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Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.



Because money can't buy you skill...

https://www.youtube.com/watch?v=AWI-koEbK9k

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What is Hawken?
Hawken is a free to play, indie developed Mech FPS that is currently in open beta, but not for much longer. Hawken feels a lot more along the lines of games like Quake or Counter Strike than Mechwarrior, but being a mech game, it has some game play changes in the service of making you feel like you're in a mech. This isn't your grannies mech game though, if you're not moving and boosting, you're about to be dead. Also your starting mech looks like a TV.



What's New?
  • Steam! Steam will now be the system Hawken will be using to be distributed. A steam account is required, and anyone already with a Hawken account will receive an email before February 11th with a CD key to activate early. Hawken will be under Early Access until full release. If you don't have a key by the 11th, send a message to Hawken support - they're very very helpful. In the meantime, new accounts cannot be made until the switch to Steam is complete.

  • In November of 2013, the Wreckage patch hit, introducing a new mech, and the map wreckage. In February, a new, as yet unnamed patch will hit alongside Hawken's release on Steam. This patch will feature a new mech, the Incinerator a new map for the co-op mode, and much more!

  • 4 player co-op against waves of bots!

  • A new map: Wreckage



  • The Vanguard is now available to all players! Players who bought the Vanguard initiative will still have exclusive access to the unique cosmetic options on their Cupcake, but the weapon loadout will be available to all players now.

  • The tuning system is out! Well, kinda. The devs still can use it under the hood to balance mechs, but we no longer have direct control. This means mechs will be standardized, balance will be much better, and level 30 players no longer have a straight advantage against newbies.

  • Improved visuals: The maps will look better, and things will actually run better, too.

  • A revamped, cleaner HUD.

  • 6v6 Matchmaking! Get a party of 6 people together, and match up against another team of 6! Test your strength in fighting some of the best players around

Game Types
Hawken currently has four game types available, with more being hinted at being on the way by developers on the forums and at conferences, though nothing too solid is available as of yet.

Deathmatch
What it says on the tin - a group of up to 12 players hop into a match together and duke it out in a fight for supremacy.

Team Deathmatch
Two teams of up to 6 players each fight each other, and the first to reach 40 kills wins, unless the 12 minute time limit is hit first.

Missile Assault
A sort of point capture style game mode where a set of three missile silos distributed around the map are fought over by both teams. When a silo is captured, it begins firing missiles at the enemy teams' base. If all three bases are held by one team, each missile does extra damage to the base. First team to bring the opposite teams' base health to zero wins. This game mode is the most popular in the competitive community of Hawken.

Siege
Hawken's more unique game mode. In the center of the map is a missile silo much like in Missile Assault, but it is inactive. In two other positions on the map are 'Energy trees" where mechs within a certain radius collect Energy Units up to a max that depends on the mech class. The more mechs collecting energy from a node, the more slowly it is doled out. Once a mech has collected energy, it can return to its home base and activate a lifter that will transfer the energy to a battleship. Once the battleship has collected enough energy, it is launched from the base, and begins a slow path towards the opposite base. As soon as a battleship is launched, the missile silo at center becomes available for capture for either team. If a given team has their battleship launched, and then holds majority control over a silo, it will not fire missiles. If the team that has a ship being launched at them controls the silo, it will launch missiles proportionately quickly to the number of friendly mechs on the silo vs the number of enemy mechs. If two battleships are out on the field at the same time, they fire at each other until one dies. While a ship is on the field, players can fire at it to damage it as well, though at reduced damage. Battleships also slowly take damage at a base from base defenses.



Progression
Until very recently, Hawken had a very simple system of leveling, where you max out a mech and gain points to allocate into an optimization system, which in reality did next to nothing. Leveling also gave you access to items, internals, and alternate weapon choices along the way. Now, things are a bit more complicated.

There are two different levels to keep track of now in Hawken.

Pilot Level, and Mech Rank.

Pilot level keeps track of all experience you've earned across all your mechs, and puts into a pool that is your Pilot Level. Pilot level rank ups are purely cosmetic, and are essentially a measure of play time. As you level up in pilot rank, you unlock cosmetics like repair drones and camos.

Mech Rank keeps track of your progress in a given mech. As you reach experience thresholds, you gain access to a new mech rank progression. Each mech rank will unlock cosmetics for your mech, and the early levels also open up access to unlock alternate weapons.

Still confused about progression, and have more questions? Check out the official progression guide that was recently put out on the subject, it's actually a drat good guide, and should be able to help you out. Otherwise, ask about what you're unclear on here, and one of us should be able to help out.

Goons in Hawken

_______________________________
Our resident former Adhesive ambassador is LiquidFusion. Direct any questions/hatemail at him.
For the publisher, Meteor, contact [HWK]ZamboniChaos. He's the Community Manager, and an all around friendly and responsive guy. Surprisingly good at the game, too. Not actually a goon, though.
_______________________________
Goons to look out for! (Format = Hawken Name - SA name)
PlagueDoctor - Spooky Bear Ghost
Saturnine - Saturnine Aberrance
ElRobo - Chance
ghost_toast - God Mode
Corvid - the bsd boys
StrictlyDiesel - RuPaul Levesque
Jaquio - Pseudophile
Enker - Enker
Trzzbk - Inspector_71
Asinine - Megaflare
Urkaburka - Sloppy
Timemaker - Improbable Lobster
Trash_boat - sitchelin
Coldrew - foxdonut
Wildzeo - Wildzeo
TheJoeMan - The Joe Man
Rayjenkins - Rayjenkins
Magnificrab - Boing (EU)
Kaius_ - Noi Albinoi (EU)
Tagichatn - Tagichatn
Wales_Grey - Wales Grey
PistolPackinPoet - Pistol Packin Poet
Athropos - Athropos
JigokuSan - Jigoku San
akindhorse - Humboldt Squid
Really_Bad - Madeofbees
Paraguay - something
Montauk - Sorgrid
Phase_Out - Chard
Snakedance - Snakedance
Passenger69 - osoiman
OhsH - OhsH
intothemild - Mr Man
Yellerbill - Yellerbill
fromoutofnowhere - fromoutofnowhere
Aledazzo - Dazzo
Zernach - Zernach
Stanley_Pain - Stanley Pain
Dreadwroth - Dreadwroth
Hypha - Hypha
Zorato - Zorato
Feindfeuer - Feindfeuer [EU]
Keyframe - keyframe
veddermatic - Lumpy
dong_cheadle - Kracken
Sovietboat - SovietSteel
FoxtrotAlphaGolf - Infidelicious
squareking - spider wisdom
Izam - Izam
Prince of Whales - Wales Grey
alwaysbeclosing - always be closing
UnhappyMeal - Unhappy Meal
ScarsAndStripes - Godmachine
HATECUBE - Bacon Hat
Silent_OopyDoopy - forebodingburger
Funkameleon - Funkameleon
lblitzer - Lblitzer
40ProofListerine - 40 Proof Listerine
Ulvirich - Ulvirich
Junubee - Junubee
USMC_Karl - USMC_Karl
Bistromatic - Bistromatic [EU]
Delakwah - Delacroix
SigmaOne - Ringo Star Get
ListerBlack - Ur Getting Fatter
StewPickl - dragoat
Grobbit - Grobbit
Pathogen - PathAsc
CakeBandit - Cake Bandit
Soggygravy - Soggygravy
BrownTown - Brownie
Bosch - Admiral Bosch
Kryopsis - Kryopsis
kuvosa - Kuvo
Dynastesaurus - Dynastesaurus
Akrium - Akrium
Digital_Jesus - Digital_Jesus
Selic - Argas
IntraVires - New Concept Hole
Wojcigitty - Wojcigitty
PBJTyme - PBJ
Mingy - mng
TheShineNSB - Shine
RadioFr33Europe - BDawg
Lenient_Process - Nostratic
SWAGYOLO420DUBSTEP - the
SexualPostMaster - Slayer1597
Ogushin - Nebiros
Steppo - Lord Dudeguy
n0bama - Wikipedophile
SUPPPORT_ARE_TROOPS! - Liquidfusion
JustKauz - Dr. Lenin
FAUXTON - FAUXTON

Useful Links
- The Hawken Goon Group (Click)
- The Official Hawken Guide (Click)
- The Official Hawken Guide to Progression (Click)
- Hawken Wiki (Click)
- Saturnine's guide to the mech classes (Click)
- WolfyFTW's Mindgamer Youtube series (Click)
- A compilation of Hawken streams (Click)
- The official Steam Community Page (Click)


Fan art
Erathic



Cake Bandit

Saturnine Aberrance fucked around with this message at 16:56 on May 5, 2014

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Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Information


New to Hawken? Having trouble leveling your mech up as fast as you would like? Go to the main hawken page at playhawken.com and enter the code 'NEWRECRUIT' (no apostrophes) to get a 3 day double experience code!

