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Basic Guide + DOs and DONTs of Siege.


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#1 Alastor_Crow

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Posted March 08 2013 - 02:40 AM

BASIC GUIDE + DOs and DONTs of SIEGE


With the sudden increase in available mechs and items to purchase, more people are drawn to Siege because of the higher earnings and EXP gain. However, a lot of new players find themselves either fretting on how to play the game mode and some just wander off on their own. This is a common occurrence which can be easily remedied by reading up on the objectives. However, even after some players have learned the basic objectives of Siege, a lot of them still end up being completely dominated and that's where the Dos and Don'ts come to play. Ever been annoyed by that one team mate telling you to head to the Anti-Air (AA) when all you want to do is fire your guns and pilot your awesome mech? No idea what Siege entails? Are you constantly being annoyed by players telling you what to do and where to go when all you really want to do is collect some Energy Units (EU) instead of defending the AA? Do you find shooting the ship down with your rifle and TOW rockets to be a better option than going to the AA? If so, you're most likely someone who could benefit from reading basic siege strategy.

Siege games depend as much on teamwork and coordination as it does on individual player skills. Yes, we all know collecting EXP by delivering EU is pretty neat but so is defending the Anti-Air..you know, that thing that shoots down battleships in no time? Not only will your team mates love you for it, you'll also earn exp much faster by defending it - much faster than simply delivering EU or going on solo skirmish missions into enemy territory (these are also important of course but you have to learn to prioritize your actions if you want to do better). Sometimes you just have to pay more attention to what your team and the opponent's team is doing instead of just your own; Siege is not played the same way as Team Death Match and it certainly is far from Death Match.

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(Glorious and apparently very expensive Battleship of Hawken)

Goal of Siege:
The main goal of siege is to get your battleship to the enemy's base and destroy it. Each base starts with 3000 HP and this number can only be brought down by your battleship. Killing your opponents alone won't affect it at all.To launch your ship, you have to collect EU from the EU Tree (AKA E1/E2)  or dead opponents who drop their EU load upon exploding into bits. You can find info about the amount of EU you have on the lower left side of your dashboard. You will also see a "pop-up" display on your screen whenever you collect EU.

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(EU collection in progress)

After collecting EU, you can drop off it off into 1 of the pods in your base by pressing the "Utilize" button while standing next to it (It's usually bound to "E"). You will receive EXP based directly on the amount of EU you delivered so if you give 150 EU, you get 150 EXP. Once your ship launches, it's your team's job to ensure that it reaches enemy base in one piece and if possible, in top condition. To do this, you have to make sure you have control of the anti-air. This is the circular bunker in the middle of the map. Once in control of it, the AA will launch missiles to attack your opponent's ship as long as it's in the air so you definitely don't want the enemies to have it for 2 mail reasons, you want to destroy their ship and you don't want the AA to shoot down yours. Players can also shoot down the ship using their own weapons but this is much less efficient and more time-consuming than simply firing Anti-Air rockets so it's a last-resort option. Whichever team gets their opponent's base HP to 0 first, wins the match.

How and When to collect EU:
EU is generated from two points in Siege (E1 and E2). Having more people stand around it means EU gets distributed much slower. Every mech has a different default EU capacity and it's very helpful to know a little bit of math when doing this to prevent wasting manpower. Class A mechs generally carry 150, B carries 200, and C has 250 limit by default. These can be increased via mech customization but that's a topic for another time. The bar on the top area of your screen shows a handful of things regarding Siege gameplay. The white number shows the amount of EU needed to launch your ship and the red shows your enemy's. If you see the number at 130 and the Class A mech next to you starts to dash back to your base to deliver EU, that's your cue to dash to the AA and if no one says it yet, remind your team mates to head there since the ship will be launching soon. This would prevent your opponents from easily taking over the area and laying waste to the precious battleship you just launched.

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(Green glow is EU dropped by fallen mech both from enemies and allies)

Taking/Defending the AA:
When people type in AA or "go to the AA", it usually means you have to start taking control of the area to either defend your own ship or destroy your opponent's. To "take AA", you have to be standing within the bunker's proximity to be included in the Team count (this can be found on the right side of the screen once AA occupation battle begins). You can stand outside of the AA, next to the wall and still be counted as long as you're inside that blue circle around it. Your presence there will not only increase the count but it also serves as a way to deter your enemies from entering it. Being 300 meters away shooting at your opponents only means they get to play peekaboo with you while their ship heads towards your base and your's gets blown off the sky.  Why is that? Because if you engage in this type of long-range crossfire, chances are you and your opponents can negate the damage by simply hiding behind cover and hence, no one dies. The only problem is while you're standing on a pretty but useless patch of soil, they're standing inside the AA circle. Get it?

