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The Weapon Suggestion Thread!


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#821 Sadistic_Dentist

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Posted March 26 2014 - 08:40 AM

Implosive Projectile Launcher

This weapon has shooting mechanics the same as a grenade launcher. However, when you shoot a projectile, it does not explode, it implodes, pulling things and enemy mechs into the epicentre and dealing damage. The more enemy mechs are in the area of this effect, the more damage they get as they collide during the implosion.
Implosive Projectile Launcher deals high damage but has relatively low rate of fire and it overheats quickly.

Edited by Sadistic_Dentist, March 27 2014 - 09:41 AM.

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#822 V_ExorcisT

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Posted March 27 2014 - 10:07 AM

View PostHadronVictorioso, on March 11 2014 - 11:34 AM, said:

Didn't the devs say they would NEVER put in energy weapons_
Uhm... no_ :) So fast to write posts like this without giving any reference, not good...
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#823 Lt_Cheesewallace

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Posted March 27 2014 - 08:36 PM

Rocket Fist(s)
A weapon usable as Pirmary, Secondary or Both! Mainly melee but as it is used it gathers heat (as any weapon does) but when you are fully overheated the heat bars blink and the next time that you use the weapon, the fist(s) detach and launch away acting as a rocket and causing respectable damage to the mech hit and or within the explosion radius. When the heat bars drain and your weapon has cooled, your fists return to your arms and you are ready to beat the fuzzy bunny out of mechs once again.

#824 Lt_Cheesewallace

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Posted March 27 2014 - 09:52 PM

DDoS Grenade
A grenade similar to the EMP, but instead of just disabling the mech for a small amount of time, it completely overloads the system of the mech to the point where the pilot has no control anymore and  will have to wait to be killed. However, for this grenade to work, it must come in direct contact with the mech and has no effect radius except for the mech it is currently touching, if it does not come into contact with a mech it just simply fizzles out and no one ever even knows that something was launced. This grenade can also affect friendlies as well as the player that launched it.

#825 Sadistic_Dentist

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Posted March 28 2014 - 05:28 AM

I like that DDoS idea, but I think DDoS grenade should be in item suggestions thread.
WoT: P2W, NEVER MOOOOREEEE!!!
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MWO: P2W, movement is fuzzybunnied up
HAWKEN: Great game, but crashes sometimes

#826 Loklov_Krein_Rah

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Posted March 28 2014 - 12:28 PM

We have been discussing the short comings of the Predator Mech, and the most reoccurring theme gamers want to see is that the EOC-Predator needs to have a charge ability that lays down multiple mines all at once.

https://community.pl...or/page__st__40
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#827 ClonyCommander

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Posted March 29 2014 - 04:39 AM

There is a chance to really see artillery mechs_ I know that we already have the sniper classes for long range assassinations and even grenadier for explosive area denial but i really feel need for a long range, moderate arc trajectory, explosive ordnance dedicated artilery vehicle with a big cannon model and a huge shot sound an recoil. In my conception, it would be like this:

(this weapon should be mounted on a class C-Heavy mech, suposing that it have big recoil and need apropriated aiming systems. It requires that the mech enters turret mode to operate the long range, heavy cannon mode.)

Exodus 120mm (secondary weapon):
An obsolet-yet-dangerous device, it fires low-powered sabot amunition until the mech engages turret mode. Then, it becomes a high explosive, long range cannon to provide objective supression and consistent artillery barrage. Besides having a long recharge time and an massive recoil, it can deliver a deadly punch to positions overcrowded with enemies.

Secondary function (mid mouse button): deploy an artillery-type aiming screen, with marks to calculate the trajectory arc from the shot.

With this conception, this mech would have the greatest damage output from range but, as a counterbalance, it won't have power to defend themselves from close ranged threats (like the Raider, Scout or even the melee mechs that were sugested) as its primary weapon ( 1) flak cannon, 2) smg, 3) assault rifle) would be the only gun with consistent damage in close quarters. It makes the use of this mech much more strategic than just "take it to the fight and blow sh*t up", as it requires allied support for defense and repairs (giving an solid field need for the Tecnician mech) and makes a primary target to enemy assassins. It's a crude idea but, with some support, it would take the strategy level from this game to the stars!  :D

#828 GuardianPhoenix

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Posted March 29 2014 - 06:20 PM

View PostClonyCommander, on March 29 2014 - 04:39 AM, said:

-snip-

It sounds like a heavily modified grenadier o_o


#829 ClonyCommander

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Posted March 30 2014 - 12:22 PM

