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Fixing the Tech

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#121
Mergaz

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That is an interesting idea. it would alleviate the death balls and still provide a use for tech, but you'd need to re work the ability, unless the ability would be the normal orange beam and thus do the minor "okay" healing it does now alongside the DR and power boost.

Or, do the opposite too, and tech would lessen the damage suffered by the Allies and increase the damage sustained by enemies. Damage and healing could be smaller, still present in secondary weapon with function of buff/debuff and low heal/low damage.


Edited by Mergaz, 28 March 2015 - 11:44 AM.


#122
c0wb0ys7y13

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The tech is really no different than the Medic in TF2.  Its not OP, and a team of medics will get crushed.  However, it is required if your team is expected to be competitive.  The tech doesn't need to be nerfed, it just needs to be free so every team can have access to it.  Those kinds of high impact support roles shouldn't be kept behind a pay wall.



#123
Brawler_Yukon

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The tech is really no different than the Medic in TF2.  Its not OP, and a team of medics will get crushed.  However, it is required if your team is expected to be competitive.  The tech doesn't need to be nerfed, it just needs to be free so every team can have access to it.  Those kinds of high impact support roles shouldn't be kept behind a pay wall.

If they make it free, us losers who bought it before should get some compensation, maybe a specific repair drone or skin, but something to say "Yeah, we know you bought it, and we appreciate it, here's what we can do to say thanks."


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#124
bacon_avenger

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I still kinda like the idea of turning it into a 'repair booster' and only accelerate the repair process.

This could do a lot to satisfy both camps. Techs couldn't just latch onto a C class like the incinerator and provide 'endless heals, for example, and would put a lot of the danger/strategy of repairing back into the game that many players miss from the time before repair orbs and the tech. It would also not be useless as a repairing mech with a tech assisting could be back up and fighting in 1/3 to half the time it would normally take.

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#125
Grollourdo

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If you guys don't like the medic leashing the c class then kill the medic . no seriously, c classes have very bad mobility just kill the medic quick . medic has lowest health and c class has low mobility. What I just do is jump over the c class kill the medi c quick and done its what I do and it works. You guys can do it however you guys want but just kill the medic.
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#126
Nov8tr

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"We" told them? I don't remember being asked my opinion or weighing in back in the good old days... did I miss an invitation? ::check junk mail folder::

And its certainly your discretion to not play in a game *WITH* a Tech and not have to play in a game *AS* a Tech. You get the option to opt-out which is a cool part of the game. Wouldn't it be cool if I got the choice to opt-in to playing as a Tech without taking away your options and discretion? Oh *PHEW*, I can!

 

Good thing we both can have our opinions an play styles in the same game universe. (Its kinda like smoking cigarettes, I don't do it myself and I tend to avoid restaurants and bars where people do but I don't think we should destroy cigarettes.)

Yes "WE" or did you not bother to read the pages and pages of complaints not just from new people but the players who had been there a long time. Sorry you didn't get the "memo". Yes I make my choice because I have no other. Yes I've read the other threads and I appreciate the work done to show that 54% of the study showed they didn't want the tech. (in one form or another) And don't get me started on destroying cigarettes. Yes I do think they need destroyed. Since you don't know I'll tell you. I am dying because of them. I have a oxygen hose up my nose 24/7 now. Cigarettes kill millions of people every year. So yeah I'd like them all gone. And if you are still smoking. You WILL understand someday. Take that to the bank.

 

I love how instead of actually wanting to fix stuff they literally just want it to be Fred vs Fred match so that nobody has a play style different than them. First you remove the Tech, because "Waaaah, da tech iz healin ppl, n ahm naut gud enuf 2 get over it n fight smarter." Then goes the Incinerator because "Waaah, everybody can fight longer n I can't deel wif eet" then goes the Rocketeer and Bruiser, because "waaah, it auto locks and dodge is too hard 5 me" then goes the Sharpshooter and Reaper because, "waaaah, they have accurate weapons that do more burst damage than mine do." What a bunch of whiny babies, Learn to play the game instead of just complaining about how you're not good enough to deal with the Tech. The Tech doesn't need to be removed, you need to be better at the game you pansies. 

