I would rather you pick with my points rather than my vid. But k.
Does not address what I said, is my statement "He can do constant damage pushing forward." incorrect? If it is address why it is, not "Oh you missed him flying toward you doing constant damage." Cause that is a agreement with me in that case.
I completely addressed that fact. The fact is, it doesn't matter if someone can do constant damage while pushing forward. The zerker should have been nearly ded by the time it got close to you, but you missed your shots. I'm not saying you missed the fact that he was flying towards you, you straight up missed shots when a mech was traveling directly at you, which is the easiest shot to hit. His ability to damage you will significantly decrease when he's worrying about survival. Not to mention, you have a hell of a lot more HP to work with...
True, but my point about situation is not related to team work, technically there are a ton of what ifs, and should haves. But the main point in regards to the vid was not that I lost, it was the looking more at the nature of the fight itself. Also I would point out the air mech in this case was able to make use of a opening that can not be done with boosting, and pretty much forced me to look up and lose special awareness in many regards, that is part of what makes it awkward to fight. The focus on the vid was again not on team play. But it is digging into WHY it is so painful and annoying to fight a zerker like that, cause it is much harder to punish the air push, or air retreat compared to normal boosting and running away, as seen in part cause I had at least a fair bit of trouble hitting the guy when I did actually focus on him.
Teamwork is integral to this game. That zerker flying like that would have been a non factor if you were with your team. You said as much yourself when you complained about needing to put all your focus on the zerker! If you were with your team, others would be helping you, either allowing you to spread your focus more, or kill the zerker really fast allowing you to get your focus back to other mechs quicker.
The nature of the fight is that you had bad positioning in relation to your team, got yourself into a 3v1, missed easy shots, and, frankly, deserved to die lol! I'm not saying this to be an ass, it's just a very basic mistake you made. And there's no need to blame it on AC when that in reality played a very small role in that particular fight.
You say looking up made you lose special awareness (Spacial awareness? Situational awareness (SA)? Those two are quite different, but never heard of special awareness). So you're admitting you need to improve your situational awareness. If you improve your SA, it won't be so awkward :) It was painful and annoying to fight the zerker like that because you weren't playing the game as it was meant to be played (with good SA and with your team).
A zerker vs a C class is probably the worst case scenario. In 1v1 duels, people probably would not opt to use a C class vs a zerker. It's perfectly fine that there are some combinations that aren't optimal. That's why the game is designed around teamwork.
And punishing the "air push, or air retreat" is no different than normal boosting or running away. You shoot them, and don't miss!. The fact that they are in the air does not make it more difficult. Especially in situations like you presented where they're flying directly at you.
"...as seen in part cause I had at least a fair bit of trouble hitting the guy when I did actually focus on him". Yes! You admit it's a skill issue!
Again, the fact that I am hitting a limit in terms of aiming and situating myself at all makes the fight awkward compared to ground work vs ground work, also I hit the limit for a millisecond, and I feel that in the duel, that means it is a factor. Also remember air mechs can back up faster compared to ground mechs while actually engaging so that is something to be considered. Also I did get him back into the limit, and started tracked him, and that is when he dodged. Again that feels awkward to have to track this target, forced to use less spacial awareness due to the very nature of looking up, and being able to just back up, cause really in this case backing up toward my team seemed like a better way to survive as again I have lost track of the brawler when I look up, and am trying to distance from that guy at this point, just to share my logic from when I was playing at the time anyway, I would like to stress that is not the main point of the vid.
Hitting the upper limit in aiming, I'll agree, is annoying, especially if the other mech can look directly down (can they? I'm not sure what the down limit is). I will not go so far as to say it's impossible, it just means you need to practice how to get them back into your limit. That's a pretty standard thing as far as many combat situations are concerned. I mean, consider dogfighting... The entire goal is to get the enemy within the limit of your guns or missiles (so they make things like the AIM-9X!). And certainly in dogfighting, there are some jets far better equipped to make that happen!
