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Weekly Update - 2015-05-22

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#41
Dedhed

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What happened over the last 7 days:

 

3. I had lunch with Khang Le and Aaron (both former devs)

  - they're good people

  - they helped confirm some future design goals ;)

4. Started streaming on Hitbox.tv

  - they're pretty excited to have more Hawken air time, so look for it there

5. Launched a new site that will see more development over the coming weeks: http://streams.playhawken.com

  - tell us what you think

 

 

What's happening over the next 7 days:

 

1. Ramping up job posting efforts

 

 

Not that the other stuff isn't cool, but *YAY!!* on these points specifically.


"One day I will leave this world and dream myself to reality" -- Chief Crazy Horse

 

"Love is the Law, Love under Will" -- Aleister Crowley

 

"This is like talking to breakfast cereal" -- Otherland


#42
Chickin

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Predator: (I know you said Weapons/Items/Internals, but you gotta look at the whole package.  I have well over 300+ hours in game time with the predator, so I would like to think I know a thing or two about it).

 

Overall, I would say the the Predator is in a great place.  Many people under value it because they don't know how to play it.  I think the numbers are fairly spot on.  Maybe the only thing I would change is some more health.  Most of the issues I have is sound oriented.  The predator should be more sneaky and high level players use hearing to detect other mech's positions.

 

Ability:

  1. Remove the change is hearing while cloaked. (everything becomes quieter)
  2. Make the shimmer easier to see (impossible against blank backgrounds like test arena) but it should still be difficult to see when the predator isn't moving.
  3. Make the walking sound quieter (Right now, it's impossible to sneak up to top players *shakes fist at hestoned*)
  4. Hellfire lock-ons should take longer
  5. Fall damage shouldn't knock them out of cloak

Breacher:

  1. Make the charge up sound quieter (loudest gun ever)

T32:

  1. Needs some love, I dunno what (higher burst?).  I find it quite awkward for the Predator's kit.

EoC Repeater:

  1. Buff the damage on indirect hits (rather than 50% make it like 75%)

EoC Predator:

  1. Make the puck sounds quieter (when it hits a wall)
  2. Fix bug where pucks don't explode when fired upon by the enemy while on awkward terrain, or only some of them explode and the enemy thinks it's safe but they only got 1 puck.
  3. Make it so teammates can't detonate your pucks but you still can with your shots
  4. Have an indicator for number of pucks still active (it sucks not knowing when your trap is gone)

 

 

I agree on it being in the good place, I think is nicely balanced mech.

 

ABILITY:

 

1.Yes, reduce the volume of all sounds while cloaked

2. I wouldn't touch it at all.

3. Yep

4. I think there is no need for that 

5. We have shock coil for that.

 

BREACHER:

 

1. I would slightly buff min damage of charged shot.

 

T32:

 

2. Don't use it that much, except in zerk infestation.Prefer breacher over it by miles.

It's still better than what it used to be in first iteration.

 

EOC rep:

 

Also rarely used overhere.

 

1.Yes.

2. Slightly buff puck speed.

 

EOC pred:

 

1. Yes

2. Yes

3. I know how you feel

4. That would be awesome.

5. Slightly buff puck speed.

 

I am pretty satisfied with current pred condition.

By far my favorite mech.

 

Tnx


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#43
Zuurkern

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One more thing. Please bring Khang and Aaron on board. Please. I'm not sure if that's implied, but I really feel the old hands would help a lot and not just from a back end, but for a direction perspective. With meteor no longer around, they wouldn't be pressured like before and with you leading the team it would be nothing but good. Khang is an incredible artist. His design philosophy and eye are incredible.

 

Thiiissss right here.



#44
SparkyJJC

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HAWKEN IS THE MOST VIDEO GAME EVER


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#45
Miscellaneous

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HAWKEN IS THE MOST VIDEO GAME EVER

 

THANK YOU FOR YOUR CONTRIBUTION <3


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KOBALT DEFENCE REGIMENT

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

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#46
Pastorius

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HAWKEN IS THE MOST VIDEO GAME EVER

 

What does this even mean?