Items
With Ascension, the items now have 3 rankings of strength; Mk 1 through 3. Mk 1 items are relatively weak, but they only take up 2 slots out of a total of 6 on the mech. Mk 3 are much more powerful, but take up 4 slots out of the total of 6. These items run the range from turrets and grenades to barriers and health charges.

Internals
With Ascension, the internals system has been heavily revamped. None of the old internals will still be in the game, and they are to be replaced with internals that modify how your mech works on the battlefield. This means some internals will allow for 180s or dodging in mid air, or some will reduce self damage from your own weapons. There are a lot of options for internals, and each internal, like with items, takes up a different amount of slots depending on its effect. The air 180 takes 1 slots, for example, and the Air Compressors (Air dodge) takes up 3, so if you want to be as nimble in the air as possible, a good chunk of your internal slots will be used towards that purpose. When the patch comes out, there will be a full list of internals and effects. Wondering what will happen to your old internals when the patch rolls around? They're all being deleted, but your account will be credited their equivalent in HC so you can get new internals, or something else if you so choose.



Mechs
There are three different chassis types in Hawken, corresponding to weight classes.
Still having trouble deciding what to go with? My guide to the classes listed in the "Useful Links" section above has you covered! If you still have a question, feel free to ask on here and one of us should be able to help you out.

A classes
The are the lightest and fastest in the game, but the most fragile. The A classes are mechs like the Scout, Infiltrator, and Technician. They don't take much of a beating, but they can dish out damage quickly, and beat a hasty retreat when things get rough.
  • Berserker
    The Berserker is an A class mech fitted with automatic weapons and a TOW launcher, making it good for hit and run tactics. It’s weapons, in conjunction with its Ballistic Barrage ability, can deal significant damage to enemies while still allowing you to get back out quickly.
  • Infiltrator
    The Infiltrator is an A class mech that has a unique ability, as well as some very interesting choices for primary weapons that allow it to do some cool things on the battlefield. Its weapons used in conjunction with the Infiltrators Camouflage ability allow it to sneak up on unaware opponents and unleash an enormously powerful barrage of shots in an instant. Beware, however, experienced pilots will be watching out for the shimmer made by the Infiltrators camouflage mode, and you may well be hit, even when you thought you were hidden.
  • Reaper
    The Reaper was the first new mech to be released following the beginning of open beta, and it fills a role as a sort of closer range precision marksman, which is in contrast to the Sharpshooters long range role. For a while following its release, few players favoured it because it was perceived to be too weak to effectively compete at higher levels. More recently, however, more players have come to realize that while Reapers have similar weapons to Sharpshooters, these weapons on the Reaper are maximally effective at medium ranges. Now, there is a fairly large contingent of people who tend to prefer playing as Reapers, and are dominating the scoreboards in the process.
  • Scout
    The Scout is the premier A class burst mech, sporting the games' shotguns and the TOW launcher, in conjunction with an ability that allows it to move farther, and dodge for longer than any other mech, allowing it the ability to get in and out of combat better and more smoothly than any other mech in the game, provided you play it right, and you can take your opponents out before they get you.
  • Technician
    The Tech fills a support role that had previously only been dubiously held by the Rocketeer and Bruiser. The Technician comes equipped with the Repair Torch, with which you can heal allies or equipment, or use a 'vampire beam' to suck health away from enemies. The Technician has the only debuff weapon in the game, and a light damage dealer in the form of the Ripper. Watch out for the high heat gen on this mech as well, it can quickly sneak up on you if you get caught up healing allies!



B classes
These are right in the middle of the road. Average speed, average health. Your starting mech, the CRT-Recruit, is a B class, giving you a balanced starting perspective from which you can more easily move towards other classes, if you choose. B classes are the ones like the Sharpshooter and the Raider: they tend to have a specific purpose in mind behind their use, so finding their role isn't too difficult.
  • CRT Recruit
    Also well known as Fred, the Recruit mech is the first mech that all players receive when they begin playing Hawken. As such, as well as because of its appearance, Fred gets a bit of a bad reputation among many players. However, that reputation is not necessarily well deserved, because even though it's the starting mech, it is still a capable all-arounder mech up through to the higher levels of play.
  • Assault
    Well... This is the same thing as the CRT Recruit. Almost. Though you now have a new body to look at, rather than the Fred chassis! These mechs focus on mid range sustained fire, for the most part. While it is the same as the CRT in terms of weapon choice and for the ability, with the advent of the Ascension patch, the Assault is now differentiated in terms of it's base stats, and it also has entirely different options for Tuning System upgrades. So the Assault now has the capability to play very differently from the CRT!
  • Bruiser
    For many players, the Bruiser is quite the piece of work, to put it one way. To put it another way, not many players find that the Bruiser is their favorite mech. Or that they even like it. The Bruiser has average mobility and health, like every other B class mech, though its ability does give a bit of an advantage in terms of tanking. It seems that many players find the combination of one of ‘the classic 3’ automatic weapons (AR, SMC, Vulcan) with Hellfire missiles to be difficult to use. However, people who do like the Bruiser certainly exist, and you just might be one of them.
  • Raider
    The Raider, introduced in the March patch, completed the trifecta of Flak wielding mechs; the Scout, the Raider, and the Brawler. With its introduction, a player seeking to focus on close range burst damage had their pick from any of the three classes. The Raider also brought the introduction of several new weapons, and a class-defying ability that allows it to chase down opponents at tremendous speed. If you like going fast and being right up in your opponents’ literal and metaphorical grill, while still being able to take a bit of a punch, the Raider could be for you.
  • Sharpshooter
    The Sharpshooter is the classic sniper class that you are used to in many other games. Great long range capability and some great damage at the expense of easy close range combat. Pretty straightforward. However, give it enough practice, and even the Sharpshooter can be a devastating force on the battlefield in close range combat. In team games like Missile Assault or Siege, the Sharpshooter can do some serious damage if it finds a good position where it can rain doom upon enemies holding an objective, or it can prevent enemies from reaching an objective in the first place.
  • Predator
    The Predator was introduced to Hawken in the Invasion patch, and it's role on the battlefield is something like a bigger Infiltrator. It has a stronger invisibility ability than the Infiltrator that allows it to stay invisible indefinitely, however the Predator can not use fuel at any point, or it loses the cloak. The Predator has a few weapons built to fit it's name, and it's primary role is that of an ambusher, sneaking up on unsuspecting enemies or laying traps at likely avenues of approach is the name of the game for the Predator, and it can deal out massive damage if an enemy falls for a fully laid trap. Be careful not to spend all your time in hiding or laying traps though; at best you'll generally end up at the bottom of the scoreboard, at worst you end up a drag on your team. Think TF2 with spies using the cloak and dagger - it sounds great to be invisible all the time at first, but in the end you just wind up sitting around invisible, not helping your team.



C classes
These are the big heavyweights of Hawken. C classes as a whole may be hard to get used to, especially as compared to A classes, but if you put the time in, you may find you are one of those pilots who finds that C classes are the choice for you. If you're looking into these, it's best to get started early, because their slow speed may drive you insane if you get used to a zippy A class first. However, mastering a C class puts you in a great position to learn to play any class in the game with great efficiency and style.
  • Brawler
    The first of the C classes that will be reviewed is not only my personal favorite, but is also likely the easiest C class to learn if you are just getting into them. The Brawler is the fat end of the trifecta of burst focused mechs that includes the Scout and the Raider. Brawlers are built for getting up in the faces of their opponents, and not letting them get further away than hugging distance until they are taken down. Brawlers have a ton of health, and can put out a ton of damage to whatever enemy gets close enough to it. Brawlers work great as guards defending the AA or Missile Silo on objective based maps, but given enough practice and experience, Brawlers (and C classes in general) can be surprisingly nimble on the battlefield.
  • Grenadier
    The Grenadier is the King of the Grenades, and if you encounter one on the battlefield using the Rev-GL, you are unlikely to forget it. The Grenadier is focused on putting a lot of projectiles down range as quick as it can, but it leaves the question of how those projectiles are delivered up to you. There are many great options available to the discerning Grenadier pilot, and the ones that give it some practice can quickly become a menace on the battlefield. The heavy barrage the Grenadier can deliver down range can become even more powerful when used in conjunction with the Artillery turret special ability, though keep in mind that like all turret mode functionalities, you are at a disadvantage in terms of mobility.
  • Rocketeer
    The Rocketeer has an interesting combination of weaponry in that while weapons like its Hellfires are designed to be easy to use, but using them to their full potential takes a lot of work and practice. It has been on a bit of a rocky road getting there, but in its current implementation, the Rocketeer has more or less hit a sweet spot in terms of damage dealing and ease of use, though getting into a stride with it will probably take some time. Though in some cases its weaponry is designed to be easy to use, the Rocketeer also has some options to it that make it one of the most demanding mechs skill-wise to pilot to it’s full potential, but it is well worth it to those who master it.
  • Vanguard (Cupcake)
    The Vanguard is the C class with the heart of an A class - it desperately wants to go fast, and in some senses it succeeds. It is easily the fastest C class of the bunch; by default it moves more quickly than a Brawler can ever hope to go. It pays for that speed with comparative fragility however, as well as less bursty weapons like the mini flak.




