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Balance Hotfix: 2/18


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#41 Houruck

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Posted February 19 2014 - 03:21 AM

View PostXacius, on February 18 2014 - 11:44 AM, said:

The problem with the SS and Reaper is the Slug Rifle.  70 damage burst was too much even before this patch.  Now it's just ridiculous.  Lower the damage to 60, keep the fire rate the same.  SS/Reaper will still be incredibly viable.

View PostVVarn1ng, on February 18 2014 - 01:20 PM, said:

Now i must make 3 shots with 120 ping, for kill LIGHT mech. AWESOME, THANKS DEVELOPERS, LISTEN MORE NOOBS!
LÖL

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#42 hawken00

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Posted February 19 2014 - 04:16 AM

Since when the grenade launcher is a noobtube lol.. if there's a weapon we can qualify of "noobweapon", it's definitely the hellfire missiles

#43 Houruck

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Posted February 19 2014 - 04:20 AM

Balancing long range weapons can be tricky.
SK members argued that you can not take missed shots into account, but if the lowered TTK decision was made partly because A-class mobility counted towards effective armour, you should consider movement and the possibility of easily dodging into cover when under sniper fire.

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#44 hawken00

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Posted February 19 2014 - 04:23 AM

I also agree with the fact that a slug with projectile bullets (no hitscan) would be a better solution than nerfing the damage.

#45 VVarn1ng

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Posted February 19 2014 - 10:06 AM

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#46 VVarn1ng

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Posted February 19 2014 - 10:07 AM

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#47 Elladan

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Posted February 19 2014 - 11:15 AM

as I can see 90%  of topics here have tendency to go out from topic to some gif projection :)
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#48 VVarn1ng

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Posted February 19 2014 - 11:56 AM

del

Edited by VVarn1ng, February 19 2014 - 11:57 AM.


#49 nokari

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Posted February 19 2014 - 12:34 PM

View PostFakeName, on February 19 2014 - 02:39 AM, said:

View Postnokari, on February 18 2014 - 10:12 PM, said:

View PostFakeName, on February 18 2014 - 09:46 PM, said:

View Postnokari, on February 18 2014 - 01:25 PM, said:

View PostVVarn1ng, on February 18 2014 - 01:20 PM, said:

Now i must make 3 shots with 120 ping, for kill LIGHT mech. AWESOME, THANKS DEVELOPERS, LISTEN MORE NOOBS!

GOOD! I'm glad you have to take 3 shots. Because getting a kill with less than 3 shots is super easy no-skill mode and you should have never been able to do that in the first place. This is what good balancing does.

I don't wanna defend tzis guy but:

1hit kill: luck shot
2hit kill: low TTK BUT DOES REQUIRE SKILL as you need to land EVERY shot. One miss and you need to shoot again. Alpha strike dependent
3hit kill: still demanding but more space for mistakes of the opponent - less skill
4hit kill: nothing about skill, if the HP is low just run away, you can survive one more combo.

Uhh no.

1-hit kill: IMPOSSIBLE. It simply can't be done in Hawken. There isn't a single weapon or shot + detonator combo in the game that can 1-hit kill anything.
2-hit kill: Every shot_ It's ONLY 2 SHOTS. Should we let TOWs and GLs do the same now just so you can keep your OP Slug power_ Also not possible without the aid of a detonator or HE charge, which wouldn't make it a 2-hit kill...
3-hit kill: If there's more space for error and you still get the kill in the minimum number of shots required, that's more skillful than a nearly insta-gib weapon.
4-hit kills: No skill_ That's only how practically every other mech has to do in order to make a kill... It's not PERFECT, but that doesn't mean it's not skillful at all.

How DARE we try to balance a mech that has the least number of shots required to get a kill... :rolleyes:

Nono you undertand me wrong, I mean IF 1 hitkill would be the case then it WOULD be a luck shot. In case of 2 hits it would demand skill (infiltrator burst etc.) in case of 3 hits ... Etc. Etc.

PS: 2 hitkill means two COMBOS!

Then it's not a 2-hit kill... it's 4 hits being combo'd :mellow:

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#50 FakeName

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Posted February 19 2014 - 09:34 PM

Yes ... :D

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#51 cman9898

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Posted February 19 2014 - 10:09 PM

View PostKer4u, on February 18 2014 - 12:47 PM, said:

i'd like to see a effective  range decrease
O.O
Please no.... Its for snipers.... If you take away the range you don't have a sniper anymore.....

#52 VVarn1ng

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Posted February 21 2014 - 11:24 AM

They dont wanna nerf noobtube and voulcan, but they want nerf sniper more ... Snipers in this game more wrost then in Firefall T_T

#53 VVarn1ng

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Posted February 21 2014 - 11:26 AM

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Edited by VVarn1ng, February 21 2014 - 11:28 AM.


#54 phed

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Posted February 21 2014 - 12:38 PM

the problem with snipers is that they can operate in relative safety...

i think it'd be much better to nerf the range and minimum damage values for the slug to make it less effective at extreme ranges, make it start falling before the midrange weapons reach minimum damage.

that'd bring the snipers closer to the action, and then cqc wouldn't be such a deathh trap.

no one with any salt thought the slug was too powerful up close, coupled with a ke-sabot shot it was bearly more than a flak as is (any they still have a tow).

i'm mostly just annoyed that you guys keep nerfing my cqc air-dodge reaper...

#55 FreeCredits

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Posted February 21 2014 - 10:49 PM

Nerf the hellfires and flak / mini flak cannon damage_ Do this plz and I'll quit for good.

/sarcasm

#56 VVarn1ng

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Posted February 24 2014 - 12:27 PM

NERF NOOBTUBERS AND GIVE SNIPERS NORMAL DAMAGE

#57 VVarn1ng

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Posted February 24 2014 - 12:28 PM


Almost hawken infiltrator, but he need 2 noobtube shots.

#58 Houruck

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Posted February 24 2014 - 01:51 PM

View PostVVarn1ng, on February 24 2014 - 12:27 PM, said:

NERF NOOBTUBERS AND GIVE SNIPERS NORMAL DAMAGE
Care to explain which weapon should that be here_

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#59 Zanozus

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Posted February 24 2014 - 02:03 PM

Obviously, it's Garbage Grenade Launcher. Large damage radius, manual detonation and ricochet.

#60 Stingz

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Posted February 24 2014 - 02:57 PM

View Postphed, on February 21 2014 - 12:38 PM, said:

the problem with snipers is that they can operate in relative safety...

i think it'd be much better to nerf the range and minimum damage values for the slug to make it less effective at extreme ranges, make it start falling before the midrange weapons reach minimum damage.

that'd bring the snipers closer to the action, and then cqc wouldn't be such a deathh trap.

no one with any salt thought the slug was too powerful up close, coupled with a ke-sabot shot it was bearly more than a flak as is (any they still have a tow).

I think it's the fact that Slug + (Ke-)Sabot mix too well.
The Sharpie primaries are already sustained damage, and the Reapers other primaries are med-close range already.

The best counter to snipers I've used yet are fast moving close-quarters mechs with high DPS.
The fact the Raider has been turned into jelly with marshmallow blasters ain't helping.

Edited by Stingz, February 24 2014 - 03:00 PM.

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