 

The youth of today... (rhetorical and unfinished sentence found commonplace in some parts of England)  :rolleyes:


KOBALT DEFENCE REGIMENT

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

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#47
Call_Me_Ishmael

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The youth of today... (rhetorical and unfinished sentence found commonplace in some parts of England)  :rolleyes:

 

 

On this side of the puddle, we just say, "Kids today..."

 

Or, sometimes, "Some people's kids..."


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Did I say Call Me Ishmael?

 

You should call me Luna.


#48
DerMax

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On this side of the puddle, we just say, "Kids today..."

 

Or, sometimes, "Some people's kids..."

In Russia we say "Don't derail an important thread".


Edited by DerMax, 23 May 2015 - 07:29 AM.

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#49
hawken00

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I say: 

- short term: slightly buff heat cannon, slightly nerf saare, very small nerf to smc, and for eoc: only buff projectile speed (we already saw what higher damage eoc can do)

Imo dont touch anything else, other weapons seem fairly balanced. Don't buff hellfire without a rework

- internals/items: slightly nerf shields? and nerf or rework radar scanner

- medium term: rework Hellfire (the autoaim part, or possibly the curve to increase skill ceiling), rework technician



#50
hawken00

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2. Confirmed that players in the starting MMR range lose 3 out of 4 matches

 

  - yes, this is a big deal

  - it's because the winning team has one player that carries the team

  - the winning team has double the kill spread (between highest and lowest kill number)

 

 

 

 

 

- Just add terrible bots on low mmr matches, problem solved

- And dynamic matchmaking during a match, so it switches players when the imbalance is too high


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#51
eth0

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HOLOGRAMS: They stand there and look silly. I think they should animate for whatever your mech is doing, as they do with repairs, but for shooting, walking, boosting, turret mode/ability (gobblegobble), etc. As I imagine it, they are still stuck in-place, but a version of the hologram that can actually be launched into a direction would be awesome if possible.


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Pubstomping is a whole different strategic discussion, however, and usually just becomes an exploration of the ethics of dumpstering randos.

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Why mech game make when you no mech game have you don't want to make? 


#52
Call_Me_Ishmael

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In Russia we say "Don't derail an important thread".

 

 

Pot, kettle.


Did I say Call Me Ishmael?

 

You should call me Luna.


#53
JeffMagnum

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Did anything change with LA servers? It was worse before compared to a few months ago (usually around 100 ping now as opposed to 80 or so), but today I've been consistently getting 130-140 ping and sporadically having projectiles drop 5-6 times in a row. It honestly feels more like 200 ping than 130 ping too with hitscan weapons. I checked again right before posting this just to make sure, and Ashburn and Dallas are both normal with 60-70 ping and 40-50 ping respectively. I'm in MO and 1k miles from Ashburn/1.6k miles from LA, so I'm not sure why there's such a huge discrepancy between what I'm getting on the two. 


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#54
Call_Me_Ishmael

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I don't have huge ping to LA, Jeff, but Dallas and LA servers are giving me misregistration and late/misfired TOW, and LA has the 'mech feels heavy, doesn't slide, choppy frames' thing going again.

 

I've reset my router to clear routing tables. I believe it has to be with how we're getting to the actual gameservers, and I think it's ISP and route dependent.  Josh's comments to Merl seem to bear this out, somewhat, but it should be fixable.


Did I say Call Me Ishmael?

 

You should call me Luna.


#55
DerMax

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But are you sure it's the servers and not your ISP throttling/being crap?



#56
JeffMagnum

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I was guessing there was an issue in the route as opposed to serverside since everyone seems to be having similar issues to different areas in the US, but I wanted to check and make sure there wasn't an easy explanation. And yeah, considering I have never have these problems anywhere except LA.  


