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Raider - Post Steam


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#41 BigBoss88

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Posted February 22 2014 - 06:18 AM

Not sure if I should be replying here since I never got to play Raider earlier, well anyway just saying what I think.

I'm quite new to this game after it came to Steam and Raider is starting to become one of my favorite mechs. It's great as long as you get to close or mid range. As I understand that's where it's best with Raider's guns :P . Sometimes it's hard just to win 1vs1 with someone, because can't take too much hits. But I guess it's the same with many other mech. That's where Raider speed helps with. Secondary weapon has such a low fire rate so it's bad if you miss the shot. But still, I don't know how much Raider has changed after coming to Steam, I'll keep trying to play with it. The ability skill is really fun too, great for escaping or charging some other player :) .

Some people here saying that Raider isn't so good anymore, I dunno. Most battles I've been in have ended quite well for me. But okey I admit it could be pure luck to play well and it really changes depending on enemy player's fighting skills.

Edited by BigBoss88, February 22 2014 - 12:56 PM.


#42 Nosmer

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Posted February 23 2014 - 01:47 PM

Just reposting, for the sake of all good.

I'm going to talk about weapons, since the mec itself is pretty much ok for me, because blitz covers all it's weaknesses.
The KLA definatley needs a buff. The rocket cooldown is way too long, and MIRV pellet spread is too wide (I personally managed to reliably hit only a heavy in turret mode with it) and sometimes hits are not registering. Adding hitscan or tightening the cone of fire could help. ReFlak is pretty much ok in it's current state. Next, Bolt suffers the same hit register problem as does MIRV and IMO using uncharged shot on it is kinda troublesome, since you have to mash a button to make at least some damage. And finally, EOC repeater. It's quite a unique weapon, good in closed quarters and weak in open areas. Fixing KLA's MIRV is going to make this weapon worth using. Right now it's too limited. Adding some close-quarter maps will make it more popular, too :)

Added: A nice way to buff T32 Bolt is to make it load for maximum damage automatically, and if you hold down fire button, it will fire rapidly.

Edited by Nosmer, February 28 2014 - 03:00 PM.


#43 palad1ne

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Posted February 27 2014 - 12:20 AM

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#44 blueberry_sushi

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Posted March 13 2014 - 01:36 AM

I can't say I'm the most talented pilot yet, but I can definitely say that something feels off about the raider. It feels like it's supposed to occupy a certain niche but it's just simply gets outclassed by other mechs that can do what the raider does and more. I've been thinking about what I'd like to see done that could bring the raider up to snuff, and a unique and interesting change that I came up with would be to have the reload timers on the corsair fire modes be independent of each other. This would further increase the skill cap of the raider while further pushing into it's niche of unparalleled burst damage. Obviously there are easier methods of balancing the raider but in my head this would be the most fun and make actually make the alternative fire mode for the Corsair essential to the class, instead of being a crappy Tow rocket.

#45 Call_Me_Ishmael

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Posted March 14 2014 - 10:10 AM

How long does it take to change between Corsair modes_  Leave the cooldown (if you switch modes) at that.  I seldom use the missle-nade version, though I do use it in some situations.
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#46 SuicideCharlie

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Posted March 14 2014 - 10:43 AM

View PostCall_Me_Ishmael, on March 14 2014 - 10:10 AM, said:

How long does it take to change between Corsair modes_  Leave the cooldown (if you switch modes) at that.  I seldom use the missle-nade version, though I do use it in some situations.

Could you clarify what you mean by leaving the cooldown "at that" if you switch modes_

I'm nearly 100% sure that both KLA and MIRV modes have the same reload time, and the time to switch between them is really short. I almost always switch while reloading. AKA it'd be a pointless change.
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#47 Call_Me_Ishmael

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Posted March 14 2014 - 01:51 PM

View PostSuicideCharlie, on March 14 2014 - 10:43 AM, said:

View PostCall_Me_Ishmael, on March 14 2014 - 10:10 AM, said:

How long does it take to change between Corsair modes_  Leave the cooldown (if you switch modes) at that.  I seldom use the missle-nade version, though I do use it in some situations.

Could you clarify what you mean by leaving the cooldown "at that" if you switch modes_

I'm nearly 100% sure that both KLA and MIRV modes have the same reload time, and the time to switch between them is really short. I almost always switch while reloading. AKA it'd be a pointless change.

