Because money can't buy you skill... https://www.youtube.com/watch?v=AWI-koEbK9k | Website | Facebook | Twitter | Forums | 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?
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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# ¿ Sep 6, 2013 23:05 |
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# ¿ May 19, 2024 13:14 |
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.
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.
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.
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.
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.
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
Secondary Systems
Saturnine Aberrance fucked around with this message at 02:44 on Mar 28, 2014 |
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# ¿ Sep 6, 2013 23:06 |
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!
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# ¿ Sep 6, 2013 23:58 |
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.
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# ¿ Sep 7, 2013 05:48 |
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.
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# ¿ Sep 7, 2013 15:48 |
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? 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 |
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# ¿ Sep 8, 2013 01:15 |
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!
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# ¿ Sep 8, 2013 02:16 |
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.
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# ¿ Sep 8, 2013 17:07 |
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.
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# ¿ Sep 9, 2013 00:51 |
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 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.
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# ¿ Sep 9, 2013 20:46 |
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. 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 |
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# ¿ Sep 10, 2013 03:27 |
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.
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# ¿ Sep 10, 2013 05:44 |
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!
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# ¿ Sep 11, 2013 15:32 |
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 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.
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# ¿ Sep 11, 2013 20:19 |
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 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.
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# ¿ Sep 12, 2013 02:12 |
Kuvo posted:Played the new patch a bit last night, some thoughts - 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.
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# ¿ Sep 12, 2013 16:04 |
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.
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# ¿ Sep 12, 2013 17:59 |
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.
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# ¿ Sep 15, 2013 01:20 |
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 |
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# ¿ Sep 15, 2013 06:07 |
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 (), 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.
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# ¿ Sep 15, 2013 07:26 |
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.
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# ¿ Sep 15, 2013 23:45 |
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.
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# ¿ Sep 16, 2013 03:55 |
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)
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# ¿ Sep 17, 2013 05:27 |
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. 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.
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# ¿ Sep 17, 2013 15:00 |
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 |
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# ¿ Sep 17, 2013 19:29 |
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
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# ¿ Sep 19, 2013 03:12 |
Chard posted:You could party up to 12 before? I thought 6 was the max. Anyway, now it's 3. 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 |
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# ¿ Sep 19, 2013 18:04 |
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.
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# ¿ Sep 20, 2013 02:18 |
keyframe posted:Anyone else not able to connect to any server since the patch? Should be fixed now.
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# ¿ Sep 20, 2013 02:38 |
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.
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# ¿ Sep 20, 2013 22:57 |
Spooky Bear Ghost posted:There was. 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.
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# ¿ Sep 21, 2013 02:23 |
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.
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# ¿ Sep 30, 2013 01:46 |
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 |
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# ¿ Sep 30, 2013 06:08 |
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; 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.
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# ¿ Sep 30, 2013 07:42 |
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.
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# ¿ Sep 30, 2013 23:25 |
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 |
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# ¿ Oct 5, 2013 03:17 |
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.
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# ¿ Oct 10, 2013 23:20 |
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
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# ¿ Oct 28, 2013 21:52 |
The youtube video stuttering is probably on your end. In the meantime, full patch notes have arrived!
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# ¿ Oct 29, 2013 00:10 |
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# ¿ May 19, 2024 13:14 |
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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# ¿ Oct 29, 2013 03:07 |