The Hochfir


(poiSon-) #1

Let us talk about the hochfir fellas.
Before SS3 SS2, the hochfir used to be very good in the right hands which is what i felt like it was supposed to be like.
However, this hochfir buff is insane (for those that don’t know the RPM was buffed from 811 to 833 RPM). I’ve been melted by players that use the hochfir far faster than medium range(ish) rhino (and yes the range was around about the same (Just so you get the idea, bridge from the ramp over to white truck…behind it)). The only way for me to beat the hochfir is extremely long distances and constistently headshot (or sit on a healing station). This buff has caused players that aren’t as good at FPS’s go toe to toe and whack them over the head with a sledgehammer with someone that has a lot of experience from playing FPS’s, I feel like reducing the value down to where it was before and also to decrease the reload speed + increase movement speed just to make sure there is a reason to pick the hochfir rather than other smg’s.

I feel like the other smg’s are far more skill reliant rather than just spraying and hoping for the best that you hit your target. But of course, this is my own opinion. What’s yours? Do you believe that the hochfir should stay the way it is currently? If no, what change would you consider making to the hochfir to make it be picked? Also, what would you do to fight against the hochfir? (I’m curious and I want to find out how you guys deal with this).


(Dawnlazy) #2

Gun is fine and requires good aim since it basically shoots in a perfectly straight line with next to 0 recoil, meaning you have to have good tracking to use it. Just remove aimpunch entirely from the game and everyone will be happy.


(GatoCommodore) #3

SD is “Definetly” not trying to increase the Newbie playing experience!

I promise!

anybody says otherwise is either a Bigot or racist!


(Terminal_6) #4

I’ve never used the Hochfir much, it always felt kind of anemic. Then I tried it on Proxy.

And then I tried it on Nader. Good times.

Yeah, if you can hold it on someone, it’s ridiculous. I’m still in the honeymooning phase, though. Obviously Proxy and Nader’s combat capabilities are supplemented by their abilities. I vastly prefer the KEK with Phoenix, so I guess the Hoch isn’t terribly OP.
However, the low-damage bullet hose model is stronger in the hands of the skilled than the noob. I mean, the buff helps, it just helps me more.

Yeah I get that I just called myself “skilled” but come on I’m not that bad jeez


(Herr_Hanz) #5

[quote=“sweetColumn;211875”]SD is “Definetly” not trying to increase the Newbie playing experience!

I promise!

anybody says otherwise is either a Bigot or racist! [/quote]

nonono, its the patriarchy!


(watsyurdeal) #6

Uhhhhhhh no, I think if anything the Burst Rifles are more noobish than the Hochfir by comparison


(Sorotia) #7

I don’t know if I would say that…they do take some control and precision where the Hoch is just a laser.


(Dawnlazy) #8

I don’t know if I would say that…they do take some control and precision where the Hoch is just a laser.[/quote]

The Hochfir actually requires you to consistently track your opponent well, that’s what good aim is all about anyway, placing your crosshair on your enemy and keeping it there. Burst rifles are easier to aim with because they allow for a “lazier” aiming style where you point in their general direction, click, hit maybe a bullet or two, and in the meantime readjust your aim before clicking again. Tracking weapons are harder to use because they don’t allow you to have that breathing room where your crosshair doesn’t have to be in your enemy, any moments spent aiming at the wall is lost damage, while with the burst rifles you only have to do it for a fraction of the time, and it doesn’t even have to be perfectly synchronized with when you click like a single shot semi-auto weapon would require.

Source: me, from having roughly 18k kills with the Stark and 31k with the M4.


(Indefinite) #9

The Hockfir was anemic for a long time - it’s only after it’d been buffed a great deal that it’s become remotely easy to use. It’s always been accurate, which kept me holding onto cards with it, but the high ROF and small mags (~33 rounds) made it extremely situational and compromising to use. I do think the Hoch’s magazine capacity is laughably absurd right now, but also lends to it standing out and having its own use.

At medium ranges, I feel the Hoch very fairly trades a lot of ammo to tink away bits of health and to suppress (aimpunch) enemies.

I think reducing the magazine size to 42 or so would be a good minimum compromise for where it’s at atm. With 55 shots available, I feel like the reload ought to take twice as long as it does. Just too easy to hose down one or two people at short to medium range without much effort or cognizance of where you, your teammates, and your enemies are.