You want to fire faster than the cooldown:  switch the mode from KLA to MIRV, fire. Switch back to KLA, refire.  Not switch to the new mode and keep waiting for the cooldown.

IMO, KLA missile is a lot less useful in cqc where you really need MIRV to be fast.  I don't really want this change, but some may find it useful.
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#48 LoC_TR

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Posted March 15 2014 - 12:48 AM

View PostCall_Me_Ishmael, on March 14 2014 - 01:51 PM, said:

View PostSuicideCharlie, on March 14 2014 - 10:43 AM, said:

View PostCall_Me_Ishmael, on March 14 2014 - 10:10 AM, said:

How long does it take to change between Corsair modes_  Leave the cooldown (if you switch modes) at that.  I seldom use the missle-nade version, though I do use it in some situations.

Could you clarify what you mean by leaving the cooldown "at that" if you switch modes_

I'm nearly 100% sure that both KLA and MIRV modes have the same reload time, and the time to switch between them is really short. I almost always switch while reloading. AKA it'd be a pointless change.

You want to fire faster than the cooldown:  switch the mode from KLA to MIRV, fire. Switch back to KLA, refire.  Not switch to the new mode and keep waiting for the cooldown.

IMO, KLA missile is a lot less useful in cqc where you really need MIRV to be fast.  I don't really want this change, but some may find it useful.

The MIRV and the KLA have the same CD... I use the KLA in CQC, I won't use the MIRV until they enter the air. The KLA splash damage is enough and way more reliable. Sometimes the MIRV doesn't seem to land anyways. Hit em on the nose with a KLA though and it's going to fuzzy bunny hurt. The switch in between is about a second, maybe less.

Edited by LoC_TR, March 15 2014 - 12:48 AM.

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#49 Call_Me_Ishmael

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Posted March 15 2014 - 09:08 AM

Got you.  Yes, a noticeable amount of the time, I think MIRV doesn't register the hit.

I want the trace back for the anti-air encounters, because air dynamics takes away the re- in re-flak.

Edited by Call_Me_Ishmael, March 15 2014 - 09:10 AM.

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#50 Nosmer

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Posted March 17 2014 - 12:39 PM

Grenade launcher instead of KLA/MIRV on Raider. Y/N_

#51 Zanozus

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Posted March 17 2014 - 12:48 PM

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[font=play, helvetica, arial, sans-serif]Grenade launcher instead of KLA/MIRV on Raider. Y/N_ [/font]
No, no, no.

#52 Nosmer

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Posted March 17 2014 - 01:04 PM

View PostZanozus, on March 17 2014 - 12:48 PM, said:

No, no, no.
Too strong_

#53 CounterlogicMan

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Posted March 17 2014 - 01:13 PM

View PostNosmer, on March 17 2014 - 01:04 PM, said:

View PostZanozus, on March 17 2014 - 12:48 PM, said:

No, no, no.
Too strong_

Pointless, we don't need any more mechs with hellfire, tow, grenade launcher, or sabot. Part of what makes the raider so unique is its weapons.

On the point of having separate cool downs for KLA and MIRV. If you do this without properly balancing the two you risk marginalizing (making useless) one or the other. The raider can be fixed with some simple stat changes. No need to make the balance environment for the raider more complex. It was good before and can be good again. The only things that have changed are the stats so only stats should be changed. Keep the new ideas for weapon mechanics for new mechs.

Reload speed of MIRV and KLA should be slightly shortened. Not by much however, if there is a significant reduction it will be far too powerful. Increase in boost speed while in blitz would be nice as well. HP is good where it is.

If these changes don't do it, I would suggest a further change. That change being a slight increase in the projectile speed of the MIRV projectiles.

I keep saying slight changes because as many have stated, the mech is just a little off. It shouldn't require any significant changes.

I have suggested these earlier and I will just restate to keep relevant.

Edited by CounterlogicMan, March 17 2014 - 01:17 PM.