Weapons

Hawken has a lot of weapons, and the weapons that are available on a mech are one of the biggest defining characteristics between them.

Secondary Weapons
I list the Secondary weapons first because these are unchangeable - whatever secondary a mech has, it is stuck with it, so as a result many mechs are nearly defined by their secondary.
  • TOW Missile
    The secondary weapon on more mechs than any other is the ubiquitous TOW missile which allows for very strong play when its mid-flight explosion is used to hit enemies just out of sight, or to make hits that would otherwise have missed. Be careful, the explosive radius is fairly generous, but the 'feathering', or falloff on damage as the explosion grows farther from the target is fairly significant. Remember, using the mid air detonation capability (right mouse button, or middle mouse by default) is critical to optimal use of this weapon!

  • Grenade Launcher
    The Grenade Launcher launches its grenades at a comparatively slow speed, giving its users the ability to arc shots over cover, to bounce around corners, or to use them as short-lived and well timed mines, once the user has enough experience in their use. These grenades do just a tiny bit less damage than TOWs, but also fire very slightly faster, giving the smallest edge in DPS to grenades. Note that grenades can be detonated like TOWs, by using the secondary fire button.

  • Hellfire Missiles
    The Hellfire Missiles are Hawkens’ resident homing weapon. The Hellfires do a tremendous amount of damage on a full hit from all 8 missiles, though hitting with every missile will be difficult against savvy players. Upon locking on, you can fire your missiles at angles such that you can curve the missiles into your opponent and around cover for maximum damage.

  • Sabot Rifle
    The Sharpshooter is the only mech equipped with a Sabot Rifle at present, and as such it is uniquely able to combine the high damage potential of the Sabot with the enormous damage boost from the Power Shot ability. The Sabot Rifles secondary ability (activated by pressing middle mouse by default) scopes in on your target, and the rifle is significantly more accurate, and does more damage when in this zoomed state.

  • KE-Sabot
    The Reaper, being a sort of mid-range Sharpshooter, of course requires a mid-range Sabot Rifle. The KE is very similar to the regular Sabot Rifle, including doing more damage when scoped than when unscoped, though even its max damage damage zoomed is lesser than the Sabot Rifles unzoomed (85 unscoped and 95 scoped). The KE fires almost twice as fast as the full Sabot Rifle to make up for the reduced per shot damage, but it also has reduced effective range.

  • Helix Repair Torch
    The Repair Torch heals friendly units at a rate of 50 armor per second, and when it is actively healing a friendly unit, it heals the user at a rate of 20 units per second. Like the medi-gun in TF2, if you're healing someone at full health, your own health increases at a slower rate. The healing beam has a fairly short range, and is fairly sticky, but not nearly so much as TF2's. When the alternate fire is used, the torch swaps to a different mode, where it will become a ‘Vampire Beam’ that deals some damage per second to an enemy while healing the user.

  • Corsair-KLA
    The Corsair is one of the more versatile weapons in the game: by swapping the firing mode with alternate fire, you will fire different projectiles. When the ‘claw’ is in the default, vertical position, the gun fires a projectile that is a sort of hybrid between the TOW and the grenade. The projectile has a relatively flat firing curve, doing fairly significant damage on a direct hit. The horizontal claw mode fires a MIRV shot, which acts like an explosive shotgun. This fires straight ahead, but with a very hard range limit of 75 meters, at which point the shells immediately explode. There is also almost no splash on these explosives, requiring a direct hit on opponents to do damage. The MIRV shells do an extraordinary amount of damage, more than any other secondary in the game at time of writing.

  • EOC Predator
    Much like the EOC Repeater, it fires explosive pucks that can either hit opponents directly for damage, or can be laid on the ground as a trap. Unlike the Repeater, however, the Predator only fires one puck at a time, though at a fairly fast pace. You can have up to 12 mines in play at a time, after which the mine that was fired first disappears with no explosion once the 13th mine is fired. The Predator's mines are also unique in that enemies can destroy them by firing at them. The Predator, though it fires more quickly than the volleys of the Repeater, has the same difficulty barrier as the Repeater, though magnified since the Predator only fires one puck at a time. It takes some getting used to, but for those who put the time in, it ends up worth the while.



Primary Weapons
All mechs have 3 primary weapon choices available to them. The first is available by default, the second is earned upon reaching mech rank 2 and unlocking the new weapon, and the last is unlocked at rank 3 as the prestige weapon. Mechs without 3 weapons at present will likely get one with future content patches. Alternate weapons must be purchased with EITHER Meteor credits OR Hawken Credits if you want to use it.
  • Assault Rifle
    The Assault Rifle is pretty simple - just point and shoot. It's heat generation is fairly high, however, and it does lose accuracy as it is fired. So fire in bursts and keep an eye on your heat generation meter.

  • Sub Machine Cannon
    The SMC is very similar to the Assault Rifle, however the SMC is differentiated in that it generates less heat than the AR, and fires more quickly at the expense of dealing less damage per shot. Keep in mind that the SMC is less accurate overall, though and has earlier damage drop off at range than the Assault Rifle. You can do more damage with an SMC, you’ll just have to be closer to do it.

  • Point-D Vulcan
    The Vulcan, like all miniguns, has an associated spin up time before it can begin firing. Though you cannot tap the fire button to keep the gun spun up; each click resets the spin up time. The Vulcan is extremely powerful at close ranges, but it loses damage and accuracy very quickly as the range on the target increases. Each bullet does slightly more damage than an SMC round, and fires more quickly than any other automatic weapon, though heat generation is quite high. Used at short ranges, the Vulcan can tear through your enemies, though it is always important to keep good track of the target and to watch your heat generation.

  • EOC Repeater
    Though the EOC is still pretty difficult to use to its full potential, the EOC does more damage on a fully charged, completely accurate hit than any other primary weapon in the game. However, with its power of course comes complexity. The EOCs damage is derived from direct hit damage, as well as 'mine' or explosive damage. When a puck from the EOC misses it hits the environment and remains as a mine that is only detonated after a certain amount of time, or when an enemy mech trips it. Each Puck does 10 damage when it makes contact with an enemy mech, and 20 damage for the explosion.

  • Rev-GL
    The Rev-GL fires smaller grenades a little faster than a grenade per second, and each grenade does 75 damage on a direct hit, giving this weapon some quite impressive DPS. The Rev-GL can be a powerful piece of artillery if you can arc your grenades behind your enemy's cover, or they can be bounced inside the AA structure to hit any mechs taking refuge within.

  • Heat Cannon
    This weapon is an interesting hybrid between the hitscan and projectile weapons. The weapon can be fired either from an uncharged state, or from a fully charged state, and depending on how charged the weapon is, the projectile will travel comparatively slowly, or more quickly, depending. As a shot is charged, it does more damage and has a greater damage radius. Be warned that firing many uncharged shots in succession will cause you to quickly overheat.

  • Slug Rifle
    The Slug is One of the most popular primary weapon choices on both the Reaper and Sharpshooter. The ease of use and high effective range of the Slug makes it very popular, and is capable of doling out easy, consistent damage. Very simple, but very effective.

  • SA Hawkins
    The SA Hawkins is an automatic weapon that fires more slowly than other automatics, but packs more punch per hit. At present, the SA Hawkins is struggling under the weight of being sidelined on both the Brawler and the Sharpshooter in favor of the other options available. However, once this weapon is given the time to use and understand, many pilots have found that they like using the Hawkins.

  • Seeker
    The Seeker, you guessed it, fires rockets that seek out opponents. The Seeker is a weapon exclusive to use on the Rocketeer. The Seeker rockets do pretty solid damage per hit, however, the Seeker rockets themselves travel pretty slowly, making them pretty hard to connect with beyond anything past close-mid range.

  • Hawkins-RPR
    The lighter, fitter relative of the SA Hawkins, the Ripper acts quite similarly to the SA, but it fires more quickly, at the expense of range and damage. The Ripper has enjoyed quite a bit more popularity than the SA, and many players use it on the Technician, if they are seeking a means of direct damage. It is also an effective option on the Reaper, if you are looking for a closer range option on your Reaper.

