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#1
Morquedeas

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Why is Reloaded not making balance changes?

 

We've known they are capable of implementing changes since they tweaked the turret damages ages ago, so why nothing since then?  From what I've gathered from the sparse updates they are at a point where they are working on adding content, which makes sense from a business perspective, it will be what attracts new player and allows them to make money.

 

But I've always found balance changes to be the most exciting things in a games patch notes.  They can change how a game is played, shift the meta, and make a game better instead of just "more."

 

I think a lot of balance topics have been discussed extensively and we have enough long time veterans to have some level of agreement on what needs to be changed, should the devs need our input (and I hope to god they ask for it).

 

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#2
AxionOperandi

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The turret changes were one of the few things they can do sever side without updating the client.  Anything else required a new client build which in turn requires that there be a development machines and "developers" to run them which until only recently there wasn't.  I expect the first patch will be tweaks but honestly Hawken is pretty balanced as it is.



#3
6ixxer

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There is a heap of things that are pending a client update.
Weapon balance is tough as many mechs share the same primary and even secondary.
Josh once said he wanted to separate the weapons into variants per mech to allow better balancing, but who knows how far down the list that is now.

I'm just hoping to see a rebranding patch in the next few months with whatever bugfixes they have.
Once we're over that hump then we can necro all the balance requests.

#4
Morquedeas

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My bad, I had assumed a lot more stuff like weapon stats was server side.

 

I agree that Hawken is reasonably balanced, but I've always held that what makes Hawken seem so balanced is the skill:balance ratio, the effectiveness of being good goes much further than using better mechs/weapons.  Though this doesn't mean there aren't things that need work, like the scanner for one.

 

I've actually got another balance thread planned!  We can enjoy necroing threads when the time comes.



#5
Kopra

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Changing turret damage from a measly amount to a pathetic amount might mean that the devs could do balance changes, but I doubt they actually can, because they do not know how the game is played at all levels and the actual nuances in them. The last datamining result on weapon kills (which weapon got the killshot) and juggling balance ideas around that did not impress. Imagine a weapon that was bad in every other area but finishing low armor targets, now that weapon gets the nerf bat. It's a wrong metric.

 

There's a lot to be done to the weapons, and well, everything (mechs, internals, maps, items) balance wise, maybe too much.

 

Chances are, the Reloaded could touch on things and make things even worse if they base changes on the wrong metrics and extremely biased opinion ("my mech takes skill, my mech deserves special treatment, others' don't"). Even if the changes are towards a better game, there is a ton of still broken things. The game wouldn't be fixed in a long time and a class based system with shared elements doesn't help it.


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#6
6ixxer

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My bad, I had assumed a lot more stuff like weapon stats was server side.

Weapon damage may be controlled by the server, but 'balance' is the relationship between health, weapon combo, etc where trying to balance one mech unbalances another, hence it should probably wait until they can be separated, which does need client changes.

#7
MomOw

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The game is not that imbalanced and slight balance changes would have kept the hype.

It would have shown that instead of what was done in the past Reloaded staff did't want to restart from stratch each time going from an unbalanced situation to another unbalanced situation.

Eventually they could have organised a cup after the patch just to measure that the balance was OK from a competitive point of view.

 

Also I don't understand why they didn't do such changes, as my experience as modder (dawn of war, hellgate london, fallout 4, X3) is that it's changing values is the easiest thing to do, far easier than introducing new models, anim, etc.

 

Oblording nerf, slight TOW nerf, incin' infinite DPS nerf, scanner nerf, EOC uncharged DPS buff, helldumbfire buff, slight PN223 buff ...

All these slight modifications based on consensus could have been made months ago, and I don't get the real difficulty of it.

 

Even though solving the lag issue and a real hacker enforcement are the top priorities IMHO.

 

Edit : wording, dumbfire buff thx DeeRax


Edited by (KDR) MomOw, 22 March 2016 - 08:04 AM.

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#8
DeeRax

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helldumbfire nerf buff,


Edited by (TDM) DeeRax, 22 March 2016 - 05:18 AM.

