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April Update Patch Notes


April Update Patch Notes

Greetings pilots!

Soon we'll be releasing our April Update for HAWKEN. Aside from adding new camouflages, player emblems and cockpit customizations, we've also made significant economy adjustments. We increased the Meteor Credit cost for a few of our less expensive mechs while reducing the MC cost for all of our items. We adjusted the cost of all of our camouflages as well.

We also adjusted mech, weapon and ability balance in this patch. All changes will be discussed in their respective sections in the patch notes.

Below are the detailed patch notes for our April update. Enjoy!

Special Notices
  • Trying to buy emblems in the "Market > Feature" tabs gives a "No Compatible Mechs" error. This is a known issue and we will fix it in an upcoming patch.
    • Economy and Pilot/Mech Progression Changes
      • We made some significant changes in regards to the time spent leveling up your pilot. The total XP required to reach pilot level 30 has been cut in half. This change will cause many players to be granted pilot level 30 automatically, assuming they have met the new XP requirements.
      • Mech progression has also seen about an 8% XP reduction.
      • Price adjustments have been made to items, camos and certain mechs.
Features
  • Camouflages
    • All camouflages are now global. This means that if you purchase a camouflage, it will be unlocked for use on every mech you own. This also applies to camos you've already purchased.
    • Camouflages can now be applied to individual mech parts. This gives the player the ability to make each mech look interesting and unique.
    • The prices of all camos have been adjusted. Most camos have had their cost reduced, but a few have had a minor increase.

    • Developer's Note: We understand that these changes may not be ideal for certain players who have purchased the same camo on multiple mechs. Our intention is not to cheapen your purchase, but to enable our current customization options to be more flexible, fun and attractive to players. If you feel you have been negatively affected by this change, please reach out to ZamboniChaos via private message or email and we'll work with you to sort out your issue.
  • Weekly Mech Bundles
    • Bundles for each weekly test drive mech are now available. Like a mech that's on test drive_ Now you can purchase it fully equipped with items, internals and the alternate primary weapon unlocked.
    • Mech Bundles can be purchased two different ways:
      • On the Main Menu, on the Market > Deals page
      • On the post-match results screen, under "Test Drive" mechs
  • Co-Op Team Deathmatch
    • Co-Op Team Deathmatch has been added as a new game mode. Team up with 5 other players and battle bots with difficulty that scales to your group’s fitness score. XP and HC earnings are slightly reduced.
    • Co-Op TDM is a great mode for practicing new mechs, refining your skills and partying up with your friends to just relax and have fun.
    • Currently supported maps for Co-Op TDM include:
      • Wreckage
      • Facility
      • Bunker
      • Prosk
Mechs

Overall, Heavy Mechs are under performing. The ratios of speed and armor were not enough to overcome other disadvantages. In general, all Heavy mechs got a run speed increase and slight armor buff.
  • Brawler
    • Increased armor from 785 to 800
    • Increased run speed from 14.5 to 15 meters/sec
    • Increased MC price from 432 to 504
  • Reaper
    • Increased MC price from 432 to 504
  • Berserker
    • Decreased armor from 365 to 355

    • Developer's Note: The Berserker had a bit too much armor for a Light Mech. We wanted to reduce its ability to soak up damage since it already has high damage output.
  • Predator
    • Decreased boost speed from 32.24 to 30.8 meters/sec
    • Increased run speed from 18.5 to 19.5 meters/sec

    • Developer's Note: The Predator was slightly underpowered. We wanted to give him a bit more mobility while in Stalker Mode to allow him to find prey easier.
  • Assault
    • Decreased armor from 575 to 565
    • Increased MC price from 432 to 504

    • Developer's Note: We felt the Assault's armor was a little high, so we toned it down slightly.
  • Incinerator
    • Increased armor from 735 to 750
    • Increased run speed from 16.75 to 17.25 meters/sec
  • Grenadier
    • Increased armor from 725 to 740
    • Increased run speed from 16.5 to 17 meters/sec
  • Rocketeer
    • Increased armor from 710 to 730
    • Increased run speed from 15.5 to 16 meters/sec
  • Vanguard
    • Increased armor from 670 to 685
    • Increased run speed from 17 to 17.5 meters/sec
Weapons
  • EOC Predator
    • Decreased amount of active mines available from 10 to 8
    • Increased mine damage from 50 to 60

