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Weapon updates 
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Post Re: Weapon updates
I do agree that some of the changes has got out of hand. Somee of the changes, are changing the majority of gameplay and classes. Lots of these changes are up to Blinx and Night's opinions and to be actually honest, I don't find all these changes that good.

Some of the weapons are changed to a new gimmick and I see some of the changes are same as Nightwatch like the Family Business. Although most of the changes are buffs for the Mercs from when they haven't been updated for a while and just a few got a buff. Just like sniper who got a straight buff with sniper glows on every primaries (except bows of course) and the Tribalman's Shiv jumps where I see they are reaching high places they were never able to reach before (on top of the mast on Vikings and big buildings on Railyard).


Mon Apr 11, 2016 8:26 pm
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Post Re: Weapon updates
Might be very interested, but he never plays fair. We know that fact.

Also Thunder posted sometimes about nerfs, I don't know why Mizu, Jamie and Nitros won't do.

So BB is not frustrating all the time? Or the ubercharge rate of the medigun? Hell, they are often frustrating especially BB. If we get frustrated about the same thing over and over again, do you really don't think something is wrong with the weapon then?

I already posted what I would see changed.

Offtopic: Is the HHH axe / Eyelander buffed again?

@Dayal

I didn't see you play as hale for a while now. When I saw you last time it was Gangplank last month.

Nightwatch ain't Hampshire Heavies, some of your buffs / debuffs are bullshit.

Did we need the airstrike before? No. Is it more fun? No. People still prefer playing with RL, Direct Hit or Black box. Why do the weapons need a higher dmg percentage? We have already a merc buff which will fuck the hale over. Demoknight was fun, sticky spam not really. Now demoknights are useless. You still have the same playstyle. Why do you need a change if you never play different?

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Mon Apr 11, 2016 8:39 pm
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Post Re: Weapon updates
Okay, well, here goes.

I won't go through all the changes because you did so many at once it just feels too much. It's hard to talk about it all. Changing stuff smaller, like once a week, and giving it a short while to settle to see if it's a good change would have been a smarter thing to do.
Most things didn't need changing, and I agree with Dayal on the upgrades of stuff that was never used, like the airstrike, but the airstrike wasn't used much because it wasn't fun. Personally I dislike the weapon and see it as a gimmick. which, like Thunder said, is what you've done with quite a few weapons here. For example the mantreads, I can't really see how that can be balanced or viable.

I feel the brass beast change wasn't needed. A heavy with a brass beast before being nerfed dealt enough damage, and having a medic with them that could uber to grant kritz would be insane damage before. Albeit the rage building is slow, it still feels un-needed.
The Big Earner buff, imo, was too much. 10 seconds of speed is ridiculous, I know the big earner wasnt used a lot beforehand, but making it that easy to escape hales is pointless.
And as much as I love the Kunai 420 health is far too much, it just causes most hales to have to 2-3 hit you, or even more if they're the weaker bosses.

I won't go on because, as I mentioned there are so many in such a short time.

Quote:
Like if hales didn't already struggle before these changes. Ever thought of it that the hales may be the problem of this instead of the weapon changes themselves?


Good Point, Dayal. We could always not balance BOTH bosses and weapons at the same time. We could maybe try balance bosses, giving it time to settle, see if it's for better or worse, and then balance weapons.

Quote:
I didn't see you play as hale for a while now. When I saw you last time it was Gangplank last month.

This. I rarely see you play boss, Dayal, I know I don't get as much time on as I want, but I've only seen you play boss a few times at most..

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Mon Apr 11, 2016 8:49 pm
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Post Re: Weapon updates
TheXeridious wrote:
like the airstrike, but the airstrike wasn't used much because it wasn't fun. Personally I dislike the weapon and see it as a gimmick


This is something that I'm hearing time and time again, the notion of "I don't use this weapon, it's just a gimmick, so why did you change it?", it's taking into account people who might want to use it, you're right, the airstrike isn't used by a lot of people, but for people who do like the playstyle, they shouldn't have to feel like they're playing with a handicap.

TheXeridious wrote:
For example the mantreads, I can't really see how that can be balanced or viable.


So you don't think it's viable, but you don't think it should have been changed? I really don't understand this and it's something I'm also hearing a lot.

Yes, a lot did get changed at once, and there's no rush to give feedback (better sooner than later though), and giving it back in tidbits here and there as the dust settles is just fine.

The Kunai and Big Earner buffs are probably feeling too strong right now because spy watches are broken, which is something we obviously need to fix.

On the topic of what I've heard so far and agree with:

Slower deploy and holster speed on the eyelander will be removed
Tribalman's Shiv self-hit will be removed and replaced with how it is in vanilla just with a longer bleed duration
Will increase the deploy time of the battalion's backup even more

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Last edited by Blinx on Mon Apr 11, 2016 9:19 pm, edited 2 times in total.



Mon Apr 11, 2016 9:14 pm
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Post Re: Weapon updates
AbunaiShi wrote:
Might be very interested, but he never plays fair. We know that fact.


Oh please, never? Never? When do I not play fair then? Outside of Hyrule Castle?

AbunaiShi wrote:
Also Thunder posted sometimes about nerfs, I don't know why Mizu, Jamie and Nitros won't do.


And they are being worked on, don't expect it to be fixed in one finger snap.

