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Feedback Open Beta Patch Notes: 02/12/13


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#1 h0B0

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Posted February 08 2013 - 09:19 PM

Postpatch feedback here

You know the drill. I read the notes, i rage, i post in GD and then i look back at this a few weeks after the patch only to find out im still mostly unhappy with the changes. And then post my new and informed thoughts on the topic. Previous threads: here and here

View PostScapes, on February 08 2013 - 05:45 PM, said:

OPEN BETA PATCH NOTES: 02/12/13

Overview

Coming February 12, this patch introduces new weapon balance changes, adds some hotly-desired interface improvements, and squashes lots of frustrating bugs. Also, isn't there a holiday coming next week? Stay tuned! Will you be my valentines Scapes?im sorry hugs

Weapons
  • Hellfire Missiles Look forward to trying these new bad boy out. But increasing the versatility of the hellfires should be enough of a buff. Don't mean to be negative but i can still see them being pretty sucky. or possibly OP
    • Adjusted to be slightly more effective at closer ranges.
      • Damage per projectile was increased slightly.
      • Projectiles start homing to targets sooner.
      • Homing strength was increased.
      • Time to lose target lock-on was increased.
  • Mini-Flak Cannon No comment i will wait and play this weapon i dislike very much so i can keep not liking it and not provide proper feedback. I went O_o when i read these. It will definitively distinguish the 2 flaks and that is a positive thing but WTH?
    • Adjusted for more sustained close-range damage rather than burst damage.
      • Increased rate of fire slightly.
      • Reduced damage and heat generation per shot to compensate for the change in fire rate.
  • KE-Sabot
    • Updated art asset.
  • Upgrades
    • Weapon upgrades were not always being applied for some weapons. The following should now perform as their tooltips imply.
      • EOC Repeater: Level 1
      • Slug Rifle: Level 1
      • Submachine Cannon: Level 1
      • Hawkins-RPR: Level 2
      • Assault Rifle: Level 3
      • KE-Sabot: Level 3
      • Rev-GL: Level 3
      • Sabot Rifle: Level 3
      • Seeker: Level 3
Gameplay
  • Game Mode Unlock I recommended this back in like march last year and slightly regret it now. SK mumble seems outraged at the idea tho but they can not provide me with concrete arguements. I personally see no issues here. But i think a proper introduction to siege and MA would be more apropriate as well as nub servers so they do not get placed in matches with vets.
    • New players start with Team Deathmatch unlocked. Additional game modes can be unlocked by playing matches of any combination of available game modes. New players can still join their friends on a mode they haven't unlocked yet.
      • Play three matches to unlock Missile Assault.
      • Play five or more matches to unlock Siege.
      • Play five or more matches to unlock Deathmatch.
      • Note: Current players who have already fulfilled the requirements should be unaffected.
  • Maximum Turn Rate Ugh your nerfing my aim? why? I though this was supposed to aim to get a competitive crowd? Even MWO has faster aiming until the crosshairs reach torso turn rate. Why do the mech have arms couldnt they just have the guns fixed to their torso? It felt good before, it was fine, it worked great. Don't nerf a fonctional mechanic for no apparent reason. Educating the masses and letting them know in their tutorial that their is a turn rate cap and how it works could have been a simpler and better option to "fix" this issue.
    • The decreased maximum turn rate has been fixed.Hooray so we were right and it will be fixed. There used to be an unintended mechanism(quake had strafe jumping have your heard of this game?) with turning where moving the crosshairs from the center of the cockpit to the edge of the cockpit capped at a higher speed then the actual turn rate cap. This was considered an unnecessary inconsistency and was removed.
      • Basically, once your cockpit started actually turning with you, you were capped at the intended turn speed, but for a short time before that the reticle could move faster. The difference in speed was about 10% faster from the center point to the point where your mech starts to spin, then it would actually slow to the intended turn rate. This probably caused an impression of negative mouse acceleration since the reticle would slow down when you got to the edge of the cockpit. The removal of that change in speed means that players should expeience an even turn rate cap at all times. And slower aim