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#9
Amidatelion

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helldumbfire nerf buff complete rework,

 

And right there is why they shouldn't even bother until they know what they're doing.

 

Look, it took me a year to get even close to competent with this game, to the point where I understood why the TOW was miles better than a GL, where I understood that the Predator was a dueling mech, not an assassin.

 

There are some obvious fixes that need to happen, but there is a ton to get through that a full time team that has only been fully assembled for a few months probably doesn't understand.


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#10
CounterlogicMan

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There's a lot to be done to the weapons, and well, everything (mechs, internals, maps, items) balance wise, maybe too much.

 

 

 

I couldn't disagree more. The game is largely well balanced, most definitely the most balanced and working state it has been since I began playing. There are a few sore spots in the balance no doubt about that. To say that there is a lot to be changed is a complete exaggeration.

 

As has been said, there needs to be a client patch before much can or should be changed.

 

Being able to deploy new versions of the game to the user base and cleaning up the back end is clearly their top priority.  I am very glad that is the case because those two things will make development of the game much more stream lined. 


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#11
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"a salt shaker holotaunt"

 

That would be cool ;) +1


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#12
Kopra

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I couldn't disagree more. The game is largely well balanced, most definitely the most balanced and working state it has been since I began playing. There are a few sore spots in the balance no doubt about that. To say that there is a lot to be changed is a complete exaggeration.

 

As has been said, there needs to be a client patch before much can or should be changed.

 

Being able to deploy new versions of the game to the user base and cleaning up the back end is clearly their top priority.  I am very glad that is the case because those two things will make development of the game much more stream lined. 

 

It's not a few things. It's a lot of things which are not small deal, especially considering Reloaded's lack of touch and how simple band-aids will not instantly fix the underlying problems and how much time they need to even change the smallest of things.

 

On top of my head:

 

Weapons:

 

- Hawkins & AM-SAR relation

 

- TOW's omnipotency, Saare and Pred mines' scaling (or the lack of) on practically missed shots

 

- Breacher & T32 & EOC relation (Breacher steps on T32's toes, the EOC is overshadowed by both former weapons in function)

 

- Flak & Miniflak relation with the current boost delay mechanic, the Miniflak can't definitely outdamage the Flak unless you compromise a lot of your movement as a Scout for 1.5 seconds (of course, the TOW does most of the lifting so it's not that bad).

 

- Sabot & KE-Sabot relation, it takes 9 seconds for KE-Sabot to start outdamaging the Sabot, that's a long time for a weapon that's DPS oriented to outdamage a weapon that's burst oriented. The KE-sabot is also worse in heat efficiency, which makes no sense as it's got lower damage and to maximize its potential, it has to be chained, an effect that's present in other weapons in game. KE-Sabot has other qualities to it, such as the smaller spread outside of scope so I'll let this pass as a minor case.

 

- Hellfires in general, the mechs they're on would be better off with almost any other weapon, how'd you think that the GL, a slow projectile, reaches the target faster at 80 meters than a Hellfire missile? That's even before taking into account the lock-on time.

 

- Spread being based on pitch and yaw instead of pitch/yaw and roll, affects high spread weapons critically. It does not make sense mechanically, unless the barrels are square-shaped.

 

- Primary projectile weapons and their risk/reward compared to hitscan

 

- PPA and how it makes the Incin too self-synergistic at a low effort, occasionally held down by lag bugs

 

Internals:

 

Is Evasive Device at 2 slots anywhere in power as Deflectors, Extractor or Fuel Converter? The power of the slot investment on certain internals does not reflect the power of the more used internals, which makes the game bland as there are much less choices. Certain internals such as the Composite Armor, Fuel Converter act as effective crutches for people challenged in surviving, killing, fuel management and positioning, which all should be core skills in Hawken and not to be made any easier at a low internal cost. The AC is an internal that too effectively decides an encounter against non-hitscan, non-400m/s, non-remote-detonatable weaponry, which further makes the risk/reward of these projectile weapons look odd in the context of arena shooters which usually reward direct hit projectiles.