#54 LoC_TR

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Posted March 18 2014 - 05:48 PM

View PostCounterlogicMan, on March 17 2014 - 01:13 PM, said:

View PostNosmer, on March 17 2014 - 01:04 PM, said:

View PostZanozus, on March 17 2014 - 12:48 PM, said:

No, no, no.
Too strong_

Pointless, we don't need any more mechs with hellfire, tow, grenade launcher, or sabot. Part of what makes the raider so unique is its weapons.

On the point of having separate cool downs for KLA and MIRV. If you do this without properly balancing the two you risk marginalizing (making useless) one or the other. The raider can be fixed with some simple stat changes. No need to make the balance environment for the raider more complex. It was good before and can be good again. The only things that have changed are the stats so only stats should be changed. Keep the new ideas for weapon mechanics for new mechs.

Reload speed of MIRV and KLA should be slightly shortened. Not by much however, if there is a significant reduction it will be far too powerful. Increase in boost speed while in blitz would be nice as well. HP is good where it is.

If these changes don't do it, I would suggest a further change. That change being a slight increase in the projectile speed of the MIRV projectiles.

I keep saying slight changes because as many have stated, the mech is just a little off. It shouldn't require any significant changes.

I have suggested these earlier and I will just restate to keep relevant.

I just wish they would hurry up, its been too long. Way too long. This mech is such trash, hurry the hell up.

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#55 Stingz

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Posted March 18 2014 - 07:11 PM

Corsair definitely needs a slight change to cooldown time, the rest of the stats are good but the 3.75 sec Cooldown means you need to be very accurate or loose lots of damage on a poorly placed shot.

Damage (and possibly spread) reduction alongside cooldown time would make the Corsair much better than it is now.

T-32 Bolt needs a buff also, 62/90 damage a shot is pitiful, especially when you factor in the reload/charge time.

Edited by Stingz, March 18 2014 - 07:13 PM.

Running directly to/from sniper fire means you'll die tired. Taking cover gives (Ke-)Sabot time to reload.
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#56 LoC_TR

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Posted March 18 2014 - 07:13 PM

View PostStingz, on March 18 2014 - 07:11 PM, said:

Corsair definitely needs a slight change to cooldown time, the rest of the stats are good but the 3.75 sec Cooldown means you need to be very accurate or loose lots of damage on a poorly placed shot.

Damage (and possibly spread) reduction alongside cooldown time would make the Corsair much better than it is now.

T-32 Bolt needs a buff also, 62/90 damage a shot is pitiful, especially when you factor in the reload/charge time.

t-32 is a wet napkin, i wonder how much of the current populations uses it. probably less than 1%. Reflak and EOC are way better. Not a fun mech to even play anyways.

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#57 Stingz

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Posted March 18 2014 - 07:23 PM

View PostLoC_TR, on March 18 2014 - 07:13 PM, said:

T-32 is a wet napkin, i wonder how much of the current populations uses it. probably less than 1%. Reflak and EOC are way better. Not a fun mech to even play anyways.

(Haven't gotten to use pre-Steam Ascension Raider)
The testdrive Raider is fun to use but not good enough for serious games with current stats on the chassis.

Likely getting it as my next mech since I like it anyways (Corsair reload is painful slow though).

Edited by Stingz, March 18 2014 - 07:29 PM.

Running directly to/from sniper fire means you'll die tired. Taking cover gives (Ke-)Sabot time to reload.
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#58 LoC_TR

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Posted March 18 2014 - 10:33 PM

View PostStingz, on March 18 2014 - 07:23 PM, said:

View PostLoC_TR, on March 18 2014 - 07:13 PM, said:

T-32 is a wet napkin, i wonder how much of the current populations uses it. probably less than 1%. Reflak and EOC are way better. Not a fun mech to even play anyways.

(Haven't gotten to use pre-Steam Ascension Raider)
The testdrive Raider is fun to use but not good enough for serious games with current stats on the chassis.

Likely getting it as my next mech since I like it anyways (Corsair reload is painful slow though).

Lol ok before steam this mech was a fuzzy bunny bullet train that never stopped. Too stronk.


Edited by LoC_TR, March 18 2014 - 10:35 PM.

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#59 pseulak

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Posted March 20 2014 - 05:26 PM

Raider would almost be fine if the Corsair did not misfire. Its super penalized already with the high refire time, its horrid when it misfires and you are waiting for another 3.75 seconds. EOC Raider is ultra gimped by this problem.




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