Edited by HugeGuts, October 27 2012 - 05:42 AM.
Assault mechs are still WAY TOO OP.
#41
Posted October 27 2012 - 05:41 AM
#42
Posted October 27 2012 - 05:45 AM
In DM, turret mode has next to no uses because any one can just go around you, or leave to find a more readily engaged target. Its meant more for defending points, with teammates, who will also draw fire and return it, so it isn't just you alone, sitting in the open.
The Assault mech is so good because it doesnt have a drawback to be precise. Its special ability is to vent all the heat from your weapons which is superb in longer engagements with multiple hostiles. You're fast enough to fire a TOW and then dodge around in cover until you have another one loaded.
The +175 HP when compared to lighter classes like the berserker, that has the same exact arms, means I can take a hit and not be reduced next to nothing before the fights started. I can reliably get away with only slightly HP, most often with 1 or 2 frags under my belt. Indeed you will get taken down by Sabot's and Slug Rifles so very easily but in TDM and especially regular DM it rules large chunks of the map with its mobility, taking bigger classes down with speed.
CB1: [Check] CB2: [Check] CB3: [Check]
OB: [In Progress]
Berserker: [Locked & Loaded]
#43
Posted October 27 2012 - 10:13 AM
Lithium03, on October 27 2012 - 03:01 AM, said:
BeefC4ke, on October 26 2012 - 10:06 PM, said:
That might be because I'm playing B atm though
In alpha you start with an A, in beta you start with a B. In alpha A's were on top, in beta they're not....coincidence_
[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'
#44
Posted October 27 2012 - 05:09 PM
Panssarikauha, on October 27 2012 - 05:45 AM, said:
In DM, turret mode has next to no uses because any one can just go around you, or leave to find a more readily engaged target. Its meant more for defending points, with teammates, who will also draw fire and return it, so it isn't just you alone, sitting in the open.
The Assault mech is so good because it doesnt have a drawback to be precise. Its special ability is to vent all the heat from your weapons which is superb in longer engagements with multiple hostiles. You're fast enough to fire a TOW and then dodge around in cover until you have another one loaded.
The +175 HP when compared to lighter classes like the berserker, that has the same exact arms, means I can take a hit and not be reduced next to nothing before the fights started. I can reliably get away with only slightly HP, most often with 1 or 2 frags under my belt. Indeed you will get taken down by Sabot's and Slug Rifles so very easily but in TDM and especially regular DM it rules large chunks of the map with its mobility, taking bigger classes down with speed.
This is pretty much my view of the Assault. It has superior sustained DPS due to no heat issues. It isn't as punishing when you miss because your primary is firing out a blistering number of shots per second. It's also not easy to scare off a medium as opposed to a light (when in my rocketeer) because if they take only a few or no hellfire shots they aren't missing half their HP. I wouldn't call it OP, I'd call it a bit overtuned due to the mechanics of the class in general but it can be worked with in its current state.
#45
Posted October 27 2012 - 05:53 PM
Oh and dear lordy, even though I've topped boards using the C-class brawler, the fortified mode is positively useless. You slow to a turtle's pace, you die only marginally slower, and the transformation time makes it an absurdly niche ability. Stealth camo, instant no-heat and increased damage are certainly way easier to apply.
TL;DR - Assaults not really OP, C-class Mech's UP
#46
Posted October 27 2012 - 06:08 PM
Shiner980, on October 27 2012 - 05:53 PM, said:
All other mechs abilities give them advantages, while the C-Class mechs ability in general practice is actually a disadvantage.
You can still do very well with them without using it.
[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'
#47
Posted October 27 2012 - 06:21 PM
Shiner980, on October 27 2012 - 05:53 PM, said:
The ability to rush and just pummel lesser mechs is a pretty nice advantage
The ability DOES need a rework though, and the SA Hawkins makes me sad
#48
Posted October 27 2012 - 06:26 PM
Luftwaffle, on October 26 2012 - 03:35 PM, said:
Make it easier for me.
/sarcasm.
HawkenGame-Win32-Shipping 2012-10-26 15-54-26-48.jpg
wow.... really_ DID NO ONE NOTICE THAT THEY ALREADY BUFFED THE HEAVY MECHS_!_!_!_!_
/sarcasm
Edited by Astrolis, October 27 2012 - 06:26 PM.
#49
Posted October 27 2012 - 09:11 PM
Beemann, on October 27 2012 - 06:21 PM, said:
I don't think that the heavies themselves are underpowered, they just have a mostly useless ability whereas the 4 other classes have functional ones, which gives them the advantage.
BERSERKER
#50
Posted October 27 2012 - 09:17 PM
I fly a C-class Rockateer sometimes and still favor the moblilty, but the turret mode has come in useful for chokepoints etc.
#51
Posted October 27 2012 - 09:22 PM
TheMadness, on October 27 2012 - 09:11 PM, said:
Didn't I say that_
AsianJoyKiller, on October 27 2012 - 06:08 PM, said:
All other mechs abilities give them advantages, while the C-Class mechs ability in general practice is actually a disadvantage.
You can still do very well with them without using it.
[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'
#52
Posted October 27 2012 - 10:02 PM
all other classes have enough speed to chase them in time to kill them
and they dont have any defensive abilties
#53
Posted October 27 2012 - 10:40 PM
#54
Posted October 28 2012 - 04:05 AM
As for the Heavy mechs, I've been seeing that their turret ability is really useful in teamplay. On its own in a deathmatch it pretty literally rolls over and dies, but if you use it to back up a team of more mobile mechs it can be pretty deadly. I've had pretty good success in Team deathmatch with a light or two running around spotting enemies and flushing them out of cover, a few assaults as the bread and butter damage dealers, and a couple of heavies posting up as sentries when it's time to repair or jumping out in front, turreting down, and becoming a sort of mobile cover in exposed situations.
Flying solo it's really hard to make it work, but with even one dedicated teammate at your back it can be handy.
#55
Posted October 28 2012 - 04:44 AM
I would like to take a look at changes to weapons they did, is there somewhere updated damage table_
#56
Posted October 28 2012 - 05:21 AM
#57
Posted October 28 2012 - 06:17 AM
Flirx, on October 28 2012 - 05:21 AM, said:
Edited by Juodvarnis, October 28 2012 - 06:17 AM.
*sigh*
#58
Posted October 28 2012 - 07:49 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#59
Posted October 28 2012 - 07:55 AM
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