(BananaSlug) #10

the thing is that you can fuck enemy players aim with it, because of the retarded aimpunch and thats the problem with it, if it would be like you said, it would be awesome, just a laser, but this laser has also ability to disarm enemy :confused:


(Dawnlazy) #11

the thing is that you can @$!# enemy players aim with it, because of the retarded aimpunch and thats the problem with it, if it would be like you said, it would be awesome, just a laser, but this laser has also ability to disarm enemy :/[/quote]

Yeah I wish they’d just completely remove aimpunch and screenshakes from explosions, they do nothing but to create annoying randomness in fights.


(GatoCommodore) #12

the thing is that you can @$!# enemy players aim with it, because of the retarded aimpunch and thats the problem with it, if it would be like you said, it would be awesome, just a laser, but this laser has also ability to disarm enemy :/[/quote]

Yeah I wish they’d just completely remove aimpunch and screenshakes from explosions, they do nothing but to create annoying randomness in fights.[/quote]

well they could have lessen the aimpunch ability of certain guns and voila!
now we got a less stupid-annoying hochfir!


(Dawnlazy) #13

the thing is that you can @$!# enemy players aim with it, because of the retarded aimpunch and thats the problem with it, if it would be like you said, it would be awesome, just a laser, but this laser has also ability to disarm enemy :/[/quote]

Yeah I wish they’d just completely remove aimpunch and screenshakes from explosions, they do nothing but to create annoying randomness in fights.[/quote]

well they could have lessen the aimpunch ability of certain guns and voila!
now we got a less stupid-annoying hochfir![/quote]

To be honest all weapons cause annoying aimpunch. Hochfir causes several tiny kicks. Blishlok causes fewer, stronger kicks. It’s just always irritating regardless.


(JJMAJR) #14

Aimpunch is the only thing that prevents snipers from dominating the game. I really don’t think that removing it would help the game as a whole.


(Dawnlazy) #15

There are certainly much better ways of balancing snipers than making combat as a whole less skilled.


(Dr_Plantboss) #16

If you aren’t making an effort to avoid being headshotted, such as making unpredictable jumps, then you deserve to be melted.

try playing the Hochfir, you’ll see that it isn’t the magic lava cannon that you think it is, when used against skilled players.


(GatoCommodore) #17

There are certainly much better ways of balancing snipers than making combat as a whole less skilled.[/quote]

less skilled
plinking Vasilli with hochfir from a very long range

LeL

i bet you think MOA is skillz gun huh…


(Dawnlazy) #18

There are certainly much better ways of balancing snipers than making combat as a whole less skilled.[/quote]

less skilled
plinking Vasilli with hochfir from a very long range

LeL

i bet you think MOA is skillz gun huh…[/quote]

Yes I think having bullets not hitting where I’m aiming because someone is hitting me from across the map for 2 damage is dumb.


(Tanker_Ray) #19

@Dawnrazor DB already has a super BIT of aimpunch, but it NEVER works like your example.

Amount of aimpunch recoil/super bit of knockback is determined by dmg,(Which means headshot = x2 aimpunch) and furthermore your recoil recovery will be always the same.

DB’s aimpunch does not affect the spread.

Just because someone landed constant headshots with MP5 doesn’t mean you will always lost because of aimpunch. Your aim will never stretch up THAT high.

Felix head shot can cause the biggest aimpunch recoil/knockback in this game with 158dmg, but it’s not even near explosive’s knock back distance. It was all because of that 2dmg bothered so slight? come on.

That’s why MO11 Vassili with Focus MOA is still able to shoot someone’s head even while his head was popped by Stark.

Aimpunch is the best way to balance high firepower bolt-action sniper rifles with slow RoF acting like that,(Let’s just pass the fact that MOA has insane RoF.) gives chance to auto-firing guns. Sniper shooting someone while getting shotted in the head is definitely whole-less skilled. Basically why I agree with @JJMAJR .

If course I would’ve cried if DB’s aimpunch was that significant. Because if things were so screwed like you mentioned, no one would win against a guy with Focus augment.


(Dawnlazy) #20

Um I’m not saying it’s huge just that it exists, it makes shots miss sometimes since it kicks your crosshair upward and as such I’m completely against it since it adds uncontrollable RNG to fights.