  • Siege Mode Great, now we can camp more safely. Might help fix excessive spawn camping but it doesnt help the game mode.
    • Added turrets inside team bases to prevent players from camping inside an opponent's base.
  • Reticle More accurate == always accurate. I would rather have the jumpy reticle.
    • Reticle improved to be more accurate. As a result, the optional setting for Accurate Reticle (Experimental) has been removed.
Interface
  • Kills and Deaths
    • Improved kill and death messages in the mech HUD.
  • Kill Cam (Alpha)
    • Upon death, your camera will now follow the player who killed you for a few seconds. Oh great i can now ghost my opponents and share it with my teammates to gain an unfair advantage. If you want to implement kill cam make it so it shows how i die. not how to warn my teammates.
    • This has been implemented early in the development cycle, so it's still very much a work in progress.
  • Menu Usability
    • Your mech list can now be reorganized using the arrow buttons or drag-and-drop on the YOUR MECHS tab.
    • New ribbons denote NEW, POPULAR, and LIMITED items.
    • You can now view the submenus in the EQUIPPED tab before they're unlocked. Individual items within the submenus show locked statuses.
    • You can now use left and right arrow keys to navigate between MECH SHOP and YOUR MECHS tabs.
    • HAWKEN Credit and Meteor Credit icons added to MECH SHOP tab.
    • Removed ping column from "Ready Up" screen.
    • Changed "Dash Recharge" to "Dodge Recharge" in the mech HUD.
    • The DEALS button has been renamed to STORE in the Main Menu and Garage screens.
    • Various updates to post-match earnings text for clarity.
    • Language translations updated.
    • Text in the Credits tab updated.
Miscellaneous
  • Continued visual and audio tweaks for training mission tutorial, maps, mechs, weapons, and items. I hope we actually have recognizeable audio when we are getting damaged. i look forward to this, anything else is just superfluous fluff that i enjoy but do not care much for.
  • Added sound effects for mech animations in the Garage.
  • Added cockpit reflection and lens flare visual effects.
Bugs Squashed
  • Added collision to a wall in the Origin map to prevent exploitation.
  • Repaired the Repair Charge item to no longer occasionally cause the game to crash.
  • Fixed mech features not functioning properly after unlocking an expired Test Drive mech.
  • The Siege battleship timer will no longer appear with no battleship present.
  • Cockpit grime and cracks will now display correctly as damage is taken.
  • Fixed Friends List, Chat, and other windows changing sizes when resolution is changed.
  • Fixed scoreboard text displaying incorrectly for and being overlapped by long callsigns.
  • Fixed clipping issues on wall in the Bazaar map.
  • Fixed mech preview not updating correctly when navigating mech lists using arrow keys.
  • Heavy mechs will no longer clip through the environment in the Staging screen.
  • Bold fonts now display correctly for Chinese, Japanese, and Korean localizations.
  • Fixed KE Sabot and Hawkins-RPR off-centered visual alignment on mech and in first-person view.
  • Ambient audio on the Bazaar map will now play correctly.
  • Crushing Kill text will now displaying in the post-match earnings screen.
  • The straw stack will no longer spin off the Bazaar map when shot.
  • The health display will no longer move to the center of the screen while zoomed in after repairing.
  • Fixed the blurred edges of health meters when zoomed in or in turret mode.
  • Fixed a missing boundary box in the Prosk map.
  • Jump pads will now work more reliably in the Uptown map.
  • The RD-LZR repair drone will no longer play the incorrect animation and its red eye will no longer persist in previews.
  • Fixed "Other Player Volume" adjustments not taking effect immediately.
  • Fixed XP bonus indicators being left as bright blue orbs in-game.

Edited by h0B0, February 18 2013 - 09:14 AM.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#2 tman7919

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Posted February 08 2013 - 09:21 PM

I did something like your except every one is going to come here because they like you more.
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#3 h0B0

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Posted February 08 2013 - 09:26 PM

View Posttman7919, on February 08 2013 - 09:21 PM, said:

I did something like your except every one is going to come here because they like you more.

I love you tman

And no, people don't flock to my patch notes their, they generally flame me for expressing myself without having tired the patches.