Edited by JeffMagnum, 23 May 2015 - 09:17 AM.

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#57
Nept

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In Russia we say "Don't derail an important thread".

In Soviet Russia, important thread derails you.


Edited by Nept, 23 May 2015 - 09:24 AM.

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#58
shosca

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For the EOC discussion:

 

I would increase its dps first then maybe the projectile speed if needed. Having .35 sec per puck (which is 1.05 secs per shot and 2.10 charged) increases the dps to ~74 from 52, which would make it comparable to the heat cannon both dps and rof wise.

 

For comparison

heat uncharged has 0.9 rof with 79.44 dps and 71.5 dmg/shot.

heat charged has 2.15 rof with 39.53 dps and 85 dmg/shot

 

current eoc has 1.5 rof with 52 dps and 78 dmg/shot

current eoc charged has 3 rof with 52 dps and 156 dmg/shot

 

suggested eoc would have 1.05 rof with 74 dps and 78 dmg/shot

suggested eoc charged would have 2.10 rof with 74 dps and 156 dmg/shot


Edited by shosca, 23 May 2015 - 09:27 AM.


#59
hawken00

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For the EOC discussion:

 

I would increase its dps first then maybe the projectile speed if needed. Having .35 sec per puck (which is 1.05 secs per shot and 2.10 charged) increases the dps to ~74 from 52, which would make it comparable to the heat cannon both dps and rof wise.

 

But eoc has mines, which makes it better or worse depending on the situation, not exactly comparable in my opinion



#60
DM30

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For the EOC discussion:

 

I would increase its dps first then maybe the projectile speed if needed. Having .35 sec per puck (which is 1.05 secs per shot and 2.10 charged) increases the dps to ~74 from 52, which would make it comparable to the heat cannon both dps and rof wise.

 

For comparison

heat uncharged has 0.9 rof with 79.44 dps and 71.5 dmg/shot.

heat charged has 2.15 rof with 39.53 dps and 85 dmg/shot

 

current eoc has 1.5 rof with 52 dps and 78 dmg/shot

current eoc charged has 3 rof with 52 dps and 156 dmg/shot

 

suggested eoc would have 1.05 rof with 74 dps and 78 dmg/shot

suggested eoc charged would have 2.10 rof with 74 dps and 156 dmg/shot

 

 

This seems like a bit much to me. EOC has significantly higher burst than the HEAT Cannon, so why should it have the same DPS too? In my experience with it the EOC Repeater is almost a good weapon as it is now, so this much of an increase would make it overpowered in my opinion. I'm leaning more to the more common suggestions I've seen so far of increased projectile speed and increasing mine damage a bit without increasing its max damage per salvo.

 

In regards to other weapons/internals/items/whatever:

--Hellfires: reiterating a post I made on a thread in the suggestions forum - increase flight speed, both starting speed when launched and max. Makes dumbfired rockets easier to hit with, and if turning speed stays the same then their curving radius will be wider so they can be curved around more obstacles. Reduce the lock-on time slightly to indirectly improve rate of fire, and therefore DPS. Change the lock-on mechanic so that players have to keep the target in their sights while locking on, or else the lock-on stops and they lose it after a short pause. This will hopefully make them more effective in higher tiers while adding a bit more of a skill requirement to keep them from being unfair in lower tiers.

 

--AM-SAR: I don't play it enough to have a very good feel for it, but I think it could be a bit more precise and the muzzle smoke shouldn't block the scoped-in view.

 

--Replenisher: I like the idea of making it a 2-slot internal.

 

--HE charge: Needs to be differentiated more from the Detonator, instead of just being a Det with an arc. Straight up buffing damage will just mean people will use it instead of the Det. I would say giving it a bigger explosion radius would make it useful to do damage against groups of mechs, versus the Detonator which could be more focused on dealing focused damage to a single target.