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(Opponents occupying the Anti-Air bunker in Origin map)

Now imagine if the sides were reversed. What if you have control of the AA and your opponents are playing the invaders: your priority is to 1) keep enemies from getting inside the AA zone by use of area denial weapons and tactics and 2) eliminate any opponent inside or trying to get inside the AA. What you don't do is leave your post and go after individual enemies, leaving the AA defenseless or with less defenders. Get your opponents to play peekaboo with you while you have control of the AA rather than risk dying and getting run over.

Other tactics your team can use to invade or defend:
-Flanking: SNEAKING (keyword) behind the enemy's defense line to break their ranks and give your team an opening for a rush attack.
-Sniper posts: Good SS players come in very handy during siege battles. They keep people from going into vital areas and punish them severely if they do. They can take out the deadliest player on the other team, kill fat turret mechs inside the AA, get rid of mechs guarding AA entrances and so on. The key isn't just accuracy, it's also positioning. That and the psychological strain it puts on your opponent ("Can't go there! There's a sniper guarding it!")
-Brawler Turret Mode inside or above AA can go a long way with a good wingman to help out. Because of the auto-repair ability while in turret (tank) mode, they can attract the attention of the incoming enemies while shooting back and the other guy finishes them off from the side.
-Hellfire Rockets (Rocketeer/Bruiser) in the AA can control wide areas by launching rockets at anyone who tries to rush in. Very effective in open fields -- same tactic as the SS.
-EOC pucks: questionable ethics but very effective. Due to the recent buff in explosive EOC puck damage, they can now be spammed into tactical choke points and man, I feel sorry for whoever steps on them.
-Launching your ship right before the enemy BS reaches your base is a last resort option to delay its advancement. You basically sacrifice one of your ships to buy some time to shoot down the ship by yourselves or maybe take over the AA. You can also collect the EU that drops from the explosion of both ships to be delivered to your own base (credit: Spliff_Craven)
-There is a panel at the back of each base that you can use to switch mechs without being blown up first. To access it, you have to press the "Use" key (default: E).

Now that you're armed with the basic knowledge in Siege warfare, use it well in battle and you shall move closer to VICTORY!
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If anyone has more information and tips, let me know and I might add it to the original post. Thanks for reading.
Also, Black Steel Brotherhood represent! Posted Image

Edited by Alastor_Crow, March 21 2013 - 02:55 PM.

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#2 davek1979

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Posted March 08 2013 - 03:06 AM

I would add 2 things:

1, the "go AA" reminder has to be used carefully. I saw rookies abandoning crucial last EU delivery beelining for AA getting killed which cost the team EU, time and most importantly COMBAT INITIATIVE. I propose "deliver remaining EU and go AA", but that of course is a matter of who's on team.

2, emphasize AA defense by proactively seeking out nearby mechs that are repairing. Usually a good aimed detonator will quickly teach them to find a better place to repair than behind the walls of contested AA.
"Mega-damage is systematically dismantling this game." - waftycrank. QFT. (http://community.pla...er/#entry224885)
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]

#3 Alastor_Crow

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Posted March 08 2013 - 03:11 AM

Good communication is crucial in Siege games based on experience. That and good morale which might be hard to come by if you see your team doing all the things they shouldn't be doing (which is why I made this thread instead of complaining about it again). Some of the people on my friendlist use a "clockface" form of communication to focus-fire on enemies. 12'o'clock is always the direction facing enemy base. We say things like "SS at 11, swat it down" or "almost dead at 12 and repairing".

Edited by Alastor_Crow, March 08 2013 - 03:11 AM.

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#4 davek1979

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Posted March 08 2013 - 03:24 AM

Forgot to say the most important part - very good guide, thanks for compiling it!
"Mega-damage is systematically dismantling this game." - waftycrank. QFT. (http://community.pla...er/#entry224885)
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]

#5 srmojuze

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Posted March 08 2013 - 03:30 AM

I didn't see this posted AFAIK... Teams must be able to ABANDON the AA at ONLY the RIGHT time... This is when the enemy battleship is very close to your base and taking or defending the AA is decidedly hopeless.