I would also like to note these are feedback and are meant to provide constructive criticism from both first impressions and post play impressions.

Now back to reading your thread. ;)

-h0B0

Edited by h0B0, February 08 2013 - 09:26 PM.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#4 tman7919

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Posted February 08 2013 - 09:29 PM

View Posth0B0, on February 08 2013 - 09:26 PM, said:

View Posttman7919, on February 08 2013 - 09:21 PM, said:

I did something like your except every one is going to come here because they like you more.

I love you tman

And no, people don't flock to my patch notes their, they generally flame me for expressing myself without having tired the patches.

I would also like to note these are feedback and are meant to provide constructive criticism from both first impressions and post play impressions.

Now back to reading your thread. ;)

-h0B0
Ah whatever still a game. Yes I do impressions and you do more constructive writing. That mean are threads may differ. Who cares at least we get to share our opinions.
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#5 Neverm0re

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Posted February 08 2013 - 09:30 PM

I'll just post exactly what I posted in the other patch notes thread:

Hellfires gettin' some love...

Man, nvm, every time I try to put a picture here it stops displaying after a couple minutes. Done trying.

Edited by Neverm0re, February 08 2013 - 09:50 PM.

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#6 PlagueDoctor

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Posted February 08 2013 - 09:31 PM

Quote

Oh great i can now ghost my opponents and share it with my teammates to gain an unfair advantage. If you want to implement kill cam make it so it shows how i die. not how to warn my teammates.

Don't agree here. I think, depending on how it's implemented, it could reduce rage when your getting dominated. Thats kinda the whole reason its in CoD and TF2, is so that you can see where your enemy is, and how they got you. If its really THAT big of a deal it could be disabled for comp play (this could be said about a lot of terrible complaints coming from high level players)


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#7 Exeon

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Posted February 08 2013 - 09:35 PM

I don't understand the problem with a kill cam, nearly every FPS has one and I can't be the only one who knows that in competitive shooters there is nearly ALWAYS a server side option to black it out so that it isn't affecting competitive play. I really hope that people don't freak out about this because the game is in beta, not every feature is implemented and this game isn't ready for competitive play yet. Just really worries me that even someone who I assume is looking at this game for a competitive outlet is bringing up these concerns.

Edit: My comments were directed towards h0bo not plaguedoctor.

Edited by Exeon, February 08 2013 - 09:36 PM.

View PostDew, on April 04 2014 - 01:15 PM, said:

There's a difference between making the hoop 14 feet high and telling all the players that you have to wait for half a second after running before you can shoot the ball.


#8 tman7919

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Posted February 08 2013 - 09:38 PM

View PostExeon, on February 08 2013 - 09:35 PM, said:

I don't understand the problem with a kill cam, nearly every FPS has one and I can't be the only one who knows that in competitive shooters there is nearly ALWAYS a server side option to black it out so that it isn't affecting competitive play. I really hope that people don't freak out about this because the game is in beta, not every feature is implemented and this game isn't ready for competitive play yet. Just really worries me that even someone who I assume is looking at this game for a competitive outlet is bringing up these concerns.
The problem is the ability to see where the player is and going to. That could provide an unfair advantage. You see this game is a lot about team tactics. (Not saying you didn't know) The ability to point someone out and your teammate to assassinate them could be frankly quite annoying to the killer.
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#9 Saturnine

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Posted February 08 2013 - 09:39 PM

I also don't quite understand any dislike for the kill cam. The death cam that we get in the current state of the game already points at your killer, and you can see where they're going from that alone. I don't see how this will change anything, really, in that regard, besides a view from a different perspective.

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#10 Beemann

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Posted February 08 2013 - 09:46 PM

View PostSaturnine, on February 08 2013 - 09:39 PM, said:

I also don't quite understand any dislike for the kill cam. The death cam that we get in the current state of the game already points at your killer, and you can see where they're going from that alone. I don't see how this will change anything, really, in that regard, besides a view from a different perspective.
Why make something bad worse? It shouldn't be part of the game in the first place

And if the kill cam is a real kill cam (IE shows you how you died) then it's fine, but the wording suggests that it lets you see what your opponent does AFTER you die, which is entirely unnecessary
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#11 RedVan

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Posted February 08 2013 - 09:47 PM

I fear the turn rate consistent cap. I fear it will drive me to even more hours of warframe beta, where at least my good aim is rewarded.

