Could the Charger C class mech idea go under stretchy? and the Damper internal.
https://community.pl...h-idea-charger/
The speed debuff received some pushback as it would potentially be OP against A class.
I think it is a solid concept that just needs balance.
It was followed with an idea for a Damper internal that could be 2-3-4 slot and mitigate the effect of all debuff weapons (the suggested Charger speed debuff, and also the Redox damage vulnerability and the Bear-Mama heating debuff)
EDIT: Another scanner suggestion that isn't listed is to make it pulse at 3sec intervals instead of constant visibility.
It's not not a solid concept. You're right, it will definitely need balance, but the main reason I'm hesitant to put it on the list is because that particular mechanic of a speed debuff is seen in quite a few games (think CS, where getting shot causes you to slow down). It's likely to have been considered at some length by developers, and I don't believe it fulfills Josh's request.
However I did add the scanner suggestion.
Yes to all of this, though personal comments include
T32 on G2R has a bug where it fires blanks independent of input, showing on radar, and doing no damage.
Incini, perhaps in an effort to change the weapons, change how they interact with the SAARE, have one be a flamethrower range of a tech beam that applies a small damage over time and a moderate amount of heat to target.
Hellfires, i feel the laser guide would be a good new weapon, hellfires could use a dumbfire boost, such as flight speed, though they need a slight damage boost, as of now they are the only secondary that cant destroy a scanner/scrambler on a single discharge.
Reaper, make its ability give pierce damage in addition to its accuracy, ie function similar to charged breacher,
G2R, keep the fuel usage, perhaps reduce the consumption, and remove radar signature, though the reload animation is a secondary concern
(Non Vanguard)Turrets, this fits slightly under the stretchy ideas, give the turret modes no damage increase from the back(they are already sitting ducks) give them some sort of team boosting effect, brawler gives some regen to team in AoE, rocketeer gets a hover mode, A class height off the ground, faster, but harder to control, like a boat,
T32 thing is a glitch. Nice to know, but the thread's on balance issues.
On the incin, I've seen that suggestion a few times and didn't consider it originally. Edited under Common suggestion.
Hellfire's are a mess.
Reaper ability I would need to see some discussion on. My personal opinion is that that sort of ability would also be underutilized and somewhat underwhelming, but I can see a use when it comes to shields and barriers in particular.
As for turret modes, oh boy. I mean, that definitely stretches some stuff, but in general I think that would make them massive floating targets.
Breacher: Way loud. Turn that racket off, pleaseIbegofyou.*Personal note, I still think it would make a way better Tech prestige weapon than the 223.AM-SAR: While balanced, it's kind of offputting. The clicky-click mechanic makes it seem like just a manual RPR.B3-AR Series: What if each weapon made the SAARE behave differently? Like the BBY gave the SAARE shots that ricochete, the PPA could do multi-directional shot (think three fireballs fired at once, at different angles), etc. These particular ideas may not be that great, but something in the right direction maybe?Seeker: Put me down for balanced.GL: I second that suggetion.HF: I like the "buff all the things" idea. The alternate suggestion sounds way complicated, but if we had a TESTING ENVIRONMENT TO TRY IT IN, I would be curious to see how it goes.TOW: Remove remote detonation? If it's so accurate, you should be able to land your shots well enough, or at least be able to utilize the splash.Helix: My suggestion? GET OVER ITReaper: My first love, my pride and joy, she needs help. You see, her teeth got busted up by some cranky devs. Now her bites can only do so much. She needs her teeth fixed, doc. She needs 'em sharpened. I agree that a standard issue damage buff would be bland, but I also agree that the current ability needs to be overhauled. What about explosive rounds? Or tracker rounds? Makes an enemy show on radar, maybe makes that enemy take more damage too?Tech: (See Helix suggestion)Assault: I think a cut to the health pool would be a good move.Bruiser: Firstly, I do agree that a Hellfire balance should come first, shortly followed by a look at this mechs ability. That being said, I would like to see a health buff. I feel like the Bruiser is more "suppress and defend," but it doesn't have a high enough health pool to excel in that role. This is compounded by the fact that the Assault has more health and a stronger secondary, meaning it is better equipped to do the Bruiser's job than the Bruiser is.Fred: I would like this idea, but since it's been in the shop, the "sancitity" so to speak is lost. Not sure how much it would really mean to Cupcake it, but I definitely won't say I'm against it.Brawler: I think it's just fine.G2R: The radar thing is kind of stupid, especially since the ability just makes you run faster. I like the idea of either buffing the ability or the fuel tank.Gren:
Incin: Yeah it's balanced, but the ability kinda sucks. Not sure what else you could do with it, but I feel like there's something better out there.Rocketeer: Don't forget, the ability also sucks up all enemy EMPs, and that's pretty handy.Health Orbs: Just get rid of them. There, I said it, sue me.
