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#121
LU0P10

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 stuff...

Except the thread was about 'skillfires'... not about weapons you listed and weapons which actually has to be aimed in order to deliver damage and not about weapons which projectiles cannot be curved around obstacles without any input...

 

Rocketeer in turret mode... how hard it is, in your opinion, lock on to an enemy? Even on cloaked ones. 

 

Aren't Dumbfires already multiple, smaller, Splashy TOWs?  Just change that firing mode more viable via speed and acceleration buff ... and alter the lock on procedure like me and -TJ- (and others) have suggested... so it needs at least some skill. 


Edited by LU0P10, 05 April 2015 - 10:32 PM.


#122
Anichkov3

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Rocketeer in turret mode... how hard it is, in your opinion, lock on to an enemy? Even on cloaked ones. 

 

I'm scared to ask you: how often do you see Rocketeer in the mode turret?

Let's put in a field across from each other Assault and The Rocketeer and see who will die before, is not fair? You constantly want something nerf and remove, but how often do you play these weapons? Do you know far as helpless when Rocketeer is cut from the team?

You know that it is primarily a fur Support team, he is not a tank, and is not intended to assault. 

If you have a very big problem with him, then you need to learn to play. It can irritate, but it is his duty as a mech support, just as you are nervous about snipers and technician.

Hellfire nerf so several times, and made it a the wretched weapon. Do you want to complicate a takeover target, right?

good, good, newcomers .... 

But then give it 100% guarantee of getting of captured in the objective and give the missiles fly round possibility of automatic all the obstacles on the way to the target. 

And tell us how you will capture the target fast mechs A-Class? 

Or maybe you just once again weep that you kill weapon from which you can not dodge? 

Open secret for beginners - from weapons can not dodge a bullet, in contrast to the Hellfire. And if you shoot a sniper he always gets into you, and when he did not hit it just got lucky because of the difference in ping (because you are not already there where there were 100 ms ago).

You love to boast about "skill". So explain why the vast majority of entire "skill" is to run up closer and hold the button with a machine gun?

 

P.S. Already tired of hearing whining noobs ... Why is the really "skill"-players do not talk about how they feel bad and hard to play in matches against Hellfire? Probably because this weapon has too many shortcomings and only one advantage. All bullet weapons immediately has a huge advantage over any other weapon in the game - an instant hit (hitscan)! And you people seem to have completely forgotten that the missiles fly for a while, you in the cockpit alarm beeps, and you have time to escape. And be on-site Rocketeer - Sniper, you would simply have died like a dog!


Edited by Anichkov3, 05 April 2015 - 11:14 PM.

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#123
(KDR) Seron16

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Except the thread was about 'skillfires'... not about weapons you listed and weapons which actually has to be aimed in order to deliver damage and not about weapons which projectiles cannot be curved around obstacles without any input...

 

I think you missed the entire point of my post (Either part of it)...

 

@Anichkov3 Nearly 100% spot on mate. :)


Edited by Seron16, 06 April 2015 - 12:04 AM.

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#124
MomOw

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I think that seeker and hellfire can be compared to slug rifle and sabot : they both have low rof, medium to high burst, long range, and require less aiming practice than slower projectile weapons.

 

In the pro/cons analysis auto-aim require even less aiming but are easier to avoid (dodge), can hit target with poor cover but have a minimum range to be efficient.

 

I'm OK with hellfire secondary (auto-aim) as it is as it's not more punishing than Sabot rifle, seeker DPS is higher than slug rifle but the seeker rocketeer is not OP.

 

What should/could be done is something to increase the efficiency of hellfire without auto-aim, and if I could mod something I would do hellfire with 2 modes : seeking (same as seeker weapon but keeping the same spread that hellfire has) and locking (same as actual secondary fire).


Edited by MomOw, 06 April 2015 - 03:25 AM.

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#125
FRX23

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Seriously, every one who claims his place in first tier, shouldn't complain about HF.