You keep talking about backing up... dodge to the side, you can turn while dodging... don't back up, it's slow! You shouldn't be tracking someone dodging. See which way they're going, then "snap" to where they went. You'll have enough time to get a shot off before they dodge again. Of course, "snap" isn't so snappy with turn limits, that just means you need to process what he's doing quicker, in order to start your "snap" faster. It's a skill issue that requires practice.
Now, correct me if I'm wrong, but you were not backing up toward your team at all. At 1:08 it appears your team is all far far ahead of you. It looks like you got cut off from following your team by those two. So I'm not sure if you were backing up away from your team because of a loss of SA? I'm trying to not beat a ded horse too much, but, SA is a learned skill... And quite certainly a point for your inability to deal with the zerker...
It is very relevant to how I can deal with the situation in a spacial manner. For the reasons of hitting a limit even for a millisecond, means in a way I have to reset my tracking of the target at least in regards to dealing with the limit itself, and when I do deal with the limit and re-align this guy dodges, cause he is a good player, and pressing every edge he can, as good players tend to do. When I fight a ground target that dodges, and I miss, it is not cause I had to deal with a limit, or spacial awkwardness, it really is cause I just missed, also remember if we are both on the ground both players have more even awareness of the actual objects around them, when a player by nature looks up they lose that, and the player over head has another edge, at least in this duel where I really am forced to deal with the limit.
More talk about SA, you know what I'll say about that :)
But don't kid yourself, a miss is a miss whether it's on the ground or in the air. You learn the mechanics of the game better, you miss less, both on the ground and in the air. And like I said before, the zerker should have had at least a TOW and Flak to the face before he was out of your limit.
What would I have done?
First, avoid the situation all together. 2v1 or 3v1 is not optimal, no matter what the mechs.
But if it happened in this exact manner, hit the zerk with a TOW and flak, boost under him, immediately dodge to the left while turning to the right to get a shot lined up, and hit him again. This creates uncertainty to him as to where you went, causing him to spend time (albeit short) to figure out where you went, all the while you've put him exactly where you want him. In addition, he has the turn rate limit too, so causing him to have to turn greater than 90 degrees is another disadvantage to him. So he'd probably pull a similar maneuver, dodge while turning, to line you up again. However, he is reacting to you, so it's going to be delayed, giving you ample time to get a couple hits on him, and begin your next maneuver. You need to use the "ground work" you talk so much about... All I see in the video is you fumbling about backwards reeling in shock that there is a zerker on you (attribute that to low SA).
I've had to do just that before, and never ran into issues with upper limits. Of course, boosting towards the enemy C means you'll take more damage, but hey, you're in a loss situation anyway, at least take the zerker with you while trying to get closer to your team so perhaps they'll notice that you need help. But backing away as you did? Worst thing you can do. You're a large, slow moving object traveling in a straight line.
But you said I had like some teammates around me, but they were just idk doing things ~_~
Actually it is ironic you say that, cause the scenery, IE knowing where you are on the ground and knowing where you are visually are fairly important in hawken, I mean I think you and I can agree it is almost death if you dodge into a wall cause you were not paying attention to the scenery itself. So yes, that is what I mean when I say I have lost awareness, I am saying when I look up I lose where enemy mechs are in this scenery as well as losing the scenery itself, cause well it does matter. :P
Yes, I'm guessing the red arrow to your left at 0:36 is a teammate? One teammate =! sticking with your team. Regardless, 2v2 is more than possible, so mark that up to your teammate being bad, because I really have no idea what he was doing. I don't think I ever saw him on the screen lol. Looks like perhaps he went to engage the C? Ahh yes, now I see it. He went to engage the C class, leaving you alone with the zerker. The better option would have been to focus fire the zerker (if the zerker is able to keep out of the upper range of your aim for BOTH of you at the SAME TIME, I wouldn't even say good for him, I'd just say holy fuzzy bunny bad on both of you lol). So your teammate has some of the blame for not helping you in a mismatched situation.
By "scenery" I meant it in the terms of "stopping to smell the flowers" lol. If I want to talk about situational awareness, I would have just said it like I have been the entire time :) You were complaining about having to give the biggest threat mech your undivided attention, and I was laughing because I don't know what else you would want to be doing anyway. TBH, SA in regards to maneuvering should be second nature... or you should at least have enough SA to manage both.