 

--Turrets: More durable.

 

--ISM: a longer duration might make it too annoying, but if it was a significantly longer duration where the strength gradually fades away after the first half or so that might be okay.

 

--Reaper ability: needs a re-work because it's usefulness is questionable right now. Helpful in close quarters sometimes, but given that the Ke-Sabot becomes pinpoint accurate as soon as you start scoping in (as opposed to SS which only gets fully accurate around when zooming in is finished--yes, I have tested this on both mechs) close range fighting isn't really a problem anyway. With Slug Rifle it's barely useful at all. More useful with the RPR at range, but as I see it if you're using RPR you're going for closer ranges anyway, so if you're hanging back and sniping with it you're doing it wrong.

 

--Predator: LE's post nailed it, I think.

 

 

That's it for standouts that need a buff for me. Now, for a couple of things that stand out on the opposite end:

 

Orb-lording:

It's hard to comment on other internals at this stage because with how rampant orb-lord builds are I rarely see other comps in the games I play so I can't really judge what's effective or not. Orb-amplifying internals need to be brought back in line first, IMO. Asking for feedback on the rest of the internals seems a little premature to me until the most obvious problem has been dealt with first.

 

SMC:

Too good at too much without any real drawbacks. I think a slight damage nerf is all that's really needed on this one.

 

AR:

Not quite as bad as SMC, but still a little bit too strong.


Edited by DM30, 23 May 2015 - 12:02 PM.

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#61
Hyginos

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On the subject of starting MMR, I've had an idea bouncing around in my head:

 

The last thing you do in vr training is fight a couple of AI mechs. Those mechs, rather than being 3-4 useless AI pilots, should be an infinite number of mechs that get progressively harder until they player dies to one. The number of mechs the player kills can determine starting MMR.

 

On the subject of balance:

I would suggest that we should not touch the weapon or mech numbers until the orb lord thing is tweaked, as it completely defines the meta right now. Depending on what exactly the solution ends up being to orb lord, it may drastically change the viability of mechs and weapons in ways we can't predict.

 

Also, once we do start getting into balance tweaks, don't do a too many things at once. It's a bit slower, but releasing a small number of balance tweaks each patch gives you a much better idea of exactly what is causing imbalance, and what fixed/broke it.

 

Lastly, I would like to point out that it is unlikely the community will ever understand the balance of the game as much as we do now. At this point, we have played with exactly the same patch for about a year. I'm pretty sure there are players all the way up the leader board who have literally only even played this exact iteration of Hawken, balance wise. This means that the insight you get now will likely be the most informed it will ever be, but it also means that a lot of players are in a bit of a rut in terms of play style, so having to un-learn an entire year may color analysis of new patches.

 

EDIT:

I am reluctant to get behind a T32 buff not because I don't think the pred doesn't need it, but because I think the raider doesn't.


Edited by Hyginos, 23 May 2015 - 12:59 PM.

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MFW Howken

 

My post count is neat.


#62
PepeKenobi

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What happened over the last 7 days:

 

1. Private servers now ignore MMR

2. Confirmed that players in the starting MMR range lose 3 out of 4 matches

  - yes, this is a big deal

  - it's because the winning team has one player that carries the team

  - the winning team has double the kill spread (between highest and lowest kill number)

3. I had lunch with Khang Le and Aaron (both former devs)

  - they're good people

  - they helped confirm some future design goals ;)

4. Started streaming on Hitbox.tv

  - they're pretty excited to have more Hawken air time, so look for it there

5. Launched a new site that will see more development over the coming weeks: http://streams.playhawken.com

  - tell us what you think

6. Read through patent applications

  - yes, it's dense

 

 

What's happening over the next 7 days:

 

1. Ramping up job posting efforts

2. Begin nailing down a more concrete development schedule

3. My workstation is now directly in the middle of the new Hawken dev area

  - yes, I feel lonely; hoping for new work pals ;)

4. Begin to address the mismatch issues in the new player MMR range

  - the overarching goal is to ensure better match quality for individuals

  - this will be an ongoing hot topic to me (even hotter than the store)

5. Implement additional balance tweaks

  - the goals will be to boost previously underpowered items/weapons/internals

  - Mention specific items/internals/weapons you believe to be underpowered, especially those that are simply not competitive

Instead of posting a flood of stuff on here about everything...

