Hyginos, December 14 2013 - 10:04 AM.
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#13
Posted December 14 2013 - 11:41 AM
MexichanMan, on December 14 2013 - 12:38 AM, said:
Without changing how the lock-on mechanic works fundamentally I would do a few things:
- Increase the time for lock-on so that using the auto tracking will significantly reduce lock-on dps and promote dumb-firing
-Make hellfires easier to avoid out in the open by decreasing their speed and/or acceleration.
-Bring back its old damgae in order to compensate for the above changes.
By making the lock-on time significantly longer, you make the lock-on less versatile and make the user have to decide whether or not to lock on or dumbfire. Then allowing players to avoid the missiles much more reliably, it makes it so that player skill can overcome the ease-of-use. However, give the hellfires their damage back so they don't feel completely useless.
suggested lock on delay a while ago. It is the best answer. or give us chaff , flares.
#15
Posted December 14 2013 - 12:40 PM
Hyginos, on December 14 2013 - 10:04 AM, said:
If they must be changed, it seems lowering their turn speed could potentially lower the skill floor of avoiding them and thus make counterplay much easier without fundamentally changing the mechanic.
They are just too easy to use and boring. Since the recent adjustment they don't seem OP anymore at least.
#16
Posted December 14 2013 - 07:53 PM
MexichanMan, on December 14 2013 - 12:38 AM, said:
Without changing how the lock-on mechanic works fundamentally I would do a few things:
- Increase the time for lock-on so that using the auto tracking will significantly reduce lock-on dps and promote dumb-firing
-Make hellfires easier to avoid out in the open by decreasing their speed and/or acceleration.
-Bring back its old damgae in order to compensate for the above changes.
By making the lock-on time significantly longer, you make the lock-on less versatile and make the user have to decide whether or not to lock on or dumbfire. Then allowing players to avoid the missiles much more reliably, it makes it so that player skill can overcome the ease-of-use. However, give the hellfires their damage back so they don't feel completely useless.
For anyone that doesn't know this guy, his Hellfires with the old pathing had sexier curves than Scarlett Johansson xD
I would personally like to simply add 2 more tiers to the lock mechanic. Fastest lock would be faster than the current one, but the missile spread would be much more than what it is now. Increasing the amount of time locked would increase missile density.
This does a couple of things:
- Gives the user more options than the current dichotomous hellfires: dumbfire or lock on...yipee...
- Removes "Spamming" the lock-on as an acceptable means of doing huge burst damage, and instead would "suppress" and "pepper" like a suppressive weapon should.
- Through an interesting mechanic, manipulates the damage at each level. The weak lock, having high missile spread, would be harder to completely avoid because of their splash, but would result in "missing" missiles and missiles that get snagged on terrain which, accompanied by the loss of overlapping splash radii, would reduce the damage directed at a single mech. Waiting out the level 2 lock on until level 3 would result in the TIGHTEST missiles, more direct target damage, and overlapping splash.
Edited by fingerknitter, December 14 2013 - 08:05 PM.
[HWK]ZamboniChaos, on December 10 2013 - 05:29 PM, said:
BlackSteelBrotherhood
I figured out how to enable friendly fire; get some friends, join a DM, pick team captains, and enjoy :)
#17
Posted December 14 2013 - 11:28 PM
Amisto, on December 14 2013 - 11:41 AM, said:
MexichanMan, on December 14 2013 - 12:38 AM, said:
Without changing how the lock-on mechanic works fundamentally I would do a few things:
- Increase the time for lock-on so that using the auto tracking will significantly reduce lock-on dps and promote dumb-firing
-Make hellfires easier to avoid out in the open by decreasing their speed and/or acceleration.
-Bring back its old damgae in order to compensate for the above changes.
By making the lock-on time significantly longer, you make the lock-on less versatile and make the user have to decide whether or not to lock on or dumbfire. Then allowing players to avoid the missiles much more reliably, it makes it so that player skill can overcome the ease-of-use. However, give the hellfires their damage back so they don't feel completely useless.
suggested lock on delay a while ago. It is the best answer. or give us chaff , flares.
"If at first you do not succeed... reload"
#18
Posted December 15 2013 - 06:39 AM
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#19
Posted December 15 2013 - 08:47 AM
Requiem132, on December 15 2013 - 06:39 AM, said:
"If at first you do not succeed... reload"
#20
Posted December 15 2013 - 11:24 AM
Requiem132, on December 15 2013 - 06:39 AM, said:
This has always been present and highlighting a cloaked mech will still give you an IFF outline, there have always been ways to spot cloaked enemies.
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