I do kill the Tech. And I don't want any other Mech removed. The Incin does need some tweaking with the flameball stuff but that's it. But the problem is if you get a good player the tech is protecting. He takes you out while you try to take out the tech. (And if you get a good player in the tech and a good player he is protecting or even two techs, it is "almost" impossible to take down at low to mid level games.) I've had it happen too many times. I've watched it happen with high MMR players. Just as recently as yesterday. So don't give me "waaaa" trash. Learn to not be opinionated and rude. And pansy? Pffftt First ITS A GAME, that is not necessary. Second. I'm ex Vietnam, I've killed more real people then you have fingers. So don't try pansy on me. I am not alone in my opinion and I am not a new player. I would PREFER it be removed. Period. But if they decide to modify its abilities so that it is not just a crutch, I'll live with their decision. But now that we have new owners, new Devs I am interested in seeing what they do now that the ball is in their park. 

 

Now that is my opinion. I've heard yours as well and I sure didn't jump up and start calling you childish names. I will now wait to see what happens as I've made my opinion clear. It is not mine or your decision to make. I am now waiting for the people who own the game to decide now. I think they have pretty much heard from a large portion of the player base. And some decently well done polls/studies. At minimum it has to change.


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#127
Brawler_Yukon

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Yes "WE" or did you not bother to read the pages and pages of complaints not just from new people but the players who had been there a long time. Sorry you didn't get the "memo". Yes I make my choice because I have no other. Yes I've read the other threads and I appreciate the work done to show that 54% of the study showed they didn't want the tech. (in one form or another) And don't get me started on destroying cigarettes. Yes I do think they need destroyed. Since you don't know I'll tell you. I am dying because of them. I have a oxygen hose up my nose 24/7 now. Cigarettes kill millions of people every year. So yeah I'd like them all gone. And if you are still smoking. You WILL understand someday. Take that to the bank.

 

I do kill the Tech. And I don't want any other Mech removed. The Incin does need some tweaking with the flameball stuff but that's it. But the problem is if you get a good player the tech is protecting. He takes you out while you try to take out the tech. (And if you get a good player in the tech and a good player he is protecting or even two techs, it is "almost" impossible to take down at low to mid level games.) I've had it happen too many times. I've watched it happen with high MMR players. Just as recently as yesterday. So don't give me "waaaa" trash. Learn to not be opinionated and rude. And pansy? Pffftt First ITS A GAME, that is not necessary. Second. I'm ex Vietnam, I've killed more real people then you have fingers. So don't try pansy on me. I am not alone in my opinion and I am not a new player. I would PREFER it be removed. Period. But if they decide to modify its abilities so that it is not just a crutch, I'll live with their decision. But now that we have new owners, new Devs I am interested in seeing what they do now that the ball is in their park. 

 

Now that is my opinion. I've heard yours as well and I sure didn't jump up and start calling you childish names. I will now wait to see what happens as I've made my opinion clear. It is not mine or your decision to make. I am now waiting for the people who own the game to decide now. I think they have pretty much heard from a large portion of the player base. And some decently well done polls/studies. At minimum it has to change.

You need to calm down, also, don't blame cigarettes for your bad life choices. It's childish and only serves to shift blame from yourself. 100% of people don't share you opinion, so either adjust or leave. Getting rid of the tech doesn't solve anything, doesn't help anybody, and it's literally just your own bias against it, please either add to the discussion or something actually constructive. You're adding nothing to the conversation.


Edited by Brawler_Yukon, 28 March 2015 - 10:12 PM.

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#128
Grollourdo

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You need to calm down, also, don't blame cigarettes for your bad life choices. It's childish and only serves to shift blame from yourself. 100% of people don't share you opinion, so either adjust or leave. Getting rid of the tech doesn't solve anything, doesn't help anybody, and it's literally just your own bias against it, please either add to the discussion or something actually constructive. You're adding nothing to the conversation.


