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The Orb Meta In Competitive Play
#41
Posted 20 April 2015 - 02:24 PM
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"Nov8tr" is pronounced "INNOVATOR"
Yes I'm really 64 yrs old. July 6, 1953
#42
Posted 20 April 2015 - 02:30 PM
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#43
Posted 20 April 2015 - 02:33 PM
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FUZZY BUNNING YOU'RE.
YOU'RE.
GOOD FUZZING GOD.
The seeming hypocrisy in claiming to be a nerd and then just totally fuzzy bunnyng up the most commonly griped mistake in the English language is astounding. I would literally not figuratively explode if I purchased that shirt. I AM THE ALPHA.
Also orbs OP plz nerf.
Edited by ticklemyiguana, 20 April 2015 - 03:28 PM.
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#44
Posted 20 April 2015 - 04:16 PM
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If orblording is OP, then why dont you all do it; because when everyone is OP, nobody is.
#45
Posted 20 April 2015 - 04:16 PM
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To the devs
I think the devs need to adjust the healing rates for the orbs as a long term solution. I disagree with the people who think that they should not heal you in combat, as I think that would nerf orbs to the point where nobody would want to use them anymore. I know I would rather take something that could be used in combat over something that only gets you back into the fight faster.
Only one orb at a time should heal you as well, so that you can't sit there and spam orbs down on the ground to win 2/3v1 situations. What happens in comp play is something of a domino effect, the better team will often kill a few members of the weaker team and stand on top of their orbs while laying down orbs of their own. This makes the stronger team snowball while taking or defending a point, where even a coordinated a-class flank or general push from the weaker team isn't enough to kill off the orb spamming members of the stronger team.
Comp play atm
In comp play, I think banning the extractor would suffice for the time being. It is(by far) the single most powerful internal in the game atm. What would happen is the deflectors would become the best 2 slotter, which would be a decent(and much required) nerf to heavier armor classes since a-classes benefit from it the most. Banning orbs themselves would only make it so most teams would only use shields and EMPs, and I don't see that being any less cheesy then sitting on top of orbs without an extractor equipped. I think our hands are tied beyond banning the extractor until the devs make some neccessary changes to orbs in the future. What do you guys think about banning the extractor? I don't think the advanced repair kit is a huge deal if we take that out of the equation.
Edited by OmniStone, 20 April 2015 - 04:16 PM.
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#46
Posted 20 April 2015 - 04:54 PM
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If orblording is OP, then why dont you all do it; because when everyone is OP, nobody is.
I...
that is...
we do...
I can'
what the hell do you even say to this?
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#48
Posted 20 April 2015 - 05:10 PM
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What I don't agree with is the people who take a jab ( not saying this applies to you Elite) at others for using optimal setups, regardless of the game. Why do you think people upgrade their hardware to play games? why do people buy fancy MLG mouses with fuzzy bunnyng laser beam tracking and mouse pads the size of a gorillas ass? To stay competitive.
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#49
Posted 20 April 2015 - 05:12 PM
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To the devs
I think the devs need to adjust the healing rates for the orbs as a long term solution. I disagree with the people who think that they should not heal you in combat, as I think that would nerf orbs to the point where nobody would want to use them anymore. I know I would rather take something that could be used in combat over something that only gets you back into the fight faster.
Only one orb at a time should heal you as well, so that you can't sit there and spam orbs down on the ground to win 2/3v1 situations. What happens in comp play is something of a domino effect, the better team will often kill a few members of the weaker team and stand on top of their orbs while laying down orbs of their own. This makes the stronger team snowball while taking or defending a point, where even a coordinated a-class flank or general push from the weaker team isn't enough to kill off the orb spamming members of the stronger team.
Comp play atm
In comp play, I think banning the extractor would suffice for the time being. It is(by far) the single most powerful internal in the game atm. What would happen is the deflectors would become the best 2 slotter, which would be a decent(and much required) nerf to heavier armor classes since a-classes benefit from it the most. Banning orbs themselves would only make it so most teams would only use shields and EMPs, and I don't see that being any less cheesy then sitting on top of orbs without an extractor equipped. I think our hands are tied beyond banning the extractor until the devs make some neccessary changes to orbs in the future. What do you guys think about banning the extractor? I don't think the advanced repair kit is a huge deal if we take that out of the equation.
