(TL;DR version at the bottom)
Incinerator, Assault (any kind of it: G2, Fred, Assault and Zerker just as Vulcan Grenadeer, etc.) and ofcourse Flak cannons.
Why? Because the skill required in these mechs is incredibly low (excluding flak weapons).
Example (repeated several times):
In a 2000-2400 MMR match I used Infiltrator on several maps. Average KDR: 1.2 Average points: 200 (TDM)
I play this mech since years and have fully equiped it with internals and items.
Now do the same with a Fred (weak version of Assault):
In a 2000-2400 MMR match I used a Fred on several maps. Average KDR: 1.9 Average points: 350 (TDM)
I never played this mech, not even when I started playing Hawken (bought Infiltrator right away with MC). I didn't use any internals. I only used one scanner, shield and a HE charge.
Additional point: I never overheated and I didn't even use my ability ONCE.
You can see a very clear difference here. There are several factors joining together but I first want to go to the Inci ...
In a 2000-2400 MMR match I used the Incinerator on Uptown and Prosk. Average KDR: 1.7 Average points: 300 (TDM)
I dont' play this mech very often and I miss like half of my shots, maybe even more.
However, I can push a whole damn team with a technician in my back away from my team due to this tremendous amount of damage it can deal forever.
This mech is absolutely gamebreaking and needs either to be removed temporarily or to be changed/nerfed.
Now, why does it come to this enorm imbalance?
One factor (for Assaults) is definately the low heat generation over time. AS mentioned above, I never overheated even though I fire my weapons whenever I saw an enemy, wehater I deal significant damage or not.
Cover was never an option. I didn't use my whole heat capacity yet and was always dominant in teamfights. Even burst mechs were no problem for my old scrappy fred.
In the case of beeing close to overheating, just wait for 3 seconds and everything is fine.
Additionally, instant damage (not beeing forced to aim in front of a moving target, instead aim directly one it) makes the whole shootign really easy and removes an extra amount of skill required.
The same applies for the Incinerator and every other sustained mech. While some mechs differ in secondaries and abilities as well as class and stats, the weapons are the same.
These matches are facts and can't be argued with. Maybe the Infiltrator or the Heta-Scout are not as good in teamfights as Assaults but guess why.
Now to the Flak weapons. I played the Flak scout and find it very easy to hit agile A-classes.
Why?
Because instant damage.
Before I move on, why is it harder to hit with slug/sabot rifles? They have instant damage as well!
Because a shotgun has many bullets and a large shooting radius comapred to the semi fire slug/sabot.
The thing is, you don't have to aim as accurate as with the Sabot to deal damage. While you don't deal the full amount of damage with a Flak if you don't aim properly, the slug/sabot will deal etiher 0% or 100% damage.
Now close combat shotguns are essential in shooters and I don't want them to be removed. But, as mentioned in my To-Do list, add actual bullets like the Raider's Corsair-KLA shotgun mode.
Invent new bullet types, how about a shotgun EOC?
Back to the topic, Flak has got an excelent burst damage. I don't mind this BUT! It also got some serious DPS damage. That's what makes it so damn, well in my view, OP. It is OP, I say and I am not using this. Why? Because Infiltrator hasn't got it. It used to have it, but it was OP according to the alpha testers. Maybe it's not the weapon on the mech but the weapon itself?
So this is my opinion and I didn't change it since I started playing Hawken and saw my first enemy Flak Scout.
EDIT:
Some suggestions:
- Remove 3-second-insta-cooldown for heat.
- Increase weaponspread of most sustained weapons or reimplement recoil (increased weapon spread after a large amount of shots fired/take a break)
- Increase damage of the Flak cannon slightly while reducing its rate of fire drastically or repalce every Flak cannon ingame with T32 Bolt (Especially for Scout)
- Give Incinerator a clip which needs to be reloaded at some point. Prevents from shooting forever. Plus give him heat cooldown like every other mech (without 3 second insta cooldown)
TL;DR version: Sustained mechs and Flak OP, plz change/nerf
Have a nice day! :]
Edited by FakeName, 24 March 2015 - 11:00 PM.