Breacher thing: I haven't heard of this being a particularly decisive issue. I'm not positive it should be included on a balance issue summary sheet, but I'm open to it if this seems to be a consensus.
AM SAR: I totally agree, but some people put it to very good use and I've actually never heard of anyone feeling quite as uncomfortable using it as I feel, or it seems you as well. Due to a very limited data pool, that mechanic did not make the list.
B3-AR: that is exactly the sort of thing I was describing in the suggestion and will update the OP to reflect those.
Seeker: meh. The homing thing makes problems and they seem to be big enough to make a change.
HF: +1 testing environment.
TOW: I think that sort of thing requires a significant level of testing. It has a spiral to it and isn't the easiest thing to hit with at anything beyond medium range - it's no heat cannon. It's not necessarily clear that something does need to be done, but there are a fair amount of gripes at its ease of use/common usage.
Helix: My personal sentiment as well.
Reaper: Those suggestions sound reasonable to consider. I'll update the OP.
Assault: If so, marginally. Maybe swap the place of the bruiser and assault in terms of health. It still needs to be the most new player friendly mech.
Bruiser: I've seen a few suggestions for health buff in this and will add that to the OP under common suggestions.
Fred: Eh. Sanctity isn't a balance issue.
Brawler: Me too. But it's worth noting there are valid concerns out there.
Incin: Dude that ability kicks ass. I've escaped (read: won) more than a couple 1 v 3s against A classes or weakened opponents using the ability at the right time. I recall a year or so ago sharing the same opinion though, but you've just got to know when to use it.
Health Orbs: eeeehhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
I agree with almost every thing Tickle has written down (not neccessarily his opinion, tho).
But for me, major things are missing:
- Remove hitscan entirely, every weapon should have an actual projectile
- Every ability that currently has a timer should generate some amount of heat while active (timer removed, use ability as long as you like)
- Increase heat generation for every weapon (Look at some old weapons where the EOC could actually overheat a mech. Sounds stupid, right? The EOC?)
- Dodging should consume fuel again
- AirCompressor should not negate the vertical speed when dodging
- Add inacurracy when hovering and dodging for every weapon (except for missiles)
- Improve the stealth of predator and infiltrator (atleast the borders should be smoothened with the surroundings, fix the bugs (smoke is not animated through the stealth))
- Get rid of unrealistic internals (dmg reduced when dying? Fuel Convertor?) and add tradeoffs again
- Give us a new, fancy looking HUD
- Everything what tickle has collected from the community (and himself)
Hitscan weapons are almost never brought up. If the community wishes to debate this and reach something of a consensus, sure, but I'm willing to bet I know what it is. Also reason behind this?
Reason being on the heat/ability thing?
Reason being for the heat generation thing?
Reason being for the dodge consuming fuel thing?
Reason being for the AC vertical speed thing?
Reason being?
Reason being?
Reason being?
I can appreciate you having personal opinions on the game itself and wanting to subscribe to realism, that's all fine, but realism and game balance have literally nothing to do with each other. You're describing a different game, not what can be done in this game to fine tune the balance.