Edited by FRX23, 22 April 2015 - 04:25 PM.


#126
Scow2

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Except the thread was about 'skillfires'... not about weapons you listed and weapons which actually has to be aimed in order to deliver damage and not about weapons which projectiles cannot be curved around obstacles without any input...

 

Rocketeer in turret mode... how hard it is, in your opinion, lock on to an enemy? Even on cloaked ones. 

 

Aren't Dumbfires already multiple, smaller, Splashy TOWs?  Just change that firing mode more viable via speed and acceleration buff ... and alter the lock on procedure like me and -TJ- (and others) have suggested... so it needs at least some skill. 

"How hard is it to lock on" isn't the question you should be asking. Instead, the question should be "How hard is it to land the missiles". Timing, situational awareness, and positioning are absolutely critical in ensuring that the missiles you launch find their target, moreso than with any other weapon.

 

And, if you're having trouble with a Rocketeer in turret mode, the problem is on you for being downrange of the damn thing. Rocketeers are area-denial mechs, with the intended area denied being "Everything beyond mid-range I have LoS to", offset by the low reactivity of their payload (Time to lock and slow projectile), and the mech's relative immobility, especially in Turret Mode.

 

HAWKEN is not Unreal Tournament or Call of Duty. The Rocketeer has a unique place in the game on a strategic level that has been nerfed due to people continuing to fail to understand the point of lock-on missile weapons. Twitch isn't the only skill that's supposed to matter.


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#127
vonbach

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Rocketeers are weak as hell. If your having problems with one shooting at you thats 

what cover is for. Theres always some out there. Get close to him and he's helpless.

Or just get a skilled SS or Reaper and kill him.


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#128
LU0P10

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I'm scared to ask you: how often do you see Rocketeer in the mode turret?

Let's put in a field across from each other Assault and The Rocketeer and see who will die before, is not fair? You constantly want something nerf and remove, but how often do you play these weapons? Do you know far as helpless when Rocketeer is cut from the team?

You know that it is primarily a fur Support team, he is not a tank, and is not intended to assault. 

If you have a very big problem with him, then you need to learn to play. It can irritate, but it is his duty as a mech support, just as you are nervous about snipers and technician.

Hellfire nerf so several times, and made it a the wretched weapon. Do you want to complicate a takeover target, right?

good, good, newcomers .... 

But then give it 100% guarantee of getting of captured in the objective and give the missiles fly round possibility of automatic all the obstacles on the way to the target. 

And tell us how you will capture the target fast mechs A-Class? 

Or maybe you just once again weep that you kill weapon from which you can not dodge? 

Open secret for beginners - from weapons can not dodge a bullet, in contrast to the Hellfire. And if you shoot a sniper he always gets into you, and when he did not hit it just got lucky because of the difference in ping (because you are not already there where there were 100 ms ago).

You love to boast about "skill". So explain why the vast majority of entire "skill" is to run up closer and hold the button with a machine gun?

 

P.S. Already tired of hearing whining noobs ... Why is the really "skill"-players do not talk about how they feel bad and hard to play in matches against Hellfire? Probably because this weapon has too many shortcomings and only one advantage. All bullet weapons immediately has a huge advantage over any other weapon in the game - an instant hit (hitscan)! And you people seem to have completely forgotten that the missiles fly for a while, you in the cockpit alarm beeps, and you have time to escape. And be on-site Rocketeer - Sniper, you would simply have died like a dog!

It is not the number of times I have seen Rocketeer in turret mode? What do you mean? The aiming mechanism is there right? What do I have wanted to be nerfed or removed? All I have asked is changes. We lost a point of discussion if you can't see this. 

 

And where did you have pulled the impression that I am nervous about snipers ( I main reaper).

 

Funny that you are the most newbie rocketeer I'be seen in Siege, calling all the other newbs, but actually it is you who often refuse to go on the point yourself. So there's that. Camping noobateer...