  • AM-SAR
    The AM-SAR is unique in that it is not an automatic weapon - you cannot hold down left mouse and constantly shoot, you need to click every time you want to fire, unlike most weapons. At a maximum fire rate just above 3 shots per second, that's a lot of clicking if you want to hit max potential DPS. Each shot does 30 damage, which means a potential of 90 damage per second if you can consistently click quickly enough.

  • Flak Cannon
    The Flak Cannon is the quintessential shotgun you know and love from all the other FPS' you are used to playing. It does great damage at close range, but beyond that range where all of its pellets hit, the damage drops off sharply. However, the damage fall off happens more slowly with greater range than you may expect, the point at which the Flak hits its minimum damage is a deceptively long way off. At present, only the Scout and the Brawler can be equipped with the Flak, and the Flak can be extremely powerful in the right hands.

  • Mini Flak Cannon
    The name says it all! The Mini Flak is a lighter, faster version of the Flak Cannon. However, that simple description may be deceiving. The mini flak fires quite quickly with pretty high damage, making it the primary weapon with the highest DPS in the game. However, damage drop off starts just a bit sooner than it does on the Flak Cannon, but it hits the minimum damage faster than the Flak does.

  • Redox-O2
    The first weapon in Hawken which inflicts a debuff upon opponents when hit, the Redox offers some interesting, and powerful team options in game play. However, the Redox fires projectiles that are somewhat inaccurate, so you may have trouble hitting past close or medium range. Each hit applies a 5% armor debuff on an opponent that stacks up to 3 times to reach a 15% debuff, and each hit deals 25 damage as well. A debuffed enemy is marked by purple lightning arcing across the mechs’ frame, and the user piloting the mech can see the same lightning arcing across their view when affected. Though many users find this weapon weak, research indicated that a Tech will deal more damage in less time to an opponent if they are using the Redox than if they used the Hawkins-RPR, under ideal circumstances.

  • Reflak-35
    The Reflak-35 is a Mini Flak variant exclusive to the Raider that fires a little less quickly, but does a little more damage, resulting in just a bit less overall DPS. However, what makes the Reflak unique is the fact that it’s projectiles can bounce off the terrain and into opponents. They only bounce once, but it is still a great way to do damage to opponents hiding just around a corner, in the AA, or down a hallway. Pretty simple weapon, just remember that like all shotgun style guns, you have to keep relatively close to get the most out of it. It’s maximum effective range is almost exactly the same as that of the MIRV function on the Corsair, so using the two in conjunction to keep opponents at the perfect distance may be an interesting and worthwhile tactic.

  • T-32 Bolt
    The Bolt is one of the more interesting weapons in the game, even if it may not look it at first glance. The Bolt is very similar to the Flak Cannon, with a major difference, which lies in the fact that the Bolt can be charged up to change its firepower. You can fire the Bolt uncharged for 72 damage per hit, at a quick rate, resulting in a DPS that is just barely lower than the Reflak. However, you can also charge the Bolt to 3 different levels, and if fully charged, does 120 damage on hit. With each stage of the charging process (visible while charging) the gun adds two pellets to the shot. Uncharged, the Bolt fires 9 pellets that do approximately 8 damage. This allows you to pick how long you want to charge for a given amount of damage, giving you a lot of control over how much damage you do in burst vs damage done per second, once you have the practice.

  • Breacher
    The Breacher is something like a cross between the Flak Cannon and the Slug Rifle. Uncharged, the Breacher fires a flak shot that does very good damage, but has somewhat worse range than a regular flak cannon. Fully charged, the 'nails' tighten up into a full spike, and fire with great accuracy at long range, dealing slightly less damage. This charged shot is also able to pierce mechs and hit anything behind them, as well as pierce shields, hence the name of the gun. The fire rate is such that the overall DPS is fairly low, and getting solid hits off can be difficult at times, though with a bit of practice you'll get used to it in no time. Don't fall into the temptation to sit back and fire the Breacher's rails at long range - the damage fall off is quite noticeable before long, and you won't be doing very much damage. Catch your opponents off guard closer up, and you'll deal great damage.



Tuning
Tuning is the system through which mechs have individualized stats. This subsection will give you an idea of what each tuning stat means.

Common Systems
  • Weapons Loader
    This Tuning option increases the rate of fire for both weapons by 1% per point. This will probably be more useful for mechs with weapons that fire more slowly, such as the beefier Flak Cannon variants and for the secondary weapons. This Tuning option works slightly differently for the Technician, which instead can modify the rate of reconstruction (healing) and deconstruction (vampire beam) for the Helix Repair Torch.

  • Heatsinks
    Each point into the Heatsinks Tuning System will decrease the heat generation of the weapons by 1% per point. Very helpful for anyone who has trouble with overheating more often than they like, and may be particularly useful for Technicians so they may heal their teammates longer before overheating.

  • Armor
    Each point into this system increases your mechs' health by 10. These points will give the best cost/benefit per point for the A class mechs (especially for the ones that start with especially low health)



Secondary Systems
  • Air Dynamics
    To all those who simply can't break the habit of flying up into the air in encounters with enemies - rejoice! This Tuning System (especially in conjunction with the Air Compressor, and possible Air 180 internals) will make that strategy much more viable as with points into this System, you can be much more nimble in the air. Though still be cautious, as flying into the air does raise you above cover and make you a very obvious target, even if you are somewhat more difficult to get a bead on now, and flying will still very quickly drain your fuel tanks, so consider investing in the Fuel Tank and Generator options if they are also available.

  • Boost Thrusters
    Very useful for those who want to get in close to their opponents to attack, or if they want to be more able to escape from confrontations that have gone south. Overall, this should be a very useful ability on all the mechs it is available on, at least for certain styles of play.

  • Cooling System
    If you find yourself overheating more than you would like, and dying because you just couldn't recover in time, these are the Tuning options for you. Good for those who go all out in fights against multiple opponents, and want to get back into the fray faster than you would otherwise.

  • Fuel Tank
    A lot of players tend to forget that a C class can boost just about as far as an A class can, albeit slower, just because a C class has much greater fuel capacity. Though putting points into this won't make as great a difference for C classes as it does for A classes, the increase in the size of your fuel tank will let you get much farther around the map when boosting, when flying, or when dodging around your opponents in an encounter.

  • Fuel Generator
    This Tuning System will be helpful for those who want to boost into the fray more quickly, while still generating fuel back at a pace such that they can proceed to dodge and boost around their opponents without getting stuck moving slowly because their fuel ran out. Alternatively, this will be useful to mechs that increase their Air Dynamics, and want to be able to spend more time in the air (though you'll still have to land to start the fuel regeneration).

  • Hydraulics
    A very common strategy is to walk, rather than to boost when moving around the map in order to conserve fuel so you are more prepared when you find yourself in a confrontation, and it also allows you to stay off the radar so your opponents don't see you before you see them. For the slower mechs in particular, putting points in here will make moving around as such much less of a slog, and it'll also be helpful in fights for whenever you are not boosting or dodging, or even if you find yourself out of fuel.

  • Radar
    With points into this Tuning System, you will be able to see blips on your radar that correspond to further targets, allowing you to see enemies approaching your position sooner, as well as be more able to pinpoint where fights are occurring. Pretty simple!

  • Suspensions
    More experienced players find themselves dodging in fights all the time so their opponents can't keep a bead on them, and keep control of the fight as a result. If you're a player that likes to keep on the move and stay dodging in fights, (As you should be! Never stand still in a fight.) then this will be an important System to be putting points into. Overall, if you max out this stat, you will get a total of approximately 1/4 of a second off your dodge cooldown. Depending on how often you tend to dodge, this might not make the difference for you, or you might be looking for every bit of dodge time you can get. Choice is down to your preferences and abilities.
Tl;dr:

Saturnine Aberrance fucked around with this message at 02:44 on Mar 28, 2014

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Thanks!

To continue a conversation from the old thread; I have confirmation that using overflow experience to level up a mech does not require you to also buy the mech rank upgrades. Turns out my intuition was wrong, happily enough!

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


It's definitely pretty different - but nothing you learn in the current version will be anything you can't apply to the new version, especially coming in from a new players' perspective.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Lprsti99 posted:

*Grenadier/Rocketeer typo

Enker posted:

Saturnine, you might want to check the number of slots that you list the internals taking up, since they look to range in size from one to four slots in game. I know the air compressor isn't taking up all the slots in my Berserker, for example.

Fixed! I remembered I got the internal slot numbers wrong, but forgot to fix them. But that air compressor slot count was a particularly egregious typo. Thanks for pointing these out.


