Redundant weapons: AM-SAR and Hawkins RPR... What's the point_
#1
Posted December 12 2013 - 08:23 PM
On Sharpshooter it's literally a worthless buy since SA-Hawkins has more damage per shot, better refire rate, takes longer to overheat, and has better falloff damage ranges. Only thing uncounted for is spread, but hawkins is very accurate.
I can only see it being a decision on the reaper since it's overall better than the hawkins RPR and does more DPS than the slug (but less burst, which is your preference at that point).
I don't see the need for hawken to have these redundant weapons. It makes weapon choices less dynamic and less interesting overall. Allows for more min-maxing and less of what playstyle you want to choose. For example peekaboo flak weapons with more DPS than sustain fire weapons (except for vulcan, but wind up time so RIPPPPP). I think something needs to be done in order to balance the weapons out on mechs. Some things like SMC/AR difference being range is a nice difference for having two automatic weapons on a mech. SMC being much better at short range making it a short ranged dps weapon, where AR being overall more effective at longer ranges than SMC. This is better weapon designing than redundant weapons such as the SA Hawkins, AM-SAR, and the Hawkins-RPR which fulfill the same role which two of any of those could be found on Reaper/SS. I'm cool with the differences between SA hawkins and AR since they don't go on the same mech anywhere and doesn't really become an issue. Clearly if you want a mech to be inherently better at sustain fire, you give them the stronger of that type, but not any other if you want to give the mech more options in how it can play.
Honestly I'm just ranting at this point, but it's something that's always bugged me about hawken. Why does the game have 4 mechs with AR/SMC/Vulcan_ What purpose does it serve_ Where's the diversity between the mechs_ Why do we give snipers two of the same weapon where one is strictly worse than the other_ I'm hype for the new mech and all, but some of the previous weapon choices for mechs have been pretty bad.
Some examples of good choices:
Infil: AR(sustain)/Heat (AOE/Burst), EOC (Larger burst, but mine layer). These choices are very different and can all be used for their own playstyle. Good design choice imo with a good secondary weapon.
Rocketeer: Seeker/Heat/EOC. Yet again different roles for each weapon. You'll see more rocketeers using different setups.
Grenadier: Rev-GL/Heat/Vulcan. Self explanatory if you read the previous ones. flexible choices for different playstyles.
What is everyone's opinion on this_ With redundant weapon choices.
#2
Posted December 12 2013 - 08:30 PM
Agree 100%.
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#3
Posted December 12 2013 - 08:38 PM
#4
Posted December 12 2013 - 08:41 PM
As was mentioned before, there's really no excuse for the AM-SAR being obsoleted by the new Hawkins or the large pool of AR/SMC/Vulcan Mechs. Just as there is room to carve out a niche for the AM-SAR, there is room for A/S/V duplicity to be assessed and differentiated. The Vulcan being on half the roster is not as big of an issue when a sizeable portion of Vulcan Mechs have unique alternatives (read: aren't A/S/V).
It was fun while it lasted.
#5
Posted December 12 2013 - 09:00 PM
Edited by comic_sans, December 12 2013 - 09:00 PM.
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#6
Posted December 12 2013 - 09:03 PM
Rei, on December 12 2013 - 08:23 PM, said:
QFE
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#7
Posted December 12 2013 - 09:57 PM
#8
Posted December 12 2013 - 10:00 PM
Edited by HugeGuts, December 12 2013 - 10:10 PM.
#9
Posted December 12 2013 - 10:08 PM
Highchu, on December 12 2013 - 09:57 PM, said:
Burst fire is a cool idea and all, but what's the point if you already have slug_ You're going to be accomplishing the same thing. Only thing I can think of is have a mode change on it for burst fire or auto. Sadly they don't have that implemented for primaries from what I've seen. Only thing I've seen for primaries is charging shots, which unless they want people to constantly be clicking for each shot or hold for a burst, I don't see a good way to do this.
#10
Posted December 12 2013 - 11:14 PM
#11
Posted December 12 2013 - 11:23 PM
PhysicsCrime, on December 12 2013 - 11:14 PM, said:
#12
Posted December 13 2013 - 07:28 AM
Rei, on December 12 2013 - 08:23 PM, said:
Honestly I'm just ranting at this point, but it's something that's always bugged me about hawken. Why does the game have 4 mechs with AR/SMC/Vulcan_ What purpose does it serve_ Where's the diversity between the mechs_ Why do we give snipers two of the same weapon where one is strictly worse than the other_ I'm hype for the new mech and all, but some of the previous weapon choices for mechs have been pretty bad.
Some examples of good choices:
Infil: AR(sustain)/Heat (AOE/Burst), EOC (Larger burst, but mine layer). These choices are very different and can all be used for their own playstyle. Good design choice imo with a good secondary weapon.
Rocketeer: Seeker/Heat/EOC. Yet again different roles for each weapon. You'll see more rocketeers using different setups.
Grenadier: Rev-GL/Heat/Vulcan. Self explanatory if you read the previous ones. flexible choices for different playstyles.
This right here. Yup.
Those mechs are good examples of how I'd like to see weapon choices on all mechs. Every time I launch with one, I have to think about the situation I'm in, what will complement the team better, etc.
On other mechs I feel like the hand is forced. You either use the best weapon for the mech or launch with a squirt gun as your secondary.
#13
Posted December 13 2013 - 08:48 AM
#15
Posted December 17 2013 - 08:16 PM
#16
Posted December 18 2013 - 09:21 PM
#17
Posted December 19 2013 - 06:27 AM
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DaPheel, on October 26 2013 - 01:05 AM, said:
#18
Posted December 19 2013 - 07:16 PM
Rei, on December 12 2013 - 11:23 PM, said:
PhysicsCrime, on December 12 2013 - 11:14 PM, said:
I think one way would be to give it more damage than the Hawkins, but have it spread a lot wider and faster. So its DPS might be considerably higher on paper, but you would have to take a break if you wanted to actually hit your target. It's a delicate act, though, since it might just encourage facehugging behavior if the damage is too good.
Or actually: if you wanted something really different, what about giving the AM-SAR a 5-round or so magazine that then takes a second or so to reload.
I dunno; I think there are plenty of ways of finding an interesting point between burst and sustain, where you have to track your targets for a little while and put out continuous high damage, but at some point mechanics force you to stop. I think a weapon like that would work well and provide a lot of flavor, and I think the AM-SAR is a good candidate.
#19
Posted January 21 2014 - 09:42 AM
#20
Posted January 21 2014 - 12:48 PM
LoC_TR, on January 21 2014 - 09:42 AM, said:
completly agree with this ...even if i cant explain why...
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