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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

Improbable Lobster
Jan 6, 2012

What is the Matrix 🌐? We just don't know 😎.


Buglord
That's a pretty sweet OP there.

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!

Improbable Lobster
Jan 6, 2012

What is the Matrix 🌐? We just don't know 😎.


Buglord

Saturnine Aberrance posted:

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!

That is pretty nice. I'm hopeful that Adhesive won't fall into the common F2P traps. They've done a good job avoiding them so far. I guess it depends on how expensive Mech Rank is.


I also just noticed a slight problem: The Rocketeer has the Grenadier description!

Chard
Aug 24, 2010




Installed this tonight and played a few rounds of Team DM, it's pretty fun even if it's light on the 'mech-y' aspect. I'm Phase_Out if anyone wants to add me.

The Joe Man
Apr 7, 2007

Flirting With Apathetic Waitresses Since 1984
Just finished dinking around with the new loadout stuff in the beta stress test build and was about to hop in but the servers are dead. Looks like players succeeded in breaking them.

Snakedance
Feb 15, 2007

The life of a repo man is ALWAYS intense.
Fantastic OP.

I really love this game - the new patch is awesome. I had a brilliant game of Siege. I know it's heresy around here to make a MWO comparison, but when I want to watch big robots blow up, it's a fine alternative. I'm really impressed with the speed of it - it is Macross: The Game.

Can you guys add me to the OP? Callsign: Snakedance

Hit me up for any goon games - I'm going to be playing a lot of this in the coming months.

osoiman
Aug 6, 2002

Passenger69 in-game; I'm not affiliated with any clans or goons, though.

OhsH
Jan 12, 2008
OhsH, Put me in the list bby.

Dominic White
Nov 1, 2005

I said it in the previous thread, but more than anything, Hawken reminds me of Phantom Crash/Steel Lancer Arena for the Xbox/PS2. Really fast, agile mech games with lots of vertical movement. Hawken is an arcade mech game for sure, but it's still totally a game about giant robots beating the poo poo out of each other. It doesn't quite feel like any other shooter on the market. A single encounter can turn into a chase across the entire map or a tense jet-powered game of hide and seek.

Looking forward to the new progression systems. Once the game is a little closer to completion, I expect they'll roll it out on Steam once they're approaching V1.0 and that'll give it a pretty big boost in players.

Pseudophile
Dec 25, 2007

Dominic White posted:

I said it in the previous thread, but more than anything, Hawken reminds me of Phantom Crash/Steel Lancer Arena for the Xbox/PS2. Really fast, agile mech games with lots of vertical movement. Hawken is an arcade mech game for sure, but it's still totally a game about giant robots beating the poo poo out of each other. It doesn't quite feel like any other shooter on the market. A single encounter can turn into a chase across the entire map or a tense jet-powered game of hide and seek.

Looking forward to the new progression systems. Once the game is a little closer to completion, I expect they'll roll it out on Steam once they're approaching V1.0 and that'll give it a pretty big boost in players.

The Phantom Crash comparison is apt, and that was probably my favorite og xbox game. Hate to burst any bubble, but Steam isn't going to happen.

Spaseman
Aug 26, 2007

I'm a Securitron
RobCo security model 2060-B.
If you ever see any of my brothers tell them Victor says howdy.
Fallen Rib
I'd like to try this game but should I wait to start until the 10th so I don't have to relearn everything in four days or are the changes not that major?

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.

Tagichatn
Jun 7, 2009

I was surprised to see myself in the OP since I haven't actually played the game in quite a few months. The new patch looks interesting though and MWO is mostly garbage so I figure I'll give it another shot. It helps that I have way more HC and MC than I can spend unless I go crazy buying every mech and customizing them.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Saturnine Aberrance posted:

[*]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 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.

Needs some work.

I need to give Hawken another shot.

Enker
Sep 29, 2007

That guys head is made of soft serve ice cream
Played a few matches tonight and while the changes are initially a bit overwhelming, they seem to be pretty positive overall. Big kudos to the devs for making the game run much smoother than pre-patch. I'm getting a significant graphics performance boost, and it's very much appreciated. To celebrate, here's a picture I took of a sweet model at Comic Con!



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.

Into The Mild
Mar 4, 2003





Oh also.. Add me to the roster

ingame: intothemild


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)

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.