 

Items: 

 

Portable Scanner, an item so cancerous that it's realized even at lower tier games before players have even reached level 30.

The EMP and Orb have become the most important items, while the other items are mostly niche for some very specific purposes. The stock item system coupled with the low respawn effectively rewards dying. I feel this is a dead horse and everyone knows that the item system is still flawed at the moment.

 

I would go on, but I have better things to do and I feel this is not going to be fruitful, I will not change my opinion and probably neither will you. If I'm right, the devs couldn't fix everything even if they wanted to. If you're right, well, good for the devs I suppose? Less work and more wondering why this game doesn't get the player numbers it deserves and why the weapons feel so cheap and bland. Maybe more challenge coins, T-shirts and mediocre servers will cure it?

 

Overall the balance is kind of there because it's in great part a community effort and it could be worse, a lot worse. Not all people play the most effective and the most powerful mechs, but want to play different for the sake of differency is the only reason we're not playing with an armada of the most overpowered mechs with portable scanners thrown around every corner every single game. Hawken, in my opinion, is one hell of a mess at balancing with choices that don't make sense either with numerical analysis or with feel, considering how long it has been in development. Just because the devs pulled a Nth Mulligan with the values and it proved to be kind of better than the last iterations, does not mean the game is well balanced. But that's most class based shooters in a nutshell.


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#13
Amidatelion

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-snip-

 

Aside from scanner, orb and hellfires, everything you've listed there is so fiddly and "small deal" it will be unnoticed by 90% of the playerbase.

 

Like,

- Spread being based on pitch and yaw instead of pitch/yaw and roll, affects high spread weapons critically. It does not make sense mechanically, unless the barrels are square-shaped.

who actually cares? This is not even a realistic concern, let alone a balance issue on the same level of "make ISM useful", let alone "fix orbs" or "rework hellfires."

 

Suggestions like this is precisely why Reloaded needs to take their time and figure out 

  1. What they perceive to be priorities and capabilities
  2. What their players perceive to be priorities
  3. What the most reasonable "use-cases" of their balancing would be, i.e. what is the maximum possible benefit of a given set of balance changes.


#14
Kopra

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Like,

who actually cares? This is not even a realistic concern, let alone a balance issue on the same level of "make ISM useful", let alone "fix orbs" or "rework hellfires."

 

 

Weapon function should be of importance in a game where you shoot things.

 

xHaiZrB.png

 

Considering how many people don't like how their large patterned hitscan weapons (Flak, Breacher Flak, T32, Vulcan, etc.) seem to "contain too much of a random element" ie. the trajectories go way off their intended target. Coding in more determined (ie. fixed) spread is actually a lot of work if not done from the very beginning. Changing a floating pseudorandom number to affect a different value is much less work than manually editing in fixed spread. How effective it is, is shown in the figure above. To simplify things a bit, I presented this in 2D rather than as a circle and square projected on a spherical surface. By simply changing ONE type of line, the complaints about the problems by high spread should reduce by about 21,5%. I'd say that's efficient.

 

 

 

who actually cares?

 

Of course you don't care. You seem to be satisfied with the AR's negligible spread, which is not really affected by this.  :smile:

This is a joke, by the way.

 

 

 

Suggestions like this is precisely why Reloaded needs to take their time and figure out 

  1. What they perceive to be priorities and capabilities
  2. What their players perceive to be priorities
  3. What the most reasonable "use-cases" of their balancing would be, i.e. what is the maximum possible benefit of a given set of balance changes.

 

This, I can agree with. There are priorities, but how much time does dealing with each priority take? How much time does determining the priorities take? There will be a need for more actual content for $$$, and not just fixing things. Most of the stuff I listed earlier are indeed small things, but small streams eventually form a river and make the product look shoddy.


Edited by (KDR) Kopra, 22 March 2016 - 08:40 AM.

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#15
Amidatelion

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Weapon function should be of importance in a game where you shoot things.