 

P.S. I am tired to hear about whining and defensive noobateers. You can understand very well where the complaints come, unless you are noobateer. 

 

What have I and others too,  tried to offer some solutions to make the entire game better (in various fields of the game). For everyone. If you don't appreciate that or disagree with my suggestions - it's fine for me. 

 

Chill out man.



#129
(KDR) Seron16

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Keep in mind LUOP, that in terms of Hellfires they've constantly been messed with from patch to patch.

 

And in response to the original OP's point and the collective discussion, they are not OP and they are not skillless. Many people have talked about "skill" when really it has nothing to do with skill, and it has caused this game to take turns that made no sense, or were counter-productive, in the name of skill, or a myriad of of other things too long to list.


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#130
vonbach

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The only reason people are whining about hellfires and rocketeers is they want to play the air dodge dance game and be

pretty much immune to getting shot at. Suck it up is all i can say.



#131
Meraple

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The only reason people are whining about hellfires and rocketeers is they want to play the air dodge dance game and be

pretty much immune to getting shot at. Suck it up is all i can say.

 

I personally find it ALOT easier to dodge hellfires with Air Compressor in mid-air than on the ground.



#132
CounterlogicMan

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Agh another thread about nerfing hellfires.....anyone remember the eoc rocketeer? no? you should play it and try telling me that hellfires need nerfed. #buffhellfires #buffeoc #nerfseeker

 

A lot of the hate of hellfires should really be directed towards the seeker. I see over and over again in this thread...The problem isn't the bruiser with hellfires it is just the rocketeer with them! Let me ask....When was the last time you saw a eoc or heat rocketeer do well in a game regardless of player skill? Seeker however is extremely easy to use....almost as easy as sustain huehuehue. Jokes aside seeker tracking needs looked at.

 

 

 

Lest us not forget the actual stats of this game.....seems almost every post thus far has.

 

tow/gl 125 damage 12m/14m splash radius with vary forgiving damage fall off...oh and a rate of fire of 2.25s/2.5s with huge range and high projectile speed. Tow is pretty much a sniper rocket that you can detonate and spam for minimal heat build up.

 

Hellfire damage 6 missiles with 18.5 damage each that is 111 damage if you hit all the missiles (when does this ever happen?) the splash radius is 13 (right between tow and gl) but the minimum damage is less than a fifth of tow or gl damage and on top of this the hellfires have a 3.25s reload time and if you want to lock on it is another .5 seconds before you get full lock. Oh and the tracking is mediocre after being repeatedly nerfed into the ground since ascension. 

 

Pretty much every opinion has been voiced already so I will just leave this here for you all to decide for yourself. 

 

my recommendations:

All they need imo is for the dumbfire spread to be tightened a bit and dumbfiring should result in both pods firing simultaneously rather than having a half second delay between the first pod firing and the second pod firing. It is a nice touch while firing locked on but while dumbfiring, it really makes fighting cqc extremely difficult when you are almost guaranteed to miss half the damage because of a delay for the second pod firing...not to mention how ridiculously large the spread of missiles is. Which results in even less damage potential. 


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#133
vonbach

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I personally find it ALOT easier to dodge hellfires with Air Compressor in mid-air than on the ground.

I love it when some A class tries the air dodge  game when i'm in my rocketeer.

I just stay at mid to long range and use the seeker on them hellfires too if i feel like it.

They get on the ground and play fair real fast or they die.



#134
LaurenEmily

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Agh another thread about nerfing hellfires.....anyone remember the eoc rocketeer? no? you should play it and try telling me that hellfires need nerfed. #buffhellfires #buffeoc #nerfseeker

 

A lot of the hate of hellfires should really be directed towards the seeker. I see over and over again in this thread...The problem isn't the bruiser with hellfires it is just the rocketeer with them! Let me ask....When was the last time you saw a eoc or heat rocketeer do well in a game regardless of player skill? Seeker however is extremely easy to use....almost as easy as sustain huehuehue. Jokes aside seeker tracking needs looked at.