We're glad to see how you guys are moving forward so well as you are dissecting the project from every angle to properly evaluate & callibrate everything, in order to make this unique game (even) better. No second thoughts here about that you guys are doing a great job with it!  :thumbsup: :yes:

 

Just to remind you guys (more than probably there's no need to do that though...) that boosting those (not competitive) items / weapons / internals as a whole must be something taken very very cautiously. Probably somehow unnecessary but I had to say that.

 

Other than that, keep up the good work!! :teehee:



#63
Call_Me_Ishmael

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But are you sure it's the servers and not your ISP throttling/being crap?

 

Yes.  I have Verizon FIOS, and I can VPN around the world and within the US.  It used to be that VPN would solve much of the issues while we were hosted on AWS, but with the newer options Josh has deployed, I can't solve with the options I've got (Charter, the VPN company endpoints, are as bad as Verizon's Dallas gateway).


Edited by Call_Me_Ishmael, 23 May 2015 - 01:54 PM.

Did I say Call Me Ishmael?

 

You should call me Luna.


#64
Call_Me_Ishmael

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In Soviet Russia, important thread derails you.

 

 

Yes, I'm old.

 

 

:P


Did I say Call Me Ishmael?

 

You should call me Luna.


#65
Aregon

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What does this even mean?

 

The youth of today... (rhetorical and unfinished sentence found commonplace in some parts of England)  :rolleyes:

Oh that is nothing! Have you heard about Black Twitter? Trust me, you will looove it. /sarcasm


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United in Diversity, Divided by Zero
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#66
FlamingBeaker

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Echoing the requests here for incremental, conservative changes to provide testing time & to not undo what (unfinished,imperfect) balancing has already been done to get the game to the state it is in today. Some things could be better or could have been done differently, but the game as a whole is not utterly broken, either. People came back to check it out, again.

 

Suggestion - how about giving us more numbers, in-game? Weapons and item descriptions with damage,DPS,range,heat,damage falloff, etc. numerical values as opposed to "this weapon does two boxes more damage than that weapon".  Server browser with MMR ranges displayed instead of the ambiguous star system? Make the game more transparent, and weapon/item discussions made more meaningful with facts known to all?



#67
Loglino

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Would love to have another Q/A for these subjects including:

 

Balancing

Reaper Rework?

Hiring Devs

MMR rework

Lunch with Khang and Aaron

Talk of future development

 

Of course if you don't want to share too much information about the future, it is fine, although I do have some questions to ask.


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Pizza is cool and you know it.

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#68
LoC_TR

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Raider is in the same boat as Predator both of them are overshadowed by the assault. 

 

The primaries aren't great... Reflak creates an insane amount of heat, T-32 has some random spread on each shot usually at mid-range, the EOC is just terrible its overall damage is palpable in comparison with it's utility. 

 

The secondary MIRV/KLA is completely outclassed by almost every other secondary besides hellfires. The RoF isn't that bad, I played it when the RoF was 3.75 seconds which is an eternity, but compared to how spammy all the other secondaries it can be a nightmare to actually get in close enough to use a MIRV. When you do get in close enough good luck actually hitting something with it, most of the time I can't tell the difference between a whiffed shot, lag, or a glitch. The KLA is a great weapon but because it cannot be air-bursted puts a lot of strain on where and when you fire it. A TOW can be spammed without risking anything at all, especially when you have and SMC paired with it which provides the player the ability to back up and open gaps. Consider any A-class with sustained or otherwise just floating over your head pummeling you while you miss your MIRV, great fun. It's only plus side is the Blitz which is often misused or players just kamikazi. 