I fear having HF missiles track sooner will mean they will run into walls even better.

I fear noobs that will sit behind their little base turrets fat dumb and happy that they can skillessly peck away at my battleship, while I can do nothing but watch. I fear I will never bother with siege again.

I fear game mode unlock is a bandaid on a broken face.

I fear some good tactics will become pointless with kill cams. Especially in comp play.

I fear valentine day content that will magically disappear when the holiday is over. I fear the time spent on that could have been better spent elsewhere.

I fear this patch isn't going to do anything towards player retainment.

#12 h0B0

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Posted February 08 2013 - 09:49 PM

Response to cams Edit: read beemanns post.

Edited by h0B0, February 08 2013 - 09:50 PM.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#13 h0B0

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Posted February 08 2013 - 09:53 PM

View PostRedVan, on February 08 2013 - 09:47 PM, said:

I fear the turn rate consistent cap. I fear it will drive me to even more hours of warframe beta, where at least my good aim is rewarded.

I fear having HF missiles track sooner will mean they will run into walls even better.

I fear noobs that will sit behind their little base turrets fat dumb and happy that they can skillessly peck away at my battleship, while I can do nothing but watch. I fear I will never bother with siege again.

I fear game mode unlock is a bandaid on a broken face.

I fear some good tactics will become pointless with kill cams. Especially in comp play.

I fear valentine day content that will magically disappear when the holiday is over. I fear the time spent on that could have been better spent elsewhere.

I fear this patch isn't going to do anything towards player retainment.

Yes. i agree with this and i am sad i did not include some of this in my post.

Although. Warfarm? really. i dislike that game, but thats just me.

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View Post[HWK]HUGHES, on March 15 2013 - 08:35 PM, said:

Oh don't always listen to h0B0. Lol.


#14 RedVan

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Posted February 08 2013 - 09:57 PM

View Posth0B0, on February 08 2013 - 09:53 PM, said:

View PostRedVan, on February 08 2013 - 09:47 PM, said:

I fear the turn rate consistent cap. I fear it will drive me to even more hours of warframe beta, where at least my good aim is rewarded.

I fear having HF missiles track sooner will mean they will run into walls even better.

I fear noobs that will sit behind their little base turrets fat dumb and happy that they can skillessly peck away at my battleship, while I can do nothing but watch. I fear I will never bother with siege again.

I fear game mode unlock is a bandaid on a broken face.

I fear some good tactics will become pointless with kill cams. Especially in comp play.

I fear valentine day content that will magically disappear when the holiday is over. I fear the time spent on that could have been better spent elsewhere.

I fear this patch isn't going to do anything towards player retainment.

Yes. i agree with this and i am sad i did not include some of this in my post.

Although. Warfarm? really. i dislike that game, but thats just me.

Forgot to include:

I fear I have a love/hate relationship with hawken

But yeah, I found warframe fun to dink around in, one of those games that let you just annihilate the enemy with crazy OP fuzzy bunny lol

Edit: warfarm, now I c wut u did thar :D. This is true, very grindy game when it comes to resource gain

Edit 2:  I liek to use my Excalibur and use the 25 energy slide slash ability and watch my guy go *BLARRRRRRRRRRRRRRDGHHHHTTTTT* right through 10 enemies while they explode behind me :D

Edited by RedVan, February 08 2013 - 10:02 PM.


#15 Beemann

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Posted February 08 2013 - 09:58 PM

View PostRedVan, on February 08 2013 - 09:57 PM, said:

But yeah, I found warframe fun to dink around in, one of those games that let you just annihilate the enemy with crazy OP fuzzy bunny lol
THIS
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#16 Timber_Wolf

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Posted February 08 2013 - 09:59 PM

Hellfires:  Huzzah!  Love for me.
EDIT:  Also, yeah, better turning probably means more turning into walls.  Thffftp.

