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New hellbender 2nd seat is retarded!

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    #46
    From the hellbender.uc source:

    Instant hit = 120 dmg
    charge time = 3.0 seconds
    Fire rate = 0.5 /s



    There is an *extremely* simple fix for lack of charge indicator on the hellbender. Basically, they just need to lengthen the sound effect for the turret firing. The last part of the sound effect should make a sound like the bender is charging up.

    *Pow* .. charging...fade...

    Currently, we just have the *pow* sound.

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      #47
      Originally posted by Kiyoka View Post
      Axon veichles are boring. Necris is far better. *joins Necris*
      I gotta agree here. Especially since one Necris vehicle can completely destroy all other vehicles in the map with ease (I forget its name, but its rather slow moving, fires slow, and raises up for a faster firing rate). The punch it packs is almost a joke because its so **** strong.

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        #48
        Originally posted by Flesh_Upon_Gear
        its rather slow moving, fires slow, and raises up for a faster firing rate
        Err, that sounds like you got a cross between the Viper and the Nightshade there ...
        The Viper is bloody fast, fire heaps fast, and can rise.
        The Nightshade is bloody slow, fires slow, but is quite the (invisible) tank =)

        ~Jubis

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          #49
          Actually Jubis, Flesh is think of the Nemesis, the tankish Necris vehicle that fires orange hitscan beams. If you press jump, the Nemesis rises up and increases the fire rate to a murderous level, bus moves very slowly. Crouch and it returns to it's original state, medium height/speed/rate of fire. Something I never see people do: Press crouch again, and the Nemesis ducks down low and moves very fast, but the camera and turret are both locked in the forward position.

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            #50
            Originally posted by Friendlyman View Post
            In the old hellbender the 2nd, or maybe it was 3rd seat, had a turret you had to charge up for a powerful blast. It was perfect not only for damaging but for PUSHING something around with the beam. I often used it quickly to shove another vehicle over a hill, make it flip or just plain screw up his steering.
            The Hellbender used to be the perfect anti-Raptor vehicle. Now, there is none.

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              #51
              Originally posted by Richteralan View Post
              I have no idea why holding a mouse button is bad or too hard?
              it adds fun and more control to the gameplay. always click-click-click is boring.
              Yes, yes, yes and double-yes! Exactly my opinion!

              For me it "feels" a lot better to charge this weapon if I had to hold a button for it. Next thing is minor, but these details paint the whole picture: when your are extremely stressed by multiple raptors/mantas/etc, it sometimes happens that you release your charge by accident .. so your charge is gone! Things like that adds a lot more of adrenaline while in battle..

              Next thing: am I right that others don't see the charge status of the Hellbenders beam/laser/whatever weapon in ut3? Thats boring as well!

              Next thing: the old bender was really powerful _because_ it could take 3 persons! For me it is an advantage to have the driver and gunners separated - the gunners can concentrate on their aiming and the driver has one weapon as well: the bender itself! Now we won't see many funny "bender splasher" scenes anymore..

              And what happened to the steering of the new bender?? Did I configured somethin wrong or why won't I manage to avoid driving zigzag all the times??


              I'm fascinated from many things of the new version of ut, but on the other side I'm sincerely disappointed from at least an equal amount of things that are gone now .. therefore it happens often to me that I switch back to ut2004 when I'm too worried about those parts.

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                #52
                Originally posted by MeepZero View Post
                Agreed, an indicator to show charge would be great and extremely useful without being upsetting to balance or anything, it would just make that weapon more popular.
                Instead of counting 3 seconds I always just wait until that hazy smoke clears from the end of the turret. It seems to be a pretty decent indicator until the meter is fixed. Heck, they could even just make THAT the indicator by making sure the timing was correct.

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                  #53
                  If they put the physics back into the power of the hellbender blast I will be happy enough. Thats the only thing it ABSOLUTELY MUST HAVE BACK.

                  Epic: If you don't put this back in i swear I won't play UT3 once in a while. >;(

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                    #54
                    Originally posted by bclagge View Post
                    I think the Nemesis is the counter to the Goliath. Hellbender's counterpart is the Nightshade.
                    The Darkwalker is the Goliath's counterpart (big, slow, instapwn gun). The Nemesis is the Hellbender's counterpart (anti-air hitscan), the Nightshade is the SPMA's counterpart (indirect engagement). There are no Paladin, Cicada or Leviathan counterparts (but here's hoping for the bonus pack).

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                      #55
                      Originally posted by Xyx View Post
                      The Nemesis is the Hellbender's counterpart [...]
                      Still I hope you realise that the Nemesis isn't comparable to the Hellbender at all - neither in damage, ROF and range, nor in speed and general versatility. IMO it's by far the most powerful ground vehicle (despite the Levi), I wish I had the chance to use it more often.

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                        #56
                        wish they fixed the perennial problem of bender stealing when i've found myself a nice turret camping spot. >

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                          #57
                          Add a damage indicator, something on the UI would work, or something showing around the barrrel of the gun.

                          Bring back the physical push the gun had, when I hit something I want to see them get pushed around a bit. It helps with hit indication and makes the gun more useful in sniping.

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                            #58
                            Originally posted by LêøÑ¡dås View Post
                            I hope you realise that the Nemesis isn't comparable to the Hellbender at all - neither in damage, ROF and range, nor in speed and general versatility.
                            The SPMA and Nightshare are also worlds apart (in functionality as well as pwnage), but it's the only match-up that makes any sense to me. I guess Axon just got the shaft.

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                              #59
                              Second seat does suck but I do like how the driver can now shoot. But it does need to be faster i mean i think you can hoverboard faster than the thing moves. lol

                              Comment


                                #60
                                Originally posted by LêøÑ¡dås View Post
                                [The Nemesis] is by far the most powerful ground vehicle...
                                I would still choose the Goliath over the Nemesis. Sure, the Nemesis is able to defend against aircraft and it's better at extreme range, but in my experience the Goliath always wins when it meets a Nemesis, it's not totally helpless against infantry at close range like the Nemesis is (not that you should ever let them get that close, but it happens), and the splash damage makes it easier to take out fast moving or hidden targets.

                                But the Leviathan wins on the strength of the Shock Turret alone (many a Massacre has come from sitting in that seat).

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