Dominic White
Nov 1, 2005

Pseudophile posted:

The Phantom Crash comparison is apt, and that was probably my favorite og xbox game. Hate to burst any bubble, but Steam isn't going to happen.

The batshit insane community think that it shouldn't ever be put on Steam because... reasons... but I can't seem to find the developers saying that it'd never go there.

Into The Mild
Mar 4, 2003





Saturnine Aberrance posted:

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.

Urgh, that's not what I want to hear, There's two things I want in this game ASAP... Rift Support, and better controller integration. Yeah I use a controller, the game is fine, but oh lord it sucks to have to keep reaching for the mouse everytime I want to hit "ready"... Although with this patch I can now move around in the menus, but there's no button for interacting with a call to action..

Don't get me wrong as a UX/UI Designer by trade, the new UI is loving awesome, its just these small UX problems that need polishing, they are simple fixes, and lord does it pain me.. It's something they should be spotting to, since they always demo this game with rifts, and gamepads, its like what happens with the demo at the end of the match, does the person showing the game take control and say "ok now im going to click ready for you now"? Asking someone wearing an Oculus rift to go from gamepad, and then have to find the mouse and keyboard BLIND is a motherfucker... All i wanna do is lay back on my couch with my laptop on the coffee table, 360 controller in my hand, and rift on my head, and never have to reach for my macbook...

But all that aside, OMG is this game awesome, and this patch everything just got so much better, the UI is so much less cluttered, including playing in-game, where the old crosshairs would really block what you're shooting at, everything is so much more clear now.

Dominic White
Nov 1, 2005

Mr Man posted:

Urgh, that's not what I want to hear, There's two things I want in this game ASAP... Rift Support, and better controller integration. Yeah I use a controller, the game is fine, but oh lord it sucks to have to keep reaching for the mouse everytime I want to hit "ready"...

If you've got a wired 360 controller, I have a solution.



The 360 chatpad. Officially unsupported on PC, but these unofficial drivers work a charm.

Best feature? The MSN chat button is replaced by a toggle that lets the gamepad analogue sticks temporarily act as a mouse, meaning that you can control everything on your PC using just the gamepad.

Horace Kinch
Aug 15, 2007

Has anyone been having trouble with the test client locking up? I tried changing my resolution and it poo poo the bed. My monitor does not like 1280x1024.

Also, has anyone actually managed to get into a match at all? I've spent about 15 minutes getting stuck in empty lobbies, it's a ghost town.

Horace Kinch fucked around with this message at 18:50 on Sep 7, 2013

Into The Mild
Mar 4, 2003





sitchelin posted:

Has anyone been having trouble with the test client locking up? I tried changing my resolution and it poo poo the bed. My monitor does not like 1280x1024.

Also, has anyone actually managed to get into a match at all? I've spent about 15 minutes getting stuck in empty lobbies, it's a ghost town.

I've been playing all day without waiting to get into matches... Although I'm in the EU...

Pseudophile
Dec 25, 2007

Dominic White posted:

The batshit insane community think that it shouldn't ever be put on Steam because... reasons... but I can't seem to find the developers saying that it'd never go there.

In the original thread one of the devs mentioned that they weren't interested in Steam, and iirc the deal with Meteor means it won't happen. Things could change, and I think Steam integration would be the best thing to happen to this game. However I'm just a player and I know nothing.

Hal_2005
Feb 23, 2007
is the RPG and rocket jumping the only real metagame right now or are they fixing the weapon/heat balance ?

Ghost Toast
Nov 4, 2005

Sweet OP, Saturnine. About to fire up the new client and get to some stress-testing (and Vulcan face-shredding). I've been watching videos of the new content and it looks awesome.

Really excited to play the full patch when it drops.

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
-WORST KDR VS CIVILIANS 2015-PRESENT

I'm gonna try and get back into this game now that the new patch is finally here, add me to the OP. I'm YellerBill both in-game and on here.

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:

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

fromoutofnowhere
Mar 19, 2004

Enjoy it while you can.
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.

Ferrovanadium
Mar 22, 2013

APEX PREDATOR

-MOST AMMUNITION EXPENDED ON CIVILIANS 2015-PRESENT
-WORST KDR VS CIVILIANS 2015-PRESENT

Just noticed this:

quote:

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.