1, teamwork stuff addressed again not central to my points...
Again, yes, teamwork is the "meta" of hawken... (god i hate that word, makes me sound like a gamer snob lol)
2, that does not address my points really, a promise does not mean much, and really I do not see why all mechs should be allowed to keep proper distance in a more simple manner.
A promise means a ton, we already know what AC looks like on all mechs, and I can guarantee that no other mech looks like a zerker with AC :) And I'm not even asking for the game to become like that!
You can say it's a simple manner to keep distance like that, but realize, had you actually hit the easy shots you missed, the zerker wouldn't be having an easy time.
3,eh, again your putting it back to the teamwork, again not exactly my issue.
That ded horse! SA is your primary issue. You not being with your team was a result of low SA. Your inability to deal with a zerker was the result of low SA. Low SA isn't going to get you killed so easily if you stick with your team. The SA required to stay with your team is quite low. You know the limits of your mech, don't get yourself into situations where those limits may be met!
I mean really, would it be smart for a grenadier to go off and 1v1 a zerker while there is a tunnel he could be spamming with nades to actually, you know, help his team? No. Mechs do have little niches that they fill, play to it! I guarantee there is no mech with the niche of being great at 2v1!
4, it is, cause of the limit, see above, I am not a stranded fps gamer I mainly play total war, and really your argument of normalization does not make me feel all warm and fuzzy inside, it feels more like "Learn to play my way or get out you non-stranded FPS player" pretty much makes me not open to your position from a ideals point of view. Also objectively again you have to deal with a limit in that you can not turn your mech 360 degrees over in the vertical. So yes it is harder objectively.
You're not a stranded (standard?) FPS gamer... You mainly play Total War...
Ok. Accept tips from those of us who have been playing much harder FPS games than this for years. Do not admit to primarily playing Total War, and then act like you know better than people who have played FPS' their entire life. Were I to play Total War, I'd be asking you for all the tips ever, because I don't play games like that. I'm not saying "my way of the highway", I'm just pointing out obvious flaws in your assessment of your video.
5, see 4, again the limit is a factor here.
Eh again my team was not really that far away, and as you said before technically the zerker should have been shot down, but again it does not detract from my points. I really do not care that I died, it is how and why in regards directly to the wind walking system, that was the point of the vid, also part of the reason I was not with my team was cause I spawned like that if I remember correctly, cause TDM. So ya.
Your team was incredibly far away. You're a C class! That's about 10 seconds of boosting in a straight line to get from where you were to where your team was! There's no better way to put it: That was piss poor positioning. Had you had better positioning (with your team), the zerker would not have lasted at all.
If the spawn was the reason for being separated, well, life's a fuzzy bunny some times lol I cannot fault you for that. I can, however, fault you for missing easy shots, and waddling backwards when you know that makes you an easy target :)
Also I like being red, and having my foes blue. I just enjoy it, and you have no idea how hard it was to get used to lol.
I can imagine, I hate games that force a particular color for a team, Toxikk does it, and I frequently shoot the red players even when I'm on the red team lol
Really I only like playing DM so, *cough* but again over and over the team play was not the direct point, and the fact I was killed by scout without even knowing of him is just a thing I used to try to hammer in the I have lost situational awareness point.
The point of you losing SA is the biggest point there is. Not "wind walking". Improve your SA, improve your ability to deal with "wind walkers"!
Really if you look at the duel itself I was not doing badly, indeed he was on low hp, and I was on low hp at the end before being killed by the scoot, I think you are missing the point, even if it balanced, it messes with the pacing and is objectively in my view annoying/jarring when you hit the limit in a duel, and how often it is a factor makes the game less fun if you ask me.
With practice dealing with those kinds of situations, it'll become more fun :) IMO at least. Perhaps it wont for you. Either way, the "fun" argument is purely opinion. I'm just trying to point out things that'll allow you to deal with "wind walkers" easily. Because they really aren't difficult to deal with. Therefore, them being difficult to deal with cannot be a reason to take it out of the game.