Mid air dodge
#1
Posted November 12 2012 - 12:02 AM
Currently jump-jetting will get you a couple things:
1. You can get to the top of the AA turret in siege.
2. You can get to the top of some buildings.
3. It makes you the most fricking easy target to hit.
Considering getting to the top of buildings is pretty... pointless for the most part, and getting to the top of the AA turret is, while beneficial, easy enough for any class, that leaves us with one point worth mentioning: #3
Adding mid air dodge would give jetting more viability in the game. I always love it when people jet, thinking they're suddenly some terribly hard target to hit, then start firing down on you from above. OOoooooo scary! It's stupidly pointless. Let's give jetting a useful purpose in the game other than getting on top of buildings, which is pretty pointless to begin with.
I already know some people will say it would make some classes "too OP with their maneuverability". It really wont. They'll be able to get to the top of those buildings even w/o mid air dodge. And they'll be able to run away just as easy without MA dodge. They already do. And to think that they'll somehow suddenly be able to jet up high enough to clear a wall, then dodge over it, that's ridiculous. You'll have them dead before they get high enough to dodge over it anyway.
All it will do is add a little more challenge to hitting targets in the air, thus giving the Z axis more use in HAWKEN. As it stands now, you really don't need jets for anything. Not even siege AA turret. You can just dodge around beneath it and win just fine.
Lets give jetting more use.
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#2
Posted November 12 2012 - 04:40 AM
The big issue with being in midair is that you can't avoid long distance projectiles like tows or grenades that you'd normally be able to.
Dodging is mostly used to enforce a range limit on projectile weapons. Removing that range limit on anybody who decides to make gameplay even the slightest bit vertical seems odd.
EDIT I'm obviously for midair dodges.
Edited by D20Face, November 12 2012 - 04:42 AM.
#3
Posted November 12 2012 - 08:47 AM
I think that the fact that we even CAN jet, let alone how actual much we can considering we are piloting giant robots. The limited mobility while airborn is mitigated by the fact that you can still shut off and engage you boosters alternately, so you can change the speed of you decent. If you are airborn and are underfire, you can simply cut off your jets and plummet, then engage them again before landing so you can boost out faster. Coming from above and using height advantage actually makes enemies on the ground a really easy target for emp (and really any aoe weapon, which is like...a lot of them) as well, so its a viable way to initiate if you use that item.
Being using jets would be insanely too good if midair dodge were introduced, and I think would detract from the overall feeling of weight and gravity in the game. Being able to suddenly change direction would be not only obnoxiously Guilty-Gear-like, it wouldn't really have a disadvantage. The lack of air mobility works as a checks and balances in my experience.
#4
Posted November 12 2012 - 10:45 AM
And I'll be honest, while you may feel you have some great advantage jetting in splashing down, playing against me, you're the first to go due to how easy a target you are.
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#5
Posted November 12 2012 - 10:53 AM
RedVan, on November 12 2012 - 12:02 AM, said:
1. You can get to the top of the AA turret in siege.
2. You can get to the top of some buildings.
3. It makes you the most fricking easy target to hit.
...
Lets give jetting more use.
1.- I warned the devs on that weeks a go. - (Block slope ontop or make the base of the model taller).
2.- Known issue since alpha1. - (SharpShooter is the word..)
3.- Yes.
...
And yes.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#6
Posted November 12 2012 - 11:45 PM
RedVan, on November 12 2012 - 10:45 AM, said:
We are piloting mechs, several tonne dump trucks with heavy weaponry strapped to them (as another forum member put it once). There is a very finite limit to what the boosters can produce, hence the height limit based on the distance from the ground, and a very limited range of motion the nozzles can point (even if they are gimbled).
You have the following choices:
- Boost up and move in a given direction (very slowly)
- Use just enough boost to make the mech 'light on it's feet' and move a given direction much faster than normal (forward)
- Use just enough boost to make the mech 'light on it's feet' and quickly accelerate one direction or another (dodge)
Obviously, I'm against the idea of an air dodge, it just strikes me as being full of cheese.
