HAWKEN: A Technician Overhaul & Revision
Introduction
Healing is a paramount aspect to playing the game. There are currently multiple ways to regain your HP. They are: repair orb, self-repair, internals, and the Technician mech. The means of obtaining any source to heal from is rather easy throughout all game modes. If the situation is truly ideal, regaining health can be done while in the middle of a battle. Due to there being so little ways to obtain a healing source, it�s usually prudent to continually find opportunities to heal, and at the right time. Otherwise, you�ll probably start taking on the front lines of an enemy assault due to a bad position of self-repair, or reduce healing potential through a badly placed health orb. The amount of focus required to manage your health is all the same to placing decently timed shots on an enemy. While not often seen on the front lines, an effective way of healing increases your chances of winning immensely. It�s such a simple concept to understand in the game, but execution is everything.
The Problem: The Technician
There is only one mech in the game that has the ability to heal others without them needing to do anything, and that�s the Technician. The Technician is notorious for creating and/or reinforcing lopsided matches. Why is this the case? Before delving into this point, let me iterate on a very important statement: I have never used the Technician in any competitive/non-competitive match since day one. However, because this game has been around for some time, and I�ve certainly had a generous amount of time to play, I�ve taken notice to some of the shortcomings of Hawken�s current balance patch. The Technician�s current state as of this patch (1.5.3) is, to say the least, undesirable, perhaps even unplayable, to both the pilot and participant encountering it on the battlefield.
That being said, I believe there are prominent problems associated with using and playing with a Technician:
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The healing throughput�or amount�based on current gameplay mechanics is exorbitant
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Rewards defensive gameplay too much in any situation
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There are playstyles that are at a grey boundary between offensive and defensive tactics
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To further reinforce this point, each class has a speciality and focus in the form of a strategy. The Technician can bypass this unique aspect by becoming a hybrid damage dealer while possessing indirect damage mitigation through the act of healing
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Dumbed down playstyle that does not promote Hawken�s flawless movement and strategy potential
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A skewed and inaccurate score of 50 percent or higher than top is usually seen
The Solution: An Extensive Overhaul
In order to bring the Technician to a more desirable state, it�s going to require an overhaul to the mech itself. However, it would probably be easier to just remove the Technician (Tech) from the game. Even so, this mech brings such a unique playstyle to the game. This should be cherished; but not at it�s current state. Even though technical limitations shouldn�t be an issue to remove the Tech, a revision to it should be done instead due to the aforementioned reasons. Currently, the Tech is a game changing mech. This shouldn�t be the case, but just like many other archetypes of mechs, it is. Ideally, it would be best to bring down the drastic difference in power through a well implemented balance pass. It goes without saying that any change would need to be carefully examined to remove any inconsistencies of power when comparing with old and newer revisions.
The Solution: Examined
Currently, the Technician�s ability is too powerful. Some plausible iterations of the ability were in the form of a more spammable, less powerful approach. However, these iterations could have rewarded defensive gameplay even more, which is not what this game needs at the moment. The Technician should have its global healing amount reduced to offset the intolerable amount of consistent healing, which seems to promote a defensive and rather dull playstyle a bit too much. Its ability, Amplification, should be adjusted based on the game�s current balance pass, while still establishing headroom to respond to the direction the game is heading. As it stands, the cooldown is too long, and the amount amplified is too much. The ability should improve the high risk, high reward mindset, while still maintaining a playstyle that�ll involve the Tech more with its surroundings. An ability revision is most likely a step in the right direction here.
Possible iterations are in the form of this list:
Moving Forward
The Technician has been frowned upon due to just how broken it is in relation to the game�s current patch. I think the Technician has potential to strike a decent balance between healing and strategy. As it is the only mech in the game that can heal others, incorporating strategy into this mech is paramount to the game�s overall balance. It�s ability should be used more than once before wiping, but it shouldn�t overly support both offensive and defensive gameplay. An ability redesign will be responsible for removing the dull playstyle that this mech currently offers. By improving the balance and fun factor for this mech, hopefully it will reach a point where Technicians are still viable, but aren�t absurdly overpowered or game changing. They will still be targeted heavily due to their ability to single handedly keep a team alive. However, an ability redesign that improves the toughness should hopefully encourage players to push aggressively regardless. The changes still support the current playstyles, but effectiveness of the mech depends more on focus and strategy rather than raw performance and skill. It is a support mech after all.
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Whether to disagree or agree, we need to discuss how we can improve the Technician's balance while retaining the unique aspect of its playstyle. The developers are close to reaching a client side patch, which could potentially mean room for a small or major balance patch. Next to the Incinerator, this mech is borderline broken.
Edited by Draigun, 20 September 2015 - 12:01 AM.