 

 

 

Lest us not forget the actual stats of this game.....seems almost every post thus far has.

 

tow/gl 125 damage 12m/14m splash radius with vary forgiving damage fall off...oh and a rate of fire of 2.25s/2.5s with huge range and high projectile speed. Tow is pretty much a sniper rocket that you can detonate and spam for minimal heat build up.

 

Hellfire damage 6 missiles with 18.5 damage each that is 111 damage if you hit all the missiles (when does this ever happen?) the splash radius is 13 (right between tow and gl) but the minimum damage is less than a fifth of tow or gl damage and on top of this the hellfires have a 3.25s reload time and if you want to lock on it is another .5 seconds before you get full lock. Oh and the tracking is mediocre after being repeatedly nerfed into the ground since ascension. 

 

Pretty much every opinion has been voiced already so I will just leave this here for you all to decide for yourself. 

 

my recommendations:

All they need imo is for the dumbfire spread to be tightened a bit and dumbfiring should result in both pods firing simultaneously rather than having a half second delay between the first pod firing and the second pod firing. It is a nice touch while firing locked on but while dumbfiring, it really makes fighting cqc extremely difficult when you are almost guaranteed to miss half the damage because of a delay for the second pod firing...not to mention how ridiculously large the spread of missiles is. Which results in even less damage potential. 

 

I'd like to apologize for the confusion i created with the misleading title, what i really meant to discuss was always more the seeker in combination with the hellfires than just the hellfires alone.

i realized this after comparing the rocketeer with the bruiser and the latter never seemed to annoy me half as much as the former.

And i keep hearing how the seeker is the only reasonable choice to use with the rocketeer and this is why it indeed does seem a bit overpowered, i guess it is because of how the seeker works hand-to-hand with the hellfires.


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#135
vonbach

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Its not overpowered thats the thing. The Rocketeer is for hassling air dodgers and people in general  at long range.

Its not hard to dodge it if you have cover. Its not like it even does that much damage for its heat generation.

Its a support mech and not even a very good one.



#136
(KDR) Seron16

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I'd like to apologize for the confusion i created with the misleading title, what i really meant to discuss was always more the seeker in combination with the hellfires than just the hellfires alone.

i realized this after comparing the rocketeer with the bruiser and the latter never seemed to annoy me half as much as the former.

And i keep hearing how the seeker is the only reasonable choice to use with the rocketeer and this is why it indeed does seem a bit overpowered, i guess it is because of how the seeker works hand-to-hand with the hellfires.

Seekers miss all the time and require you to aim at the target still. I prefer them as the primary weapon, but they are by no means overpowered.


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#137
Anichkov3

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Actually I do not think that the Hellfire is required to change though as that. You can not possibly improve the Hellfire. The thing is that the speed of the game have grown very strongly, since the advent of the weapons in the game. Any improvement will adversely Hellfire meetings players.

Yes, he can capture heat signature from the invisible robots. This is logical. And in fact, makes it possible in the future to release a new mech is completely invisible to the Hellfire (as an example of improved invisibility thanks to new technologies). I can even offer an alternative to this invisibility mech. Ability in which the mech does not become invisible. And begin to see the enemy on the radar as his own, and is not able to capture the target Seeker and Hellfire. As an alternative to balance the Rocketeer. I used to be suggested to increase the Alpha damage - Seeker. https://community.pl...ker/#entry12986


Edited by Anichkov3, 06 April 2015 - 12:16 PM.

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#138
AxionOperandi

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No, you made assertions, and I asked you for your reasoning behind them

My "gun that follows you" idea was more of a drone based thing. It's unique, and it basically automatically kills you. Is that an okay contribution to the game because it's different? Or is being different not suitable for "making the game better"?