(I don't mean to necro threads, I'm just almost always running behind. My apologies)
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#7
#8
Posted November 13 2012 - 09:28 AM
In short, this would really only benefit the A-Class, and so I'm pretty against it. Not to mention how incredibly, incredibly silly it would look, and how much it could be used for crashing tactics and the like, which really have no ways to defend.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#9
Posted November 13 2012 - 09:51 AM
DarkPulse, on November 13 2012 - 09:28 AM, said:
Since you aren't dragging against the ground there's no reason for the dodge momentum to end. It'd give the heavy mechs a much larger mobility boost than it would give to the A classes.
#10
Posted November 13 2012 - 10:03 AM
D20Face, on November 13 2012 - 09:51 AM, said:
Since you aren't dragging against the ground there's no reason for the dodge momentum to end. It'd give the heavy mechs a much larger mobility boost than it would give to the A classes.
- A-Class: 2300 UU
- B-Class: 2100 UU
- C-Class: 1900 UU
Let's say you're an A-Class, and a C-Class just about has you cornered. Normally, unless you're skilled, this means it's respawn time. However, if you got an air dash, this is no problem at all - you just run for the nearest jump pad, or, in a worst case scenario, hover up (you'll use less fuel - 1.6/sec vs. 1.75/sec), and then do your air dodge. The faster speed will propel you further than the C-Class can get, because you have a longer hangtime. When you do land, you'll be able to move 4/10ths of a second (0.55 vs. 0.95 sec) quicker than the C-Class can, and let's not forget, you have the faster boost forward speed, too (1800 UU vs. 1500 UU).
In short, there is no realistic way for the C-Class to catch up. Therefore, you get away from a bad tactical situation scot-free, and are able to heal up and return good as new, when without it, the C-Class would've had you dead to rights. This makes C-Class virtually worthless against an A-Class, and even a B-Class will have a tough time.
Therefore, again, I am opposed to this. If it happens, there needs to be some very serious drawbacks to make sure A-Classes can't just get away from any remotely bad situation, but I feel the better choice is to simply not put it in at all, as it forces A-Class pilots to be a lot more careful - as they should be when they're the lightest class.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#11
Posted November 13 2012 - 11:42 AM
If you aren't agile enough, you need to play a lighter class of mech or practice playing Hawken more.
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#12
Posted November 13 2012 - 11:44 AM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#13
Posted November 13 2012 - 11:54 AM
DarkPulse, on November 13 2012 - 10:03 AM, said:
Allowing a C class to go longer distances by properly using areal dodges would give them far more wiggle room in catching prey(or escaping) when they have the high ground.
It's the first few seconds of mobility that matter the most. For an A class mech it'd basically be like being on the ground. For a C class mech they'd get that little extra boost that could make the difference.
EDIT: Light classes also suffer the least right now from being in the air out of any weight class. There's no realistic way for C classes to catch up to an A in just about any situation right now anyways.
Edited by D20Face, November 13 2012 - 11:57 AM.
#14
Posted November 13 2012 - 03:33 PM
D20Face, on November 13 2012 - 11:54 AM, said:
DarkPulse, on November 13 2012 - 10:03 AM, said:
Allowing a C class to go longer distances by properly using areal dodges would give them far more wiggle room in catching prey(or escaping) when they have the high ground.
It's the first few seconds of mobility that matter the most. For an A class mech it'd basically be like being on the ground. For a C class mech they'd get that little extra boost that could make the difference.
EDIT: Light classes also suffer the least right now from being in the air out of any weight class. There's no realistic way for C classes to catch up to an A in just about any situation right now anyways.