I completely agree with you XD

 

edit: Crap didnt read the wole thread so missed a few things.....

 

 

 

You need to calm down, also, don't blame cigarettes for your bad life choices. It's childish and only serves to shift blame from yourself

this ... i think this is a bit arrogant no? idk ....

 

 

 

100% of people don't share you opinion, so either adjust or leave. Getting rid of the tech doesn't solve anything, doesn't help anybody, and it's literally just your own bias against it, please either add to the discussion or something actually constructive. You're adding nothing to the conversation.

This is what i agree with 100 %


Edited by Grollourdo, 29 March 2015 - 01:22 AM.

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#129
Nov8tr

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I can most assuredly assure you I am calm. But nice try at redirection. I'm 61 so telling me about "bad life choices" and cigarettes. Why don't you go tell that to the other family's of the ten's of millions of people who have died directly because of smoking. I grew in in a society where MOST people did smoke. It was on TV, movies, magazines. It was in everyday life everywhere you went. That is like telling people not to blame the murderer for killing their family. He is directly responsible for their death. Just like cigarettes are directly responsible for untold millions of deaths. This is a scientific fact. You can dismiss it as you please, but it does not change the facts. Getting rid of the Tech solves the problem entirely. Then there is no problem. Should the people who bought one be compensated somehow? Yes they should. I have 5 or 6 of them. If i could give them all to you I would. I don't want them. Getting rid of them IS my constructive opinion. Because it does not fit with your opinion does not mean it is not a valid solution to a problem that has gone on for far too long. I've added as much to the conversations as you. Yours is not the only solution. Nor is it the only opinion here. And 100% of the people did not agree with you. Go read the polls again. I have. Both the new one and the old study. You are entitled to your opinion, so am I and everyone else here.

 

BTW the cigarette companies told us then how safe it was and in fact they still to this day deny cigarettes have ever killed anyone despite the countless scientific studies and medical society. Unless you grew up in that era, you have no clue.


Edited by Nov8tr, 28 March 2015 - 10:43 PM.

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#130
RespawningJesus

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Let me remind everyone to try and keep it civil. Respect each other's opinion, and try not to start a fight with one another. Also,please refrain at taking pot shots at each other's personal lives.
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#131
Dr_Freeze001

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This is why we are trying to look for a compromise. ANYTHING we do will piss-off some people, now it's up to us (NOTE: nothing might even come out of this, we might just be wasting our time, I dunno why I said 'us') to piss-off the least amount of people possible. 

 

Some want the tech removed. Some don't want it to change at all. The compromise is a nerf, and that is exactly what we are trying to discuss.


Edited by Dr_Freeze001, 28 March 2015 - 11:28 PM.

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#132
HugeGuts

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I have a compromise I can agree with.

o Replace sticky healing beam with sticky damage reduction beam. The Technician will not share the damage reduction bonus.

o Change the green beam's healing to orange beam levels. The Technician will no longer share healing.

o Remove self healing from the red beam.

o Increase the Technician's health to compensate for the removal of self healing.

#133
Plantblock

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I said it bevore and i say it again, why not just make some servers with and some servers without the tech, so that the people who dont want to play with a tech in game dont have to and the people who want to play with tech in game can.



#134
Grollourdo

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guys please..... for the servers with no tech that i agree with but stop trying to kill the the tech. 

 

the tech is not op and doesnt need to get crippled.

 

go take a look at my previous posts.


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#135
HugeGuts

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Because that would fracture the already tiny player base. Even if the game's population was large enough to support it, there's still the issue of one server type becoming a favorite over the other. This can lead to development becoming skewed toward that server type, and then Hawken is back to square one with "The devs have no idea who there audience is!" problem.

#136
BIsmuthZornisse

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The issue i see with the technician is that it too easily removes the progress the enemy team has made (in other words, the damage dealt to the tech and its allies).

