C-Class Love needed!
#21
Posted October 28 2012 - 01:25 PM
#22
Posted October 28 2012 - 06:23 PM
Check out my: HAWKEN MUMBLE SKIN
Check out my: HAWKEN TEAMSPEAK SKIN
Check out my: HAWKEN INI's EXPLAINED
#23
Posted October 28 2012 - 11:07 PM
Devildoc, on October 28 2012 - 04:35 AM, said:
Is there a lighter mech that has the flak cannon_
But really the C mechs do need something.
Brawler sounds like a close-up and personal name for a mech, and so does a shotgun (in games). Allow it to use its ability to help with mobility, even with a chunk of speed reduced it could push toward the front in group engagements with plenty of protection, being the tried and true bullet sponge that can soak up as much damage as it can dish.
For the Rocketeer, it could use extra regeneration, but it would benefit more if it could fire its secondary faster when turning into a turtle. Not like you should be getting close with the big guy and its secondary, it could do well mid/long range with some extra love from the devs.
Also bumping, any official word on tweaks/buffs to C-Class abilities_
#24
Posted October 28 2012 - 11:16 PM
I think that one mech should get the shield in front of it impenetrable by bullet based weapons and get reduced damage from explosives, but only from the front.
And the other one being able to use the forward boost while in turret form.
*sigh*
#25
Posted October 29 2012 - 12:14 AM
The ability is not the best, but can certainly be used to an advantage. In Deathmatch for example, it's useless. But in TDM, Siege, and Missile it can certainly be used to a useful extent. It's all about positioning and coordinating with your team. The ability is used to support from a distance, which can be done when you're defending a point.
I've mainly played Rocketeer since the Alpha, and exclusively since the start of the Beta. Most of the times I'm in the top three of the leaderboards, often at second or first place, so it is possible to use the C-class to win matches.
#26
Posted October 29 2012 - 07:18 AM
Check out my: HAWKEN MUMBLE SKIN
Check out my: HAWKEN TEAMSPEAK SKIN
Check out my: HAWKEN INI's EXPLAINED
#27
Posted October 29 2012 - 08:31 AM
c0mad0r, on October 29 2012 - 07:18 AM, said:
These C-class mechs are going to be the awkward progeny of Hawken, if they’re not that already!
Edit: Typos.
Edited by defekt, October 29 2012 - 08:32 AM.
#28
Posted October 29 2012 - 11:29 AM
The transition from broken shield to regular fighting style should be pretty quick too, not instant, but fast.
#29
Posted October 29 2012 - 12:22 PM
Seems like there's too much delay before exploding, or maybe the splash isn't large enough.
I wish I was sure what the problem was.
#30
Posted October 29 2012 - 12:41 PM
I'd like to see them function as a near instant shield to block big grenades or rockets. Have them flip down in front of the cockpit (obscuring view) but absorb hits with their own HP pool until they become a bare frame (broken like in death animation). I just don't like turret mode. If it's going to be useful at all it needs to be almost immovable with regeneration and/or mitigation. Extra heat dissipation or firing rate sure would help too.
The suggestion about repairs occurring by percentage and not HP points is a great idea as well.
Edited by WALSRU, October 29 2012 - 12:41 PM.
#31
Posted October 29 2012 - 01:04 PM
Edited by haze4peace, October 29 2012 - 01:17 PM.
#32
Posted October 29 2012 - 01:05 PM
haze4peace, on October 29 2012 - 11:29 AM, said:
The transition from broken shield to regular fighting style should be pretty quick too, not instant, but fast.
I've been trying to push this kind of idea, that and for Mobile Turret to allow non-vertical boosting. If the shield has a one-time use before breaking down it could use extra Armor, otherwise allow it to be repaired when it disables/retracts from taking too much damage.
It becomes terribly disappointing when you still feel pain when you'd expect your shield to be taking most of the damage. Someone should call up some Meteor/Adhesive Staff to see if they acknowledge this issue. Maybe if we talk enough about this they'll give us some future insight.
#33
Posted October 29 2012 - 01:40 PM
#34
Posted October 29 2012 - 01:50 PM
Also in turret mode, a zoom would be a nice feature. Your not mobile enough to move around for a good view a lot of times, so a zoom would help with that handicap.