DON'T JUST STAND THERE LIKE A FOOL, please return to the base and SHOOT THE ENEMY BATTLESHIP.

If you'll excuse my comments in CAPS, it is because we all have been in far too many Siege games where teammates are either prancing around trying to get kills in random parts of the map, or HOPELESSLY trying to take/defend the AA while the enemy battleship is slamming your base down 2,000 points to 1,000 points, to BOOM!, etc.

Shooting the enemy battleship effectively at the right moment is the DIFFERENCE between Game Over and One More Chance To Win.

Plus dat feeling when your base is down to 100 points or less, you destroy the enemy battleship, then go on to win the very next battleship launch... Priceless.

Edited by srmojuze, March 08 2013 - 03:35 AM.


#6 davek1979

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Posted March 08 2013 - 03:41 AM

I witnessed a team to drop the enemy from 3000 to 0 while they were at 39 base health the whole time. 39. Enemy ship never arrived. Just goes to show how important it is to seize and hold that bloody AA.
"Mega-damage is systematically dismantling this game." - waftycrank. QFT. (http://community.pla...er/#entry224885)
[font=play, helvetica, arial, sans-serif]If we spread out, we die.[/font]
[font=play, helvetica, arial, sans-serif]If we stick together, we die together. (in memory of f_error, gone, but not forgotten)[/font]

#7 Houruck

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Posted March 08 2013 - 04:06 AM

View PostAlastor_Crow, on March 08 2013 - 02:40 AM, said:

-Flanking: SNEAKING (keyword) behind the enemy's defense line to break their ranks and give your team an opening for a rush attack.
Can not sufficiently stress how important this is!
As you can see on the 4th image most of the pilots try to attack only frontwise and without cooperation. A good pilot can cause big surprise by himself with flanking (especially if the enemy is repairing at the back) but coordinating this is a really good tactic.


View PostAlastor_Crow, on March 08 2013 - 02:40 AM, said:

-Sniper posts: Good SS players come in very handy during siege battles. They keep people from going into vital areas and punish them severely if they do. They can take out the deadliest player on the other team, kill fat turret mechs inside the AA, get rid of mechs guarding AA entrances and so on. The key isn't just accuracy, it's also positioning. That and the psychological strain it puts on your opponent ("Can't go there! There's a sniper guarding it!")
I need to add this: Do not play Rambo with a Sharpshooter, but also please do not camp far away! Every Mech counts inside AA.

Edited by Houruck, March 08 2013 - 04:06 AM.

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#8 Bea5t

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Posted March 08 2013 - 04:29 AM

For the 1st eu run 3 people are enough to deliver energy, the rest should go and try to distract the enemy team. After the first BS were shot down it is very recommended to only sent 1 or 2 mechs out for energy, the rest should stay at the aa. If the enemy need <250 EU, stay at the darn AA. I lost a non negligible number of games, because of this!

Advanced tips:
  • place a SS on the bridge under the aa in Origin, you can shoot both eu points from there.
  • if you are only doing suicidal runs on the aa, you're doing it wrong. Try to coordinate your teammates and start a simultanious attack from many sides.
  • use the bridge under the aa in Origin for sneaking behind the aa and land a tow+det on the mechs repairing there
  • don't use the front tunnel to engage the aa in Bazaar, when the aa is taken by 3+ enemies, the right one is much more open, also think about hitting them from behind
  • communicate about snipers
  • if you died e.g. on top of the aa and you got your opponent down to 30 health and he is repairing on top of the aa, tell your teammates, they will be thankfull for the easy kill

Edited by Bea5t, March 08 2013 - 04:39 AM.