The fact that they are easily avoided by good players doesn't make them somehow less broken, it actually makes the situation worse

 

Imagine you're trying to play sports with your friends and you're not very good. Someone constructs a ruling whereby the guy who is the best at kicking the ball into the top right hand corner of the net will walk over to you while everyone waits, and take any shots on net you get close enough to take

This works against players who maybe cant reach the ball, or dont know the tendency of the player, but for everyone that does, it's trivially easy to stop the attempt

This is doubly concerning, because you're being handicapped in a way that allows you to not actually learn to take proper shots on net. There's no point where you're practicing while that ruling is in place, since you're not the one actually taking shots on net

 

So yeah, explain how the simple fact of being different makes the game better. Explain how allowing players to ignore one of the core skillsets of a shooter makes the game (a shooter) better.

Assertions with reasons..... yeah thats what I did.

 

"Better" is subjective anyway, this thread is thread is obvious proof of that.  I mean do see the reasoning why people do not like them, and look down on them as a weapon by high level players but if its generally agreed upon that they are not overpowered and easily dealt with and people enjoy using them they should be left as is.  Because Hellfires don't fit into an elitist paradigm of how Hawken should be is very bad reason to make changes to or remove them.  Hawken needs more content not less, rather than make significant changes or removing weapons it would be better to create something new.



#139
Scow2

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I'd like to apologize for the confusion i created with the misleading title, what i really meant to discuss was always more the seeker in combination with the hellfires than just the hellfires alone.

i realized this after comparing the rocketeer with the bruiser and the latter never seemed to annoy me half as much as the former.

And i keep hearing how the seeker is the only reasonable choice to use with the rocketeer and this is why it indeed does seem a bit overpowered, i guess it is because of how the seeker works hand-to-hand with the hellfires.

Stop being downrange of Rocketeers. 

 

Frankly... I think Hellfires need:

1. To shoot more missiles.

2. Have individual missile damage be reduced, but full salvo damage be buffed

3. Give the missiles varying levels of tracking and turning, making it easier to dodge full salvos, but harder to dodge the entire salvo.

 

And @Beeman. Get the concept of "Proper Shooting" out of your head. This is not Call of Duty. This is a Mech Game. The Rocketeer's tracking is a tool to be used and learned. Your sports analogy is wrong because it implies some sort of stopping the game. Instead, it's more like you having an inherent ability to shoot amazingly accurately into the Top Right of the net - the test of skill isn't in your accuracy, but in being able to set up the situation so the Top Right of the net is unguarded when you take the shot. Twitch precision is not the only skill of value.


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#140
(KDR) Seron16

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Twitch precision is not the only skill of value.

 

 +1 Tired of hearing skill equating to that honestly.


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#141
M4st0d0n

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As if flak weapons, splash and a sniper in a game without damage localization was not enough to prove you dont have to aim in Hawken...



#142
Scow2

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While I was at work thinking about this subject... I thought of an idea for a new type of mech using a weapon that requires no aiming whatsoever, but is not 'skill-less' by any stretch.

 

Let's make it a 'light' B-class - almost A-class armor and maneuverability, but with the b-class hitbox. Its primary weapons would be a Breacher, Alterate Rev-GL, prestige Point-D vulcan. Its secondary weapon would be a special laser. Alternate fire is needed to lock onto the nearest enemy mech, projectile, or deployable item, and firing shoots it. It does sustained damage, with extremely low DPS against its locked target. It deals significant bonus damage to any target that obstructs the beam, though, since it requires aligning three mechs, and two of them are hostile. Hitscan, just in case something gets between it and its target (Otherwise, it's always hitting), and it's a constant laser, of course.

