hellfires
#41
Posted December 22 2013 - 04:58 PM
#42
Posted December 24 2013 - 06:35 AM
#43
Posted December 24 2013 - 06:57 AM
the devs previously stated that things like backdash went against the core battle mechanics of the game, retreat should always come at a cost; however, this Air Dynamics Rocketeer thing does exactly that, and better because you’re in the air!
there's not much joined up thinking going on behind the scenes in this game
/Hawken logic
"To the untrained eye this chart may indeed appear to demonstrate a steep and sustained downward trend; however, what you're actually seeing is the line being dragged down because of the strengthening gravitational pull of a player base that is actually increasing in density. Rest assured, this is all going completely according to plan."
#44
Posted December 24 2013 - 07:52 AM
- Effectiveness at skill floor is too effective, thus the abundance of Rocketeers and Bruisers at low- and mid-level games where players aren't experienced or skilled enough to make better use of other secondary weapons.
- Skill ceiling is too low, thus the scarcity of Rocketeers and Bruisers at high-level games where other secondary weapons surpass the Hellfire.
- Increase the lock-on time to reduce effectiveness at skill floor.
- Tighten/reduce the dumbfire projectile spread to increase skill ceiling.
#46
Posted December 24 2013 - 12:16 PM
Cruzxavier, on December 24 2013 - 06:35 AM, said:
lol the ninja seeker buff...where did that come from haha
[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 :)
#47
Posted December 24 2013 - 01:12 PM
Edited by dEd101, December 24 2013 - 01:13 PM.
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#49
Posted December 24 2013 - 03:33 PM
You have a loaded pod of rockets, for examples sake lets say 6. The default fire mode is single and you right click once and one rocket fires in a straight(ish) line where you are aiming much like a TOW. If you use the weapon utility you switch the fire mode to all and when you right click all the rockets fire at once. Once all the rockets in the pod are fired there is a decent reload time (less than corsair but more than GL_).
Each mode has its own advantages and disadvantages.
Single Fire:
Advantages
-rapid(ish) rate of fire for 6 shots (1s_)
-can adjust for a moving target
-suppression
-not putting all your eggs in one basket (all your rockets in one shot should be a gamble/calculated risk, ie you miss you are vulnerable during reload)
Disadvantages
-doing damage of one rocket rather than 6
-if you fire say 3 rockets in single fire then switch to all, you only have 3 rockets to fire at once unless you take the time to reload
___
All mode
Advantages
-higher alpha
-just having the ability to fire them all at once can be a deterrent to other mechs
-more overall splash
Disadvantages
-you fire all your rockets at once then have to reload making you vulnerable
-if you missed you may be screwed (putting all your rockets err eggs in/on(to_) one basket/mech__)
So no more lock on and homing mechanic. Arguably more skill based. Definitely requires more thought to use and has obvious drawbacks/advantages.
#50
Posted December 25 2013 - 03:45 PM
#51
Posted December 25 2013 - 04:43 PM
Krellus, on December 25 2013 - 03:45 PM, said:
>_>
And how did you come to that conclusion_
[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 :)
#52
Posted December 26 2013 - 09:58 AM
CounterlogicMan, on December 24 2013 - 03:33 PM, said:
You have a loaded pod of rockets, for examples sake lets say 6. The default fire mode is single and you right click once and one rocket fires in a straight(ish) line where you are aiming much like a TOW. If you use the weapon utility you switch the fire mode to all and when you right click all the rockets fire at once. Once all the rockets in the pod are fired there is a decent reload time (less than corsair but more than GL_).
Each mode has its own advantages and disadvantages.
Single Fire:
Advantages
-rapid(ish) rate of fire for 6 shots (1s_)
-can adjust for a moving target
-suppression
-not putting all your eggs in one basket (all your rockets in one shot should be a gamble/calculated risk, ie you miss you are vulnerable during reload)
Disadvantages
-doing damage of one rocket rather than 6
-if you fire say 3 rockets in single fire then switch to all, you only have 3 rockets to fire at once unless you take the time to reload
___
All mode
Advantages
-higher alpha
-just having the ability to fire them all at once can be a deterrent to other mechs
-more overall splash
Disadvantages
-you fire all your rockets at once then have to reload making you vulnerable
-if you missed you may be screwed (putting all your rockets err eggs in/on(to_) one basket/mech__)
So no more lock on and homing mechanic. Arguably more skill based. Definitely requires more thought to use and has obvious drawbacks/advantages.
So, my best tactic to use would be area denial or equip failskill and wait for a point blank mega alpha on those A class harassers. Burst is king, and you want to make a rocket god.
#53
Posted January 02 2014 - 06:08 AM
Well, here is another one:
Increase their damage back to pre-Wreckage levels. Revert their tracking to pre-Invasion style. Increase flight speed when dumbfired, and decrease it when locked. Slightly reduce turning speed to compensate for lower flight speed.
This would allow dumbfired shots to have a different advantage over locked shots, and promote the use of both in different situations.
#54
Posted January 04 2014 - 02:18 AM
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#55
Posted January 14 2014 - 09:03 AM
Dictatorfish, on December 24 2013 - 07:52 AM, said:
- Effectiveness at skill floor is too effective, thus the abundance of Rocketeers and Bruisers at low- and mid-level games where players aren't experienced or skilled enough to make better use of other secondary weapons.
- Skill ceiling is too low, thus the scarcity of Rocketeers and Bruisers at high-level games where other secondary weapons surpass the Hellfire.
- Increase the lock-on time to reduce effectiveness at skill floor.
- Tighten/reduce the dumbfire projectile spread to increase skill ceiling.
People keep blowing up the chat whenever I use a Bruiser or Rocketeer, calling me a noob or what-have-you. I only use them because I like to play in teams, and it's a form of support, NOT an experience-based issue. When used in other settings, the point would make sense, but teams require quite a few positions to be fulfilled, especially one that can track someone and hit them from a different angle. People need to understand that it isn't used to make the top of the score board at all, simply to help all the Class-A's to make their kills. Many a Reaper has benefited from a quick salvo into their target, softening them up.
#56
Posted January 15 2014 - 05:50 AM
"THREE!"
#57
Posted January 15 2014 - 07:32 AM
space_, on January 15 2014 - 05:50 AM, said:
-VocalMagic Croin//illal's wildlife
DaPheel, on October 26 2013 - 01:05 AM, said:
#58
Posted January 15 2014 - 07:34 AM
But ff I sneak up on you while you're already engaged in combat then yeah you're SOL. I agree that unlocked hellfire shots need to be tightened up, less spread, and a smidge more damage. A mech with hellfires is at a massive dissadvantage on maps like uptown with lots of corridor battle requiring a quick pop out and fire game. Can't get a lock, so I just blind fire the hellfires to result in basically no damage which leaves me a giant space heater vulcan and a slow reload time on my hellfires while I'm getting jumped in a dark back alley.
#59
Posted January 15 2014 - 10:17 AM
Dictatorfish, on December 24 2013 - 07:52 AM, said:
- Effectiveness at skill floor is too effective, thus the abundance of Rocketeers and Bruisers at low- and mid-level games where players aren't experienced or skilled enough to make better use of other secondary weapons.
- Skill ceiling is too low, thus the scarcity of Rocketeers and Bruisers at high-level games where other secondary weapons surpass the Hellfire.
- Increase the lock-on time to reduce effectiveness at skill floor.
- Tighten/reduce the dumbfire projectile spread to increase skill ceiling.
#60
Posted January 16 2014 - 01:30 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users