Poll: Air Compressor
#21
Posted February 25 2014 - 07:11 AM
manual for new players
also sometimes streaming hawken http://www.twitch.tv/otio_eune
#22
Posted February 25 2014 - 07:51 AM
#23
Posted February 26 2014 - 08:55 AM
HubbaBubba9849, on February 25 2014 - 03:30 AM, said:
I think the Zerker has enough already, just jumping already gives it a flying-Blitz.
Combined with Vulcan and damage amp, you have several dead mechs.
Someone elses data of Hawken gear/mechs | and another one
#24
Posted March 01 2014 - 12:54 PM
I admit, the air dodge thing is no where as bad as first envisioned, but the fact that a lot of players think that it should be included as a default ability (not an internal) due to the advantage it apparently gives... This is a big red flag to me that something is broken pretty badly and should be adjusted or removed.
Edited by bacon_avenger, March 01 2014 - 12:54 PM.
(I don't mean to necro threads, I'm just almost always running behind. My apologies)
Follower of Wheaton's Law, #spawn camper, test dummy for science, and being one of "those guys" <3Youtube: thebaconavenger - Twitch/Twitter: bacon_avenger
System specs: i5 2500k // Asus P8Z68-V // eVGA GeForce GTX 560 Ti Superclocked // 16 GB 1600 DDR3New to siege_ Give Bacon's Guide to Siege Mode a watch
#25
Posted March 03 2014 - 05:11 AM
'Is this a Mech game or Flying Budgies with machine guns'
For me the game is consistently drifting away from its beginnings and adds gimmicks if a dollar can be made out of it, but I live in hope.
good gaming to all.
#26
Posted March 03 2014 - 08:55 AM
#27
Posted March 04 2014 - 11:16 PM
Quote
For me, the Air Compressor only makes sense on the berserker.
Berserker or reserve abilities or replaced with increased damage abilities on Abilities "opportunity dodge in the air over 8 sec" - in no other way!
Actually my suggestion is: Change some of the characteristics of air dodge.
1) Make a delay between the time of take-off (jump) and Air Dodge - 1.2 seconds.
2) Speed Dodge in the air speed must attain to the level Dodge on earth.
3) At the same time between two Dodges in the air should be increased by 50% relative to Dodge on the ground, ie eg for A class Mechs this time will be the same - 1.5 seconds.
4) Increase the size of AIR COMPRESSOR to 4 slots.
#28
Posted March 05 2014 - 08:01 AM
I feel however that it is for the most part balanced and while I struggle, it is mainly a reminder to improve aim/reflexes.
If anything, there should be more interesting additional internals...
[font=play, helvetica, arial, sans-serif]We are always looking to recruit new members. If you are interested in joining a great team and experiencing tactical play at its very best, fill out the [/font]application[font=play, helvetica, arial, sans-serif] on our website now. One of our dedicated staff will be in touch very soon after your application is received but if you have any questions please feel free to drop me a PM. We use Teamspeak3 to communicate on our own secure and professionally maintained servers. [/font]
#29
Posted March 05 2014 - 09:12 AM
After playing a while I can say I like the fact that not every mech has it. You have to sacrifice options to take it.
What I would like to see though is that the dodge speed gets toned down some. It feels as though it is faster than the ground dodge. I mean the whole air movement thing should be toned down a bit. You simply have more advantages by being in the air now and NOT on the ground. Which is completely opposite from where the game was pre ascension. I think a little more balance towards ground play being a bit stronger would feel better to me. As it doesn't really feel right that air dodge and air mobility are as good as they currently are. Even a slight hop air dodge will save your butt better than a simple dodge. It doesn't take a lot longer to pull off either.
#30
Posted March 05 2014 - 11:18 AM
even should be limited to only some units.
"No confundas mi Personalidad con Mi actitud, mi Personalidad es Quien Yo Soy y mi Actitud Depende de Quien Seas Tú."