 

At low skill levels, the secondary weapon allows players using it to learn and practice positioning and spacial awareness while still contributing to a fight, or decently contribute to matches if they have hopeless aim. Those opposing it get to learn the importance of cover, health management, and target prioritization. The low DPS of the weapon would get it laughed out of mid- and higher-level matches in the hands of anyone trying to use it as an "I can't aim and suck at this game!" crutch... but it starts making up for that deficiency in the hands of someone skilled - good timing and positioning allows it to take out projectiles before they're a threat, "clotheslining" someone between the beam and the primary target can do a substantial amount of damage to clumsier/unaware players. . Of course, it can't shoot at any angle where it would clothesline the firer - as fun as punishing carelessness like that would be, all it would do is hurt high-ping/new players, since everyone else would simply shut it off. Like the hellfire, it would be difficult to balance - too weak, and even its special qualities make it not worth the hassle. Too strong, and it dominates mid- and low-skill lobbies.


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#143
Meraple

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I think something that like that would be nice if it did more DPS the longer it would be locked and firing at the same target.



#144
Scow2

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I think something that like that would be nice if it did more DPS the longer it would be locked and firing at the same target.

I originally had another idea for a 'low-aim' weapon, but then I realized I was describing the Battle Technician.



#145
AxionOperandi

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While I was at work thinking about this subject... I thought of an idea for a new type of mech using a weapon that requires no aiming whatsoever, but is not 'skill-less' by any stretch.

 

Let's make it a 'light' B-class - almost A-class armor and maneuverability, but with the b-class hitbox. Its primary weapons would be a Breacher, Alterate Rev-GL, prestige Point-D vulcan. Its secondary weapon would be a special laser. Alternate fire is needed to lock onto the nearest enemy mech, projectile, or deployable item, and firing shoots it. It does sustained damage, with extremely low DPS against its locked target. It deals significant bonus damage to any target that obstructs the beam, though, since it requires aligning three mechs, and two of them are hostile. Hitscan, just in case something gets between it and its target (Otherwise, it's always hitting), and it's a constant laser, of course.

 

At low skill levels, the secondary weapon allows players using it to learn and practice positioning and spacial awareness while still contributing to a fight, or decently contribute to matches if they have hopeless aim. Those opposing it get to learn the importance of cover, health management, and target prioritization. The low DPS of the weapon would get it laughed out of mid- and higher-level matches in the hands of anyone trying to use it as an "I can't aim and suck at this game!" crutch... but it starts making up for that deficiency in the hands of someone skilled - good timing and positioning allows it to take out projectiles before they're a threat, "clotheslining" someone between the beam and the primary target can do a substantial amount of damage to clumsier/unaware players. . Of course, it can't shoot at any angle where it would clothesline the firer - as fun as punishing carelessness like that would be, all it would do is hurt high-ping/new players, since everyone else would simply shut it off. Like the hellfire, it would be difficult to balance - too weak, and even its special qualities make it not worth the hassle. Too strong, and it dominates mid- and low-skill lobbies.

Hah, that sounds kind of awesome actually.

 

So the significant "bonus damage" that happens when someone comes between the beam and the target I assume would break the link and would be some soft of high DPS burst damage?  At least thats how I was thinking it would/should work.

 

Like you said balance would be the key and I'm sure it would go back and forth between being overused with new players and regarded as useless for those proficient with anything else but I'm sure it could be worked out.  You should probably write this up as "new mech" thread.



#146
wwwking

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your so called "cloak" should be removed. btw u get wreked from hellfires only if you are noob. so lame


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#147
SoldierHobbes11

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With all these topics about fixing the tech going on, i want to discuss this issue that seems to come up a lot too. hellfires in open maps are the most freaking annoying piece of fuzzy bunny i've experienced in this game and i know a lot of people feel the same. Is it the map's fault or is it the weapon, i don't know, but something should be tweaked to tone it down a bit. it's rather simple it seems, if something cannot be effectively countered it's not right.


Yeah hellfires are very powerful in open terrain and they are designed for it. However in close areas with lots of cover, they're significantly less useful. I think your frustration is less about the weapon, but more about the map. Bunker probably being the biggest one.

I personally think that hellfires are in a good spot. They used to be more powerful. Now they still do a good job of "Sit the Fuzzy Bunny Down" without being a homing TOW rocket.