It's meant to be a artillery indeed but with his supremacy focused on long range fights (Bazaar, Prosk, Frontline, etc) and near useless in close quarters. In fact, it may require some new mechanics but, in crude comparison with others, it's relatively easy to develop. The grenadier is (attested by me) more than capable to hold his ground even against close enemies, sucking when it comes to long range engagements. This pototype has a single shot (much more like any howitzer from our era) with a not-so-curved flying trajectory and moderate speed (perhaps a bit more faster than a tow missile) and a well-visible tracer for aim correction and, of course, identification of the shooter's position. The big cooldown (like 6 - 7 seconds) acts like a balance measure, giving the shooter the responsibility to know the right time to launch the shell, for a kill or even just an assist, because, during this time, it will be a siting duck for any close range atacker until it has his next shell loads. In the two most extreme scenarios, it would have either the highest score, as it sustained big damage to enemies, killing them or assisting the team, or it would have miserably failed, as it used his shots without purpose, won't had safe firing positions and got caught by enemies often. It's a fifty-fifty situation.

Edited by ClonyCommander, March 30 2014 - 01:05 PM.


#830 rockmonstr

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Posted March 31 2014 - 04:56 PM

Railguns for heavy type and snipers!

#831 mortalrecoil

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Posted April 01 2014 - 03:52 PM

Honeycomb missile launcher. Mounted as a secondary wrapping around the outside of the arm. Straight firing missiles with no lock on. Primary fire would be a staggered release top to bottom_ Secondary fire would release them all at once. It would be interesting to see them on an A type or B type.

#832 Zycat

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Posted April 03 2014 - 12:01 AM

Surefire Missiles (A Hellfire rework perhaps_)

Lock on similar to Hellfire with less initial lock-on time BUT only fires one missile per lock. The player have to keep the enemy on reticle to increase number of missiles launched. Maximum of 8 lock ons, with 0.25 seconds between additional lock ons. Also it is possible to lock onto multiple targets but you have to keep them all on your Line of Sight & Reticle.

#833 solo64

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Posted April 03 2014 - 06:22 AM

View Postrockmonstr, on March 31 2014 - 04:56 PM, said:

Railguns for heavy type and snipers!
Do you think an SS can withstand the recoil of such a weapon_

Personally, I'd like to see a Metal Storm, just for the fuzzy bunny of it. A weapon with disgusting RoF, aim like a stormtrooper and builds heat faster than a female teenager on viagra.

#834 VegasCrest

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Posted April 03 2014 - 01:32 PM

-I would like to see rocket pods attached to the mech's upper (head) part for medium mechs. It would give some more firepower, but would also slow down your mech. It would start out at about 2 or 4 rockets, then upgradable from there with more power and up to about 6 rockets (still thinking about how much damage it would do and how much speed you would lose adding it to your mech(s). I would have it as an add on to your mech and upgradable. What do ya think_ Too OP_-   ~Vega

#835 Zilph

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Posted April 08 2014 - 04:39 AM

Secondary: Burstfire rifle. (Or Burstfire cannon, since even a submachine gun is referred to as the submachine cannon). For Assault or similar mechs.

The burstfire rifle. A right click delivers a quick three-round burst. While using your automatic primary to aim directly at a target and dampen down their health, the burstfire rifle delivers a blow at the same velocity as any other bullet-based primary, of course, with the delay that secondaries have between shots. To compensate for the fact that the damage gets there as fast as bullets (compared to a Tow which has travel time), the damage is slightly lowered compared to the Tow. This gives a similar style to the G2 Assault's "Cross-hairs on the target at all times" gameplay feel and mixes it with the standard Assault's capability to deliver a burst of damage with the Tow secondary and dodge back into cover.

I was playing between Assault and the G2 Assault lately and I've noticed what could be a viable secondary compared to the Tow rocket for the Assault, possibly fitting its style a little more. Not to say that the Tow is bad, I just thought of this alternative. Suggestions forum for suggestions, after all.

The G2 has no 'burst' so to speak. It needs to keep consistent fire for damage. It can't move out of cover, drop a Tow, then dodge back into cover. But frankly, I love the G2 in the sense that it FEELS like an Assault mech should. Sustained and consistent fire on a target, aiming right on them throughout the fight.

The Assault, on the other hand, has what I described above. The ability to toss a Tow out for some burst damage and then dodge back to cover. Though during a fight, you need to stop hitting them with your primary momentarily to shoot a Tow ahead of them. There's nothing wrong with this, it's fine... But I saw what I enjoyed about the G2, that idea of keeping your sights firmly locked onto a target, and worked it into a secondary. Perhaps a little easier for beginners_

With the hundreds of replies to this topic, I doubt my suggestion would be seen in a million years... Heck, it's probably already been suggested, but I doubt I'll find it in this thread.

Edited by Zilph, April 08 2014 - 05:02 AM.


#836 Loklov_Krein_Rah

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Posted April 08 2014 - 06:47 PM

Magnetic cluster mortars. Single fire. Mortars lock on clusters are magnetic.

