hi i'm devotion and the following is not for the faint of heart. my peak mmr is 2700 and i played competitive hawken in season 2 tpg for team axe attack. i think the most important priority for post-acquisition hawken moving forward in it's formative state is stability and content updates; but eventually, if everything goes well, i think we can look forward to balancing of existing content. i'd like to use this post to reflect my current thoughts on game state from the perspective of a "high level player". i welcome all input and encourage discussion.
- global suggestions
c class hp pools lowered
c classes are meant by design to be tanky. but i look at a mech like a brawler at 800 hp and compare it to the scout at 320 and the contrast seems too drastic. movement notwithstanding, they both have exactly the same dps potential assuming flak, and even more in the brawler's favor considering automatic weaponry. movement is very important, but in a competitive environment, the current hp values of c classes tends to be excessive. i don't have a good theory number to use; i believe this is something that needs considerable internal testing before implementation.
decrease tow dps by virtue of either lowering damage value or slightly increasing cd
i am a sharpshooter main. as it stands, i consider the tow rocket to be the all-around best secondary weapon in hawken. it has a fast reload rate and travel speed compared to other secondaries and it can potentially deal a whopping 125 damage. these are a lot of pros, with very few cons. as it stands, the tow rocket is also very dominant at cornerplay and is generally the preferred choice of weaponry for 1v1s as well. if you notice the mechs that have it (crt/assault, berserker, brawler), almost all of them are universally considered strong+ at all levels of play. i would propose lowering the overall dps of the tow by either slightly increasing the reload time, thereby leaving cornerplay relatively intact, or by decreasing the actual damage of the tow, leaving the feel of the mech's combat intact.
decrease sustained dps values
nowadays people look at the assault or incin and they feel that the mechs can be overwhelming. dave, as the universally agreed upon best hawken player, has a hit rate of ~37% with assault rifle on his smurf (i used his smurf's data instead of his main's under the assumption that his main's data will be less accurate for current usages, whereas his smurf should be a reflection of his current play) and even at 37% accuracy, his raw dps is enough to frequently clash 1v2. the potential ttk of sustained mechs is simply too low imo.
- internals
i would like to preface these internal suggestions with this: the state of hawken gameplay is stale. we are fully submerged into the orb meta, which seems to me like a kind of choking positive reward loop. creativity is punished and gameplay is corraled into one, optimal avenue. many of my internal suggestions are made with promoting gameplay diversity firstly, and initial, out-of-the-gates balance secondarily. for example, if air compressor 2 became an internal, it's very possible that the meta would simply shift to air compressor 2/repair kit 2/extractor 2. this can be addressed by removing the repair kit 2 and so forth. this is simply what i imagine when i think of a first wave of balancing changes.
air compressor is now a 2 slot internal
there is a certain school of thought that believes that air compressor should just be a default feature of mechs in hawken and the internal should be removed entirely. i personally like the concept of trade-off; you have to give up some of your internals to gain versatility somewhere while losing versatility elsewhere. i think customization like that is rewarding and by having more options not "default" on a mech, you create more sinks of both hc and mc which are important in a f2p model.
i'm rambling a little. by changing the air compressor into a 2 slot, you open up a large variety of potential load outs that are otherwise completely restricted by having a hefty 3 slot in place.
add reconstructor 2
the reconstructor is a little loved internal. the 3 is great, but hefty and very rarely best in slot, and the 1 has very small returns on several class types. it only feels remotely effective on a classes due to fixed healing amounts with smaller hp pools, but a classes are arguably the tightest mechs in terms of loadout. most times, the reconstructor simply does not make the cut. i think a 2 slot recon would fill a "sweet spot" so to speak.
decrease the total duration of armor fusor (slightly faster healing/time) and decrease the total % healed from fusor on kill
the only mechs that currently use fusor (it's almost mandatory actually) are c classes. this change is designed to re-balance c class mechs by limiting their total health healed, and to incentivize as and bs to be a little more adventurous with their itemization while simultaneously encouraging more aggressive play.
