Fix dash
#1
Posted November 09 2012 - 01:17 PM
#2
Posted November 09 2012 - 01:21 PM
Maybe just a *slightly* longer cooldown between dashes would make it a little better, but again, it seems like it would be one of the trickier balancing issues.
#3
Posted November 09 2012 - 01:22 PM
i will admit the cooldown needs more time added or take the optimization away that reduces the cooldown
Edited by Rooslin, November 09 2012 - 01:23 PM.
#4
Posted November 09 2012 - 01:32 PM
#5
Posted November 09 2012 - 01:34 PM
I can tell that you feel strongly about this subject because you've now created three threads across three different subforums to talk mostly about it. I would like to ask you to give Hawken a chance. Practice on the learning curve, some. You have to learn a new way of playing to play Hawken, because it does not have the same dynamics as a conventional FPS.
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#6
Posted November 09 2012 - 01:36 PM
#7
Posted November 09 2012 - 01:40 PM
That, of course, means you're not taking internals or perks in other things. It's balanced; they've just banked on ultra mobility, leaving them closed to other things.
That said, 2 second delay after speccing in_ Then it'd be like 4-5 seconds without it, which means classes like Brawlers, Assaults, Sharpshooters, would tear you the hell up - not to mention Infiltrators who try to force your moves with grenades.
Simply put, it's about balanced where it is for a reason.
Edited by DarkPulse, November 09 2012 - 01:42 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
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#8
Posted November 09 2012 - 01:41 PM
RavenSol, on November 09 2012 - 01:36 PM, said:
You might also be playing against veteran testers who've been in the game since the early stages of the Alpha, and that will introduce a very large skill gap. I still have bruises from Immie blowing me off the side of the planet during CBT1. Use matchmaking to have the game (hopefully) fit you with players that are closer in exp range (and mech capability, and probably skill) to you, if there are enough online at the time.
ETA for $feature_you_want to be added to Hawken Open Beta: Imminent™
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#9
Posted November 09 2012 - 01:46 PM
RavenSol, on November 09 2012 - 01:36 PM, said:
so dash is being used offensively when the players are using it to avoid fire/line of sight with enemy sounds pretty defensive to me
#10
Posted November 09 2012 - 02:34 PM
#11
Posted November 09 2012 - 04:29 PM
RavenSol, on November 09 2012 - 01:36 PM, said:
If the dash gets the massive cooldown you are suggesting then the normal run walk speed must be dramatically increased. Currently the strafe is Hawken requires thruster fuel. Once fuel is gone you have essentially no dodging mechanic.
#12
Posted November 09 2012 - 04:53 PM
Edited by Toryne, November 09 2012 - 04:54 PM.
#13
Posted November 10 2012 - 02:02 AM
#14
Posted November 10 2012 - 05:45 AM
Wandering gun #45
#15
Posted November 10 2012 - 05:50 AM
That being said, there have been so many times when I've been staring at a ledge, trying to climb up onto it, and I just can't boost that extra little bit to get on it. And that's a little annoying, because it looks so perfect. Meanwhile, my tail is being blown off by the guy with the TOW who thinks he's being cute.
ETA for $feature_you_want to be added to Hawken Open Beta: Imminent™
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#16
Posted November 10 2012 - 07:33 AM
Elix, on November 10 2012 - 05:50 AM, said:
I agree, the jump may need a little bit more fine tuning. At the moment there are a lot of platforms in the maps that look like they should be perfectly reachable, but the mech JUST can't quite reach it. My opinion is that the devs meant for those platforms to be reachable, but didn't give the mechs quite enough oomph to actually get there. Hopefully this will be adjusted, either by making the platforms more clearly out of bounds for single jumps, or give the mechs a little bit more max height.
#17
Posted November 10 2012 - 11:06 PM
DM30, on November 10 2012 - 07:33 AM, said:
Elix, on November 10 2012 - 05:50 AM, said:
I agree, the jump may need a little bit more fine tuning. At the moment there are a lot of platforms in the maps that look like they should be perfectly reachable, but the mech JUST can't quite reach it. My opinion is that the devs meant for those platforms to be reachable, but didn't give the mechs quite enough oomph to actually get there. Hopefully this will be adjusted, either by making the platforms more clearly out of bounds for single jumps, or give the mechs a little bit more max height.
Totally agree.
As far as fixing the dash, I noticed when dashing forward with double-tap and using up all of the fuel (still holding forward) the dash does not deactivate. Having the key pressed down after all fuel runs out still treats it like it is activated making the mech lurch forward repeatedly as soon as a "boostable amount" of fuel is recharged. Perhaps this can be fixed, so that you have to activate dash again (double tap) after the fuel runs out. This way you could dash, and as the fuel runs out, your mech transitions into normal walking (because you are still holding the button down) while the fuel recharges until you double-tap again.
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