 

xHaiZrB.png

 

Considering how many people don't like how their large patterned hitscan weapons (Flak, Breacher Flak, T32, Vulcan, etc.) seem to "contain too much of a random element" ie. the trajectories go way off their intended target. Coding in more determined (ie. fixed) spread is actually a lot of work if not done from the very beginning. Changing a floating pseudorandom number to affect a different value is much less work than manually editing in fixed spread. How effective it is, is shown in the figure above. To simplify things a bit, I presented this in 2D rather than as a circle and square projected on a spherical surface. By simply changing ONE type of line, the complaints about the problems by high spread should reduce by about 21,5%. I'd say that's efficient.

 

 

Of course you don't care. You seem to be satisfied with the AR's negligible spread, which is not really affected by this.  :smile:

This is a joke, by the way.

 

I really think you're arguing something with a miniscule impact on the game. Many people might complain about the particular manner in which a game arbitrarily applies an abstraction of physics to something that is already acknowledged by them to be random but I'm pretty sure more complain about nigh-immortal assaults and orbs. Your above propositions are pretty close to splitting hairs.



#16
TheButtSatisfier

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To say that there is a lot to be changed is a complete exaggeration.

 

It's not a few things. It's a lot of things which are not small deal

 

Aside from scanner, orb and hellfires, everything you've listed there is so fiddly and "small deal" it will be unnoticed by 90% of the playerbase.

 

I agree that the majority of the balance issues Kopra listed won't be noticed by most of Hawken's playerbase. As a result, the changes that will positively affect the largest portion of the playerbase should be the changes that are prioritized for development.

 

On the other hand, I agree that there's a lot of balance adjustments to be made eventually. Kopra listed many candidates, but many of us can still think of others. Each balance adjustment will cause a domino effect of additional adjustments with a related item / mech / whatever. The road to a balanced Hawken will involve a lot of two-steps forward and one step back movements.

 

I think that there's plenty of non balance-related tweaks that can improve Hawken. I hope that the devs balance the critical items and then shift their attention to other areas aren't balance-related. Things like cleaning up map design to reduce clipping on walls. Improving matchmaker in a number of areas. Make the server browser more intuitive. Clean up the UI. Improve the sound effects so that a SA-Hawkins doesn't sound like fatties humping on an old motel mattress.

 

Stuff like that.


Edited by TheButtSatisfier, 22 March 2016 - 09:25 AM.

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#17
hestoned

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i have no opinion on balancing internals. for the weapons everything feels in a good place. only thing i would change is increase drop off damage for the incin sare fire ball gun thingy. and SLIGHTLY decrease its base dmg. and idk how to make eoc better except maybe decrease the reload time. also increase drop off dmg for the charged pred breacher. that thing hurts for an a class even on the other side of the map


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#18
Amidatelion

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Clean up the UI. Improve the sound effects so that a SA-Hawkins doesn't sound like fatties humping on an old motel mattress.

 

Stuff like that.

 

That doesn't sound right, but I don't know enough about fatties humping on old motel mattresses to dispute it.



#19
MomOw

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IMHO changing figures in ".h" files and recompile shouldn't be that hard. 

 

If the dev team don't have the knowledge to do the right stuff they should / could ask 2.5K MMR players who play cups. With fixed constraints (no TTK changes for example) I think that their discussion toward balance could lead to appropriate modifications, even if not in 1 shot, maybe in two or three attempts.

 

I agree that maybe this is not "what's the best for business", but a balance patch in 1 year is better than no patches at all. Explain in the patch note the purpose of the modifications to make people understand the changes (maybe with a interview of Josh and a few top notch players), and at the very least even casual players will be pleased to see that the dev team DO stuff.

 

 

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Edited by (KDR) MomOw, 22 March 2016 - 09:45 AM.

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#20
DerMax

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Aside from scanner, orb and hellfires, everything you've listed there is so fiddly and "small deal" it will be unnoticed by 90% of the playerbase.

Competitive games' content should be balanced around the top-skilled players, not the other way around. If you want to know why, ask Nepters. If I recall correctly, he wrote a wall of text on this subject a while ago.

