Help for those who are having trouble adjusting to the new TTK
#21
Posted February 08 2014 - 07:46 PM
#22
Posted February 09 2014 - 04:53 AM
#23
Posted February 09 2014 - 08:46 AM
LordTemujin, on February 08 2014 - 07:04 PM, said:
Hahaha but logical sense does not work properly. While I am rushing in SS, I see often predator trying to snipe back.
Sometimes its hard to understand the tactic.
#24
Posted February 09 2014 - 08:53 AM
LordTemujin, on February 08 2014 - 10:51 AM, said:
"If at first you do not succeed... reload"
#25
Posted February 09 2014 - 09:16 AM
Bazookagofer, on February 09 2014 - 08:53 AM, said:
LordTemujin, on February 08 2014 - 10:51 AM, said:
Generally they're just as slow as before, but now they don't have a the health advantage they need. :/
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#26
Posted February 09 2014 - 09:20 AM
AsianJoyKiller, on February 09 2014 - 09:16 AM, said:
Bazookagofer, on February 09 2014 - 08:53 AM, said:
LordTemujin, on February 08 2014 - 10:51 AM, said:
Generally they're just as slow as before, but now they don't have a the health advantage they need. :/
"If at first you do not succeed... reload"
#27
Posted February 09 2014 - 09:23 AM
AsianJoyKiller, on February 09 2014 - 09:16 AM, said:
Generally they're just as slow as before, but now they don't have a the health advantage they need. :/
Agreed, personally C-types just don't feel the same, it's like piloting an inferior B-type. You're just as slow, just as large of a target and with even less health it can be very easy to get shredded. I'm in a building-sized walking tank with guns for arms and shields for wings, I feel like I should be able to suffer more punishment than being blasted down to half of my armor by one A-type.
#28
Posted February 09 2014 - 09:24 AM
1) I gave the patch some more play time and I think I like the bruiser more now than before. Yes everything is far more squishy and yes it was probably a bit too far of a shift. However, I think the shift from a freakishly long TTK to a shorter one was a good move. At least in the sense that all of the classes effective HPs were retooled to better align with class structure. Thusly, the Bruiser's ability becomes far more suited to this patch than before. When the shield was really long it made sense for the longer TTK, but when they dropped it down for balance it didn't make as much sense. Now that the TTK is short the short invulnerability becomes amazingly useful.
2) Also, given that the EMP is a one shot deal and a spin-tastic top of inaccurate dumb I would ditch it. It's spread may be huge and it might be more effective but given that it will friendly fire QQ you're buddies as well. I no longer see the viability. I've seen it open more doors for the opposition than my own team.
3) The shields usefulness takes some adjustment. Unless its a bug or I'm just stupid, you can no longer shoot out of a shield or at least lock on. Which turns a shield into the.....THUNDER DOME! Strangely this makes shields more of a trap than a use given splash damage is contained. At least it takes away the forward deployment of shields to hold ground. Also, this make the EMP less of a need since basically the shield is a neutral bubble. Do you need to EMP the shield to get the people out....maybe not because they can't do anything but repair in there. Then again I could be all fuzzy bunny up, I don't use the shield often. Only with the tech.
4) Given that some items are limited use. You must change your strategy when you're tapped out. You no longer have that item to rely on. So don't focus on the problem of not having said item, and instead shift it to a solution. How do I now perform my duties without it_ How was I using the item before_ Can I fill that gap with a tactic, stratagem, or different play style_ That solution is going to be personal but give it some in depth thought before hand. Remember, the mental game is the hardest one to master.
5) Even with the reduced TTK I don't think HAWKEN has approached COD levels. Not even close. I hover around a 1950-2150+ MMR and I regularly play games like Natural Selection 2, Blacklight: Retribution, Tribes, TF2, and Planetside 2. A couple of those I was on competitive teams. HAWKEN is not as reflex based as those games. Go play Natural Selection 2 and tell me HAWKEN is as quick. You'll be in for a face chomping surprise. Is HAWKEN now more fast paced, yes. Is that a destructive aspect, depends on execution. I would say it almost gets the FPS/Mech balance a little better than the long TTK. Almost. I do feel then went a tad too far but the dev's heads were in the right place.
#29
Posted February 09 2014 - 09:54 AM
AsianJoyKiller, on February 09 2014 - 09:16 AM, said:
Generally they're just as slow as before, but now they don't have a the health advantage they need. :/
Actually, I think c's are better off than they were last patch. Certainly not the best right now, but I think they came out better than a's (except reaper). Piloting c's defiantly feels a whole lot better with the changes to dodge cooldown and turn rate cap. Also, C's certainly have a place when used in good numbers in order to inflate a team's combined health pool. Not to mention how powerful brawler is now even though its speed was nerfed. Flak brawler is my favorite c mech to play right now, because of how quickly mechs melt before it (especially when I run mk3 detonator + mk1 scanner
However, it is in my opinion that b's are the dominant class right now. They have good weapons, decent mobility, powerful abilities, and can survive for a decent amount of time. The assault and SS are probably the best mechs in the game atm.
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#30
Posted February 09 2014 - 09:59 AM
MexichanMan, on February 09 2014 - 09:54 AM, said:
AsianJoyKiller, on February 09 2014 - 09:16 AM, said:
Generally they're just as slow as before, but now they don't have a the health advantage they need. :/
Actually, I think c's are better off than they were last patch. Certainly not the best right now, but I think they came out better than a's (except reaper). Piloting c's defiantly feels a whole lot better with the changes to dodge cooldown and turn rate cap. Also, C's certainly have a place when used in good numbers in order to inflate a team's combined health pool. Not to mention how powerful brawler is now even though its speed was nerfed. Flak brawler is my favorite c mech to play right now, because of how quickly mechs melt before it (especially when I run mk3 detonator + mk1 scanner
However, it is in my opinion that b's are the dominant class right now. They have good weapons, decent mobility, powerful abilities, and can survive for a decent amount of time. The assault and SS are probably the best mechs in the game atm.
I think I would have to agree. I would add though, there are some mechs who used to suffer from reduced accuracy with their primary in the air that no longer do, and I have seen large performance boosts from them because of that. No longer is it only heat/eoc infiltrators and seeker rocketeers that excel with air dodge and air combat.
[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 :)
#31
Posted February 11 2014 - 03:11 PM
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