Mr Man posted:

Also, I get my Oculus Rift on tuesday, so I will test out the alpha support for the rift, which is apparently in this, although not in the patch notes. (Checked the patch thread)

From what I hear the support is still pretty minimal - lots of hud issues and such. Their intent was to get it up and running with the patch, but as far as I've heard it's not quite there yet.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


YellerBill posted:

edit: also, someone mentioned something about a clan breaking up, and someone else said something about the Steel Killers (or at least SK), is my old clan still together? If not, what happened? :ohdear:

SK broke up because AJK and Beemann decided they saw a lot of the same things Global Agenda and Firefall did in the past happening, so they decided to disband the clan until further notice to avoid the heartbreak. (Behind it all, they're both big softies at heart.) They all still hang out and stuff on the Mumble if you want to hang out with them still, alternatively their disbandment gives you the opportunity to join the inevitable Goon clan that'll pop up as soon as clans make it into the game officially.

(Also, the OP has been updated to reflect everyone who has asked to be added to the list, as well as the addition of the games' community manager, and a few grammatical fixes as well.)

Saturnine Aberrance fucked around with this message at 01:22 on Sep 8, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


fromoutofnowhere posted:

Can you add me as well, I play under the same name. Is there any reason to use the hawking on the technician? I feel the rpd or what ever is much better except for the round velocity.

You mean use the RPR over the Redox? Yeah there is! Though really it's down to personal preference. So, the Hawkins-RPR fires rounds fairly quickly, and they are hitscan shots and they do pretty solid damage, so if you're looking for pretty easy, consistent damage on your tech, that's the way to go! The Redox is a lot harder to use by comparison, it fires projectile rounds rather than hitscan, and they have a pretty wide hit pattern along with a pretty tight arc at distance, however each shot applies an armor debuff on enemies it hits that stacks up to 3 times. So, once you've debuffed an enemy a little with the Redox, you'll actually be doing superior damage per shot to that enemy with each hit, not to mention the extra damage any allies will be doing. The balance comes in at ease of use and play style - if you find yourself alone a lot, or just don't want to have to deal with a weapon that's much harder to use, the Hawkins-RPR will work great for you. If you're committed to a support role, and want to stick to allies as much as possible, and can get used to the way the Redox fires, than you'll want to think about using that as you'll get quite a bit of mileage out of it.

I hope that all helps!

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


folgore posted:

Out of curiosity, as someone who played it, what are those same things Global Agenda did that they saw being applied to Hawken? This game sounds interesting, but if there's even a suggestion that it'll be mismanaged as much as GA was I am hesitant to get invested.

I honestly have no idea, I haven't asked them about it. However, I do recall hearing a lot about GA a while back, and I don't personally see things being managed in Hawken like they were in GA; I myself have been pretty happy with what I've found myself in the middle of.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Mr. Crow posted:

This game is cool as poo poo but man it runs like rear end in a top hat for me :( Is it just a stressful game or is there some optimization yet to be done or what? I've got a pretty beefy computer..

Have you tried the test build, or just the 'live' build? In the test build there have been some very significant performance improvements across the board. Though yeah, Hawken can be stressful. However, if you have even a middling computer, running on low/med, especially in the new test build, you should be able to run it very well.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


MrLonghair posted:

Did the hardcores ever make a high-FPS config for this? I lost the data I had around for its first steps out of beta
(Not necessary with my December 2012 computer, easily running maxed out thanks to the randomness of the Unreal engine behaving, but..)

This one was made about 5 months ago... http://pastebin.com/pDNuSFnx

Of course, being a 5 month old INI, the version it was made for isn't around anymore, but I think all of the same variables can be transferred over to the more recent ini.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Zaodai posted:

I really want to like this game. But my recommendation is, unless you've got a group to roll with, don't bother. There's no semblance of team balance whatsoever, and nothing to discourage teamstacking beyond a pittance of an "underdog bonus" bonus on kills.

Small sample size spread across different times of day, but every round has been premades vs pubbies. It makes for a depressing situation. Maybe I'll try it again sometime, if they decide to add matchmaking.

An important thing to keep in mind is that since this has been the test client, all accounts are starting at base MMR. So players are going up against other players/groups that they never would in live. The system takes into account pilot level and MMR, but there's really no MMR to go off of for the test, and this issue should be much more rare in the official version arriving tomorrow.

Related: The servers are going down in 2 and a half hours for maintenance/application of the patch, and it's going to be a while; the servers will be down for 19 hours.

Also, I was wrong earlier about not having to pay for mech ranks for mechs you apply overflow xp to - you do have to pay HC to unlock the ranks. I was just misunderstanding what I was seeing as a result of the status of the mech I was applying the XP to. So that's the bad news. Good news is that the new build does give a fairly significant amount more HC per match, so I guess we'll have more currency to throw at that stuff.

Saturnine Aberrance fucked around with this message at 03:40 on Sep 10, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Oh. Wow. Huh. There is matchmaking already - has been for a while now. Your matchmaking placement is determined by your MMR which is displayed when you select the server browser when looking for a match.



You can see it on that screen, this players rating is 1806. When looking for matches on the server browser, the far right column indicates the average MMR of the players on that server. (With the coming build, I believe your MMR will be hidden) 1250 is starting MMR, 1500 is mid level, 1750+ is the games version of advanced, but the really good players tend to be all over the place past 2100+, eventually it just keeps going up with every match you play, if they play on servers on their level. If they plan on servers below their level at that point, it becomes nearly impossible to NOT hemorrhage rating, they have to work hard to just keep it from going down.

Anyway, if you find servers on the server browser that are close to your rank, you'll tend to be in a fairly good spot. If not, try lower ranked ones. Alternatively, there is the matchmaking tab in the middle that finds a server in a given region of a given game type for you, and that gets you as close to your MMR as it can.

In the live build, there are no premades - you cannot form a party, that functionality is only being implemented with the patch coming tomorrow.

At the beginning of rounds, the teams are auto balanced as people join to keep MMR as balanced on both sides as the algorithm can manage (When this functionality came out, some of us had our doubts that it worked, and so a dev came onto the IRC and showed us the numbers behind it as well as it working in a couple of live matches - it does a very good job of doing this with what it is given.) until the game starts. If both teams are full, you can't swap teams, but if the game isn't full and there is a team imbalance, people can then freely switch as will and the game won't autobalance teams from that point on.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


First, the patch was delayed longer for download because it took longer to transfer all the accounts to the new system than was anticipated. Then, a few people were able to log in for a short time because the services that actually allow logins and stuff were being modified a bit - people weren't intended to be able to get in and they were having all kinds of syncing errors and were spawning mechs with the wrong weapons and stuff. Now, they have delayed the patch again because a new bug that only happened with this rollout caused problems with the party system. All the while, the services that run the game and the website are shared, so you can't log in on the website since the rest of the services are down, unless you were already logged in prior and didn't get logged out. To not get logged out, you have to go directly to the forums and never visit any of the other parts of the site, which means most people can't go on the forums to talk about all this.

So I think that about covers it!

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


something posted:

Does this explain why this morning I was able to download some 1.5GB patch, which then causes any attempt to actually launch the game to instantly crash?

I really hope it's related to this delay and not that somehow I broke my hawken installation.

I can't say so with certainty - but yeah, that's probably why the game crashes. Personally, once I had it downloaded, I could get the game to launch, but it just tells me my password is wrong whenever I try to log in. If, when it comes online, it still crashes.. then yeah, you'll probably need to reinstall. Up to you whether you want to download again now, or wait till then to be sure... OR, when you downloaded the update, some of the files corrupted. That also happened to me, and to fix that, when you open the launcher, click the gear in the upper right, it'll search for corrupted files and redownload them.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Well, now I'm very confused. So, I've been putting overflow experience on mechs and I haven't had to pay for the mech ranks, so, considering all the conflicting stuff about that, at this point I'll just say :iiam:

Though, all of your extra experience that you may have accrued prior to the patch has been converted to universal experience that you can freely apply to whatever mech you want, so try it for yourself and see if it makes you pay for the ranks after or not!