 

Give any new player a Raider and watch his SPM drop off the face of the earth. Also the animation of the Claw is off because the CD was lowered to be more in line with TOW. yay more spam.

 

The SAARE should have a lower RoF imo, it's really too easy just too easy aoe spam and CC a player off objectives and to fire indefinitely. This would mean changing the heat gen on the primaries of course and damage of the SAARE itself. idk just my opinion. I hate spam.


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#69
xRequiem

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AM-SAR's muzzle smoke needs to go away and personally I'd like to see it just made fully automatic. I find the semi-auto somewhat annoying. I'd honestly love to see an experiment with it made burst fire like the PN-223, though. 

As for the Reaper's ability, it feels heavily lackluster considering the Reaper's loadout. At the least, I'd like to see full scoped-in damage while unscoped alongside the accuracy boost. 

 

Item Regenerator needs reworked, and depending on that possibly changed into an internal. 

 

Everything else I'd say here has already been said in the thread(PN223, EOC, det/HE, turrets, hologram, etc) so I'll keep myself from echoing more and cut this post short.


Edited by xRequiem, 23 May 2015 - 11:58 PM.

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#70
Dew

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I'm not sure why people are asking for nerfs in this thread when they specifically said the focus was on buffing underpowered stuff.


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#71
Dawn_of_Ash

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On this side of the puddle, we just say, "Kids today..."

 

Or, sometimes, "Some people's kids..."

 

On this side of the puddle we say both.

 

Also scones are not biscuits. And biscuits are not cookies. And it's soccer not football. *goes into turret-mode against the criticism*

 

Can't beat me now, I'm in turret mode! >:D Mwahahahaha.....................oh god, bad move

 

 

On a more on topic note, I'm seconding the comments stated about Hellfires. Right now, they are just so easy to dodge and their damage is just meh when you get all hits in. I would also suggest increasing the Seeker travel time for a small damage nerf, although I would not say too much of both. I feel that the damage the Seeker deals seems quite alright when you get all shots in, but the problem is getting those shots in the first place (people duck behind cover and the Seekers follow them into the wall when a Heat Cannon can shoot where the mech is going with the splash damage). It gets under a lot of criticism for not needing to aim, which I admit it does not need all that much, but the amount required is more than I feel people let on about. Seekers, along with Hellfires, both require an open field to actually deal damage. At close range both get absolutely wrecked, and at far range both can be easily dodged due to lock-on and travel time. Even in the "middle range" people can out-maneuver both weapons.

 

Summary is that Hellfires need to know where they can be used - situation (like the Pred's mines and the Sabot Rifle - needs good placement and range) or can be used in many situations (TOW, Grenade Launcher, etc.). I think that after this is decided, that the proper adjustments to stats could be made. Seekers are also in the same boat, although a bit better. I can already see that it would not be a very obvious choice...


Edited by Dawn_of_Ash, 24 May 2015 - 01:24 AM.


#72
Nightfirebolt

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EDIT: Placed my suggestions under a spoiler tag:

 

Spoiler

 

But one thing to remember above all else:

 
THIS GAME IS EXTREMELY WELL BALANCED ALREADY!
 
PLEASE MAKE YOUR CHANGES WITH A LIGHT TOUCH!
 
Thank you.   :smile:


Edited by Nightfirebolt, 24 May 2015 - 01:11 PM.


#73
defekt

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General shift in Secondary design philosophy back from being 'spammy' to 'slow firing but very hard hitting'.


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#74
bad_wolf2013

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 FAILED MESSAGE! IGNORE THIS ONE.


Edited by bad_wolf2013, 24 May 2015 - 03:29 AM.


#75
bad_wolf2013

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  1. Have an indicator for number of pucks still active (it sucks not knowing when your trap is gone)

 

I don't really have anything to add, BUT THIS WILL BE PERFECT!