Mini-flak:  Meh, whatevs.

Upgrades:  Well, glad to know what actually is supposed to work, well, works.

Unlock:  It's only five matches, so whatever, but I don't understand the point.  Why lock missile assault, arguably the best mode, but not TDM, a mode that doesn't really promote good team play, and instead cuddle puddling.

Siege mode:  Great, fix camping by promoting camping.

Reticle:  Badly worded patch notes are badly worded.  You're making the experimental reticule standard?  You're removing the good reticule for a poorer one?  Explain plz.

Kill cams:  I'd prefer a "this is how you died" kill cam, not a "follow the person who just killed you" kill cam.  One helps you learn, one helps you feel rage and give away the enemy position.  Back-capping and things would be much harder.  To those saying "server side", I say, "what servers?"

Turn speed:  WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY?!
WHY?  No seriously, why?
If my mech has arms that move somewhat why can't I use them to aim?
I move even slower?
WHY?
Just, JUST WHY?!

Edited by Timber_Wolf, February 08 2013 - 10:01 PM.

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#17 Saturnine

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Posted February 08 2013 - 10:06 PM

View PostBeemann, on February 08 2013 - 09:46 PM, said:


Why make something bad worse? It shouldn't be part of the game in the first place

And if the kill cam is a real kill cam (IE shows you how you died) then it's fine, but the wording suggests that it lets you see what your opponent does AFTER you die, which is entirely unnecessary


Well that's kinda my point, more or less. I don't see how it's worse; it hasn't changed anything, really, as far as I can tell from what's being described. If it is a 'showing you how you died' thing, then fine! Existing 'problem' rectified and it allows for more transparency in game play. If not, then I already knew exactly what my opponent was doing in that time frame anyway, and in my experience all even that amounted to was 'I died at S2 and it's this dudes fault, I think there were 3 dudes there' anyway. I can't think of a time where my situational awareness was so poor that I wouldn't have known what the enemy was going to do/doing anyway, whether or not I saw where they went: tactical decisions tend to be pretty binary in most cases. They're on the point, they're not on the point, how many, whatever, is all information I know from being there and dying - not from the death cam that I normally zone out through anyway.

And now for something completely different: looking forward to ridiculous valentines day camos where I can paint my brawler in blindingly pink and white hearts, with heart shaped trail effects coming from my boosters. Hell yeah.

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#18 RedVan

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Posted February 08 2013 - 10:07 PM

View PostTimber_Wolf, on February 08 2013 - 09:59 PM, said:


Unlock:  It's only five matches, so whatever, but I don't understand the point.  Why lock missile assault, arguably the best mode, but not TDM, a mode that doesn't really promote good team play, and instead cuddle puddling.

After reading the notes, I'm guessing it is an idea to force players to learn the basics of the game mechanics before getting "overwhelmed" with the idea of needing to capture and defend particular objectives. That way you'll know your teammate in a MA game has played 5 games and thus should have a basic idea of how to boost in a straight line.

That's my guess at least. Using TDM as a "training ground".

That won't really fix anything though.

#19 Hilljack

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Posted February 08 2013 - 10:09 PM

Kill Cam: No more pitching tents and making s'mores while I steal kills snipe in DM I guess.
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#20 Incapacity

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Posted February 08 2013 - 10:11 PM

Why the fuzzy bunny was the accurate reticle removed? Some of us actually liked it way more and others will like a static reticule way more. Combining both is not going to please either crowd.
Further nerfing turn speed and adding a -kill cam- is not going to help Hawken get on its feet. Kill cams are fine in dumb shoot em ups on one-level maps where everyone's watching their back and not worrying about things during their respawn timer.

Thank you for fixing uptown jump pads, but why not increase their trigger radius? I miss jumps all the time because I'm just a hair to the left of the middle.

>Fixed clipping issues on wall in the Bazaar map.

Is this the fuzzy bunny at AA where you can be almost half a meter past the wall and still not shoot? It's all over Origin's bulky geometry too.

>Sound

I still think we should just get the alpha gameplay sounds back.

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Edited by Incapacity, February 08 2013 - 10:21 PM.

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