We'd always try to keep as much of Hawken on the table and available when it comes to bans or restrictions on items/weapons/mechs/etc.
That being said, your avenue toward tempering the O.L.M. is a light-handed approach as a nerf.
The sort of measured adjustment we would be able to appreciate.
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#50
Posted 20 April 2015 - 05:46 PM
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Hawkens gameplay has solely become about mobility, and items.
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No crew
#51
Posted 20 April 2015 - 06:11 PM
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What I don't agree with is the people who take a jab ( not saying this applies to you Elite) at others for using optimal setups, regardless of the game.
But I do it with love.
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#52
Posted 20 April 2015 - 07:29 PM
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I...
that is...
we do...
I can'
what the hell do you even say to this?
The proper response is "What a lovely bunch of coconuts you have".
"Nov8tr" is pronounced "INNOVATOR"
Yes I'm really 64 yrs old. July 6, 1953
#53
Posted 20 April 2015 - 11:47 PM
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So, not competitive but I have noticed the effectiveness of this particular meta.
Rather than a nerf (I can't speak of banning it in your competitive play), can't we ask for more options for internals or other adjustments that don't make this the only option for staying competitive?
New internal that stops a mech from healing for half a second?
New internal that lessens damage from area weapons (not direct hits)?
There are lots of ways that this "orblording" meta could be used as a baseline for new play and tactics through examining its effectiveness and determining new play styles through additions to the game.
Or am I just being optimistic because we have support again?!?
#54
Posted 21 April 2015 - 12:04 AM
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I'm of the opinion orb lording has become standard because there's no point in fleeing to heal. The only viable options are to drop orbs, or stay and die honorably in battle. The game has gotten so fast there no reason to run, and many times not much time to heal, so everyone's gravitated to speeding up heals, or to remain in battle longer with orbs dropped while you play peek a boo.
Hawkens gameplay has solely become about mobility, and items.
wut. People run/escape all the time. In basically every mode, survival is key. Siege/MA you need to survive/run sometimes to stay alive/grab points/energy that become available.
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#55
Posted 21 April 2015 - 02:45 AM
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New internal that lessens damage from area weapons (not direct hits)?
Nonononono don't nerf the cornerpokewars please I don't want even more incentive to fight only in the open. Orblords already encourage people to move less and stay in one place.
On the topic of orblord, I really don't like that it takes out so much of the tension in 1v1 engagements. It's such a letdown when you fight someone, both dodging and whittling each other down only to have one dodge behind cover and regain half HP or more in a second. Where is the tension in the situation of both being on low health and one knowing he has to round the corner to get that last poke in, while not being hit by the retreating player, only to find that the player in question now has regained most of his health back in the time it took you to get to that corner.
Edited by n3onfx, 21 April 2015 - 02:46 AM.
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t
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CRITICAL
ASSIST
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#56
Posted 21 April 2015 - 02:50 AM
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There have been plenty of threads addressing the obvious problem of the orblord metagame already.
...Still, another one won't hurt. Something does need to be done about it.
If orblording is OP, then why dont you all do it; because when everyone is OP, nobody is.
You have precisely identified the problem.
Edited by Nightfirebolt, 21 April 2015 - 02:53 AM.
#57
Posted 21 April 2015 - 03:53 AM
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wut. People run/escape all the time. In basically every mode, survival is key. Siege/MA you need to survive/run sometimes to stay alive/grab points/energy that become available.
In pub TDM matches in anything but raider with ability activated, or a zippy A class, there's little chance of retreat. B or C, you're in the fight till death 9/10 times. There's no communication to get support fire for players to make a safe retreat, TTK is so low running you take tons of damage, then you're chased and killed instantly
No crew
#58
Posted 21 April 2015 - 04:00 AM
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I fail to see how the existence of the orb item, nerfed or not, makes the game more fun than it would be without it.
