Feedback about Incinerator's weapons B3-AR; BBY, PPA & M4MA, SAARE and Heat dispersion
#21
Posted March 02 2014 - 10:10 PM
TL;DR - PPA Incinerator is just as viable as other mechs even in high level matches
#22
Posted March 03 2014 - 06:44 AM
#23
Posted March 16 2014 - 01:03 PM
#24
Posted March 24 2014 - 09:29 PM
#25
Posted March 27 2014 - 10:16 PM
In terms of size, the in game Incinerator guns actually measure up quite similarly to the GAU-8 gun used on the A10 Avenger and I think it should have been used as a model for this. I think this video should help get an idea of what I mean.
<iframe width="853" height="480" src="//www.youtube.com/embed/nk1HU5WShpU" frameborder="0" allowfullscreen></iframe>
Also, since they all look kind of alike, perhaps the solution to the Baby Gatling could be to make it smaller, raise the rate of fire significantly (gatling guns have very very high fire rates), include tracer bullet effects and possibly more impact effects. This should make it feel more like a "minigun" and keep it more in line with how it looks in the game and give it a unique place in the lineup of weapons. I also recommend raising the damage a little but increasing the spread on this weapon.
PAPA: For the Papa, I recommend using the GAU-8 as a very direct mold on the gun, for one, I think that it should be the gun most similar to the GAU-8. So it having the same rough size as the real life weapon, sound and effects should make it a very nice weapon to use. Again, here I'd recommend they raise the fire rate dramatically and include some effects like smoke from the barrels and possibly an effect which pushes or slows the mech backwards when it is fired (recoil) essentially. The real GAU-8 actually slows the A-10 down when it is fired. I also recommend that they remove the spin up - or that they allow a constant spin up mode which should be active whether or not the player is walking or boosting. To balance this out in part, make the spin up sound effect audible and apparent to other users. Again, this will give it its own place and flavor in the game.
As for the MAMA, again, I think it fires too slowly for a gatling gun and the arching trajectory means its use is much more limited. I get that its mainly meant to be used as an area denial weapon but it's too limited in its function. I think that the spin-up mechanic and the slow rate of fire are not consistent with the way the guns look and they feel and sound someone anemic. For the M4M4, to differentiate it, I'd use a triple barrel gating gun modeled like the GAU-19 or the M197. A slower rate of fire than the other two would make sense, but I'd still have it fire much faster and do less damage per individual bullet than the M4M4 at the moment. Again, here I think it would be nice to have it fire a stream of tracers - the effect should help make it clear which area is under threat. Also, having a slightly wider spread than it does at the moment would be nice.
#26
Posted March 30 2014 - 04:22 PM
-Know your team and witch classes are near you (i would say that having 1-2 techs some A and B classes and one C class you have a very strong lane up)
-Know the enemy and how they are moving. Very important think as a suport its to stay close to teamates cuz heat and supressing fire, if u are playing Siege this big guy can hold an AA with 2 other meks for very long times, having infinite rate of fire its a huge things and holding points makes you enemy to come and get close to you and thats when your BBY stars having power.
IMO the secondary weapon its very power full, looking besides the heat point ability, the dmg its very good for making your oponent retreat, i think that if u are fighting near you should change for the primary fire with the SAARE but if you are trying to supress someone and move him away from some point the secondary fire ability its way to good for the aoe + big heat refreshment on your team while you are rushing into that point. I've used both M4MA and PPA and they both are great for situational games, for example PPA its more like a going alone where you need more supressing fire from you SAARE so you just make that Machinegun roll and over heat you all the time. M4MA its more for suports i think and not for Rushing but defending. If you are holding a point and Make enemys overheat with its special ability its easyer for the A classes to rush into the enemy and finish them up while the are over heated and cant do fuzzy bunny.
Anyways i just think that this class relys a lot on how you use it, and your teamates. One of the stronger classes in supression and defenily the best friend of techs. Just give people time to find out how to use it best. I would not change him cuz i think right now its balanced, if they buff him i would say that just his ability need a buff, pheraps in step of making dmg in aoe it should spread you heat over the enemy mechs making him more like a defensive guy and suport than a last resort ability.
#27
Posted March 31 2014 - 12:06 PM
Anyway...
All three weapons on this mech are decent/good, and serve a purpose.
The BBY is for the "babies" who just picked up the mech (not trying to be insulting, just proving a point). It is to demonstrate how to use the primary and the secondary in tandem, heat management, and a general feel of the Incinerator.