And the only time they're skillfire rockets is when you curve them around a corner and get a kill. That or you get a dumbfire kill on a scout at close range. Lol, it was funny when I did that.
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#148
BaronSaturday

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I have a great idea. Rather than continuously changing hellfires or changing bunker at all, leave them alone, let people getgudscrbnub, add more maps, mechs, and game modes. Tweak very slightly where necessary.

The Tech is very strong on Origin. This is neither a problem with Origin or the Tech. They just work well there. The tech is less effective on bunker. It just doesn't work as well there sith the lack of cover and escape routes. So balance the mechs one to one or two to two given support roles, stop complaining, and play.

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#149
(KDR) Seron16

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I have a great idea. Rather than continuously changing hellfires or changing bunker at all, leave them alone, let people getgudscrbnub, add more maps, mechs, and game modes. Tweak very slightly where necessary.

The Tech is very strong on Origin. This is neither a problem with Origin or the Tech. They just work well there. The tech is less effective on bunker. It just doesn't work as well there sith the lack of cover and escape routes. So balance the mechs one to one or two to two given support roles, stop complaining, and play.

In essence, that is the correct thing to do, so far as subscribing to the idea of perfect imbalance.

 

However, that will never stop people from discussing it nonetheless, for better or worse.


KOBALT DEFENCE REGIMENT

 

...and let slip the dogs of war...

 

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#150
M4st0d0n

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Mmmm. Perfect imbalance is for MOBAs or RTS, where meta is the game. The least you could ask for a class based shooter is to get the classes right before releasing any other G2 mech abomination.



#151
(KDR) Seron16

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Mmmm. Perfect imbalance is for MOBAs or RTS, where meta is the game. The least you could ask for a class based shooter is to get the classes right before releasing any other G2 mech abomination.

I think it can be applied to Hawken as well in some ways too.  :smile:

 

However, I disgress on that. The main thing was that he's right, some mechs will perform better in some situations, and while that effectiveness can be increased by skill, it is not skill that makes them effective in the situation from the start. Just like an Assault Rifle in Battlefield is better when trying to shoot halfway across Midway Island than an close range SMG.


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KOBALT DEFENCE REGIMENT

 

...and let slip the dogs of war...

 

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#152
Ninja_Goat

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Anyone got Penta / Hexa or even some Quad kill vids using Helfires ??   I'll bet there ain't many.  I never seen one.

 

On the other hand....Assaults, Scouts, Infiltrators, (W)incinerators, Grenadiers, Vanguards, Predators  etc etc.

 

How many servers get wrecked by a slow as fuzzybunny Rocketeer or Mr Contradiction the Bruiser (short range primary + long range secondary) ?  

 

Again not many I will wager.  Now how many get wrecked by those mechs above ?

 

 (BTW NO mech is OP,  Teamwork is OP, Player skill is OP, Teamspeak/mumble is OP, mechs are not)

 

 

Helfire mechs are primarily for newer players starting out (as the have a low initial skill requirement), or for players with high ping's.  

 

They add a varied style of gameplay in a game that desperately needs more not less.

 

Seeker is garbage up close, as are helfires (and dumbfiring up close needs skill).

 

High skill players will still get allot out of them (as with any mech) but Helfires OP ?  NO, get into cover, get close and wreck them.



#153
EM1O

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AR Bruiser.

Rear echelon locked hellfire harassment and supression, AR sniping.

CQC/enemy flanking repulsion, shortrange "MIRV" mode dumbfiring hellfires.

Emperor of Assists  :D


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#154
Ninja_Goat

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Indeed Emperor of Assists, filling it's role to perfection. Not OP in slightest unless you're a new player who doesn't move and dodge well.

Guess what though, those players will learn to move and dodge pretty quick running from all the missiles.

Same for Rocketeer. They do as intended.

Still very excited to watch all those quadra/penta/hexa kill videos of these Helfire server wrecking death machines :)
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