AbunaiShi wrote:
So BB is not frustrating all the time? Or the ubercharge rate of the medigun? Hell, they are often frustrating especially BB. If we get frustrated about the same thing over and over again, do you really don't think something is wrong with the weapon then?


And who says I think that the Battalion Backup is fine? If you would pay attention to what I say on the server, besides the complaints, I suggested a couple of times to increase its deploy time penalty even more.

AbunaiShi wrote:
I didn't see you play as hale for a while now. When I saw you last time it was Gangplank last month.


Just because you don't see me playing hale, doesn't mean I don't play hale. The reason why I mostly turn it off is that barely any hale on the server interests me. Gangplank is one that I really enjoy, but the hp mod is killing the fun for me. Just because I don't play as hale a lot as of lately, doesn't mean I don't know how it feels.

AbunaiShi wrote:
Nightwatch ain't Hampshire Heavies, some of your buffs / debuffs are bullshit.


Oh yes, this surely helps me to find out which changes are bullshit according to you.

AbunaiShi wrote:
Did we need the airstrike before? No. Is it more fun? No. People still prefer playing with RL, Direct Hit or Black box.


Hey, if people don't like playing with the Air Strike now, then why you're complaining? I want to give them the option to have a bigger arsenal of viable weapons.

AbunaiShi wrote:
Why do the weapons need a higher dmg percentage? We have already a merc buff which will fuck the hale over.


Barely any direct damage buffs came from me.

AbunaiShi wrote:
Demoknight was fun, sticky spam not really.


Fun is purely subjective. Demoknight gave way too big of a reward for little to no effort, same goes for the stickies but to a lesser extend. And don't you dare to even come up with crits as an argument. If you compare Demoknights to Sticky Demos, you'd see Demoknights will triumph more than the other way around You dislike sticky spam, there, you got your nerf. Where's my instant weightdown nerf? Oh yes, it will never come and I'm aware of that.

AbunaiShi wrote:
Now demoknights are useless.


Yes, because that 10% decrease in movement speed for pure Demoknights (which most people even requested and also effects Booties Sticky Demos), completly ruined Demoknight. Done, finitto, unusable.

AbunaiShi wrote:
You still have the same playstyle. Why do you need a change if you never play different?


Then name the playstyles I always use then. Go ahead, I'm curious. If you're capable to watch all of my complaints, I'm sure you're capable to name the playstyle I always use.

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Mon Apr 11, 2016 9:17 pm
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Post Re: Weapon updates
The BB was at Blinx not at you Night. I stop responding here, since I don't see a point to respond to you.


Mon Apr 11, 2016 9:22 pm
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Post Re: Weapon updates
| SkyKnight | wrote:

And why shouldn't I be asked regarding weapon balance? May I remind you that a good part of these weapon changes came from the Nightwatch server, and barely anyone complained about these changes there.


Well, I didn't really like every changes in Nightwatch but you were the owner while I still was suggesting some changes to you. You changed stuff like disabling shield breaks to make demos use variety of melees than most of them using Eyelanders which resulted in negative feedback for removing something FF2 always mains.

And the reason why barely people complain is, because the server were almost always empty and the times we invited people, people are not going to complain about weapons as the first.


Mon Apr 11, 2016 9:23 pm
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Post Re: Weapon updates
Blinx wrote:
TheXeridious wrote:
like the airstrike, but the airstrike wasn't used much because it wasn't fun. Personally I dislike the weapon and see it as a gimmick


This is something that I'm hearing time and time again, the notion of "I don't use this weapon, it's just a gimmick, so why did you change it?", it's taking into account people who might want to use it, you're right, the airstrike isn't used by a lot of people, but for people who do like the playstyle, they shouldn't have to feel like they're playing with a handicap.


I understand where you're going with it, that it's nice for people who do like it, but you could, like you said you're planning on, fix the spy watches instead. I'm sure you'll get around to it, but with the amount of fixes you decided to release I'd have hoped there was a fix for the watches.

Blinx wrote:
So you don't think it's viable, but you don't think it should have been changed? I really don't understand this and it's something I'm also hearing a lot.


I don't think it's viable, but you've not changed it to become viable either. It's still useless, really. It allows you to rocket jump a bit further, I guess, but it's just lacking in viability.

I know you're asking for feedback, but I feel this process should have been done over a period of a few months. It would've been nice for you to change a couple of things, like maybe the sticky launcher and attempting to fix the spy watches, then allow us to give feedback on that. Keep in mind there aren't loads of people posting here giving feedback, so all these changes won't all get responses, and I know you don't mind waiting, but having one or two changes makes people focus on those changes.


Mon Apr 11, 2016 9:33 pm
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Post Re: Weapon updates
About why the spy watches are taking time to fix: they're handled internally much different to anything else that I've changed so far, and will need some figuring out before a solution can be applied.


Mon Apr 11, 2016 9:44 pm
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Post Re: Weapon updates
Sorry, but I'm with Night / Dayal here. From my time playing here, it's been the same loadouts and playstyles time and time again. I can't believe people are not getting bored of it.

For example, before any weapon changes, the only viable demoknight sword was the eyelander. After, every sword is now viable in regular gameplay. It opens up many alternatives for people to play around with.

It seems to me that people are just uptight with their playstyle as it's probably the only thing they're good at.


Mon Apr 11, 2016 9:58 pm
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