I don't know what can be considered as "quick-fix", but the following ideas could help :
EOC repeater : increase the number of puck of the uncharged EOC to 4
Hellfire : increase the initial speed and reduce the spread of the dumbfire mode
Vulcan XT : I'm pretty sure that left and right vulcan XT have different stats, if so the "primary" vulcan XT could have same stat line as the AR, and keep the secondary as it is. It's not fluffy but it could do the job.
Rocketeer : give it the AM-SAR or the SA-Hawkins instead of the EOC repeater
Reaper : an "easy" change of it's ability could be the pred vision.
Also turret mode should have a faster cancel / unturret and an increase of the front damage reduction.
EOC: this would increase the DPS to 69 - up from 52, if we kept the same time to fire. It would give a full uncharged volley a damage of 104. I am not opposed to this, but I think there are slightly better ways to go about it, as I think the DPS is still low, but the burst is increased again. The burst was never the issue, it has always been the DPS at hand. I will still add it to common suggestions.
Hellfire: also will add to common suggestions.
Vulcan: I haven't done any testing on the subject and am relying on salty stats, but I did just log into Hawken to verify that the game reads them as the same weapon, and it does. If there's ]evidence for what you're saying, I would be very interested to know.
Rocketeer: Primary weapons I feel need to wait until there's a hellfire fix, and additionally the discussion is open on buffing the EOC. That sort of change ought to wait until those two are sorted out.
Reaper: oof. I'm not sure. I feel that would get a little weird. If there's support for it I'll add it, but I think there are better ways to go about it.
Turret modes were in the process of being reworked when ADH left and I think Reloaded is continuing that. Again, if there's discussion on the matter the list will be updated.
Agreed. I'd rather change TOW mechanic than align GL on TOW.
This would break the weapon design (2*3 pucks). I think a good way to increase EOC's DPS is just simply by decreasing the reload cooldown of the first 3 pucks.
Also, some things I've heard many times :
Corsair-KLA : Slightly decrease the changing mode cooldown
Seeker : Nepacaka already said it's the most viable option for rocketeer. And it's a freaking annoying weapon, change its mechanics ffs.
T-32 Bolt : slightly decrease dispersion, at least at close to medium range
Brawler with SA Hawkins : It makes it good at all range. With its healthpool, it makes it OP. And isn't the Brawler supposed to be a close range mech ?
Personnal suggestion : Change this weapon with another. Why not Reflak ?
Assault and CRT : Assault OP, CRT useless.
Personnal suggestions : Give Assault the CRT stats. Change CRT mechanics (stats, weapons and ability) to make it a fun mech to play (it already has a fun chassis so it's a good start)
As for the EOC, I think the best option is what you've stated, but I think it's a worthwhile notion to consider.
KLA: I haven't actually heard anything on that and will wait for a weigh in and would appreciate some reasoning behind it.
Seeker: dfsjh;g;kfjhklhjf
T32: Also haven't heard any balance issues on this end and will wait for a weigh in and would appreciate some reasoning behind it.
SA Hawkins Brawler: At close range it can still be overcome by a mech with high DPS or a player that's better at using the environment. It is perhaps the most OP dueling mech however. I feel like limiting it strictly to close range is a little much. All C mechs other than the rocketeer presently operate best at close to mid range. Having one with a long range weapon is nice.
Assault/CRT: the stats are waaaaaaay too close to say that.
i know guys, you love alot of babaji text :D sorry!
i agree with many Ticklemyiguana points, but not with all.
it suck in close range fight, because DPS. his HP help him with this, but his speed... it is actually not OP, Vanguard with Mini-flak can shred Brawler, or any mech with Vulcan. it is not OP. but it balanced very good more or less. Actually, brawler always have a problem with balance. It is probably most scariest mech in one on one, but in the same time it can be useless without tech in fight. And it is just a support-mech, he can't do nothing without his team, he not deal tonnes of damage and not have high DPS. he can't survive alone, and his HP doesn't safe you.
imho, brawler with current stats is very good balanced for 5vs5 matches, but not for 6vs6
1) Flak
i disagree about Flak. it not working on brawler like it working on scout now. My suggestion, more smooth falloff for bulets, or increased shrapnels to 10 per shot (now it is 8)
Most of problem, it is good weapon in 1vs1, but not in 6vs6, where you can't realize your potencial. (not all map is a Origin =/ )
or gain Brawler his own Flak-XT version. his Flak should be a most devastative weapon at point blank range, but it is not.