Also, I'm really glad I figured out a set up on my Brawler that I can be happy with. The old method I was trying was simply not working for me.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Kuvo posted:

Played the new patch a bit last night, some thoughts

- Why did it force me to redo the tutorial?
- The garage could use some descriptions instead of the small icons.
- Did they change how quickly you can zoom in with the sharpshooter/reaper? It felt like it was delayed by more then a half second since the last version.
- Same goes for turning. My Reaper seemed to turn slower, but then again I don't think I put many mobility points into it. Does that affect it?
- Mixed feelings on the new hud. The abilities and heath/fuel bar is much easier to read but the crosshairs/heatbar thing should be bigger imo. Showing which internals are active at any time is a nice touch. I also like that it changes the crosshairs based on what secondary weapon your useing (i.e. the Raider's grenade/shotgun thing)
- Mech killcam is nice
- Does the order in which you load out the usable items effect which buttons (1,2,3) they show up on?
- The netcode seemed a bit laggier? It seemed like I was having to lead my shots more though it could have just been a bad server.
- The hit notification (both visual cue on the crosshairs and the sound) should be more pronounced.
- Holy gently caress the health regen/speed up on kill internals make the Raider a loving beast. Went something ridiculous like 25-5 on a TDM match

I still don't get how the new mech unlock system works though. I had most of them before the patch (and still have them), but there was some gimmick where max leveing a mech lead to a free new one or something?

- For people who've played before, redoing the tutorial is a bit annoying, but I am optimistic that forcing people to do the tutorial like this will lead to less new players having completely no idea how to play - standing still trying to snipe people with the AR and stuff like that.
- Turning shouldn't be affected by tuning, and I doubt they lowered the turn speed. Though mechs like the Raider, Scout and Infiltrator do get faster turn speed to go along with the speed boost when their ability is activated.
- Agreed on hit notifications.
- Health regen makes everything a beast, those internals are so drat powerful.

Mech unlocks: Yeah, if you max rank certain mechs you get a free mech in that line, provided the mech being maxed out isn't at the end of the line. The OP has the chart that describes the order, I think. At certain early pilot levels you also unlock the mechs at the beginning of the progression cycles.

A separate reminder: If you had earned any experience past max level in the previous build, all that extra experience has been converted into overflow experience for free for the new build, so you can freely apply that experience to any mech you want leveled up now.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Chard posted:

I brought four mechs with me across the patch. After playing a few rounds last night I earned enough XP to level up a mech, and now I have level-one copies of those four clogging up my garage, along with a C-class that I have yet to do much with. Is there any way to sell these useless duplicates, or at least delete them, so I don't accidentally launch into the final minutes of a missile assault game in my fresh-out-of-the-box technician instead of the finely turned murder machine I wanted? That happened, it sucked.

There is as yet no way to get rid of extra mechs. You can reorder them though - you can drag and drop the image of the mechs so the ones you prefer are up front. They are looking into a system to get rid of your extra mechs, but there's nothing solid on that front as of yet, unless LiquidFusion wants to shed any light on the subject.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


SaucyLoggins posted:

The Beserker has an Air Dynamics (said air control before but meant dynamics) tuning that increases the speed you move in the air. When you boost or dodge you're actually counted as being in the air. So you put a bunch of points put into Air Dynamics and you haul major rear end and hovering actually becomes really powerful instead of just making you a sitting duck to projectiles.

Really? Are you sure about that? That'd kinda make the boost thruster tuning meaningless.

Since I wasn't absolutely certain, I went ahead and tested in game, and no, Air Dynamics does not increase your boost or dodge speed. It does drastically increase your air speed, which is only taken into account while holding the space bar. (Or whatever you may have bound the jump button to.) Hovering is definitely a lot more useful of a strategy with air dynamics; without you're just a sitting duck. But you're not getting across the map any faster unless you're flying the entire time.

Razzled posted:

Good to know, thanks. Do you use the Vulcan on it? Is that gun as awesome as it sounds?

The vulcan is a pretty awesome gun! If you can get used to it it's a great close range damage dealer. Just don't try to tap click to keep it spun up like you would in other games with mini guns - it resets the spin up cooldown with every click. Dodging lets you keep firing, but if you boost forward you drop the gun and have to start spinning it again. SMC is also a good option if you like a simpler weapon and don't want to deal with a spin up mechanic. It has better range too, though it obviously doesn't have the same potential to do damage. Assault Rifle is great for longer range engagements since it's a lot more accurate and still does solid damage - pairs well with the air dynamics internal since the loss of accuracy due to flying isn't as painful.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Razzled posted:

I'm making an AHK script for the assault rifle because I read via googlefu that the assault rifle fires every time the mouse is clicked which would make rapid fire presses faster than holding down the mouse button. Can anyone corroborate this so I don't end up wasting my time?

This was a bug that used to be in the game that was reported a while back where if fire was bound to the mouse wheel, the Assault Rifle and SMC fired with perfect accuracy at all ranges at a greater speed (Vulcan just constantly reset the spin up) - that's been patched out now, so you can't fire any faster than you would otherwise, and you'll just get a really annoying firing sound to go along with it.

Saturnine Aberrance fucked around with this message at 06:22 on Sep 15, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Hypha posted:

Man, I have been really digging the brawler. I'm a big slow blob of hitpoints who always arrives last but you can really chew through people if you can get toe-to-toe. At first, I hated the flak cannon cause it has very little range. On maps like Last Eco, I will switch the the SA Hawken cause it is just too open. On urban settings though, especially that box at the top of Origin, I love the flak cannon. A lot of people are just happy to circle at incredibly close range till I club them into submission. The smart ones don't stick around and come back when I'm really busy. Is the vulcan a straight-up upgrade over the flak cannons in close range? I am sure as I get up in levels that people won't be as polite in accommodating me.

Well, there aren't many career Brawler pilots out there who focus on the Vulcan, myself included. I adore the Flak and the Brawler (:kimchi:), it's great for peekaboo tactics and does really great damage per hit, whereas with Vulcan you're forced to stay exposed, rather than poking out to take your shots before retreating back to cover. However, I certainly don't want to dissuade you from the Vulcan if you're interested in trying it out! Vulcan does great close range damage, and can tear through opponents very quickly, and this latest patch has made Vulcan better than it was before. If you're interested, go ahead and try it out! Though it certainly isn't so clear cut as to say it's an improvement over the flak.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


quote:

Goon list requests

Done and done.

Zernach posted:

Since I'm going to unlock the Infiltrator at some point, how do they play? Can I keep doing what I do now with the berserker, only with more explosives? And how long does the cloak last?

They work somewhat like Berserkers, though a bit faster and less flying around in the air. Switching from the TOW on Berserker to the Grenade Launcher on the Infil may throw you off a bit, but it can definitely be worth it. Using the Assault Rifle will help you get used to the class as a whole, since it'll be the least different from Berserker, though you may find you like the Heat Cannon or EOC more after some practice. The cloak lasts... somewhere around 7 seconds, and you also get a speed boost while using it. You can upgrade it as you upgrade your mech to make the invisibility last longer (about 10 seconds) and make the speed increase better as well.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


quote:

list requests

Updated!

Rayjenkins posted:

For those using the Raider, how have you tuned it? I've personally just gone all out on the weapons and then dumped all of my remaining points into heat generation. Wondering how successful others have been if they've tried other options. Also, has anyone used the EOC Repeater with the Raider? Was considering buying that, for now I'm sticking with the Reflak.

Putting points into the weapon cooldown is a good idea, considering how slow the firing cooldown is on Raider, particularly for the secondary weapon. Boost Thrusters and Hydraulics are great to complement the already extremely high speed of the raider, particularly under the influence of it's ability. Some people find the speed a bit much sometimes, so season to taste. On top of that, put a few points into Fuel Generator and and Fuel Tanks, which'll let you dodge and boost around more often, though maxing them out is probably unnecessary. Remaining points should be put into Armor and heatsinks - put them in armor and heatsinks depending on whether you find yourself dying more often vs having trouble killing people before overheating. Personally, I would focus a but more on armor over heatsinks.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


sitchelin posted:

I did a few tests while gathering EU and it seems like you can only have 6 pucks out at once. Any new pucks will replace the ones you have out once they hit a surface, but not a mech ... I still have no idea if they've got a detection radius, since most people would glide right over them.

Actually... you can have 'any number' out! However, the most you are likely to have out at a given time is 12, and most people treat 12 as the limit to pucks on the field. You can go a bit over that if you have good timing and do things perfectly, but by the time you start shooting pucks past the twelfth, chances are the timer will have run out on the original EOC mines and they'll have gone off. I know that the timer max in the old build was 8 seconds, and I am pretty sure that still holds true, but I'm not 100% certain.

The detonation radius is pretty drat close - you basically have to be walking on or scraping against them for them to go off.

(Also, all requests for placement on OP list have been fulfilled)

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Hypha posted:

In a similar vein, what would be an optimal tuning for the brawler? I was thinking of heightening the dodge rating, heat sinks and weapons loader. Looking at Pseudophile's tuning for the grenadier, I might change the dodge for a higher ground speed. There might be something better though.

Here's what I use on my Brawler.