    • Developer's Note: These adjustments allows the Predator to set up traps faster and gives a slight increase in damage output.
  • Sub Machine Cannon
    • Decreased damage from 12.45 to 12

    • Developer's Note: We reduced the damage of the SMC slightly in order to bring it more in line with other weapons.
  • Corsair-KLA
    • Decreased refire rate from 3.75 to 2.75
    • Decreased MIRV projectile damage from 21 to 18
    • Decreased KLA projectile damage from 132 to 125

    • Developer's Note: The damage output is still there, but this reduces the burst potential of the Raider in exchange for a faster refire rate.
Items
  • HE Charge
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Hologram
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Repair Charge
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • Detonator
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • EMP
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • MG Turret
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • Rocket Turret
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Shield
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Portable Scanner
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • Radar Scrambler
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • Blockade
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • ISM Disruptor
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • Heat Charge
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
Abilities
  • Turret Mode (All)
    • You can now exit turret mode in the air. This should fix players getting stuck in turret mode in certain circumstances.
  • Mobile Turret(Vanguard)
    • Decreased extra damage received from behind from 50% to 20%
  • Fortified Turret (Brawler)
    • Decreased extra damage received from behind from 50% to 20%
  • Targeting Turret (Rocketeer)
    • Decreased extra damage received from behind from 50% to 20%
  • Artillery Turret (Grenadier)
    • Decreased extra damage received from behind from 30% to 20%

    • Developer's Note: Turret modes suffer a bit too much with the loss of mobility while in use. The increased damage from behind was also bit too excessive, but we also wanted to keep the element of strategy to flank and attack them from behind.
  • Stalker (Predator)
    • Increased run speed by 2 meters/sec when ability is active

    • Developer's Note: Added a slight run speed increase while Stalker is active to give the Predator more mobility while stalking his prey.
Game Modes
  • Co-Op
    • Co-Op Bot Destruction matches will no longer affect a pilot's global statistics.
Customizations
    NEW Cockpit Decorations
      Monkey Bobblehead

    • Skeleton Bobblehead
    NEW Pilot Emblems




    NEW Custom Reticles
      Driver X

    • Dual Boxes


    • Added blank reticle options
    NEW Camouflages
      Fatigue-Desert

    • Fatigue-Jungle


    • GRPL-SWRL

General Improvements
  • Added in-game bonus XP notifications for kills and assists. This can be turned off in the options menu.
  • When firing your own trace weapons, the tracer FX will play instantly on clients instead of waiting to be triggered by server.
  • Server status ticker added to menus and login window.
  • Added match length to post-match statistics.
  • Added a numerical scale for weapon statistics to the weapon statistic display.
  • On the garage/cosmetic screens, healing drones and taunts can be viewed by pressing their respective hotkeys.
Bugs Fixed
  • We implemented a potential fix for players getting stuck in the hangar post-death. Please let us know if you still experience this issue
  • Players will no longer join a server as the 7th player on a team with everyone flagged as enemies
  • Dying with the Composite Armor internal and respawning with a different mech no longer applies Composite Armor’s bonus
  • Fixed a bug where the Charge Beacon consumable wouldn't activate after dying in the middle of reviving another player
  • During combat training in VR Training, the player will respawn on death instead of being locked in the staging garage
  • Improved spawn collision detection for Co-Op Bot Destruction bosses
  • Spamming the ESC key while loading the post-match carousel will no longer cause the post-match UI to disappear
  • Fixed a bug with MMR not changing properly if player joined game in progress
  • Fixed a mech selection failure with Test Drive mechs in Co-Op Bot Destruction
  • Fixed collision issues on a number of maps that were causing Heavy mechs to become stuck while in turret mode
  • On Origin, fixed a spot where the floor would pop in and out of view on Low settings
  • Fixed a spot on Last Eco where players could get out of the map
  • Fixed a small hole on Last Eco where projectiles could be shot through
  • Fixed spots on Origin, Uptown and Wreckage that were allowing players to get out of the maps
  • Holograms will no longer produce a broken mech part instead of a mech image
  • Siege music no longer overlaps end game music
  • When switching Light mech arms in the garage, parts will do a blue grid wipe like other mech parts
  • Fixed a bug where alt-tabbing on full screen resulted in frame rate drop
  • Fixed a bug where pilots still connecting to a server triggered team switching
  • Fixed a bug where talking players wouldn’t be kicked for idling
  • Matches will now start as intended if there are pilots still connecting
  • Fixed a mech launch failure that occurred in Offline Team Deathmatch
  • Offline Team Deathmatch no longer shows a 4th mech on the player team with broken parts
  • The Bruiser's special ability no longer causes armor regeneration when being shot by enemy AI
  • If several pilots connecting fail to join and their spots are cleared, auto balancer now becomes active immediately