 

Wasn't it you who made a post that had the phrase "TOW is infinitely better than GL" in it? Don't you think one of these weapons needs balancing?



#21
Amidatelion

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Competitive games' content should be balanced around the top-skilled players, not the other way around. If you want to know why, ask Nepters. If I recall correctly, he wrote a wall of text on this subject a while ago.

 

Wasn't it you who made a post that had the phrase "TOW is infinitely better than GL" in it? Don't you think one of these weapons needs balancing?

Ideally and eventually, absolutely. But Reloaded at some point needs to start making money, upping and maintaining the population and making the game more accessible to new people should be their first stop on the road to that ideal eventuality.



#22
TheButtSatisfier

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That doesn't sound right, but I don't know enough about fatties humping on old motel mattresses to dispute it.

 

This poor lady is constantly awoken by her upstairs neighbors firing their SA-Hawkins. It's not an old motel, but the differences should be negligible.


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#23
Sylhiri

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I think that their discussion toward balance could lead to appropriate modifications, even if not in 1 shot, maybe in two or three attempts.

 

If it could actually be a discussion. I think any attempts to change the meta these days would end up with a bunch of cranky old timers set in their ways pointing a lot of fingers, lol.



#24
americanbrit14

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P.S. I want a 500,000 hc loyalty skin and a salt shaker holotaunt

#1 i believe its been said before that it'd be nice to have a 500,000-700,000 hc skin or item that is a sort of "Proof of loyalty" kinda thing, so yeah i wholeheartedly agree with you there

 

#2 just yes.


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#25
TheButtSatisfier

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If it could actually be a discussion. I think any attempts to change the meta these days would end up with a bunch of cranky old timers set in their ways pointing a lot of fingers, lol.

 

"Sir, you and your colleagues are the leading experts in your field. I've been told that despite your internal disagreements, you have been able to agree on a few improvements that you collectively feel would improve the current situation. Can you share your recommendations?"

 

"I'd be happy to. First, after some rigorous testing we've identified that the following changes would - "

 

"-I'm sorry sir, but I'm being told by my superiors that the noobs are frustrated that their opinion isn't getting air time. Let's visit our affiliate in Newbtown."

 

"Thanks, I'm here in Newbtown with one of hundreds of vocal supporters. Sir, can you explain what your concerns are?"

 

'Yes. We believe the establishment is trying to promote changes that would benefit only them. But who is paying attention to what we want?"

 

"A very interesting point. What changes do you propose?"

 

"Well, my favorite gun isn't powerful enough, and I want it to be more powerful."

 

"Excellent suggestion. Now for a commercial break."


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#26
Sylhiri

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...

'Yes. We believe the establishment is trying to promote changes that would benefit only them. But who is paying attention to what we want?"

 

"A very interesting point. What changes do you propose?"

 

"Well, my favorite gun isn't powerful enough, and I want it to be more powerful."

 

"Excellent suggestion. Do you have your opinion card?"

 

"My what?"

 

"Oh I am terribly sorry sir but it says here that you don't have enough points on your opinion card for your opinions to matter"

 

"But... my Rocketeer..."

 

"May I suggest the Assualt sir."

 

=========================

 

"Hello sir, I see you have 2400 points on your opinion card, you may make your claim. Please approach the bench."

 

"I would like to discuss the current state of burst and sustain weapons, what say the board of competitive players"

 

"The competitive players deny your request to discuss such a topic, should you wish to do so you must go through the approprate process so that we may judge if the opinion of a 2400 player is worthy enough"

 

"What would the approprate process be good sirs?"

 

"Fight us, bro"


Edited by Sylhiri, 22 March 2016 - 11:52 AM.

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#27
TheButtSatisfier

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-snip-

 

*Tips fedora*


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#28
CounterlogicMan

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-snip-

 

 

-snip-

 

 

My thoughts on this

 

TL;DR

Solutions bad, feedback good.

Balancing only for high tiers bad, balancing for all tiers good.

Feelings good, solutions biased.