Looks like I'm gonna be rolling in dough once the patch hits! :woop:

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!

fromoutofnowhere
Mar 19, 2004

Enjoy it while you can.
Yeah, I'm enjoying the Redox more than the hawking right now, the damage debuff helps the team much more than the hawking. A ton of players don't seem to notice that they've been debuffed, and I've done well 1v1 using vamp and the Redox. The blockade is a fun tool to use as well, as most people will try their best to get as close to me as possible so they can use the rpg or hellfire, drop the blockade right in front of them and they sometimes kill themselves. Technician is a fun unit to play, having more than one on a team makes most firefights go your way since two techs healing a friendly can usually out do most incoming damage. The ascension update is looking to be fun as well, hopefully this will pull in more new players, going against some of the vets is pretty annoying.

Edit: Great op! Thanks for the effort you put into it, I hope it brings in more goons, the game itself is pretty enjoyable.

Pseudophile
Dec 25, 2007

fromoutofnowhere posted:

Yeah, I'm enjoying the Redox more than the hawking right now, the damage debuff helps the team much more than the hawking. A ton of players don't seem to notice that they've been debuffed, and I've done well 1v1 using vamp and the Redox. The blockade is a fun tool to use as well, as most people will try their best to get as close to me as possible so they can use the rpg or hellfire, drop the blockade right in front of them and they sometimes kill themselves. Technician is a fun unit to play, having more than one on a team makes most firefights go your way since two techs healing a friendly can usually out do most incoming damage. The ascension update is looking to be fun as well, hopefully this will pull in more new players, going against some of the vets is pretty annoying.


I've been playing Tech pretty much nonstop the past few hours and I have a few things to share.

First, the Redox seems easier to use now, which is a plus. Secondly, it's a lot more effective than the Hawkins. Now that the C classes are sporting 1k+ health, and they usually have a tech glued to them.. the armor debuff is pretty critical to driving them off.

The items I've been using are the Mk3 Holo and a Mk1 EMP, making GBS threads out holos all over the place is awesome. The EMP is mainly for shutting down enemy Techs, bonus points for hitting them when they pop greenbeam. I'm considering swapping out for a Mk3 EMP and a Mk1 turret.

My internals are the Replenisher and the Advanced Armor Fusor. You get a TON of assists as a Tech, and each one is helping to knock down the cooldown of my greenbeam and items. The armor regen from each assist is just icing on the cake. It makes you a very, very hard nut to crack.

Here are my tunings:

600 HP even, quick enough to keep mostly out of harm's way, and a good boost to repair.

The Redox gets you and your team some absurd DPS.

folgore
Jun 30, 2006

nice tut

Saturnine Aberrance posted:

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.)

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.

Ghosts n Gopniks
Nov 2, 2004

Imagine how much more sad and lonely we would be if not for the hard work of lowtax. Here's $12.95 to his aid.
Tried this again, test and live after actually getting tired of it early and why does it still seem that you need to be a small fast moving mech with TOW and flak/assault/etc to have fun? Until I gave up and went with my infiltrator I was getting nowhere, maybe it was the time of day but I was the only not-light until then, like the poop-sockers agree you need to be tiny and fast.

e: Just remembered this is what I ranted about when I left, and why I left. At least it's infinitely better off than Dust514 in all ways.

e: The more I stick to lightweight mechs, the more fun I have, the more I kill, the less I die. I'd like to figure that out.

Ghosts n Gopniks fucked around with this message at 23:13 on Sep 8, 2013

Sloppy
Apr 25, 2003

Imagination will often carry us to worlds that never were. But without it we go nowhere.

fromoutofnowhere posted:

The ascension update is looking to be fun as well, hopefully this will pull in more new players, going against some of the vets is pretty annoying.

Edit: Great op! Thanks for the effort you put into it, I hope it brings in more goons, the game itself is pretty enjoyable.

This is pretty much why I just drifted away, every match was either having to play at 110% to even have a chance or just crushing new players ruthlessly, the middle ground didn't seem to exist. I'll give this new update a shot though.

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.

Pseudophile
Dec 25, 2007

I had my doubts about the midair combat, but holy crap the Beserker is fun to fly around in. It feels faster in the air than it does on the ground. Almost feels like oldschool Armored Core.

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Mr. Crow
May 22, 2008

Snap City mayor for life
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..

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