Back to HAWKEN News


216 Comments


OdinTheWise
Apr 22 2014 04:55 PM
first
fuzzy bunny

I like the speed increase for heavies, but I feel that lights will soon be overshadowed in most gameplay environments.  

C's are, arguably the most valuable mechs in competitive play, even before this update.  If heavies are going to continue to get buffs, then lights are eventually going to need some love.  The weapons raise delay still needs to go.  Ideally, I'd like to see a 400/600/800 hp system, as the current values feel a little too low.  

Great economy changes, but mobility and offensive play still needs some tweaking.  Lower the weapons raise delay, and many players will be happy.
aw no new mech_  :(

Superkamikazee
Apr 22 2014 05:06 PM
Damn that's a lot of big updates. For as much fuzzy bunny I give you guys, that's some good work. Let's see how it plays out in the wild.
Posted Image

Hijinks_The_Turtle
Apr 22 2014 05:06 PM
Waaait!  What the HC prices of the items/internals/weapons_  Those are still pretty expensive!  6k just for a weapon that a person might not like_  It's not really worth it if you can't get used to the weapon.  Also, the less expensive mechs are half the cost of the weapons.  How is that right_

Other than that, I like the update.
HAPPY DAY!
omg global skins!!!!!!!!
Nice notes, but did I miss something, or is there no announced date for all these glorious changes_

View Post[HWK]ZamboniChaos, on April 22 2014 - 04:54 PM, said:

Weapons
  • EOC Predator
    • Decreased amount of active mines available from 10 to 8
    • Increased mine damage from 50 to 60
    • Developer's Note: These adjustments allows the Predator to set up traps faster and gives a slight increase in damage output.
Umm I dont want to be that guy but . . .
50 damage per mine x 10 mines = 500
60 damage per mine x 8 mines = 480

Sure this will be great sustained fire, and yea its not alot of lost damage either but for the 6+ mine trap isnt this a nerf_
I've never thought of the predator as a sustained fire mech and 2/3 of its weapons support that so why nerf its hide-and-seek playstyle_
The globalization of skins... I approve!
Tech still needs to be more durable than wet toilet paper.
My head exploded from happiness when I read the camouflage changes.
Too many nice things to say yes to...

but I have to say the new emblems look amazing =)

View PostOrbitald, on April 22 2014 - 05:12 PM, said:

View Post[HWK]ZamboniChaos, on April 22 2014 - 04:54 PM, said:

Weapons
  • EOC Predator
    • Decreased amount of active mines available from 10 to 8

    • Increased mine damage from 50 to 60

    • Developer's Note: These adjustments allows the Predator to set up traps faster and gives a slight increase in damage output.
Umm I dont want to be that guy but . . .
50 damage per mine x 10 mines = 500
60 damage per mine x 8 mines = 480

Sure this will be great sustained fire, and yea its not alot of lost damage either but for the 6+ mine trap isnt this a nerf_
I've never thought of the predator as a sustained fire mech and 2/3 of its weapons support that so why nerf its hide-and-seek playstyle_

Posted Image

Do you know what this means_  The predator has received a buff to its direct-engagement viability (its largest weakness at the moment).

The occasional 500 damage trap was as unreliable as it was ludicrous.  These changes are good.

[HWK]ZamboniChaos
Apr 22 2014 05:18 PM

View Postbkcat1, on April 22 2014 - 05:13 PM, said:

The globalization of skins... I approve!