Have faith, don't stress, have fun.

 

I hope the first patch will have some balance stuff in them. Just like anyone else I hope they benefit my playstyle. 


Edited by CounterlogicMan, 22 March 2016 - 02:14 PM.

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#29
TheButtSatisfier

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My thoughts on this

 

I hope the first patch will have some balance stuff in them. Just like anyone else I hope they benefit my playstyle. 

 

First, I found your post informative. I think you should edit your comment to include a TL;DR with the point you were trying to emphasize.

 

Second, I think that the lack of any significant gameplay-related changes for years has resulted in nearly all feedback being uniform and somewhat redundant. Having someone say that Hellfire missiles are underpowered is valued as a datapoint, but it's something that many forum-readers will already know.

 

Third, I'm of the opinion that the supposed divide between the high-MMR cabal and everyone else on the topic of balancing and suggestions isn't nearly as wide as some make it out to be. What topics are evenly divided between "party lines"? Is this a misconception born out of arguments laid out in the forums? If that's the case then I believe the outcome of those arguments should be based on the relative strength of each position in the argument. If someone can successfully argue that Hellfire missiles are exactly the way they should be, and they shouldn't be changed, then that's the position I'll take until a better counter-argument comes along.

 

That's how I was convinced that the delay needs to be removed. In that very thread I went from "stfu the delay is just fine" to "I've thought about it, and now I can't unsee its effects when I play, and therefore the delay must go". Do I care that it was someone with a high MMR who pointed it out and took the time to convince me?

 

Not at all.


Edited by TheButtSatisfier, 22 March 2016 - 01:16 PM.

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#30
ATX22

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Why risk getting it wrong with re-balancing the game and potentially driving away some of the die-hard Hawken gamers who've stuck around since forever before having anything new ready to draw in new players or get those who've left to return?  Peak numbers are pretty steady now, all things staying the same, I think Hawken has finally bottomed out.

 

It'd be nice if Reloaded could start pushing out.. GOOD updates sooner rather than later for content and balance changes, but I'd rather not seem this game implode if things are rushed too much.. provided they do actually maintain Hawken and not put it on P2W life-support.



#31
Sylhiri

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If that's the case then I believe the outcome of those arguments should be based on the relative strength of each position in the argument. If someone can successfully argue that Hellfire missiles are exactly the way they should be, and they shouldn't be changed, then that's the position I'll take until a better counter-argument comes along.

 

Do you remember the discussion on air compressors? Those against them seemed to argue quite logically that air compressors are a detriment to the game until their opponents basically halted the discussion with the "You are just bad" counter.


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#32
The_Silencer

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Air compressor.., Maybe the performance it provides to some A Class mech is slightly too good.. dont ya? Probably latency matters into this too at certain degree

 

Anyway, imho the overall balance, items, weapons, internals, mechs, gameplay and so forth... is very good in HAWKEN. The actual flaws reside mostly in some bugs (and some few exploits)m funxtional fixes.. plus balancing tweaks which must be implemented, imho again, a,s,a,p

 

There's a lot of magic into HAWKEN. You can feel it many many times.

 

Team balancing must be polished as well.. actually it has a negative impact too often

 

BUT.. HAWKEN rocks, I mean it


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The difference between theory and practice is smaller in theory than it is in practice.


#33
Pandabaron

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"Sir, you and your colleagues are the leading experts in your field. I've been told that despite your internal disagreements, you have been able to agree on a few improvements that you collectively feel would improve the current situation. Can you share your recommendations?"

 

"I'd be happy to. First, after some rigorous testing we've identified that the following changes would - "

 

"-I'm sorry sir, but I'm being told by my superiors that the noobs are frustrated that their opinion isn't getting air time. Let's visit our affiliate in Newbtown."

 

"Thanks, I'm here in Newbtown with one of hundreds of vocal supporters. Sir, can you explain what your concerns are?"

 

'Yes. We believe the establishment is trying to promote changes that would benefit only them. But who is paying attention to what we want?"

 

"A very interesting point. What changes do you propose?"