So the amount it currently repairs should be restricted to allies that have engaged repair mode, but the helix' yellow beam should repair much less otherwise.

I also think that the yellow beam should not repair the user unless the abilty is activated, since i find the the technician to be difficult enough to hit anyway, due to its high walking speed and its small frame, the latter of which also allows it to just hide behind an ally to tank the hits, while the tech repairs said ally.

 

Additionally, to emphasize its SUPPORT nature, its left handed weapons should inflict ailments while dealing less damage, like the redox gun.

For example, the technician's hawkins-rpr could be retooled into a "tank ripper", which inflicts an ailment that slowly decreases the enemy's fuel (effectively slowing down fuel regeneration and increasing fuel usage of boosting and flight).


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#137
Mergaz

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The issue i see with the technician is that it too easily removes the progress the enemy team has made (in other words, the damage dealt to the tech and its allies).

So the amount it currently repairs should be restricted to allies that have engaged repair mode, but the helix' yellow beam should repair much less otherwise.

I also think that the yellow beam should not repair the user unless the abilty is activated, since i find the the technician to be difficult enough to hit anyway, due to its high walking speed and its small frame, the latter of which also allows it to just hide behind an ally to tank the hits, while the tech repairs said ally.

 

Additionally, to emphasize its SUPPORT nature, its left handed weapons should inflict ailments while dealing less damage, like the redox gun.

For example, the technician's hawkins-rpr could be retooled into a "tank ripper", which inflicts an ailment that slowly decreases the enemy's fuel (effectively slowing down fuel regeneration and increasing fuel usage of boosting and flight).

 It is very similar to what I think about new tech support: indeed it would be a beam of energy that affects the metal molecular structure which are made mech becoming stronger or weaker depending on the polarity of beam.


Edited by Mergaz, 29 March 2015 - 05:35 AM.


#138
Grollourdo

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... The tech isn't op ...

It doesn't need nerfing.

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#139
Sylhiri

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guys please..... for the servers with no tech that i agree with but stop trying to kill the the tech. 

 

the tech is not op and doesnt need to get crippled.

 

go take a look at my previous posts.

 

This is why a total rework is better (but yes, reworking the Technician might need the current version to be deleted if the old system applies to it).

 

I haven't thought of the Tech as being OP since they nerfed it's first version when it came out but it is an anti-fun, lower skilled, high health favoring mech and in my opinion that was only designed for instant gratification. Hawken needs it's own healer, balanced around the system and mechanics of Hawken, not a TF2 ripoff.


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#140
CochoNut

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im tech user , whenever meet scout / berserker / ganbanged by assault , BOOOM.

i have no use at all :/ since they always aim me



#141
Nov8tr

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OK Sylhiri I can agree with that and live with it. Delete the current tech and make a new reworked version. Grollourdo don't think of a new unit with new abilities as being "nerfed". More of a "new and improved" model. :) It really is instant grat for low levels and that is not fair to other low levels. The problem continues thru mid and by high end they get walked on like a used carpet.  OK they have been here long enough to "maybe" and yes "maybe" they do serve a purpose now. I really do wish they hadn't made it in the first place. They opened up a huge can of worms that has caused far too much strife in the community. I think the new Dev team will figure it out and give us something better. I hope for better and prepare for the worst. :D


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#142
Brawler_Yukon

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If Tech users get completely screwed because the new devs utterly fuzzy bunny up they aught to get compensation for having been screwed over by mob "Kill it with fire" mentality.


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#143
nepacaka

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the technician is not as strong as some people think

 

yes, u right. tech is not strong. but why i always win in siege if i have a "pocket tech"?

hm.... maybe, because i'm a brawler, and enemies can't kill tech through my body.

 

The tech is ONLY strong, if the teammates are good player

 

no, the Tech is BIG problem in 2vs2 or 3vs3 fight.

Tech working correct only in 6vs6 matches. if u play 5vs6 - the tech turn into Unstable and unbalanced mech. i saw this many times.

tech is very weak in 1vs1 against many Mechs. it's true. But we really need mech which working correctly only 10% of summary time?