I should probably emphasize something just in case people might be confused. We did NOT make chassis art global since those are unique mech parts. Only camouflages were made global.

thelonelychild
Apr 22 2014 05:18 PM
Global camo system_ Ability to put diffrent camos on diffrent parts_ I think I just had a stroke caused by happyness

View PostXacius, on April 22 2014 - 05:03 PM, said:

fuzzy bunny

I like the speed increase for heavies, but I feel that lights will soon be overshadowed in most gameplay environments.  

C's are, arguably the most valuable mechs in competitive play, even before this update.  If heavies are going to continue to get buffs, then lights are eventually going to need some love.  The weapons raise delay still needs to go.  Ideally, I'd like to see a 400/600/800 hp system, as the current values feel a little too low.  

Great changes, but mobility and offensive play still needs some tweaking.  Lower the weapons raise delay, and many players will be happy.

I think it would be better to adjust the radar and make it less godly than to change the raise weapon option. Just my opinion on that. As the sole reason the glitch was really useful was to catch ppl around corners that knew you were coming. So you could even the chances of an even fight. So why not instead make it less likely to see someone on radar around the corner.. I think being more blind and having to know where things are going on and using the "enemy spotted" option is a better way to go.

But I absolutely worry about A classes more after the buff to Cs. As I too understand how powerful they are in good hands. I am not sold on the issue is them under performing and more on people not liking the slow style of the mech itself. It requires a different type of awareness than the A class mechs and it can seem less fun because you cannot get around as quickly.

PlagueDoctor
Apr 22 2014 05:29 PM
Yay predator buffs and raider nerfs! Don't know how I feel about C buffs. Don't really care about Camo stuff, but oh well. Totally gonna get some spacebux for that skeleton bobblehead.

View PostAkrium, on April 22 2014 - 05:23 PM, said:

View PostXacius, on April 22 2014 - 05:03 PM, said:

fuzzy bunny

I like the speed increase for heavies, but I feel that lights will soon be overshadowed in most gameplay environments.  

C's are, arguably the most valuable mechs in competitive play, even before this update.  If heavies are going to continue to get buffs, then lights are eventually going to need some love.  The weapons raise delay still needs to go.  Ideally, I'd like to see a 400/600/800 hp system, as the current values feel a little too low.  

Great changes, but mobility and offensive play still needs some tweaking.  Lower the weapons raise delay, and many players will be happy.

I think it would be better to adjust the radar and make it less godly than to change the raise weapon option. Just my opinion on that. As the sole reason the glitch was really useful was to catch ppl around corners that knew you were coming. So you could even the chances of an even fight. So why not instead make it less likely to see someone on radar around the corner.. I think being more blind and having to know where things are going on and using the "enemy spotted" option is a better way to go.

Great points.  Maybe removing boosting from radar is the fix_  Honestly, that'd be a hell of a lot more fun.  The nature of the radar, coupled with proper TOW/GL followup, makes defensive play so fuzzy bunny ridiculous it's not even funny.  The portable scanner would definitely have to be changed as well at that point.
Universal and multiple camos_ In my Hawken_ Oh boy oh boy oh boy

Hijinks_The_Turtle
Apr 22 2014 05:35 PM

View PostTheVulong, on April 22 2014 - 05:34 PM, said:

Universal and multiple camos_ In my Hawken_ Oh boy oh boy oh boy

Since when this was 'your' Hawken_  :P   I thought it was everyone's Hawken!
when will this be implemented_

View Postfeltpen_46, on April 22 2014 - 05:37 PM, said:

when will this be implemented_
In April.
I can have other skins alongside heart boxers. Cool...

I don't know how to feel about a 3.63% nerf to smg damage lol.

Audible_Silence
Apr 22 2014 05:39 PM
Incinerator
  • Increased armor from 735 to 750
  • Increased run speed from 16.75 to 17.25 meters/sec
WOOHOO!!!!  I JUST STARTED USING THIS GUY AND I LOVE HIM!! but he did feel slow compared to the brawler... which i hated but was trying to grind out...

but seriousl...  GLOBAL SKINS!!!!!! its only been over a year of requesting this. so happy.