Weapons Loader is great because both weapons are burst fire, and more shots=more better, does result in more heat though, but we'll get to that in a bit. Armor is great even on Brawler because even though the return on investment is a bit smaller for the C's, you find yourself barely surviving a lot in Hawken, and the little bits matter. On top of that, it's more armor for the Armor Fusor internal to heal you based off of. I used to put points into Heatsinks, but I was finding that in the more heated engagements I would still wind up over the edge and into overheat, and then I'd have to deal with the Brawlers immense 10 second overheat cooldown, far and away the longest cooldown of all the mechs. So, I decided to take the points I had put in heatsinks and move them to Cooling Units which cut my overheat recovery in half. 5 seconds is still quite a while, but it's faster than any other mechs' default cooldown (though any other mech with Cooling Units can get it down faster than 5 seconds) and it means that if I overheat on kill, by the time I reach my next opponent I'm ready again, or if I overheat mid-fight, there's a good chance my enemy will be too, and I'll be back up before long, or the 5 seconds isn't usually too hard to survive, and come out on top of, especially if I can get some cover between us.

As for mobility with the Brawler: That was my original goal; I had all mobility maxed out. Unfortunately, it turns out that Brawler is far and away the slowest class in the game. So much so that: At your absolute fastest as a Brawler, you are still slower than any other mech at it's slowest. Brawler is REALLY slow. So, maxing out those stats doesn't give you much bang for your buck. I don't put points into Suspensions on Brawler because the dodge cooldown is a full 2 seconds, and getting a little more than a quarter of a second off of that much of a cooldown is not worth the investment. Makes more sense on classes with shorter cooldowns. So, I bring my armor up to 1100, and use the remaining points in Boost Thrusters and Hydraulics so I'm a bit more agile on the battlefield, and a bit less entirely at the mercy of where my opponent decides to go.

Of course, this is only half of the story on the Brawler. :getin:

The other half is the internals, and they're really what transforms the Brawler into something more like a Doom Bringer. With the right setup, the Brawler winds up as the fattest tank in the game with some really solid burst DPS to take down it's opponents quickly, and if you get good momentum going like this it's really hard to stop you.



Alright, so here I have the Advanced Armor Fusor, and this internal should be a default on C's at the least, B's and A's should think long and hard about putting at least the Med. Armor Fusor on their mech. The Adv. Fusor works particularly well on the Brawler because its health is much larger than other classes, and so has the most to gain from this. With my tuning setup, every kill will net you 275 health, and every assist gets you 165. That's over time, not instantly, so if you're near full, and get a kill, if you're under fire you'll be healing during your enemy's attack for the next 10 seconds. This internal is really great, and it makes you see your enemies as walking health tanks more than anything.

Basic Extractor is pretty simple, it gets you orb health 25% faster, which is great in conjunction with the armor fusor, since if you just killed/got an assist on someone, you can sit on their delicious mech soul for more health quickly as well. The Repair Kit further helps with that by giving you 25% more health on every health charge, whether it's one you drop that you had equipped, or one that dropped off an enemy mech. With all these internals combined, when you kill an enemy you're automatically regenerating a significant chunk of health, on top of the larger amount of health you can get more quickly off of their corpse, as well as the health you can gain from either Brawler turret mode, or the health you drop with your repair charge. Or both. It makes you an enormous pain in the rear end to take out in the right circumstances, and once you get the momentum for this going, you can take out a significant portion of an entrenched team, taking a nice chunk of health from each one in the process.

Of course, having said all that, your lack of mobility can be a liability and you have to be EXTREMELY careful not to get too deep into an engagement as the Brawler, because once you get in, barring a huge distraction, you aren't getting back out because of how slow you are, and how much faster your opponents will be. Always know where the nearest cover is, and how far away it is. Always have an escape route planned. If things feel like they're going to go south, leave then, NOT later. If you're coming up on an engagement with multiple, strong opponents, the time to leave is before you start shooting them, not after. Maybe take a few potshots with the TOW or Flak if they're close enough, but you better have teammates backing you up, at the very least as a distraction so not everyone comes straight for you. Be next to cover, and be ready to retreat along it as soon as you get too much unwanted attention.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Chard posted:

I don't think I really 'get' the turret mode function on C-class mechs. What is the advantage of it? Whenever I try using it I just wind up dead faster but that's definitely due in part to me not understanding what turret mode is supposed to be for.

Turret mode is one of those things that is nearly impossible to use effectively. The modes got an overall buff with Ascension, as they can now boost while in this mode, and can still fire while boosting. As well, most of the turret modes now block more damage, off the top of my head I think Vanguard turret mode at least blocks 55% of damage taken from the front, as well as being a ridiculously fast turret mode, the other modes block a bit less than that, (Brawlers' only blocks ~10% of frontal damage, due to the passive health regen) but they do take increased damage when shot from the rear.

Overall, it's REALLY hard to use effectively. You'll always want to be able to ensure your front is facing your opponents, which is particularly difficult considering your reduced mobility, and you need to keep your opponents in view, where they can shoot you easily, and you don't have the luxury of dodging into cover. I think the best case scenario for turret mode is if you're at a bit of a health disadvantage compared to an incoming opponent, and/or if you: 1) Can ensure that you aren't about to be flanked/attacked by more than a couple of people. or 2) Really dominate a chokepoint by going into turret mode, then those would be effective times to use it. Sometimes as well, the increased defense can be a bit of a tide-turner if you have little cover where you can take the time to transform and be ready before your enemy gets there.

However, as a whole, turret mode is so difficult to use and situational that you should consider avoiding its use unless you're very confident in your chance of survival, and are already very familiar with your given C class and the situation at hand.

Saturnine Aberrance fucked around with this message at 19:33 on Sep 17, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


The patch notes for the hotfix coming tomorrow have been released! For the most part, it contains minor bug fixes, changes to the party system, and balance changes to some internals.

Zamboni Chaos posted:

Special Notices
Some players have experienced issues with account migration, such as not having Mech Ranks correctly unlocked, missing elite skins, missing Mech Ranks or Pilot Levels, etc. If you've encountered these problems or issues like them, please submit a ticket to Customer Support, and they will assist you in restoring your account to its correct state.

Currently, players can accept a party invite after the party has already joined a match, which can lead to various problems. If you do join a party that has already deployed to a server, we recommend you leave the party to avoid complications.

We have implemented a fix for the "Sync Failure" issue when attempting to join a match. This was resulting in players missing mech parts or items. If you experienced this problem and are still missing parts of your inventory, please contact Customer Support.
General Improvements

We are working on a more comprehensive fix to address unbalanced matches caused by Matchmaking logic and large Parties. In the meantime, we’ve implemented some quick fixes to help with unbalanced matches while we work on the larger fix.

Matchmaking
  • Adjusted matchmaking logic for parties to help prevent unbalanced matches.
  • Added mid-match auto-balance to help with unbalanced teams.
  • When matchmaking, player skill is now weighted higher than Pilot Level.
  • Players can now join games within 8 levels of their Pilot Level. Increased from a range of 5 levels.
  • Players will no longer be placed into empty servers. They will instead remain in the matchmaking queue until an active server becomes available.
  • Adjusted advertising for better filtering. This will help match players into more appropriate servers.
  • Quick Match queue time out has been increased from 30 seconds to 5 minutes to give players more time to be placed into a match.
Parties
  • Reduced max party size for team based game modes to help with unbalanced matches caused by parties.
  • Team Deathmatch: Max party size reduced from 12 to 3.
  • Missile Assault: Max party size reduced from 12 to 3
  • Siege: Max party size reduced from 12 to 3
Gameplay
User Interface/HUD
  • Made slight visual tweaks to improve center reticle contrast against brighter backgrounds.
  • Added scroll bar to party window to support parties of 12.
  • Updated game mode descriptions to include max party size for each mode.
Maps
  • Fixed collision caused by some of the tree roots on the Last Eco map.

Internals

After listening to and discussing the community response regarding internals, we've made a few slight adjustments to address some concerns. These adjustments are simply the first step in our evaluation on the intended functionality for certain internals, and more changes are planned for the future.

Armor Fusor
  • Decreased Armor generation from getting a kill from 25% to 20%.
  • Decreased Armor generation from getting an assist from 15% to 13%.
  • Increased duration of regeneration effect from 10 to 20 seconds.

Advanced Armor Fusor
  • Decreased Armor generation from getting a Kill from 15% to 13%.
  • Decreased Armor generation from getting an Assist from 7.5% to 6.5%.
  • Increased duration of regeneration effect from 10 to 20 seconds.

Power Surger
  • No longer grants bonus speed to boosting.
Basic Power Surger
  • No longer grants bonus speed to boosting.
Evasive Device
  • No longer grants bonus speed to boosting.
Bug Fixes
  • Fixed a bug where players would get a connection error after the deploy countdown completed.
  • Fixed an issue that prevented players from changing their resolution or video settings.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Chard posted:

You could party up to 12 before? I thought 6 was the max. Anyway, now it's 3.

