The H.E. Charge needs some changes.
#1
Posted December 12 2013 - 07:02 PM
Additionally, holding down the fire button for increased velocity isn't nearly as effective as it should be. There is very little appreciable increase in the distance it flies.
#2
Posted December 12 2013 - 08:10 PM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#3
Posted December 12 2013 - 08:27 PM
The_Silencer, on December 12 2013 - 08:10 PM, said:
This^^ Is all the HE charge needs in my opinion.
"Its not infiltrator, its backstabbertraitor!"
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#4
Posted December 12 2013 - 09:15 PM
The_Silencer, on December 12 2013 - 08:10 PM, said:
HE Detonator_ We got a pocket TOW so why not a pocket GL_ XD
I always voted for HE having a heat generation mechanic, but since a mech is coming out with a **** ton of those, that idea went down the drain >.>
Hold button for projectile speed and/or number of bounces before exploding_
Hell, lets have it hit something and split into three small grenades.
Edited by Sylhiri, December 12 2013 - 09:19 PM.
[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
#5
Posted December 12 2013 - 10:34 PM
"If at first you do not succeed... reload"
#6
Posted December 12 2013 - 10:34 PM
The_Silencer, on December 12 2013 - 08:10 PM, said:
Detonator is slow moving but you can detonate it in the air.
H.E. Charge has a curve (it can be useful, but mostly it just acts silly bouncing off the HAWKEN virus infected wall geometry) but deals more damage.
I use detonator if my secondary weapon is loading, and H.E. charge for surprise buttsecks situations.
#7
Posted December 13 2013 - 03:46 AM
for example...
HE (mkIII)
- low velocity, short-medium range lob weapon
- charge shot to increase velocity
- deals 140 feathered damage within a 15m AoE burst
- detonates on mech impact
- manual detonation option
Detonator (mkIII)
- medium velocity, flat trajectory rocket-mine that sticks into the scenery
- arms 2 seconds after impact
- deals 180 feathered damage within a 20m AoE burst
- *manual detonation only*
in my view direct damage dealing items should be pretty hard to land, and should not be the brain-dead pocket-rockets that the Detonators currently are
high damage dealing items should require good situational awareness, timing and worthy levels of utility, just like the current HE isn't
"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."
#8
Posted December 13 2013 - 11:26 AM
Although if it did have a DoT, the enemy shouldn't lose the ability to manually heal.
It doesn't even need to be a damage DoT, could be a fuel or heat gen DoT.
Edited by Sylhiri, December 13 2013 - 11:26 AM.
[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
#9
Posted December 13 2013 - 11:44 AM
High Explosive Charge
- 10 damage points*
- 5/10/20 explosion radius* :: inner(10 dmg) / middle(6.7 dmg) / outer(3.3 dmg).
- Does not explode on contact and cannot be manually detonated. Detonates after 2-3 seconds.
- Slow speed but can be charged to increase velocity.
Detonator
- 15 damage points*
- 0/3/7 explosion radius* :: inner(15 dmg) / middle(7.5 dmg) / outer(2.5 dmg).
- Explodes on a direct hit and can be manually detonated. Goes forever until it hits something or is detonated.
- Medium speed, cannot be charged
*The "damage points" and "explosion radius" numbers given are not real number and are only for the sake of comparison between the two items.
Edited by PhysicsCrime, December 13 2013 - 11:49 AM.
#10
Posted December 14 2013 - 12:20 AM
Thou shall be smited by the messenger of hell, now in disguise as an angel
I am mostly on UK, sometimes on US-E, see ya out there ppl, atleast I will see you hehe
#11
Posted December 14 2013 - 09:27 AM
The detonator has massive splash radius, less damage, faster speed, and fires in a straight line.
They both have advantages and disadvantages. Detonator is more used right now. I can only speculate that it might be because of how easy it is to use when compared to the he charge. HE charge takes a decent amount of skill to land on moving targets. It has a higher skill cap then detonator but with more damage output it is potentially more rewarding. That being said both are extremely useful in similar and different situations.
#12
Posted December 14 2013 - 12:44 PM
CounterlogicMan, on December 14 2013 - 09:27 AM, said:
The detonator has massive splash radius, less damage, faster speed, and fires in a straight line.
That sounds rather opposite to what you would expect from the descriptions.
#13
Posted December 29 2013 - 11:40 PM
Sylhiri, on December 13 2013 - 11:26 AM, said:
Although if it did have a DoT, the enemy shouldn't lose the ability to manually heal.
It doesn't even need to be a damage DoT, could be a fuel or heat gen DoT.
I agree that the HE needs to be changed from it's burst mode. When I read the lore on the HE charge it says it is made from old mech parts and laced in mech fuel. What if it caught the mech(s) on fire in it's explosion radius and did DoT_ This would make the item quite unique IMO.
#14
Posted December 30 2013 - 06:42 PM
Instant launch items like the Detonator, HE Charge, Repair Charge, EMP, and Shield should not directly affect health. They can only work as debuffs or a buff with a big trade off.
For the Detonator and HE Charge, I think the Detonator should have been a knock back and the HE Charge should have been a random debuff.
I also wonder if instant launch items should have multiple versions. They disappear as fast as they appear. They're not like deployables that stick around and potentially have uses outside of their description. Due to instant launch's simplicity, you will probably choose the version with the best power to slot ratio and be done with it.
Edited by HugeGuts, December 30 2013 - 06:45 PM.
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