It's great for when you need to watch out for flankers.

[I know I'm late to the discussion but hey, I just started playing again]



#76
Aregon

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THIS GAME IS EXTREMELY WELL BALANCED ALREADY!
 

*cough* G2 ASSAULT *cough*


CRITICAL ASSIST

United in Diversity, Divided by Zero
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Spoiler

 

 


#77
Kopra

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The Shock Coil is pointless for a lot of mechs in the game. Fall damage is mostly an issue to the Predator and even then, it's not a useful internal on a lot of maps.
I'd suggest that additionally to eliminating fall damage, reduce walking sound distance to 40 meters (down from 60, so a 33% decrease) so it becomes a slightly more effective option for those sneaking around. Also reduce the time when you hit the ground and can't move by 50%. If everything is too much for a 1-slot internal, even just reducing the hearing distance would make it more appealing.
 
For Reconstructors it'd be an interesting move to make it so that the regeneration doesn't stop when you deal damage, only when you take it. This would make items such as turrets more viable to combine with this internal, since their shooting can interrupt your healing (also weapons like EOC or EOC-P). In exchange the healing could be reduced a bit; the Reconstructors are not a bad internal but this is annoying when using them. 
 
KE-Sabot: as a DPS-oriented variant it's not doing its DPS part properly. It takes you more time to fire 3x KE-sabots for 225 damage than firing 2x Sabot for 220 damage. The least that could be done is to reduce KE-Sabot's reload time to 1.5 seconds (down from 1.85 s) so that it doesn't take the KE-Sabot hilariously more time to out-DPS its bigger brother (which can boost its damage through the ability, too).
 
For EOC Repeater, as others have said, doesn't do much damage with the mines unlike EOC-P which in comparison has a stupidly large radius and falloff range, perfect accuracy, infinite lifetime and is bugged in aggravating ways (only to the recipient to the mines). The burst advantage provided by EOC isn't worth it because other options like the Breacher, T32, Heat Cannon or even the Assault Rifle can outdamage it very quickly and with less effort, even if you hit all the 6 pucks and hit the follow-up 3 pucks perfectly. That 1.5 second reload time for 3 pucks is what kills this weapon from actually benefitting from its small burst damage advantage.
I would increase the rate of fire for 3 pucks to once per second (and leave the charge time untouched) for starters. The mine damage could be increased to 20 and the direct hit bonus kept at 6 (or 5, considering it'd then be the same as for EOC-P). Finally, make the mines destructible by a direct hit or splash damage.

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#78
hestoned

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What if HE nade were made into a sticky bomb you could remot detonate. Still explodes on contact with mechs but now you can throw it on a surface and detonate it if you miss your target or just leave it there as a trap.
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#79
ThirdEyE

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I'm not sure why people are asking for nerfs in this thread when they specifically said the focus was on buffing underpowered stuff.

Because that's how you properly balance video games.  For example, it makes no sense to buff all under-used comp items when only repair charge and emp dominate the scene (and scanner which is banned).  Just nerf the few problematic outliers and see how balance plays out.

 

If they were to buff all weak weapons up to Incinerator-levels of damage, the TTK would be a total joke and the game would suck nuts.


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#80
KamikazeCommando

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My thoughts:

 

Hellfires need a buff- tracking/lock-on ability/speed is just very lacking.

 

There needs to be less of a delay between being able to use deployable items- 7 seconds is just way too long.

 

Get rid of the delay between dropping health orbs & being able to absorb them ( don't bother whining about 'orb lording'- try killing the person you are shooting, not just wounding them and letting them run away to heal without chasing them down to finish them off ).

 

Scout & Raider need nerfing, scout speed  & raider burst damage is just silly-high.

 

Brawler needs a buff, more speed.

 

Stick Bunker Seige mode on the general rotation.

 

K thx bye.


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