- items
remove either ism or emp
as it stands, ism sees no play. buffing the ism to be as useful as the emp would probably just create a frustrating mechanic, and the emp itself will always be a hot commodity as the only real crowd control offered in hawken. instead of trying to balance both items around one another, i am of the opinion that it's best to just remove one or the other for simplicity's sake.
scrambler dot is no longer stationary, number of dots decreased, dots no longer stray through walls and otherwise unpathable areas
quality of life buff alongside a preemptive nerf as the viability of the item increases. i consider this the lowest priority change.
radar now has a visible radar dot, no longer constantly displays information; minimap will update in infrequent "pulses" that are audible, implement an expiration timer for radar
radar is almost universally agreed upon as too strong of an item. before outright removal, i think these are all steps toward taking power away from the radar as such an oppressive form of information. my balance thoughts are designed to leave the "feel" of a radar intact while still removing a healthy amount of it's power as an item. as it stands right now, radar is a substitute for map awareness, not a compliment.
prevent orbs from "stacking", ie cap orb uptake at 1-2, decrease max orb hp, decrease rate of uptake from orbs
let's be real here. 99% of all "informed" mech loadouts encourage a 2 orb minimum, with the majority still going to three. a mech on two orbs can practically fight a 1v2, and on three+ orbs is basically unkillable outside of extremely coordinated burst. i usually advocate an incremental approach as far as balancing goes, but i don't think anyone would disagree with a heavy handed approach here, which i think is just a testament to how powerful orbs currently are.
give shield a brief period of invulnerability, decrease max hp of shield
i think items should feel impactful while also leaving room for counterplay. as it stands, i'm not convinced that being able to immediately destroy a shield upon deployment is a positive, impactful feeling for players. giving a brief window of complete invulnerabilty should allow shields to feel a little more shieldy, while decreasing the hp should ideally allow for a very similar effective hp overall.
- mechs
assault:
- delete the assault
i don't mind the assault being strong. i don't mind the assault mech conceptually; what i do mind is that there are two nearly identical mechs and the paid one is almost strictly better. i've been asked on stream quite a few times "what is the best mech in hawken right now?" and i never enjoy telling them that it's an identical mech to their starter. a common complaint of hawken is that it can be a grinding experience; i would like to eliminate that issue where possible. my initial suggestion was to delete the crt and make the assault the default starter mech because of it's more consistent naming scheme and chassis, but the crt is now synonymous as hawken's poster boy.
technician:
- decrease the rate of heal
- decrease the rate of green beam
- decrease the heat of tech primaries
- decrease the cooldown of green beam
- increase the tech's hp
in a 6v6 tdm environment, a tech vs. an uncoordinated team is overwhelming. i think one of the things i'd like to move away from the most is sustain in general, and the tech is the worst culprit. the problem with sustain is that the numbers are too high and sustain is too strong relative to expected dps; by green beaming someone, you almost guarantee an invincible mech. while nerfing the tech's heal values across the board seems heavy, i think the buffs in heat, cooldown and hp are enough to rebalance the tech in a still competitive manner.
brawler:
- decrease damage of sa hawkins
brawler seems to be the game's best kept secret. several players i know agree that the brawler is the sleeper op mech of hawken; everyone universally thinks of it as a fat scout, but few players realize that it is also a fat assault. while i think the sa hawkins is too accurate for it's utility on brawler, i also think it's just generally too strong. a slight decrease in damage alongside the global proposal of decreasing c class hp values should be the required ounce of preventative i feel.
rocketeer:
- change active ability to a durational buff similar to grenadier, increase projectile speed and increase rate of fire during duration
not too much to say here. the rocketeer is nonexistent in competitive hawken and only a handful of players bother with it in the higher mmr community. without considering broader questions like how is the state of hellfires in general, i think turret mode in general is oversold on c mechs. by giving it more utility out of it's ability, i think it should more able to fairly shore up it's poor fighting capability in cqc while being able to at-will increase it's lackluster dps in open teamfights.
i would like to note that i think hellfires will be very difficult to balance. they are very prevalent among lower levels of play and virtually nonexistent in higher play. any careless buffs may not leave them in a good place across the board.
these are the things i feel most certainly about at the moment. i have many other ideas, but nothing i would like to posit without some time to actually consider.
note to self: incin, bruiser, reaper, predator glitches, alternative weapon suggestions
Edited by devotion, 22 March 2015 - 08:33 AM.