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24/01/2013 Patch notes feedback.


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#41 h0B0

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Posted January 19 2013 - 11:00 PM

View PostPlanckZero, on January 19 2013 - 04:53 PM, said:

Providing the values for the crushing damage seems fairly stupid when you look at the total lack of numerical values everywhere else.

"11 damage" and "144 damage" are pretty meaningless when we don't even have numerical values for more basic things like health or weapons damage to compare it to.

May i quotes scapes, and probably not use the proper words or wording_
" we are slowly working torward introducing values into the game. For exemple we have posted bunny stomping damage in the latest patch"

Click me! I dare you.

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

Oh don't always listen to h0B0. Lol.


#42 DESMO

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Posted January 20 2013 - 12:21 AM

So... will anyone still be using the HE charge once the detonator becomes available again_  Hopefully, detonator will be an offensive instead of support item like before - that was a little crazy then; being able to use HE/EMP + detonator..

#43 Sylhiri

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Posted January 20 2013 - 12:31 AM

View PostRei, on January 19 2013 - 04:29 PM, said:

Yeah I have to agree, flak didn't need nerfing. Just remove it from the scout and give them something else like SA Hawkins

View PostRei, on January 19 2013 - 04:29 PM, said:

give them something else like SA Hawkins

Ok, that was just uncalled for.

[13:14] <nonsiccus_work> uh oh

there's gravy in my keyboard

----------------------------------------------------------------------

[11:18] <+shosca> if you wanna play ar, go play zerker
[11:18] <Hyginos> and if you want to play zerker, go smc
[11:19] <someone> if you want to play sustain, please go and die in hell


#44 Aims

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Posted January 20 2013 - 02:13 AM

I KNOW! Just give the scout the Vulcan instead!



That's how it works, right_

#45 h0B0

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Posted February 08 2013 - 08:29 PM

View PostScapes, on January 18 2013 - 11:39 AM, said:



Overview

Coming January 24, The Reaper Update introduces the new Reaper mech, gameplay balance tweaks, important bug fixes, and a whole lot more!