Another idea, make brawler flak-xt a 120-130 damage, and falloff starting with 10 meters (10m - 130 dmg, 20m - 120 dmg, 30m - 110 dmg, 40m - 80 dmg, 50m - 30 dmg).
Bralwer with flak should have scriest opponent at point blank, but he is not... he is fear and lose against weapon like vulcan or mini-flak.
2) Incinerator
incinerator, it broken so much, he destroy general hawken rules. it can be only OP, or nerfed into oblivion. better way to fix it - rework it.
but most of problem actually ppa with saare. with bby it useles. ability is useless. it is good only with mama.
i can suggest most easy way to change it which i see (only with his current stats).
- decrease big-saare blast radius by 20%
- decrease big-saare arc trajectory 2/3 distance (to prevent inci ship destroying, now you can shoot in ship only with small-saare)
- decrease big-saare fireball speed to 110 (140 now)
- decrease big-saare damage to 75.
- increase bby damage a little.
- change ability into "heat transfer"
- delete his cooling aura, or turn it into ability.
easy way that i can suggest. but i actually preffer to see it totally reworked, and admit every hawken rules. this mech now have to many roles in the same time. inci is a damage dealer, tank, buffer/debuffer (support). it is wrong. it should be only support and nothing more. or divided roles :
- support with baby
- damage dealer with papa
- debuffer/support with mama
Actually, nothing good changes for this mech, while incinerator doesn't use standart overheat system like other mechs.
3) AR
Assault Rifle, should have a very slightly accuracy nerf and falloff nerf. a very very slightly. -2% maybe. it is so good now, so, nerf it just for fun! xD
4) Sustain
All sustain weapon should be nerfed by "Damage Before Overheat" stats. minimum -150 damage. ie, increased sustain weapon heat. it's required a very long time to explain why.
5) EOC-Predator
You Should can detonate your Mines while you use boost!
6) TOW and GLTOW is not OP weapon, just all other secondaries like HF is useless xD
GL no need buff. it is a different weapon with higher splash radius, and ricochete as advantage. if you know where you enemy stay, it is can be much more effective than TOW.
TOW optimal range is a 50m. if enemy stand higher than this distance and look at you. he can evade all of your rockets with dodge. (maybe except C-class, they need ~60m). since 70-80m you even no need to use dodge to evade TOW rocket, you just can change walking direction and enemy rockets not hit you. especially on a-class.
7) HellFire.
I think, maybe "beep-beep" sound should be sounded only when you already launch your rockets. enemy should not know that you use lock-on, before you are attack him.
8) Sabot
i disagree :P
you know why.https://community.pl...hould-be-fixed/
9) Tech, Orbs, and Orblording
This is several things, which can not be nerfed/buffed without each other.
- Tech is underpowered now in attack, but you actually can't buff it.
- orb-lording is actually one of the weapon against tech.
Just realize situation. Enemy team have a tech, your team - not. What you should do in this situation? Obviously, use orblording tactics to neutralize a tech effect. While enemy tech heal tank, you use brawler and regeneration from several orbs. and your team have 10-20 sec to do something while you almost invulnerable to damage. it is more or less working...in siege mode :D than you die, respawn, and repeat your orb-lording at AA against tech again.
If you nerf orb-lording, enemy team with tech gain more cons against you. this is actually whole broken system.