#31
Posted March 05 2014 - 12:20 PM
#32
Posted March 05 2014 - 04:36 PM
Upset about change_ Read this! | #cornflakepissers | 100% Hamburger
#33
Posted March 05 2014 - 06:07 PM
Akrium, on March 05 2014 - 09:12 AM, said:
After playing a while I can say I like the fact that not every mech has it. You have to sacrifice options to take it.
What I would like to see though is that the dodge speed gets toned down some. It feels as though it is faster than the ground dodge. I mean the whole air movement thing should be toned down a bit. You simply have more advantages by being in the air now and NOT on the ground. Which is completely opposite from where the game was pre ascension. I think a little more balance towards ground play being a bit stronger would feel better to me. As it doesn't really feel right that air dodge and air mobility are as good as they currently are. Even a slight hop air dodge will save your butt better than a simple dodge. It doesn't take a lot longer to pull off either.
Increased delay on air dodge is something that should be looked at.
Just about every top level player seems to have Air Comp equipped on every mech.
Edited by Stingz, March 05 2014 - 06:10 PM.
Someone elses data of Hawken gear/mechs | and another one
#34
Posted March 05 2014 - 08:09 PM
Stingz, on March 05 2014 - 06:07 PM, said:
Akrium, on March 05 2014 - 09:12 AM, said:
After playing a while I can say I like the fact that not every mech has it. You have to sacrifice options to take it.
What I would like to see though is that the dodge speed gets toned down some. It feels as though it is faster than the ground dodge. I mean the whole air movement thing should be toned down a bit. You simply have more advantages by being in the air now and NOT on the ground. Which is completely opposite from where the game was pre ascension. I think a little more balance towards ground play being a bit stronger would feel better to me. As it doesn't really feel right that air dodge and air mobility are as good as they currently are. Even a slight hop air dodge will save your butt better than a simple dodge. It doesn't take a lot longer to pull off either.
Increased delay on air dodge is something that should be looked at.
Just about every top level player seems to have Air Comp equipped on every mech.
I don't run it on all my mechs, only the select few that it actually gets a really good bonus to do. I don't even do it on my bruiser or rocketeer as hellfires lock on rather interestingly now and hitscan weapons from the reaper and SS will tear you up faster than ever now. And so you want to know, I am over a 2k rating and dropped 200 points simply because I hadn't played hardly at all since ascension. Thus I've had to get back into the swing of things.
Time between dodges doesn't really seem to be an issue, specially if it is the same as what it is for the mechs on the ground. That still seems fair enough as there is no reason it shouldn't still work like that in the air.
#35
Posted March 06 2014 - 12:04 AM
#36
Posted March 06 2014 - 06:14 AM
hendman, on March 06 2014 - 12:04 AM, said:
Yeah that's why I propose a max fuel/fuel regen reduction, it would reduce the time in the air and help with the current situation
#37
Posted March 06 2014 - 07:11 AM
Btw if these machines can dodge that way they should be able to do jumps.. just sayin..
#38
Posted March 06 2014 - 08:18 AM
I should be something that is hard to control unlike a regular land dodge. When you dodge in the air you should be push left/right and that push should carry you for a good distance (inertia) And of course Air dodge should consume a lot of fuel!
#39
Posted March 06 2014 - 09:27 PM
Air 180 - A classes. Composite Armor - C classes, highest base armor, but a crutch. Deflectors - A classes. Failsafe - A classes (For facehugging. Also a crutch for C's that can't keep distance.) Shock Coil - Predator and C classes. Extractor - All, percentage based. Reconstructor - A classes, flat 25/7 rate. Fuel Converter - A classes. Power Surger - A classes. Repair Kit - All. Evasive Device - A classes, percentage-based, but A classes have fastest base speeds. Air Compressor - A classes. Armor Fusor - C classes, percentage based, but C classes have highest base armor. Replenisher - A and B classes. (C classes don't have abilities with long cooldowns).
Edited by Richgar, March 06 2014 - 09:27 PM.
#40
Posted March 08 2014 - 07:15 AM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users