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Let's Discuss Hopper!


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WHAT DO YOU THINK ABOUT HOPPER?   

8 members have voted

  1. 1. Which gaming style do you prefer when playing with Hopper?

    • Attack
      6
    • Defence
      1
    • Support
      4
    • Parkour
      2
  2. 2. Which game modes do you prefer to play in when using Hopper?

    • TDM (Team Death Match)
      4
    • CTF (Capture the Flag)
      7
    • CP (Control Points)
      4
    • ASL (Assault)
      4
    • RGB (Rugby)
      3
    • TJR (Team Juggernaut)
      1
    • SGE (Siege)
      2
    • DM (Death Match)
      2
    • SJR (Solo Juggernaut)
      1
  3. 3. Which skin for Hopper do you like?

    • Standard
      1
    • XT
      7


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What surprised me most upon reading this topic is not the discussions about the OD itself, but the fact that absolutely no one talked about the ridiculous strafing speed that Hopper has. You don't even need Crisis to quickly strafe away to the side and make literally anyone miss their shots. It doesn't matter if the acceleration was nerfed, since the strafing is still absolutely nuts. It should be very obvious that with Crisis after the nerf, it is stupidly easy to dodge shots, and I can only imagine how easy it must have been to abuse pre-Hopper nerf.

I'm starting to question if strafing as a whole will ever be nerfed or changed to make it more balanced, or if it'll be like Viking that hasn't been touched for years and still remains a massive balance issue.

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11 hours ago, Tidebreaker said:

What surprised me most upon reading this topic is not the discussions about the OD itself, but the fact that absolutely no one talked about the ridiculous strafing speed that Hopper has. You don't even need Crisis to quickly strafe away to the side and make literally anyone miss their shots. It doesn't matter if the acceleration was nerfed, since the strafing is still absolutely nuts. It should be very obvious that with Crisis after the nerf, it is stupidly easy to dodge shots, and I can only imagine how easy it must have been to abuse pre-Hopper nerf.

I'm starting to question if strafing as a whole will ever be nerfed or changed to make it more balanced, or if it'll be like Viking that hasn't been touched for years and still remains a massive balance issue.

Might not have been brought up recently - but has been mentioned numerous times before when discussing Hopper.

And you are right - many turrets have a hard time hitting it - turrets like vulcan, ricco, thunder, even smoky from a distance.  Any turret without insta-hit struggles when trying to hit the drunken monkey.

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5 minutes ago, wolverine848 said:

Might not have been brought up recently - but has been mentioned numerous times before when discussing Hopper.

And you are right - many turrets have a hard time hitting it - turrets like vulcan, ricco, thunder, even smoky from a distance.  Any turret without insta-hit struggles when trying to hit the drunken monkey.

Striker with hunter is entertaining in this regard. Strafe all you want chaps.

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20 minutes ago, wolverine848 said:

Sure.  Now try it with stock arcade...

Quicker to just drive up to a wall and shoot, same end result.

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1 hour ago, Alklines said:

Hopper/Crisis feels so slow and sluggish after the most recent update for it ?

I think that's an objectively good thing.

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Can we just find a way to NERF Hopper's strafing speed to the ground and BUFF Hopper's standard Driving? It has become so bad, that I see no one use Hopper but NOOBS in battles! Like honestly, every once in a while when I switch to Hopper, it feels like I am driving a medium Hull that crashes into walls a lot. Everyone uses Viking, (which means it needs a nerf) and Titans are running rampant! 

Edited by yellowghetto
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8 hours ago, yellowghetto said:

Can we just find a way to NERF Hopper's strafing speed to the ground and BUFF Hopper's standard Driving? It has become so bad, that I see no one use Hopper but NOOBS in battles! Like honestly, every once in a while when I switch to Hopper, it feels like I am driving a medium Hull that crashes into walls a lot. Everyone uses Viking, (which means it needs a nerf) and Titans are running rampant! 

Meanwhile hopper players with crisis drone: f2759748d8a4fae9b7c4a737aa83e2d203aae9e0

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It's not just the OD that's the problem, it's the hover ability & the Speed Buffs. Even without the OD the Hopper fly across the map. If that's the case it's possible other hovering hulls can do it. I think a weigh down effect needs to be added. What do I mean by weigh effect? A hover tank with a flag would get pulled down faster, Hopper's jump height would be halved & making it impossible to fly across the map.

