Hey Guys, So I have a few Ideas about changing(revamping) Hawken All together. I'd like to hear your thoughts. These are just my opinions and are the result of my experiences and discussions I've had with some of you already, Resulting in "this is what hawken might look like if My world were perfect."
Mechs:
Ideally these should resemble great, heavy, Bipedal tanks. We have three classes, neat!! they should totally stand out. A classes run circles around C-Classes with light to medium armaments can deal damage to each other and a fair amount to B classes, (A Skilled A class should have no problem demolishing an B class given a skill gap to allow it and should steer clear from a 1v1 With a C Class. B-Classes Are more nimble than the C but still get outrun By A classes, Likewise they are equipped with Medium armaments, giving them a slight(if any) firepower advantage over the A class, But still Unable to match the C-Class for weaponry. They Can Defeat a C-Class with a combination of movement and firepower but shouldn't win a straight up face to face with a full health C under normal circumstances (alpha strikes not withstanding, though generally these are not delivered face to face). C-Classes are big, heavy, slow-moving, bipedal fortresses armed to the teeth with the biggest guns available, with variations to allow for different 'builds'. These things should seek the middle ground in combat, with variations in armament allowing for different engagement options. Facing a skilled Medium, or even several-Less Skilled Mediums alone should not be a good Idea due to how slow it moves, But in exchange it should demolish most things unfortunate enough to get caught in it's weapon Systems. It would likely require Support from a team to survive a heated engagement, and not likely to be very effective close quarters unless facing an A-Class head on. Ideally you'd Have a Team Composition of 2 A-Classes to Act as Scouts/Harassers, 3 B Classes to Act as middle ground fighters/repairers/Utility and 1 C-Class to provide heavy weaponry support and/or holding a position/ Objective.
More to follow but I have to get back to work!
EDIT:
Pace of game/TTK:
Ideally, while the person with the drop on an opponent with the purpose of launching an alpha strike/sneak attack should have a considerable advantage when using said tactic, (essentially guaranteeing victory unless they are facing someone substantially more skilled) the alpha strike should not cause instant death. What I propose, (and yes, it has been suggested elsewhere) is that TTK be extended just enough to where different skill levels of players can begin to observe the nature of how these trades happen. If you get blasted with everything another mech has, it's gonna hurt, and it should, but a new person entering the game should not get insta-deleted simply because they haven't played enough to get their bearings yet. Should they die for committing a mistake? Certainly, but they should be able to see how it happened. delaying the TTK any further than that is kinda pointless and makes the game go stale fast.
Customization:
Here's where perhaps my ideas get a little more "creative". Mech customization should include a wider variety of customization options. I'd like to see things like Caterpillar tracks for C-Classes that are purely cosmetic, blame it on the engine capacities of the mechs, maybe a 4-6 wheel equivalent for A-classes, and perhaps the ability to mount your weapons differently on the mech, like over the "shoulders" instead of replacing the "hands", allowing for different taunt/emote options. Additionally, I'd kill performance-Based Internals. Armor should protect you from damage-No matter what. Perhaps ballistic armor for projectiles, and something else for explosions, and something that is a little of both, ammunition types based on what your mech does, like, incendiary missiles, Armor-piercing bullets to deal with the new armor types, removing deployable orbs and changing the extractor to only gather EU. The shock coil and failsafe are neat, and IMO fit well, oh, and I'dkill the air180 and the air compressor, again, these are mechs, they shouldn't be able to "fly", "hovering" should be used to reach high places and cross relatively short gaps, not make giant flying tanks, that can dodge bullets mid-air.
more to follow, I'll add more things to this post as ideas come to me/time allows, cheers!
Edited by Mevaker, 24 August 2016 - 05:12 AM.