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Change stun mechanic to fly hulls


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If you see today update 

«Stun» effect doesn’t make you drop flags or balls anymore.

It makes sense that hopper can now cap without  problem, so adjustment is needed.

 Now, hopper   and others fly  hulls, after get stunned, they will instantly fall to the ground, independent of the the height of fall, like instead of take 10 seconds to fall from like 200 m , it will take 1 second(its just change their gravity by 10x while stunned) and of course they will do nothing like they already do

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Although stun not removing flags (a good change btw) is also a nerf to Hopper, since its overdrive no longer drops flags, and the current 1 second stun of its overdrive now does pretty much nothing. So I wouldn't say this stun change is an overall buff to Hopper.

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2 hours ago, DestrotankAI9 said:

Although stun not removing flags (a good change btw) is also a nerf to Hopper, since its overdrive no longer drops flags, and the current 1 second stun of its overdrive now does pretty much nothing. So I wouldn't say this stun change is an overall buff to Hopper.

Yeah, but they also took that away from hunter which was a horrible move.

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Yeah, it would be nice if Hopper, when stunned, goes vertically down to the ground, instead of continuing its projectile motion onto the capture zone.

That can make stun a little more balanced with all Hulls.

And Hunter should get a somewhat improvement in something because of its changed effect(s). It does Jammer for a little bit, removes supplies with EMP, and stuns, but now Stun doesn't drop the Ball or Flag. it just stops them for a short time.

It would be nice to let Hunter's Overdrive do something else, but something small. Maybe stun, remove supplies, and/or Jammer Status Effect for a longer time!

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28 minutes ago, thunderhunter123 said:

Yeah, it would be nice if Hopper, when stunned, goes vertically down to the ground, instead of continuing its projectile motion onto the capture zone.

That can make stun a little more balanced with all Hulls.

And Hunter should get a somewhat improvement in something because of its changed effect(s). It does Jammer for a little bit, removes supplies with EMP, and stuns, but now Stun doesn't drop the Ball or Flag. it just stops them for a short time.

It would be nice to let Hunter's Overdrive do something else, but something small. Maybe stun, remove supplies, and/or Jammer Status Effect for a longer time!

I think hunter should be given a huge team supporting role.

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Just now, DestrotankAI9 said:

 

let's not to forget jammer so he can't use his od 

but in all cases hopper still OP (not like before) in CTF/ASL mode

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9 hours ago, Crossbone said:

Yeah, but they also took that away from hunter which was a horrible move.

I think with the length of Hunter's stun, if you stun a target for that long you are very likely to be able to kill them and return the flag anyway (unless you are going in alone vs multiple defenders). I always felt stun removing flags was bad. However this certainly is a significant nerf to Hunter, and I think Hunter should be buffed to compensate.

Although, it is definitely not a buff to Hopper, overall it is a nerf since it directly affects Hopper's overdrive also. But yes, buff Hunter - maybe a larger OD radius/longer stun or EMP duration/OD cooldown reduction, something like that.

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2 minutes ago, DestrotankAI9 said:

I think with the length of Hunter's stun, if you stun a target for that long you are very likely to be able to kill them and return the flag anyway (unless you are going in alone vs multiple defenders). I always felt stun removing flags was bad. However this certainly is a significant nerf to Hunter, and I think Hunter should be buffed to compensate.

Although, it is definitely not a buff to Hopper, overall it is a nerf since it directly affects Hopper's overdrive also. But yes, buff Hunter - maybe a larger OD radius/longer stun or EMP duration/OD cooldown reduction, something like that.

Shouldn't affect hopper all that much since it has other abilities, including its own.

I think the only way to save hunter is to give it a massive team supporting role.

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3 hours ago, fghjkl54 said:

let's not to forget jammer so he can't use his od 

but in all cases hopper still OP (not like before) in CTF/ASL mode

I personally think the developers need to do the following to balance Hopper (and fix capture modes in MM): 1) add automatic self-destruct after a timer (with a warning) on zones which only Hopper can access easily by jumping with its overdrive or wall climbing (Hoppers camping on roofs for example). 2) 14v14 CTF/RGB/ASL should be removed from Matchmaking and 12v12 CTF/ASL/RGB maps should be reduced to 10v10 for those modes - 10v10 maximum in those modes. 3) Lightweight construction should be banned from Matchmaking (Parkour mode only) to prevent Hopper+Lightweight+high recoil turret abuse.

Then with those 3 changes, I think Hopper is roughly balanced, considering that it is only good in capture modes. In the smaller map sizes I have no problem going up against Hopper with other hulls - as long as they don't abuse camping with flags in CTF in inaccessible locations, which as I say should be fixed. 12v12 and especially 14v14 capture modes are terrible, only Hopper is viable there (but they are still terrible), and these battles should simply be removed from MM.

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10 minutes ago, Crossbone said:

Shouldn't affect hopper all that much since it has other abilities, including its own.

I think the only way to save hunter is to give it a massive team supporting role.

Hopper's stun has become fairly useless now, except to interrupt overdrives or stop a spinning Vulcan, or aiming Shaft/Gauss/Striker/Railgun. I definitely think therefore Hunter was hit more by the stun nerf as it relied on it more, and yes Hopper has other strengths, so I do support a Hunter buff. Hunter isn't useless right now,  but I do think it is a little on the weak side after the nerf.

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1 hour ago, Crossbone said:

Might not be useless, but it doesn't have an ability that's unique to hunter.

It has lost its uniqueness indeed, with all these EMP and Stun augments now especially. Maybe it should get a 10 second EMP to make it more like the old Hunter OD. Although I still think stun dropping flags was terrible for ASL in particular, so I'm glad that mechanic is gone now - but Hunter does need something to compensate.

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