***Please Note: Below are opinions and suggestions. Not a game design document***
Hawken, Movement, and how to make things more �Grounded� into something more cohesive
Pre-Ascension, the movement mechanics were much different than they are now. Currently, with air compressors there is a dynamic to gameplay that seems to just be �added on�. I think that maybe offering tweaks to this and finding a way to make it more cohesive with the game would be great. I love the extra movement speed, but it just seems off sometimes, at least with the heavies. A heavy mech shouldn't be able to float as well as they do...
By no means should AIR COMPRESSOR SHOULD NOT BE REMOVED OR NERFED into the ground. Just tweaks, that is it.
Now, with that out of the way, I want to just give how I really feel about air compressor overall: It is awesome. The extra movement speed is nice, but sometimes I feel that it may need tweaked, in some cases buffed a bit. It may just be that it needs to be left alone overall. Please, for the love of every man and child, DO NOT REDUCE ACCURACY WHILE IN THE AIR! Speaking with Nept (privately) pointed out it would be a horrible, horrible decision.
Furthermore, this is an item that should be accessible to more people. I think that really boils down to it.
And to sum it all up:
Don't touch the AC. Leave it exactly the same.
The two polar opinions on this are to either entirely remove the AC or to make it a default include on every mech. Including it on every mech would free up space for other internals, making flight even more a part of the game then it already is, so don't do that. Removing it on the other hand would take an element of depth out of the game that a lot of people really enjoy. Okay, so how about a compromise? Well, I for one have yet to hear a suggestion to nerf the AC that wouldn't completely invalidate it, effectively removing it from play. Buff? I know Devotion suggested making it a two slot internal, but I think that would make the AC more prevalent by freeing up the the 3-slot spot for something else (air-dodging orb lord? Nah I'm good).
TL;DR: Community is divided on this, and the best compromise is the current solution.
EDIT:
Don't do that, people with more smurfs get more voting power.
A good player can land shots against ground targets, as well as targets in the air. If a good player can land shots against targets on the ground, but cannot hit them reliably in the air - then you just found your weakness.
When I first joined Omni i exclusively played the heat scout and could land all of my shots on ground targets but flustered as soon as mechs(typically A classes but some Bs) took to the sky, my accuracy plummeted. So what did I do? I took my teammates and had them float in the sky until I could land my shots.
The takeaway from this - learn from your mistakes, maximize your strengths, and minimize your weaknesses. above all, practice. Instead of jumping on the very easy to ride anti x mechanic bandwagon.
Deathballs - The Heals and Feels
This is something that has bothered more for a long time and I have never really voiced my opinion here. Personally, Tech breaks the game. It promotes death balling, reduces the importance of strategic healing (before, you got orbs from a kill, not from items or another mech) and having to drop out of the fight for a drone heal. Before, death balls were there, but nowhere near as bad as they are now and could be broken up with enough of an assault or sustained pressure.
Now, they are self-sustained game breaking issues of a greater problem. Either the Tech needs to be fixed or completely removed. This promotes clumping, less reliance on a team kill and personal skill, and more of a reliance on a single item or thing. Couple this with the incinerator, it further promotes and exacerbates the issue. Now a team doesn�t have to worry about not only healing, but heat as well! Two of the most self-limiting systems in the entire game! Yes, it speeds things up but it is a nightmare and near bullish to play against. Once it starts it is a never ending feedback into the system. Not to mention how demoralizing it is!
Balance � Tipping the scales
As of right now things are pretty balanced for the most part. There are, however, a few things that can be changed. One thing (as mentioned before in a previous post), is the importance to make it so weapons can be modified on a per mech basis. One example is anything using a flak or an assault rifle. As things are setup currently on the backups (by horrible design from poor or lazy programing), to modify a single weapon on a single mech modifies them all! To put this further into context, let�s say the Assault needs to have a slight adjustment to the assault rifle because it is too strong and where the berserker is too weak (not saying they are, just using as an example here).
Currently, to change the DPS or even weapon spread on the AS would modify it on both mechs! So if one is already strong, it gets stronger and the same came be said for the weaker ones. This desperately needs to be fixes but would require a huge amount of work to redo it. Pretty much requiring the entire system used to be gutted and start fresh.
Now, that is not saying it is going to be easy; but the extra time would make any kind of weapon balancing MUCH easier in the future.
In conclusion, things as they are at the moment are okay, but they do require a massive overall or possible tweaking. Something that is going to take time, but in my eyes, feels to be something needed.
Possible Community Proposals
Incinerator
Omega's Suggestion
beyond that, it just feels like it's kind of all over the place. it is too punishing against mechs that rely on ground based movement like raider/assault while not having enough game against airborne targets. it has an optimal fighting distance by design, but if you're even slightly farther than that, you essentially have to choose which one of your weapons you want to consistently hit with. the ppa is the only weapon which sees play, which means that there are two ded weapon selections. because the ppa generates so much heat, players only use the alternate saare fire, which means there's a ded weapon fire option as well. because it's weapons wind up, it prefers to continuously fire, which is awkward for covert map movement. this isn't even touching on the stats, like it being tied (i think?) for fastest c in game.
there are a lot of values that can be tweaked on the incin, but i think the best short term solution is to rebalance the stats (slightly less hp, less move speed, move weapon dps around, increased fuel tank), while internally working on a long term redesign.
Tech
Devotion's Suggestion
Air Compressor
N3onfx's Suggestion Omega's Suggestion
OdinTheWise's Idea
Teeth_03's Suggestion
Other Balance Suggestions
Devotion's Suggestions on balance
Merl's Stance
EDIT Update:
Added more expanded view on first section.
Added Suggestions section as per Josh's idea (<3)
Edited by OmegaNull, 23 March 2015 - 06:42 PM.