There are more than enough active goons in this thread that we could organize a fight club, get 4 groups of 3 and take over an empty server for goon on goon action. Do not interpret this post as me volunteering to organize this, I just think it would be cool.

It's funny you should mention...

I actually run a Fight Club most weeks. We take over a server, I organize 1v1s and other such things over a teamspeak, and I stream the fights. We do other types of things depending on the map, like 2v2s, a "zombie" game, and we recently introduced an Alien vs Predator thing for the Last Eco map, where we have Aliens (Scouts and a Raider) fighting against Predators (Infiltrators) with special rules and stuff. It's a lot of fun, and fairly popular. We wouldn't even need to get 4 groups of 3 to do it, since it's run on deathmatch servers we could just set up a full 12 person party.

If you want to see what this winds up looking like, here's a recording of one of the previous ones we've done. (Link)

I normally run these for the community at large, though if we got enough people interested I'd be fine doing a goon-only one. I hadn't been planning on running one of these this week, either, because getting the server prepared in the new system is something we're still figuring out how to do most conveniently, but I can make something work if the interest is there.


Also, re: SA Hawkins: On the Brawler it kinda goes against the short range, high damage theme, but it can be made to work if you are able to drop the compulsion to get in close to your opponents. It can work very well as an area denial weapon if you use it from a good overwatch position in turret mode. It's definitely really different on the Brawler, and will take some getting used to, though, as it's not the most effective dueling weapon, generally.

Saturnine Aberrance fucked around with this message at 18:07 on Sep 19, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Wales Grey posted:

How do I get the Seeker to lock onto other robots anyway? Just have the crosshair over them and pull the trigger?

Yup! Though they lock on better if you do the full hellfire lockon as well.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


keyframe posted:

Anyone else not able to connect to any server since the patch?

Should be fixed now.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


There is now a double XP weekend going on! If you have the time to take advantage of it, do so! Since there was double xp chat earlier; if you got a boost already, you'll earn quadruple xp during this weekend, so you can take advantage of that if you got the double xp code from the ascension test build as well.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Spooky Bear Ghost posted:

There was.


It got....dramatic, to say the least.

Ps sk vs bsb we won fair and square

There still is.

There's a guy who runs competitive scrims multiple times a week, and a ton of people show up every time. They're generally done on MA servers, but I think they're looking into trying out TDMs.

The official thread that explains how to get in on it and how it works is here: (link)

ps no way, rematch... oh wait.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


With the SMC on the Berserker, it's somewhere in between mid and close range. It loses accuracy fast if you get too far out, but too close and you run the risk of losing the DPS race against guns that are built more for that range, or against classes that have more HP than you do. The Vulcan is perfect for close range, though, because it does a ton of damage fast, and it's inaccuracy makes it perfect for short ranges.

Brawlers are also perfect mechs for super close-quarters combat. General Brawler philosophy is to get right up in your opponents face and stay there, since you have the weaponry and the armor to withstand it, and come out more than on top if played right. Just be careful, despite having a ton of health, it can melt pretty quickly if you get caught in the open or are flanked around cover. Always have an escape route, and learn to recognize whether things will be going south so you can get out of there before things get all the way bad, since Brawler is also by far the slowest class in the game.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Woops. Didn't mean to make a post here. Uhh.

Yeah, a lot of people aren't so hot on the teamwork nonsense, but that's what we have the list for, right? Presumably this way you'll be able to team up with people who do know what they are doing.

What I've always done is friend anyone who was better than me, or was unusually good, and use that as a way to find games with players that are more likely to know what they are doing.

(Anyway, everyone requesting addition to the OP has been added.)

Saturnine Aberrance fucked around with this message at 06:13 on Sep 30, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


USMC_Karl posted:

Hmm, that actually sounds quite interesting. I'll have to try out the Brawler, because I like the close-game. I always figured it would be a little too slow (being a C-class) to really close to engagement range. It seems like you'd have to use terrain much more to set up ambushes to offset the slower speed. Am I totally mistaken in that assumption? I will admit that the Brawler's flak cannon has me interested, and the idea of opening up the scout later seems pretty cool. I'll give it a spin next time I'm online.

Bolded is absolutely right. Brawler is SLOOOOWWW. At it's absolute fastest, it's walk/run speed is equal to the vanguards' at default, and its boost speed is still slower than the any other mechs' base. This can be mitigated by smart positioning, and being on top of map-awareness. However, despite its slowness, it can still get work done using combinations of boosts and dodges around opponents when up close or near cover, it'll just take practice.

As for going flow in general, this goes for all of the C classes (Except Vanguard, drat thing's as fast as an A class), getting balls-deep in one as soon as possible is going to do you a world of good in terms of getting comfortable with them, and it'll do wonders for your overall development of map awareness, how games flow, and how the other classes get their jobs done. Being stuck in the slowest mech means you have to take the time to figure out how to get around the map as efficiently as possible, and how your opponents will tend to be moving. It also gets you to become really aware of exactly when you should back out of a bad situation. A classes get the luxury of running away whenever they feel like, while C classes have to recognize that things are going to go poorly soon, not they are going poorly now. If things are going poorly now, then you probably don't have the time and space to get all the way out of there intact.

Basically I'm a huge C class apologist, but seriously go use one.


USMC_Karl posted:

On to another question;

It seems like you can easily play this game without putting money into it at all, however I was considering dumping some money into it because A)it's a lot of fun and B)cosmetic things are cool. It seems to me that all of the options that effect game-play (weapons, internals, items, etc) are unlockable with normal funds and that the MC only purchases are purely cosmetic, is this true? I was thinking of getting a camo paint job for my mech and a newer, spiffy repair drone. Purely cosmetic things, as far as I know, but I don't want to purchase these things only to find out that I wasted my hard-earned $5 or whatever on something that will unlock later.

Nothing cosmetic you can buy with MC is something that is unlocked through progression. You can get a few paint jobs, thrusters and repair drones through leveling up your pilot ranking or maxing out your mechs, but you can't buy any of that with MC, and that same progression isn't going to get you any of the other cosmetic stuff. And yeah, nothing MC only affects gameplay, it's all about being pretty.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Do note that that part of the quote regarding the internals is a bit out of date. Armor fusor is no longer the ridiculous thing it once was. 20% health on kill over 20 seconds instead of 25% over ten is quite the nerf, and it absolutely needed it. For most other classes, it might not be worth it for you. However, since the Brawler has a ton of health, it may still be worthwhile to you. Since the armor fusor has lost it's former luster, you should take a long hard look at the advanced repair kit for the big boost to total health received from health orbs, as well as the mid-size version of the extractor, so you'll be able to get that health out faster. Deflectors may also be a good investment since the Brawlers' immense fuel tanks mean that even if you aren't boosting very fast, you can boost for days, which could help you out surviving the times you need to move between cover.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


There was an "ask the devs" QA thing recently on the official forums, and the answers to all that will be arriving soon. (It was posted, then immediately pulled due to formatting problems) As soon as it's here, I'll link it since it answers a lot of stuff about what's coming, what the plans are for competitive support, etc.

And here it is: https://community.playhawken.com/topic/28274-communitydeveloper-qa-team-hawken-answers/

Saturnine Aberrance fucked around with this message at 03:28 on Oct 5, 2013

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


The developers have posted a new video teasing at the upcoming mech

https://www.youtube.com/watch?v=JXFfKpX8308

It's a B class suspected to be the Predator referenced in INI files for a while, expected to have a new kind of EOC style weapon, though the rest of its weapons are currently unknown.

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


A preview video has been released showing off a bunch of content from the upcoming patch (It's coming tomorrow!)

Still no patch notes, but this video shows off the new co-op bot destruction game mode, and the new mech, as well as a few other things.

https://www.youtube.com/watch?v=mBrBkUoL4Y0

Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


The youtube video stuttering is probably on your end.

In the meantime, full patch notes have arrived!

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Saturnine Aberrance
Sep 6, 2010

Creator.

Please make me flesh.


Pseudophile posted:

C classes should be much more vulnerable from the rear, however. Flanking the bunker should allow a team attacking from multiple directions to overwhelm it alarmingly easily.

Some pretty sexy ideas in general in this post. However, here in particular, when in turret mode C classes already take an additional 50% damage from the rear, which is very easy considering how slowly they turn, on top of the nerf to turn speed coming. Even when they're backed up against a wall, if you shoot explosives at the wall just above them, you get the bonus damage. It's kinda silly how quickly they go down if you get behind them.

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