#59
Posted 21 April 2015 - 05:15 AM
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EOC Raider, Bolt Pred, Rev Gl Gren, EOC Infil, All the Reapers, Father, Expert in Guitar Kung Fu, and Founder of TPG Hawken
#60
Posted 21 April 2015 - 08:03 AM
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In pub TDM matches in anything but raider with ability activated, or a zippy A class, there's little chance of retreat. B or C, you're in the fight till death 9/10 times. There's no communication to get support fire for players to make a safe retreat, TTK is so low running you take tons of damage, then you're chased and killed instantly
Sounds as though you're accustomed to pushing too far forward. The vast majority of pub players that I (and my teammates) encounter utilize a push/pull back into safety approach. Retreats are pretty frequent.
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#61
Posted 21 April 2015 - 08:07 AM
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In pub TDM matches in anything but raider with ability activated, or a zippy A class, there's little chance of retreat. B or C, you're in the fight till death 9/10 times. There's no communication to get support fire for players to make a safe retreat, TTK is so low running you take tons of damage, then you're chased and killed instantly
You could try using deflectors to maximize your armor. Shield and Blockade are good to drop as you're running away to block enemy fire and impair their chase. Even in B and C classes you have plenty of time to escape on most maps.
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#62
Posted 21 April 2015 - 09:06 AM
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Why do you think people upgrade their hardware to play games? why do people buy fancy MLG mouses with fuzzy bunnyng laser beam tracking and mouse pads the size of a gorillas ass? To stay competitive.
Ask xxxX4c1u5xxx about that :)
People must understand that me putting this into the border of "comp play" is just because that's where my hopes of having the meta nerfed or banned is possible without dev intervention because I don't expect it to happen, at least for now.
It's really a problem that hurts the game clearly. I mean, come on. The orb gives 170 HP, compared to offensive items that cause 60 dmg. And healing from an orb is already as fast or maybe faster then pressing C while you're standing and able to shoot or do anything. And then with the internals, you get faster healing and more HP gained.
It's agreed apon that orblording should go, whether anyone likes it or not. And what I'm hoping for is seeing this go sooner in the TPG than in the gameplay as a whole.
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#63
Posted 22 April 2015 - 01:04 PM
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Sounds as though you're accustomed to pushing too far forward. The vast majority of pub players that I (and my teammates) encounter utilize a push/pull back into safety approach. Retreats are pretty frequent.
pulling out is very important; i largely attribute my general success to this safety approach.
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#64
Posted 22 April 2015 - 01:06 PM
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#65
Posted 22 April 2015 - 01:14 PM
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I prefer using shields.
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TPG-sponsored MLG tryhard potato recording guide.
Someone whose name rhymes with "ZuneAmanda" being a ragequitting casual.
If the leaderboards aren't real, then how can our MMR be real?
#66
Posted 22 April 2015 - 01:47 PM
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It's really a problem that hurts the game clearly. I mean, come on. The orb gives 170 HP, compared to offensive items that cause 60 dmg. .
i'm totally agreed to modified the meta .....but if u through a item it will deliver 60 dps in nano second but the orb give u 160 HP in few second .
#67
Posted 23 April 2015 - 01:58 PM
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I prefer using shields.
i'd like to practice safe shielding; from my understanding shields have a 98% rate of effectiveness. should i use two to further increase my likelihood to be safe?
#68
Posted 23 April 2015 - 04:07 PM
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You certainly can, although I don't know how satisfying you'll find the experience. Just make sure that you're not doubling up on shields - common mistake.
#69
Posted 23 April 2015 - 04:46 PM
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pulling out is very important; i largely attribute my general success to this safety approach.
Pro tip.
No crew
#70
Posted 23 April 2015 - 05:04 PM
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#71
Posted 24 April 2015 - 03:39 AM
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i'd like to practice safe shielding; from my understanding shields have a 98% rate of effectiveness. should i use two to further increase my likelihood to be safe?
While using 2 shields seems safer, the added electro magnetic friction may cause them to break. Especially during a vigerous pounding. From a TOW of course.
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