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Some thoughts


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#1 Kejyn

Kejyn

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Posted November 12 2012 - 07:51 PM

Turrets need to be replaceable, movable and repairable. They're awesome except that in rounds where you survive to be 6-0 but have no turret left, or not being able to re-lay it when moving to defend a different point. Not sure how to handle replacement and moving, but hitting "repair" when at full HP next to a turret could cause it to be repaired.

Perhaps consider a 2-part upgrade (offensive and defensive external) that allows you to "shoulder-mount" a turret. The firepower is modest enough that the loss of defensive ability for the extra mounted mini-gun or slow-firing rocket wouldn't be too strong.

Not to sound like a whiny newb, but the slug rifle has got to get gimped, hard. I usually finish with a 3/1 k/d or better, and I still find this weapon outlandishly OP. I can overheat my assault rifle at point blank and not kill some mechs, but the slug can down me in 2 shots from range?

On that note, a little extra power from the AR wouldn't hurt. I'd rather have about 20% more pow and 20% more heat out of it than the current config.

There you go! Make weapons customize-able  I can power up the punch, fire rate or reduce heat generation. So I could have a slow weak gun that never overheats, or a hard-hitting knockout that overheats in sustained combat.

TOW launcher could use at least a slight "tracking".

Invisibility should go. It takes away from the fast-paced cut-throat combat and makes me feel like I have to play defensive too much. Let's just slug it out man-to-man and not worry about Klingon mechs sneaking up to blow us away from behind.




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