The PPA is the big-daddy of DPS, but is too hot for inexperienced players, and even some experienced ones. Needs to be held in check at all times, meaning both pre-reving it and heat management in the form of burst fire. Currently my favorite primary for TDM as it allows maximum alt-SAARE spam.
The M4MA is for only the most experienced players, as it loses quite a bit of DPS from PPA and is not hitscan. However, I prefer this weapon for objective game modes for its superior area-denial capabilities, as its arc is nearly identical to the SAARE. It also has the nice bonus of adding another element of support to this support mech; once you can hit enemies at range with it, you can help your allies win duels by causing the opposing mech to overheat much faster. To give some feel for it, an unaware Assault/CR-T will overheat before they realize they had to use their ability in the first place.
The ability though, leaves a little to be desired. especially after its nerf, though that was somewhat justified in a pure mechanic/logical sense. I personally believe that, because of damage falloff now, the AOE should be much larger. Toss in the fact that using it while having PPA equipped makes you unable to deal damage afterward for 3 seconds and it really feels like a buff of some sort is in order.
All in all, I find this mech extremely rewarding to play, provided your team works as a team and you can stick with them. Many a game I have had where my team and I stuck together, with me shelling the distant enemies with fire while my teammates rained TOWs and grenades, and nearly instant-killing those mechs that came close with horrific concentrated fire. Just play like the Class-C it is, and never stop shooting
#28
Posted April 22 2014 - 04:03 AM
ninjab3ta, on March 31 2014 - 12:06 PM, said:
Most of the community considers high level play to be when the average server MMR is at 2000 or higher.
Also, I haven't used the other incinerator weapons, so I can't really say anything on them just yet.
Edited by SoldierHobbes11, April 22 2014 - 04:06 AM.
#29
Posted April 26 2014 - 12:05 AM
-edit- Long rant is long. Sorry. :/
Edited by SatelliteJack, April 26 2014 - 12:05 AM.
To be chill, drink warm tea. You paradoxical madman. -TwentyFirstPilot
#30
Posted April 26 2014 - 03:56 AM
SAARE Alt fire sucks up more heat(-30) for more splash/damage(+20), enough to cover M4M4.
Someone elses data of Hawken gear/mechs | and another one
#31
Posted April 30 2014 - 10:41 AM
Duralumi, on February 23 2014 - 02:15 PM, said:
Spinup time and the heat rate need to be seriously looked at. When a chain gun overheats at the same speed it takes to get going, something's wrong. Even when you spam charged shots you can barely fire for 5 seconds.
It basically goes against the nature of a chaingun as you can't spam bullets for any real amount of time. So why is it one_
Quick-fix suggestion_ Drastically reduce the spin-up time or outright remove it. It'll still be bad, but it won't be as awkward to use.
Bigger suggestion_
Turn it into a 3-shot burst rifle that builds almost enough heat in one burst to fire a charged shot.
#32
Posted May 01 2014 - 07:18 AM
I have tried and played Incinerator a lot now and I can say BBY is pretty much my favorite weapon of choice. SAARE projectiles doesn't really need any major buffs like projectiles speed etc. Incinerator on my eyes is on balance. SAARE is capable to take down targets from massive distances when you just know where and when to sling the ball. MegamanX is one of those players who uses was PPA. On my part BBY doesn't need anything like SAARE it is all about how you shoot the SAARE projectiles.
As myself when I have got used to projectile's flight path and speed I have had sniped people from distance of Scout's boost distance. Just learn to play Incinerator is really tricky but when mastered you just melt everything "I got a heat and gun!"
#33
Posted May 02 2014 - 09:24 AM
SoldierHobbes11, on April 30 2014 - 10:41 AM, said:
#34
Posted May 02 2014 - 09:33 PM
Duralumi, on May 02 2014 - 09:24 AM, said:
SoldierHobbes11, on April 30 2014 - 10:41 AM, said:
#35
Posted May 03 2014 - 10:18 AM
#36
Posted May 03 2014 - 02:27 PM
Battlesbreak, on May 03 2014 - 10:18 AM, said:
Unless you're face-hugging with a Vulcan, head on combat with a PPA Incinerator is very unhealthy.
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#37
Posted May 04 2014 - 02:44 AM
Stingz, on May 03 2014 - 02:27 PM, said:
Battlesbreak, on May 03 2014 - 10:18 AM, said:
Unless you're face-hugging with a Vulcan, head on combat with a PPA Incinerator is very unhealthy.
I would like to kiss an Incinerator as G2 if I would have one "Did you really think you could defeat me_ POW! You are so dead not big soup rice!"
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