 

yesh, problem not in tech, in low player population, 3vs4 sieges, ragequitters, incinirator-combo, and etc. But it is current hawken reality, and tech doing all, to make game even worse on current moment.


Edited by nepacaka, 30 March 2015 - 09:19 PM.

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#144
Grollourdo

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No all the you have to do I counter the tech.

If your team isn't organized, then ok you gonna die
If the team is organized and the team knows how to counter the tech then you are not necessarily dead.

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#145
HugeGuts

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Here's another reason to remove the Tech's healing - If there are multiple targets with a Tech to choose from, and I am forced to shoot the Tech to have any chance of winning, then the game's mechanics are making a choice for me and that's a form of control loss. Many players hate losing control in a video game.

 

Replace the orange beam's healing with a damage reduction buff. With this buff, the Technician still has its support role of increasing effective health, but no longer removes player progression.



#146
Dr_Freeze001

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Here's another reason to remove the Tech's healing - If there are multiple targets with a Tech to choose from, and I am forced to shoot the Tech to have any chance of winning, then the game's mechanics are making a choice for me and that's a form of control loss. Many players hate losing control in a video game.

 

Replace the orange beam's healing with a damage reduction buff. With this buff, the Technician still has its support role of increasing effective health, but no longer removes player progression.

 

I don't think that's what player progression means. Correct me if I'm wrong, but player progression is the way he gets stronger throughout playing the game. This is the leveling system, MMR, weapon unlocks, purchasing Axes.

 

What does it have to do with choosing who to shoot?

 

Now, keep in mind that the technician's yellow beam is very easily out-damaged. 

 

 

I get your train of thought. By making it a debuff you can increase a mech's effective armor, but in the end, the mech still has to repair in order to get healed. That's good for people attacking, but what does it do for the tech? It does nothing but promote pocketing and sticking to a C-class. I have no incentive to go buff anyone but that one C-class.

 

Also, what do I do when I get shot at? Well, nothing. I just die. Can't repair off of my team, can't put down a blockade and try to regain some armor. All I do is go back and wait to get flanked, either while repairing or waiting for my green to recharge.

 

 

 

My point is: it's not a bad idea, but it promotes the wrong playstyle. You want a tech to go around, be mobile and help the entire team, no just pocket a C-class and never look back.

 

 

 

yes, u right. tech is not strong. but why i always win in siege if i have a "pocket tech"?

hm.... maybe, because i'm a brawler, and enemies can't kill tech through my body.

 

no, the Tech is BIG problem in 2vs2 or 3vs3 fight.

Tech working correct only in 6vs6 matches. if u play 5vs6 - the tech turn into Unstable and unbalanced mech. i saw this many times.

tech is very weak in 1vs1 against many Mechs. it's true. But we really need mech which working correctly only 10% of summary time?

 

yesh, problem not in tech, in low player population, 3vs4 sieges, ragequitters, incinirator-combo, and etc. But it is current hawken reality, and tech doing all, to make game even worse on current moment.

 

Rule #1: shoot the tech, then the C-class. It's not that hard. Hell, I can focus a tech down while playing tech myself.

 

The only thing you need to keep in mind is that any unbalanced match, whether an extra tech or any other mech, will have the same results. By that logic we should nerf every mech because it would be OP in every 5v6 match. A 2v2 or 3v3 fight is not the norm and easily avoidable. Like it has been said so many times before, having a tech on your team sacrifices the firepower of one for the life of the other. Do some focused burst damage and it's 1v2 or 2v3. Remember rule #1.

 

Conclusion: Balance is when the game is balanced. Don't try to fix a problem in an already broken situation.