This idea came from when I played game called Battletanx GA, I'm sure many people are familiar with it, There's a power up called Cloaking (which turns your tank invisible making it impossible to detect) & I'm sure you're familiar the the game mode called Queen Lord (similar to CTF) & is familiar with the Goliath tank (a tank that is on a rail & an increased rate of fire) that defends it. When I played Queen Lord & tried to use the cloaking power up & go for the enemy base I captured the queen lord & was lit up & killed by the Goliath after do to a counter measure which prevents you from sneaking the queen lord to your base. I think something like that should be applied to hover tanks.

Edited by DARAKIS
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I was in a CTF match that was over in less then a minute, reason why it was over? the Hopper. Even though I was on was on the winning team that's not gonna stop me discussing a problem with it. As I said in previous posts the Hopper is overpowered, overpowered enough that it needs to be nerfed or might need to be removed. I mean what good is a victory when you don't have a score?

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Actually, I think one of the main issue of Hopper is the ridiculously small hitbox. At first glance, it is about the same size as Hornet. However, because it is a hovering hull, it can move sideways while always facing the enemies. That means, only the side with the smallest surface area  (i.e. the front) will be facing enemies fire while Hopper is moving left and right. This makes it very hard to hit.

Actually, all hover hulls have the same problem. Hopper is the one which is the most obvious because  it is very small and fast.

Edited by Aegis
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19 hours ago, DARAKIS said:

I was in a CTF match that was over in less then a minute, reason why it was over? the Hopper. Even though I was on was on the winning team that's not gonna stop me discussing a problem with it. As I said in previous posts the Hopper is overpowered, overpowered enough that it needs to be nerfed or might need to be removed. I mean what good is a victory when you don't have a score?

The "Flying Monkeys" ruin every game.  Strategy goes out the window and games end before they even get started.  There should be maps available to play "without" these jokers.

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On 6/20/2021 at 1:20 PM, DARAKIS said:

I was in a CTF match that was over in less then a minute, reason why it was over? the Hopper. Even though I was on was on the winning team that's not gonna stop me discussing a problem with it. As I said in previous posts the Hopper is overpowered, overpowered enough that it needs to be nerfed or might need to be removed. I mean what good is a victory when you don't have a score?

 

12 hours ago, cool12345 said:

The "Flying Monkeys" ruin every game.  Strategy goes out the window and games end before they even get started.  There should be maps available to play "without" these jokers.

I have three ways that may help solve the hopper dilemma:

 

1) give it a delay and an indicator that its about to jump.

2) nerf the height of the jump from 30-40 metres down to 15-20 metres.

3) put a massive roof over all the CTF, rugby, and asl points.

 

Choose which one you think will work best.

Edited by Crossbone
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On 6/21/2021 at 6:14 PM, Crossbone said:

 

I have three ways that may help solve the hopper dilemma:

 

1) give it a delay and an indicator that its about to jump.

2) nerf the height of the jump from 30-40 metres down to 15-20 metres.

3) put a massive roof over all the CTF, rugby, and asl points.

 

Choose which one you think will work best.

Putting a massive roof over the points won't solve the issue but I do agree with the nerf. I is best if Hoppers jump height gets reduced. They can use 3 story buildings to their advantage in their current state.

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Went into a parkour battle and found a hopper with lightweight augment and plasma torch Rico just abusing its mechanics and having an auto clicker by mining the whole map while up in the air.

We can all agree that it ruins parkour battles more than it ruins regular battles.

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  • Wasp, Hornet and Hopper hulls now have a speed of 9-12 m/s.

 

So now Hopper goes from 11m/s to 12m/s at MK8. Even more broken when paired with Crisis, and it renders all tracked Light Hulls useless and obsolete. GG.

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19 minutes ago, 2shots2kills said:
  • Wasp, Hornet and Hopper hulls now have a speed of 9-12 m/s.

 

So now Hopper goes from 11m/s to 12m/s at MK8. Even more broken when paired with Crisis, and it renders all tracked Light Hulls useless and obsolete...

...in regards to extensively moving in one direction. Hornet and Wasp have Overdrives better suited for offensive gameplay. Hornet and Wasp can still turn around quicker and bend corners safer. 

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