Personally I do not like how central items are at the moment overall. Due to the cool-down system, and the nature of the game with how often deaths happen items are central to a ton of fights, if it be EMP, det, or any other item there is no reason not to use it or really care, cause at the end of the day using items gives you a edge and can turn fights, and you can even at times use two items for a duel if you wish, the cool down is quite simply ridiculous. I would rather have the old system where items are not limited and you have a 40 second cool-down so players can not just always use items than to have it to where it is now, where players just toss out items like candy cause the cool down is short and well you get em back after death so you might as well spam em to stay alive.
The air stuff is also annoying cause it lets people just back up and shoot down on you, both of these systems are simple rewards for little input or skill.
What is stronger than a orb in terms of turning a fight? Not much. What is stronger at turning a fight than EMP? Not much. What turns team fights better than scanner? Not much. All of these items are central, and you can have more than one item. It breaks the game cause suddenly the most powerful things in the game just require you pressing F and not much else aside from maybe a bit of basic aim.
Some abilities also have this issue, every fight with a G2 raider is a fight with a guy on his ability, almost every time. The gren? Ya it's ability is not far off, not in terms of the cool down or how often it is used compared to the G2 but it is just a simple advantage with no downside.
The air stuff is the same way, you see people use it as a central way to play a ton of the time, cause it is just a simple way to keep distance. All these tools that players get? All this fake depth, and choice? It's all a lie.
The air stuff is too central, everyone uses it as a go to for basic mechs to keep distance vs a ton of mech times and as a semi-counter to projectile weps. Items are too central, again a go too. As are abilities.
For the items, issue I suggest going back to the old system of long cool downs (30+ seconds depending on the item) and one item choice. Items like this should not be central to so many duels and team engagements. Plus items can have different cool-downs instead of having a standard cool-down which is odd in of itself.
Several powers/ abilities need to be reworked. Don't have them be so central to the game, and focus on powers that give utility rather than straight up power/ movement. Maybe have a ability where for 1 second the scout has super powerful radar and gets a general idea where people are, and make it's cool down not related to death, but carry over. Regardless overall make powers less central. They are just derpy ways to win fights. However good powers that are interesting are, infin/pred, scout, actually incinerator has a good ability from a design point of view cause there is a real risk to using it despite how badly balanced the mech itself is, the turret modes,(some of which need to be adjusted but at least they are interesting and have trade offs) All of these can be offset by how the other person played, or they have some sort of trade off. Bad examples are G2 Raider, Raider, Gren, these give direct power, and are central to how these mechs win battles by powers in a direct way, with no trade off aside from maybe the player mistiming it and not getting to use it. Quite simply how often gameplay is central to powers is annoying.
The wind walking. Here is something that again has a idea of adding depth to the game but has become way too central compared to ground work. I use it in my heat gren to keep distance, and am rewarded in duels, team fights, and vs a ton of mechs that try to pressure me by boosting or using ground work, and really there efforts just don't matter if I boost up look down and shot them right in the face while I back up, and with little effort control the pacing of the fight. There is no reason not to, once I hit dirt I will still be able to fight, and really a ton of people use it for all sorts of mechs to keep distance or to push up, it quite simply has made the game uniform in a massive way. I look at it like this, if a mech in the game has an TOW/GL weapon to corner play with then there ability to fly has to be limited greatly. The argument that it makes sense on some mechs is fine, but for it to be this uniform does not help those mechs instead it makes the mechs that can do both more central, case and point G2 assault vs assault. The constant space pressing as a option for all mechs has to be rethought, the argument of people being simple to hit is not good enough to detract from the fact that it is very central to the game, and really if you think hell-fires, and G2 assault needs to keep it that is fine, but it is just a simple way to keep distance where movement is everything in hawken, and overall it is just too central to how these Sustained/ TOW mechs fight when they should have to corner play at some point to feel the disadvantage of having a sustained weapon as apposed to just floating off, constantly doing DPS.
All these things were thought up of to increase depth into the game I bet, but instead became the most central plays, something they all have in common.
Edited by deidarall, 29 March 2015 - 04:42 PM.