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#147
Grollourdo

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not necessarily .... edit: .... lol u posted exactly what i wanted to say lol XD .... like right  after i finished typing "necessarily" XD


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#148
LU0P10

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IMO the Tech's biggest "problem" is actually that ability to heal moving teammates so that there is minimum downtime between fights. Minimum downtime and able to achieve the primus motor status is the role Techie-player like to be in (right?). One other problem is the current symbiosis with Incinirator, and that healing mechanism being idiotproof since there is no need to aim with helix torch. 
 
That is unsuitable on the current pallet of maps Hawken has. Maps are just too small to have mech gang rolling around with a dedicated moving healing source(s) - yeah you guessed, it yields a snowballing effect - more often than without a tech/ before the Tech. 
And there is still mech internal options which can make mechs heal themselves on the fly - no pun intended.
This original idea was not thought thoroughly by the previous devs. 
(And I have to admit I loathe the inbred aimbot mechanism in a shooter game - indifferent if it is powerful of not).  
 
 
(Haven't read all the threads if this has already suggested, but here it goes).
Solution: it is best to change the Tech's ability to heal only on pause between fights. 
Call me boring, but the Tech generates health orbs. Health orbs, like other shooters have med packs, the Tech pukes a health orb to location in which teammates are healing or are going to heal. Maybe gaining some extra XP of the amount healed by orbs, not sure if it is possible to isolate out xp from healing the Tech itself by it's own orb. 
 
In that mechanism the Tech generates health orbs by converting the heat sources around it into a health orb, same sized as health orb item. 
The Tech's special ability would able to puke a health orb when it has made one ready. This a very strong ability since that would be inexhaustible source of health orb items.
 
I also suggest the effective radius in which the Tech draws the heat into a health orb conversion should be smaller than a heat mine has (what do you think about that? And I don't remember heat mine's radius in meters). The Tech could lay a heat mine and exploit it to charge health orbs faster but with a the risk of overheating.
 
 
This new operation principal still encourages team to stick together - in that set radius that the Tech has so health orbs are generated faster. 
Weapons and boosters generate heat. Incinirator draws heat from different sources, why not the Tech? Actually from Incinirator too then. 
Not sure what the Lore would say about this idea of converting heat to a health but I do not actually care. Rewrite the Lore if needed ;)
When it is possible to convert heat to destructive energy aka by Incinirator... then why not to a constructive energy too?
 
Heat drawn from heat sources and converted to health should be happen on percentage and rate which I am impossible to figure out. I am sure someone is able calculate correct rate. Btw... rate should be such that more than two Techs would outcompete eachother of the heat sources. Health orb conversion would become ineffective/slow.
 
 
This idea for a rework of the Tech has to be taken into consideration with this thread:
 
That is why my writing might be hard to understand, or have bad typos etc. since I wanted a bit rush out this suggestion. Health orb rework will of course directly change Tech's ability to help his team.
 
 
I am thinking health orbs should dissipate from field much faster that now if this kind of Tech ever implemented.
 
 
And of course then items should stay as consumeables. With this Tech - items on a cool down timer (such as health orbs) would make the Tech less important.
 
 
So what about that infamous secondary weapon of Techies? Change that to a TOW. Simple as that.
Tech would be a powerful mech with a TOW and with primary weapons it currently has. 
 
 
TL;DR
 Tech's Special Ability: puke health orb. Heat conversion.
 
Incinator&Tech combo fixed?
 


#149
Flifang

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The tech becomes much less a threat when being shot at. Its healing goes way down when it's in combat and almost any mech hitting all their shots will win the dps race bar green-beam. The only issue I see is overheating before you can kill it.
A tech getting first and doing well is no different than say a scout that dominates, however it can be more infuriating due to how hard it can be to kill a good tech when it's with its team. A player who know's their mech's role will do much better than a player that does not. A coordinated team with a good mech comp is a force on its own but throw a tech in and it's the one to blame. I don't see the problem in a tech's healing points because when everything gells together perfectly a tech won't have much left to shoot in the case of enemies. I think the tech is fine because it fits it's role very well
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#150
Trinnexx

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I found the tech inrcredibly weak when first using it, in a 2v2 with mediums vs tech+heavy the combo is screwd due to the low heal rate ( I personally have been in this situation, the heal beam cant keep up and the tank is toast before it kills a medium). Even with its fast speed it gets picked so easily. The only time its OP is when its an hero team vs slightly organised team, but whos fault it that? =P
Yes, the tech makes it harder for you to be a MGE hero and carry the team. But this is a *team* based shooter, if you hate the tech I can't imagine what you'd think of his spritual predecessor, The Medic. That guy can make people invincible!
If you hate it so much, get one, when your team doesn't have one, use it!