#9 Alastor_Crow

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Posted March 08 2013 - 08:45 AM

Thanks for the input guys. The sniper on the bridge tactic for origin is very effective but in general, positioning for optimal view is what make a the SS viable in siege. As for going for the last resort option of shooting down enemy ship, good communication is the only way to make it work. The problem with siege is when your team gives you no feedback and does their own thing. Besides, the only way to retake anti air is through coordinated aggression. That means occupying the area at roughly the same time after someone gives your group an opening. The usual bombardment of bullets and rockets will only lead to a stale crossfire

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#10 ArnieF4440

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Posted March 08 2013 - 05:00 PM

Nice thread mate, added it to the Hawken Tips and Tricks thread's useful threads list :)

Also, I've got some Siege tips there :)
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#11 Alastor_Crow

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Posted March 08 2013 - 05:06 PM

Thanks  :D

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#12 Sethendal

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Posted March 12 2013 - 09:24 AM

Thanks for putting this together.  Really helpful for a newbie like myself as I was playing Siege just last night and was immediately made aware I had no idea what I should be doing to best contribute to the team.  As mentioned, I spent a good portion trying to potshot the opposing team off of the AA (unsuccessfully).

It's interesting how common-sense is forgotten in these situations from a personal point of view as I realized after reading this, I was trying too hard to solo-re-take the AA instead of the more sensible/tactical path of pairing with my team in a more organized fashion.

At any rate, these guides are incredibly helpful for new pilots so the contribution is much appreciated!

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#13 Blentech_Blender

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Posted March 12 2013 - 09:52 AM

A lot of player confuse Siege with TDM where avoiding to die is really important.

I see a lot of very skill player just hang back and let there team loose because there K/D ratio is too important for them to get in there and do has much damage has they can to the defender so that the rest of there team have a chance to finish them off.
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#14 Alastor_Crow

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Posted March 12 2013 - 10:04 AM

View PostBlentech_Blender, on March 12 2013 - 09:52 AM, said:

A lot of player confuse Siege with TDM where avoiding to die is really important.

I see a lot of very skill player just hang back and let there team loose because there K/D ratio is too important for them to get in there and do has much damage has they can to the defender so that the rest of there team have a chance to finish them off.

The problem is that you can't have everyone in the team playing a support role, which is exactly what hanging back shooting from a distance is. Leave the role to a good sniper in a decent (or optimal) position and the entire team should rush ahead as a unit. There's many ways to do it and it usually starts with 1 player breaking through enemy lines from either a bumrush or a flanking position. The factor that decides if it was worth the risk is if your team mates acknowledge the fact that there's now an opening and follow through.

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#15 hendman

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Posted March 12 2013 - 10:34 AM

Sometimes it is usefull to change the team composition. Of course people want to lvl their mechs, but when your team needs a different kind of mech in its ranks, do not be afraid to change mech.

#16 Titanus

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Posted March 12 2013 - 01:37 PM

haha, the best is watching almost an entire team make a bee line for EU collection AFTER the enemy ship is close to the AA.  rage quit weighs heavy on my mind at that point
this thread is now potatoes

#17 MartyFriedman

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Posted March 12 2013 - 02:52 PM

The amount of times I've lost  without making much of a dent in the enemies base is on par with the amount of matches I've unsuccessfully tried to convince my team to take, stay at, and hold the AA.  They'll either scatter once the ship is down and think that we need 5 people getting EU, or stay behind lines baseraping them and getting killed in the process.  Then when the other team launches a ship and 4 people are huddled around 1 EU tree with one on his way to drop off I get smacked down by about 4 people. Then, while me and 1, maybe 2 others will try and take it on our own, the non-sniping mechs will try and take potshots, especially the non-HEAT scouts and the grens that lob over walls hoping they'll hit something.
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#18 SilentJacket

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Posted March 12 2013 - 02:56 PM

-Flanking: SNEAKING (keyword) behind the enemy's defense line to break their ranks and give your team an opening for a rush attack.

^^^this

nothing is more terrifying than having mechs come from everywhere, flanking someone is a great way to take an AA, even if the other team has a firm grip on it

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#19 Sicarius_X

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Posted March 12 2013 - 03:04 PM

I really really like to sit on the AA for the majority of the time if I am playing a C-class choke denial mech. The EoC rocketeer right now is very very good at doing this. Providing a very long range point denial it allows you to defend the AA for the majority of a match. I feel that having at least one mech here for the duration of the match really improves the chance of winning.

#20 Aerodefense

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Posted March 17 2013 - 07:06 AM

Nice thread here (:

Would you guys recommend to use a C-Class mech in Siege... it can hold a lot of EU + it's a nice tank to defend the AA.

Which Class/Mech is probably the best for siege mode?
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