Firstly, when you're going 1v2 you're almost always going to come off worse. Situational awareness is as much about knowing where the rest of your team is as it is about tracking the enemy.
Secondly, the vertical deflection limit is the thing that annoyed me most about dealing with bees: I couldn't hit them but they still seemed to be able to hit me.
Thirdly, and perhaps most importantly from my point of view, air play allows a mech to deliver maximum DPS whilst in full retreat; faster in some cases than some mechs can boost to keep up with - remembering that the chaser can't attack whilst boosting. (The Zerker is clearly the outstanding example here, but other mechs are still able to make excellent use of the air game.) It used to be a Hawken characteristic, mentioned several times by previous designers -- and this goes way back to Alpha 1 when back-dodge/boosting was first called for -- that Hawken needed to be all about the attack and things like back-dodge and retrograde boosting that allowed people to attack whilst in full retreat didn't sit well with where ADH (at the time) wanted Hawken to go.
1, the situation awareness I was addressing was not directly related to team awareness, it is about awareness of what is happening around you, when your forced to look up, your forced to lose a lot of visual cues around you for managing where you are in space, and overall have less of a idea of what is going on around you, it makes actually countering the air player harder, as they when they look down at you, have much better spacial awareness. I do not directly mind that I lost, or was double teamed, I mind that in it puts me into a situation that I am on the back foot in a much much larger manner than I think is necessary, in terms of pacing, 2v1 already has a large edge I would argue compounding that is not needed, mostly due to pacing.
2, I know, and it is not that really aiming up and down that is hard, it is doing it while trying to manage the limit, AND stay aware of where you are in space, something the air player is having less trouble with due to his vantage point.
3, that is the thing, wind walking can be used to press, and fall back and do damage, it is annoying from a pacing point of view, when I talk about these issues, I am not always coming or thinking about it from a balance point of view as redvan often seems to. Balance is related to pacing and how the game plays, but balanced is not always going to be best for pacing.
When we for example talk about removing radar for all, it is a balanced idea, but I think we all admit it would change pacing, and when we talk about pacing changes, which is what wind walking does, we are talking about something that is not directly about balance but about the ideals of the game design.
I think Redvan is wrong when he brings up old pre-alpha vids as a boon to his view, I think it simply proves it was once a idea that was left behind, and was brought back again, and personally I think it's effects on pacing show us why. He keeps putting blame on how we are reacting based on skill, which only goes so far. Look in the vid I admit to not playing perfectly, that was not the point, it was to show that it is not so simple to deal with as people are at times painting it out to be.
Look I have not played the game for the longest nor am I "Da best" but I think over and over people telling me it is just my problem is silly.
Also I said before, it was a intro vid with a single duel to prove a point, the zerker was able to press well with air work, and he was not just super simple to hit. Why? Cause he played it well, but I think it also shows how awkward it can be to fight in a spacial manner cause at the end of the day I am looking up, and when I talk about awareness then I am not talking about the team or anything like that the simple fact of looking up is that your blind to the ground, while the man in the sky knows exactly where you are. It adds to the awkwardness, and this happens all the time with several mechs, that awkward feeling of looking up and losing where you are in space while also having to deal with the elevation limit. A example of that is getting killed by the scout on the ground and being forced to look away from the brawler that quickly and losing track of him.
Here is my actual response redvan: https://community.pl...findpost&p=5218
I <3 you~~~~
Edited by deidarall, 25 March 2015 - 10:17 AM.