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#151
Grollourdo

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Very good point man XD I agree, the tech doesn't have a problem. All mechs have advantages and downfalls, the tech can heal and is agile but his health is horrible.

I personally think the tech is balanced

Tho if everyone is trying to search for a Nerf I think that maybe the tech heals less effectively when his target is moving . this could give him another downfall .... But personally I like the tech how he is.

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#152
Scow2

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The thing about the Technician is that it has a monopoly on its role in the game. No other mech has that level of influence. Any solution to the Tech (I don't think it's 'imbalanced' - just currently fundamentally broken because of its monopoly power) has to address it. To that extent:

1. Allow any mech to be a 'bargain bin' active healer through items. For example - Let's add a Healing turret alongside the Rocket and Machinegun turrets (Long life and decent healing, but stationary and only affects one mech at a time), a "quick repair' missile that hits a friendly and instantly repairs them (One with an AoE, one without, but repairs more), as well as slower options. Biggest problem is that these items lack a 'sustain'... so support/healing-based internals might be of value as well. Also, possibly distribute the tech's tools among other mechs - sure, let's let an Assault replace its TOW with the Green Beam, etc.

 

2. Do not have healing stack from multiple sources, so a Tech is of limited value among mechs that are capable of looking after themselves. Don't let the Incinerator drain heat from a Tech. That combo is just a weird corner-case that needs a special exemption.

 

 

Of course... I'm not sure how much the first idea would actually help. The tech is currently the only mech capable of doing what it does, not merely the best. Compare to any other mech...

Sure, the Vanguard is great at pushing and breaking through fortified positions to get to objectives, but a Grenadier, Incinerator, or sufficiently angry Brawler or psychotic Berzerker or Assault can also bust through and disrupt enemies.

Sure, the Sharpshooter is the best at engaging enemies at extreme ranges - but in a pinch, a Brawler, Reaper, or even any mech with a TOW can get in on the sniping game (Though the TOW has a hard time of it due to the slow projectile speed).

The infiltrator and Predator's stealth abilities make them good at ambushing foes... but it doesn't do anything that using cover to break line-of-sight, keeping a low profile, and exploiting inattentiveness can't do either.

The Incinerator's certainly unique with its heat-managing shenanigans... but it's not the only mech that provides sustained firepower and area suppression.

Berserker's strong... but it can't do anything an Assault or Scout can't do either.

....

Every single mech in the game can have its role replaced by almost any other's - albeit in reduced capacity - with the single exception of the Technician. As long as the Technician holds a monopoly on its role, it'll be broken.



#153
JackVandal

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IMO the Tech's biggest "problem" is actually that ability to heal moving teammates so that there is minimum downtime between fights. Minimum downtime and able to achieve the primus motor status is the role Techie-player like to be in (right?). One other problem is the current symbiosis with Incinirator, and that healing mechanism being idiotproof since there is no need to aim with helix torch. 
 
That is unsuitable on the current pallet of maps Hawken has. Maps are just too small to have mech gang rolling around with a dedicated moving healing source(s) - yeah you guessed, it yields a snowballing effect - more often than without a tech/ before the Tech. 
And there is still mech internal options which can make mechs heal themselves on the fly - no pun intended.
This original idea was not thought thoroughly by the previous devs. 
(And I have to admit I loathe the inbred aimbot mechanism in a shooter game - indifferent if it is powerful of not).  
 