Also, tech have a some very good gameplay point, and fix some problems in game:
- tech delete deadlock situation(not always, but 70-80%). If you play in Beta Hawken, you should remember situations like on top of UpTown. where both team use defensive way and nobody want to attack enemy team. Because even if Brawler with 1k HP trying attack 6 enemies, they just kill him in 1 second. But not with tech! Tech can smoothes such situations and not make game super-boring.
- tech can make fight more agressive.With current meta, C-class with slow speed, and very slow dodge can't evade all damage if not use covers constantly. useless piece of meat. so, actually, they are not "Tanks" now. They are only "Supports" now. Only tech can transform "Support Brawler" into "Tank Brawler".
If you delete tech and orblording, C-class start sucking on Big maps (they actually sux right now, except Siege, and very bored gameplay in TDM, DM). Start sucking on Open space. (due the A and B class not suffer so much on open space like C, because they can dodging everytime)
yeah, i want nerf orblording, but it is more hard than many peoples think, because it ruined many things. but if you delete orblording, you should also delete tech. if you buff tech, you should also buff orblording, to gain a chance team without tech. this is how it working...you can divided it while we have tech in game.
How to fixed in TDM - Added gameplay like "zone control". On map in random place added a point on 2-3 minutes. than more your teammates stand in circle, than more points your team earn. after several minutes, points replacement in another random place on map. it is like one team trying to defence, second team trying to attack. etc.
Mech Changes which i want to see:
Scout
- jumping and flying acceleration should be decreased twice
- HP should be increased. it should be a mech which good on ground, now bunny hopping and acceleration is broken by Ascension patch, and Scout flying speed faster than berserk actually have, lol. (if he use boost+jump, the same problem have a raider in ability)
Reaper
KE-sabot have the same spread without scope. it is very close to zero. slug have a zero spread. actually, ability can working only with RPR and AMSAR.
it is not ability problem, just KE and Slug don't have a spread, so, reaper ability is totally useless now, because mostly reaper use Slug. another broken game mechanic, because we don't have dynamic weapon spread.
Raider
- He shouldn't have walking speed boost while ability, only boost speed.
Rocketeer
- oh...
totally agree. except HUD conclusion. better return old one! :D
Conclusion. too much broken things in complex. Hawken need "hard reset" to fix all broken thing.
Oh man, Nepa. Goddammit. I have to read all this? In your broken English? fuzzy bunny. (Friendly nudge at the English part. No intent to be insulting. I know it's a hell of a pain to speak through a translator.)
Alright let's do this.
1. Flak: 108 damage at full shot. 108+108+TOW=341 damage. Flak fires every 1.25 seconds. That means scout, infil, and tech can be dead by the time it takes to fire two flak shots - below one and a half seconds. Add another second for the TOW to cool down, and that's 466 damage - just 0.25 seconds away from killing every single B class minus the G2 Assault. The weapon combination the Brawler has is very powerful if you can hit with it. 2.50 seconds to take out most mechs in the game - and these are easy weapons to hit with.
It may be a little different with your ping, but with minimal latency, the Brawler is a menace with the Flak.
More smooth falloff I'm not opposed to but I'm not positive how it will effect the game, and the same goes for more bullets for the same damage.
Currently Brawler is the scariest opponent at close range because it takes the best weapon combo on the scout and stacks 480 more health onto it.
2. Incinerator: Your premise is that the Incin is blatantly OP, which has not been the accepted notion for quite some time. Those nerfs are large and unjustified until further input is added.
3. AR: It's currently the weakest of the most common primaries in terms of its damage. Could you elaborate on why you feel it needs a nerf?
4. Sustain: We need a why in order to have a discussion. General consensus on the NA Comp side of things is that Sustain is about as OP as the assault and berserker can make it.
5. EOC Predator: could you elaborate on why?
6. GL vs TOW: GL advantages are greater splash radius and ability to ricochet. TOW advantages are increased travel speed, decreased reload time, straight line fire (easier to aim). While situationally the GL has advantages, strictly speaking the TOW is better in most situations. For this reason, I believe that decreasing the cooldown time by 0.25 seconds to mirror the TOW's fire rate would be an improvement.