Also, bombarding mortars. Charge up let 5 mortars fly for that WWII artillery feel.
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#837 Granddaddypurp

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Posted April 10 2014 - 06:53 AM

Yes please add laser an plasma weapons an more missile weapons

#838 GuardianPhoenix

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Posted April 10 2014 - 11:11 AM

View Postsolo64, on April 03 2014 - 06:22 AM, said:

View Postrockmonstr, on March 31 2014 - 04:56 PM, said:

Railguns for heavy type and snipers!
Do you think an SS can withstand the recoil of such a weapon_

Personally, I'd like to see a Metal Storm, just for the fuzzy bunny of it. A weapon with disgusting RoF, aim like a stormtrooper and builds heat faster than a female teenager on viagra.

Flak Cannon on Scout.
Grenade Launcher on (insert A class here).
Sabot on Reaper(_).

In the games current weapon model, you can't even dare bring up mechs not being able to withstand recoils 'n' fuzzy bunny, particularly when most if not all of the A classes share the (sometimes "heavy") weapons from B and C classes.

Edited by GuardianPhoenix, April 10 2014 - 11:12 AM.


#839 MarNoahCus

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Posted April 10 2014 - 11:38 PM

View PostAshfire908, on May 15 2011 - 10:49 PM, said:

This is all I have in the master list at the moment. Might as well add it to here. Plasma/Energy Weapons

"Just as the title says, would be fun to have some lasers, PPC (mechwarrior term), plasma cannon and other similar weapons"
There's not much more to the topic (just one more post), and it's from the 29th of April.

I love plasma weapons. I was and still am a huge fan of the mechwarrior series. So Plasma weapons would be awesome.

Another weapon i would like to see would be a sort of Ionblaster. It could look a little like this:

CackleCrackler: Secondary weapon, Very slow ROF, very low DMG, little splash, Slow projectile speed, moderate to high heat generation, blueish "electric" charging effect while firing, High Recoil, slowly immobilizes hit targets (slows them down) and upon 4 hits within say 10 sec. autoreboots targets systems.

I am well aware that such a weapon would have many haters, but i think it would have a right in the game as it would be awesome for offensive support and would fit well on a completely new Mech that could take the role as a "precision siegebreaker" It's drawbacks ofc would have to be substantial. I would still be using such a weapon however in team or siege and missile games.

Another fun weapon could be a sort of HPPC

HighPoweredPlasmaCannon:

Primary weapon, Moderate to low ROF, Moderate to high dmg, high splash, moderate to slow projectile speed, low accuracy, High range, moderate to high heat generation, Greenish or sort of purpleish charging effect, high recoil. As a plasma cannon this would fit well on a siegebreaker and could be something like a slow firing artillery weapon. Could be paired with the above mentioned secondary. Ofc such a weapon should have substantial drawbacks. I would still love to see it somehow.

Hawken is very much based on kinetic projectile weapons and as such most of its weapons are weapons that remind us of todays actual weapons. Plasma weapons ofc would be "next generation" but if you made the drawbacks to them high enough they could very well be justified. If you put them on a highly specialized Mech that has a similar role to the Rocketeer or the grenadier. I would definately see it on a C-class Mech. Big Bulky and Powerfull. But also sluggish and slow like your grandma...

As to stats by numbers... well the numbers would have to be crunched, but i don't have enough experience with the game as of yet to actually put a number on base dmg and ROF etc. They would more than likely be way off compared to actual existing Hawken weaponry. This is why i just did a sort of brainstorm.

I would love to see "new" Weapons in Hawken that would add a little more "Flash" Even if that would likely put more strain on hardware required to run the game. But Hawken is a bout titan mech's that fight a war on a remote planet in a very remote solar system.... Pretty sci-fi... Why not use Sci-fi weaponry_ Makes sense to me...

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#840 MarNoahCus

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Posted April 10 2014 - 11:43 PM

View Postsolo64, on April 03 2014 - 06:22 AM, said:

View Postrockmonstr, on March 31 2014 - 04:56 PM, said:

Railguns for heavy type and snipers!
Do you think an SS can withstand the recoil of such a weapon_

Personally, I'd like to see a Metal Storm, just for the fuzzy bunny of it. A weapon with disgusting RoF, aim like a stormtrooper and builds heat faster than a female teenager on viagra.

lol... :blink:  The Hormonizier... :D
"And shepherds we shall be, For Thee, my Lord, for Thee.
Power hath descended forth from Thy hand, That our feet may swiftly carry out Thy command.
So we shall flow a river forth to Thee. And teeming with souls shall it ever be.
In nomine Patris et Filii et Spiritus Sancti." (The Boondock Saints)

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