 

"Well, my favorite gun isn't powerful enough, and I want it to be more powerful."

 

"Excellent suggestion. Now for a commercial break."

'I want you to have your own radio show Mr Satisfier

..Though perhaps lose the fedora..'

'they won't be able to see the...'

'LOSE. THE. FEDORA.'


Also going back to what Kopra was saying, I personally think everything mentioned was relevant and should probably be carefully reviewed, I guess that means I care about what Kopra was saying? Those barrels are pretty circular.. and accounting for roll to increase a weapons efficiency effects the feel of the game; one of the reason I have personally sunk so much time into Hawken. I have often wondered why such weapons as the Flak and T32 have felt fairly random with how much damage they inflict. turns out one of the reasons is when i'm aiming for good chest cavity shot on an enemy mech in my raider, as much as almost 22% of my shot wasn't anywhere near where I expected a shotgun blast to be. and we were talking about balancing to begin with..

..And it was like the third to last thing said..

..And we established that it could be difficult to implement now..

I must stop being interested in the games dynamics and rambling on like this =D
 


KOBALT DEFENCE REGIMENT

...and let slip the dogs of war...

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https://community.pl...l-hawken-corner- For your hawken musical needs

 


#34
DieselCat

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I think that there's plenty of non balance-related tweaks that can improve Hawken. I hope that the devs balance the critical items and then shift their attention to other areas aren't balance-related. Things like cleaning up map design to reduce clipping on walls. Improving matchmaker in a number of areas. Make the server browser more intuitive. Clean up the UI. Improve the sound effects so that a SA-Hawkins doesn't sound like fatties humping on an old motel mattress.

 

Stuff like that.

Good points....though I feel that the SA-Hawkins sounded like one banging two trash can lids together, but you may be correct in your analogy. 


Just Relax....and take life one game at a time....

Don't run to your death....walk

 

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*+

 


#35
TheButtSatisfier

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Good points....though I feel that the SA-Hawkins sounded like one banging two trash can lids together, but you may be correct in your analogy. 

 

I can see that, but the percussion is a little sharp with trash can lids.

 

Here, tell me these don't sound like a SA-Hawkins being fired.

 

https://youtu.be/Lukq3HjvYkk?t=30

 

Some dev literally saw this video, thought to themselves, "That sounds exactly like how a battleship cannon would sound if it was mounted on a mech," and put it in our game.

 

Okay, and I'm also going to rant about the Vulcan. It sounds like a 5mm chaingun being fired by a sexual tyrannosaurus rex from Predator. If I'm to believe that it's coming from a weapon wielded by a 2-story mech, then I'm going to say that it's firing something like a 30mm round similar to what an A-10 fires from it's GAU-8A avenger.

 

And it sounds like this.

 

And receiving a 30mm round looks like this. The 30mm round impacts are the big dirt plume ones, not the cute little sparks on the tank armor.

 

There are far too few explosions and awesome thumps, whumps, and booms for the kind of "weight" this game should have as a mech shooter. These guns should be so loud that if someone manages to sneak up on me and opens up with a cannon that I will jump in my seat because it's overwhelming compared to the ambient sound. And I'd better not hear footsteps while I'm firing.


Edited by TheButtSatisfier, 24 March 2016 - 12:24 PM.

8) Tech in the streets, Brawler in the sheets (8


#36
Amidatelion

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I can see that, but the percussion is a little sharp with trash can lids.

 

Here, tell me these don't sound like a SA-Hawkins being fired.

 

https://youtu.be/Lukq3HjvYkk?t=30

 

Some dev literally saw this video, thought to themselves, "That sounds exactly like how a battleship cannon would sound if it was mounted on a mech," and put it in our game.

 

where in the jesus titty fuzzing christ do you find these things



#37
TheButtSatisfier

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where in the jesus titty fuzzing christ do you find these things

 

I youtube "jumping on springs" and scroll through the videos until I find one that pisses me off because it reminds me of a SA-Hawkins.


8) Tech in the streets, Brawler in the sheets (8





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