The TOW does generate ~7% more heat than the GL, but until the fire rate is equal, the heat generated isn't much use comparing, especially when they're both rather proficient at securing a kill before overheating.
7. Hellfires: I will add that to common suggestions, though on its own I don't believe it's enough, nor does it address the homing situation.
8. Sabot: Your complaints are unique in that to my knowledge, no one has complained about that extensively. It's nowhere near a consensus and won't be added until there's a significant push for it.
9. Tech/Orbs: I like this section. It's a different way to look at the situation. I disagree that they are that closely related, but I'm considering making debate specific threads for this stuff in order to have slightly better reasoning as to why stuff is where it is, and that would be one of them.
10. Scout: I'm not personally opposed to this, and perhaps it would actually give people like Aelita a better chance against pilots that know what they're doing. This is worth considering as a tier specific balance change. I will update the OP to reflect this.
11. Reaper: The unscoped spread is nowhere close to zero. (That first bit is me just being surprised that the visible impact is so much lower than the crosshairs.) But I believe your general opinion is that the ability should be changed, which is already up in the air as far as this thread is concerned.
12. Raider: Need some reasoning behind this and some discussion.
On the subject of vulcan-XT: Accuracy is slightly better than the vanilla vulcan and it's heat gen is lower than any other sustain weapon. Do not underestimate the value of having all the mech's DPS in bullet hose hitscan form. I think the G2A is mostly fine.
I think every mech should be competitively viable. The combination of spinup, short range, no splash damage, and low DPS hinder the G2A pretty substantially. I've seen it used effectively, but I still think it's down there with the EOC Raider/EOC Infil, and certainly less viable than the already silly G2R.
Scout! Debated subject. Current iteration is widely accepted as balanced.
I must live in some sort of paralell universe. Also i don�t dislike them because they are fun to play. They are just way too fast.
You might be. The people who dominate less than high tier play in scouts are usually equally competent in other mechs, and if all of the sudden they opted to play Brawler, you'd likely be calling for a nerf to that. The scout is fun to play, so people play it. People who are very good at the game play it. People who are very good at the game rarely find themselves in a lobby filled exclusively with people who are very good at the game, and are instead placed with people that are less of a challenge to beat. But they play scout because it is more fun to do well in a lower level lobby with a mech that two good volleys could decimate you in than the walking behemoth of the brawler or the spaz DPS/health combo that is the Zerker.
I actually thought about this a lot and maybe replace the SAARE with a flamethrower with moderate damage but it slowly uses fuel when firing and when enemies are hit, it does not give them heat but provides a debuff (about the time of redox) that will prevent any heat loss unless using a coolant ability (Assaults, CRT). Its just an idea and im not so sure about the fuel using but with the nature of the current Incin weapons with relatively high heat generation, adding a heat making secondary would make shooting impossible. Also, remove the heat syphon passive of the Incin and maybe tweak the ability? Basically a complete overhaul, infinite firing is not a mechanic that should be in the game, also with no heat syphon, it would help the tech-incin wombo combo.
The flamethrower idea is in the OP currently, but beyond that I'm not willing to add debuffs and whatnot to a completely unknown factor and say "try this it could be balanced".
The heat siphon is what really puts the incin in a support role - unfortunately it does contribute to pubby deathballs a little much - but again I'm not sure the incin is OP enough to need much. I think the BBY/PPA/M4MA/SAARE interactions are the priority here, and like the Hellfire mechs, I think tweaking the mechanics of the incin should take a back seat to tweaking the weapons.
i only have one request, give rocketeer's turret mode the ability of multi lock
with the maximum lock on targets being the max amount of rockets, more of a support thing then a raw damage thing
I will add this to the suggestions.
Edited by ticklemyiguana, 28 October 2015 - 01:30 PM.