Again, A-Class has the highest sideways dodge speed. On ground, this is stopped because all classes have the same dodge distance (900 UU) but the difference in speed between an A-Class and a C-Class is 400 UU. Obviously, in mid-air, the only thing that's going to stop you is gravity eventually winning and making you hit the floor - and when they do, assuming a worst-case landing, the A-Class will be able to react 4/10ths of a second faster than the C-Class, due to the impact lockout.
Therefore, an A-Class will fly further from an air dodge by virtue of the fact their dodge is faster, and they will be able to zip off and gain more distance once they land before a B-Class or a C-Class can do the same.
Furthermore, the A-Class can thrust up faster for less fuel, while the C-Class has to use more fuel, more quickly, to go up the same height.
Edited by DarkPulse, November 13 2012 - 03:34 PM.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#15
Posted November 13 2012 - 05:28 PM
As for these "physics" arguments, I'll add my two cents.
1) Given the weight of these mechs, a rapid change of direction mid-air from the boosters alone probably wouldn't be possible. They're using all their thruster power just to stay in the air, and inertia is not on their side. Short of some sort of high-powered, consumable rocket pack, it's not plausible.
2) The reason ground dodges are feasible is because the mechs could be pushing off with their legs as well as using their jets, giving them that extra force to overcome their weight for that brief, quick hop. In the air there's nothing to push against.
But this is a video game, so that sort of "real world" argument is pointless. Essentially, my opinion is that it wouldn't fit the esthetic of the game, so it shouldn't be done.Having the mechs jerk around like they have ADHD while grounded is enough of a stretch for me.
#16
Posted November 13 2012 - 05:40 PM
RedVan, on November 12 2012 - 12:02 AM, said:
Currently jump-jetting will get you a couple things:
1. You can get to the top of the AA turret in siege.
2. You can get to the top of some buildings.
3. It makes you the most fricking easy target to hit.
Considering getting to the top of buildings is pretty... pointless for the most part, and getting to the top of the AA turret is, while beneficial, easy enough for any class, that leaves us with one point worth mentioning: #3
Adding mid air dodge would give jetting more viability in the game. I always love it when people jet, thinking they're suddenly some terribly hard target to hit, then start firing down on you from above. OOoooooo scary! It's stupidly pointless. Let's give jetting a useful purpose in the game other than getting on top of buildings, which is pretty pointless to begin with.
I already know some people will say it would make some classes "too OP with their maneuverability". It really wont. They'll be able to get to the top of those buildings even w/o mid air dodge. And they'll be able to run away just as easy without MA dodge. They already do. And to think that they'll somehow suddenly be able to jet up high enough to clear a wall, then dodge over it, that's ridiculous. You'll have them dead before they get high enough to dodge over it anyway.
All it will do is add a little more challenge to hitting targets in the air, thus giving the Z axis more use in HAWKEN. As it stands now, you really don't need jets for anything. Not even siege AA turret. You can just dodge around beneath it and win just fine.
Lets give jetting more use.
#17
Posted November 13 2012 - 06:20 PM
#18
Posted November 14 2012 - 12:36 AM
#19
Posted November 14 2012 - 06:36 AM
The_Silencer, on November 12 2012 - 10:53 AM, said:
I hope this is not a bug. I love being able to climb on the buildings as sneak attacks/higher ground.
As a berzerker I being able to mid-air dodge epic! .
However I don't really feel like it fits the feel of the game.
I agree with below quote for reasoning if required.
DM30, on November 13 2012 - 05:28 PM, said:
Edited by kormyen, November 14 2012 - 06:37 AM.
#20
Posted November 14 2012 - 04:42 PM
I'm sort of for mid-air dodges but as it stands being in mid-air is a liability anyway. You move slower and being vertical doesn't really protect you from any explosives weapons fire, as the TOW can be detonated mid-air and stuff. Even if you add mid-air dodging it's still much much better to save the boost as an escape option.
Edited by CupcakesRevenge, November 14 2012 - 04:46 PM.
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