#35
Posted October 29 2012 - 01:57 PM
#36
Posted October 29 2012 - 02:00 PM
Or 10% rate of fire bonus in turret mode_
Hmmm. Actually, a defense buff on it's own is pretty poor, but a attack buff on top of it might work. What do you think of that_ You'll still be vulnerable to class A/B mechs running around your slow/stationary turret, but you'll put a hurt in their back sides in the process_
Some form of boosting also sounds reasonable. Slower or shorter to be a downgrade for the upgrade that the turret provides in armour defense.
Also, if there is any type of "secondary armour/shield", perhaps make the damage an animation_ The armour plates get knocked over by fire (go back to an undeployed position). Then after some time, drop back down if not fired on. With perhaps 2 levels of protection (like 20% and 40%). Beef up the defense more than it is currently, but with this version, the more concentrated the fire, the more the defense buff reduces. So while a turret would have great shielding, it would quickly degrade if not kept in check and if under constant attack.
This would allow a more defense, without adding a second HP pool. As a second HP pool would IMO be out of place in this game. The armour would also "recharge" just as the other special abilities do. And as it only recharges the armour plates back to a standing up position (they fall down if shot too much), it also avoids magic regenerating armour plates.
Edited by FluxX, October 29 2012 - 02:07 PM.
#37
Posted October 29 2012 - 11:28 PM
FluxX, on October 29 2012 - 02:00 PM, said:
Or 10% rate of fire bonus in turret mode_
FluxX, on October 29 2012 - 02:00 PM, said:
FluxX, on October 29 2012 - 02:00 PM, said:
FluxX, on October 29 2012 - 02:00 PM, said:
Check out my: HAWKEN MUMBLE SKIN
Check out my: HAWKEN TEAMSPEAK SKIN
Check out my: HAWKEN INI's EXPLAINED
#38
Posted October 30 2012 - 12:33 AM
I'm ok with the current level of health, on an even trade, I take about 600/650 damage taking out a smaller mech which seems about right to me as that's what they have taken. Normally, I take less and occasionally I'm day dreaming about having a mech for real and stomping fuzzy bunnys all day long and don't do so well! hehe
#39
Posted October 30 2012 - 01:03 AM
c0mad0r, on October 29 2012 - 11:28 PM, said:
FluxX, on October 29 2012 - 02:00 PM, said:
Or 10% rate of fire bonus in turret mode_
FluxX, on October 29 2012 - 02:00 PM, said:
FluxX, on October 29 2012 - 02:00 PM, said:
FluxX, on October 29 2012 - 02:00 PM, said:
With the animation, I'd make the turret armour work like an automatic undeploy. If you get hit for like 200-300hp, it undeploys. The benefit to counter this drawback would be more defense buffs than what there is already in the turret mode. So it would give a better bonus at first, but not be OP because it wears off quicker. It would mean small fast mechs could try hit and run, but the armour would stay up to hit an run. To bring the armour "down" or "off" you need sustained fire, which makes light mechs vulnerable to the missiles etc from the turret.
Hopefully it would even the fight up a bit. Make the turret a bit more defended against snipers and small mechs etc, but still fall to a proper attack by anything more than one opponent.
Edited by FluxX, October 30 2012 - 01:04 AM.
#40
Posted October 30 2012 - 11:01 AM
I agree with everyone saying the turret mode needs to engage and disengage faster, but it's actually not THAT bad, provided you don't engage it in the middle of a fight. A small increase in transformation speed would be fine. It could possibly do well with either a much shorter time engaging, to allow a quick mode switch while in a firefight. Or you could give it a quick disengaging time, allowing you to bail out of a bad fight quickly. These thoughts are provided that the defense and mobility stays the same.
Another idea is to keep the slightly shorter transformation time, and give it a 30% damage reduction, faster mobility, but negate the ability to boost. This would allow it to go toe to toe with faster mechs a little better.
Or you could give a noteable damage increase, say half of the Weapon Damage ability does (or 1/4 if the ability has a particularly huge boost), as well as a noteable defense boost. This would make it a much better fire support unit.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users