 
(Haven't read all the threads if this has already suggested, but here it goes).
Solution: it is best to change the Tech's ability to heal only on pause between fights. 
Call me boring, but the Tech generates health orbs. Health orbs, like other shooters have med packs, the Tech pukes a health orb to location in which teammates are healing or are going to heal. Maybe gaining some extra XP of the amount healed by orbs, not sure if it is possible to isolate out xp from healing the Tech itself by it's own orb. 
 
In that mechanism the Tech generates health orbs by converting the heat sources around it into a health orb, same sized as health orb item. 
The Tech's special ability would able to puke a health orb when it has made one ready. This a very strong ability since that would be inexhaustible source of health orb items.
 
I also suggest the effective radius in which the Tech draws the heat into a health orb conversion should be smaller than a heat mine has (what do you think about that? And I don't remember heat mine's radius in meters). The Tech could lay a heat mine and exploit it to charge health orbs faster but with a the risk of overheating.
 
 
This new operation principal still encourages team to stick together - in that set radius that the Tech has so health orbs are generated faster. 
Weapons and boosters generate heat. Incinirator draws heat from different sources, why not the Tech? Actually from Incinirator too then. 
Not sure what the Lore would say about this idea of converting heat to a health but I do not actually care. Rewrite the Lore if needed ;)
When it is possible to convert heat to destructive energy aka by Incinirator... then why not to a constructive energy too?
 
Heat drawn from heat sources and converted to health should be happen on percentage and rate which I am impossible to figure out. I am sure someone is able calculate correct rate. Btw... rate should be such that more than two Techs would outcompete eachother of the heat sources. Health orb conversion would become ineffective/slow.
 
 
This idea for a rework of the Tech has to be taken into consideration with this thread:
 
That is why my writing might be hard to understand, or have bad typos etc. since I wanted a bit rush out this suggestion. Health orb rework will of course directly change Tech's ability to help his team.
 
 
I am thinking health orbs should dissipate from field much faster that now if this kind of Tech ever implemented.
 
 
And of course then items should stay as consumeables. With this Tech - items on a cool down timer (such as health orbs) would make the Tech less important.
 
 
So what about that infamous secondary weapon of Techies? Change that to a TOW. Simple as that.
Tech would be a powerful mech with a TOW and with primary weapons it currently has. 
 
 
TL;DR
 Tech's Special Ability: puke health orb. Heat conversion.
 
Incinator&Tech combo fixed?

 

i feel like this would be a good option for a G2 tech


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"but the dead horse has been beaten so many times it's practically a pulpy mess in the barn by now."

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#154
Pumapaw

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A tech does not make a game unbalanced. You kill off the tech. Or someone on your team becomes a tech.

 

Besides a tech is a great counter to A class mechs.


Edited by Pumapaw, 02 April 2015 - 02:27 PM.

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#155
Grollourdo

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Yep completely agree XD

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(='.'=) This is Bunny. Copy bunny into
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And if you dont .... 

 

bloody_keyboard.gif    <-------------- ME and Bunny
 
 
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#156
LU0P10

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i feel like this would be a good option for a G2 tech

Would you then agree to remove the original design of this mech?



#157
JackVandal

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Would you then agree to remove the original design of this mech?

no, i like the tech, i think its balanced, but in this game balance can change from server to server based on coordination and experience. iv been in plenty of matches with an incini tech combo on our team and gotten our fuzzy bunnies rustled. that being said, half the rate it gives heat to the incini and i think it would solve the issue with the tech. i just thought that was thought out enough to be a valid G2 tech.


"but the dead horse has been beaten so many times it's practically a pulpy mess in the barn by now."

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#158
GalaxyRadio

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Technician is OP.... well iam not sure....  :tongue: 

 

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#159
-Tj-

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Dat combination of your avatar and screenshot... lol.



#160
BaronSaturday

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Technician is OP.... well iam not sure.... :tongue:

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That doesn't mean it's OP. It means it gets points for assists even if it didn't do any damage. Or people were just letting techs run around. I think the former is more likely though.

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