Mechs
  • NEW Mech: Reaper Lots of fun a well deserved breath of fresh air the game needed.
    • A light class front line sniper, able to adapt with both speed and precision.
    • Class: A (Light)
    • Chassis: Spree
    • Difficulty: 3.5/5.0
    • Summary: Versatile Mobile Assassin
    • NEW Ability: Precision Overdrive
      • Greatly increases your accuracy for a short period of time.
    • NEW Primary Weapon: AM-SAR This weapon is going to give me carpal tunel syndrome. Thank god the fire rate has been fixed so we can all make macros.
      • A rapid fire single shot high accuracy rifle.  Successive shots decrease accuracy, but recovery is very quick.
      • Specs
        • Damage: 2/6
        • Rate of Fire: 5/6
        • Accuracy: 3/6
        • Effective Range: 5/6
        • Heat: 2/6
      • Weapon Upgrades
        • First: Reduced heat generation.
        • Second: Reduced weapon spread.
        • Third: Increased effective range.
    • NEW Alternate Primary Weapon: Hawkins-RPR (Unlockable) Not worth using over the Am-sar. The DPS is lower at all ranges. Has no versatility advantage other than giving a break to your index finger.
      • Nicknamed "The Ripper", the Hawkins-RPR fuses together two sawed-off cannons that are highly-modified to produce rapid fire, close-range carnage.
      • Specs
        • Damage: 2/6
        • Rate of Fire: 5/6
        • Accuracy: 3/6
        • Effective Range: 3/6
        • Heat: 3/6
      • Weapon Upgrades
        • First: Decreased weapon spread.
        • Second: Increased effective range.
        • Third: Increased spread stabilization.
    • NEW Secondary Weapon: KE-Sabot Its k, it feels a bit lackluster compared to the other a class secondaries. Also scoping in grants an aditional 10 damage_ and even less once the weapon reaches lvl 3.
      • A mid-range sniper rifle with zoom optics. Press the middle mouse button to zoom in on your enemies from afar. Zoom increases damage as well as precision.
      • Special Function: Close-Range Zoom
      • Specs
        • Damage: 3/6
        • Rate of Fire: 2/6
        • Accuracy: 5/6
        • Effective Range: 5/6
        • Heat: 4/6
      • Weapon Upgrades
        • First: Decreased heat generation.
        • Second: Increased zoom speed.
        • Third: Increased unzoomed damage.
    • Prestige Primary Weapon: Slug Rifle (Unlockable)
    • NEW Starting Item: Detonator Needs to be balanced with the HE charge. It offers a lot more utility and only deals 6 less damage. There is no reason to pick the HE nade over this. fix plz.
  • Sharpshooter
    • NEW Prestige Weapon: AM-SAR (Unlockable at Level 25)
    • NEW Ability: Power Shot This ability feels great. The sharpshooter now feels unique and have a place int he game. I have been playing SS almost exclusively as well as the reaper since the patch. But this is due to the fact that it was one of the only mechs i had not leveld to 25 due to not liking it and giving up.
      • Greatly increases all damage dealt within two seconds of activating the ability.
      • This ability adds a greater damage bonus than Ballistic Barrage, the Sharpshooter's previous ability.
    • Small adjustments to some mech descriptions and lore.
    • Mech leveling upgrade descriptions have been updated to clearly reflect what is affected.
Weapons
  • Explosive Weapons
    • Knockback effect significantly reduced for all explosive weapons. This should remove the "stunlock" effect players are experiencing. Stunlock still happens if i get exploded multiple times. And it still occurs during boosting. But you are aware of this and working on a fix, thank god.
  • Mini-Flak Cannon
    • Slightly increased rate of fire.
    • Slightly increased damage.
  • Assault Rifle It has aproximately the same spread as the SMC. These 2 weapons are very similar play the same and feel the same. Please make an effort to make them feel and play differently.
    • Increased maximum spread.
  • EOC Repeater Better, thanks for the slight balance change, How ever it is still the hardest gun to hit dead on and the mines are near useless due to their very small detonation range.
    • Decreased heat generation.
  • Flak Cannon Liars!
    • Slightly decreased damage.
  • REV-GL Fix the stunlock, Heat generation and then lets reevaluate this weapon for balance it could still need a aoe nerf on the tow.
    • Slightly decreased damage.
  • SA-Hawkins Still feels meh.
    • Increased damage.
    • Slightly increased rate of spread.
Items
  • NEW Offensive Item: Detonator
    • A slow hovering explosive charge with a massive damage radius. Press the firing mechanism a second time to detonate in mid-air. Veteran pilots are known to use the Detonator in both offensive and defensive situations.
  • EMP It seems bugged i have been hit dead on by it and not had the negative effects. Cant judge effectively if the changes were good or not until it has been fixed. I do however think it needs diminishing returns in order to prevent EMP stacking.
    • Effect duration reduced from 7 seconds to 5.5 seconds.
    • Area of effect now matches the size of the visual effect.
    • Reduced projectile speed.
  • Rocket Turret I got 3+ kills better but still not equal to the MG
    • Projectiles will no longer excessively lead enemy targets. Fewer near misses, more near hits.
  • Radar
    • This item has been renamed Portable Scanner. Because it's portable. And a scanner.
Customizations
  • NEW Chassis: Spree (A Class)
    • The Spree is common among Reapers not only for its rogue-like style, but also for its surprising flexibility. Mobile, yet offering tremendous stability, it is ideal for assignments which require venturing alone outside of friendly territory. When challenged by the ever changing battlefield, Spree pilots are known to overcome, endure, and excel. Even when swathed in dirt and dust it is highly functional, so some pilots claim that cleaning their Spree would wipe away years of hard earned "natural camouflage". But we all know that's just an excuse.
      • "Clean_ Whaddaya mean, this baby IS clean!" - Deadeye Bill Buser
  • NEW Repair Drone: RD-SHCK
    • Shocks your mech back to life with streaks of electricity.
  • NEW Thrusters: JT-BluS
    • Fires a broad neon blue blast.
  • NEW Camouflage: Boom-Red
    • A blood-red and black classic fatigue pattern.
  • NEW Camouflage: Mos-Blu
    • A light blue and dark blue digitized fatigue pattern.
  • NEW Camouflage: Crease-Sky
    • A faint blue and sky blue jungle pattern.
Gameplay
  • An experimental Accurate Reticule option which improves reticule accuracy is now available. This thing was nice, id dint even notice it moving.
    • This feature makes the crosshairs more accurate but may be dizzying to some players.
    • It can be enabled in the Settings menu as it is off by default.
    • Please provide your feedback on this new feature in the forums!
  • Players will now receive bonus XP based on their time alive in a match. Fight smart! Even after my post and the quick fix it is still an exploitable mechanic and needs to be adressed. A lot of good suggestions were made. Use the search fonction and look up "exploiting EXP like a pro"
  • The leveling curve has been evened out from around level 12 to level 25.
    • Mechs still require the same amount of XP to reach the level cap of 25.
    • Please note that this change may cause your mech's Optimization Points to be reset or your mech to go down a level even though your mech has not lost XP.
    • Equipment slots and alternate primary weapons now unlock sooner for all mechs.
  • Death from falling is now considered a suicide and will count towards pilot statistics. But it doesnt fix the issue of denying kills and EXP from players that deserve them and still breaks TDM.
  • Crushing Kills: Daring pilots will now be able to cause significant damage by landing on enemy mechs. These death-from-above maneuvers will grant bonus XP, and will be tracked in your pilot statistics. Works and feels great. Not bugged either that was fun to test.
    • Crushing damage scales per mech class and velocity. With the current formula, an A Class mech does the following:
      • ~11 damage from a small building in Prosk.
      • ~44 damage from the highway in Prosk.
      • ~100 damage from the highway in Origin.
      • ~144 damage from the top of the AA in Origin.
    • B Class mechs do 1.5x crushing damage and C Class mechs do 2x crushing damage.
  • Items can no longer be deployed or consumed while your mech is repairing.
Modes
  • Siege Mode Yeah, um, no. Not really. We played together Scapes, Zambony and (my mind is failing me i forgot the name of the HWK that was on our team :( i still love you! ) That game was pretty damn long, and we probably could have kept it going longer if we had more coordination.
    • Battleships now become more difficult to kill as the match progresses, which should prevent excessively long matches.
Interface
  • Say hello to Laila! New users will receive a warm welcome from their Garage's resident mechanic.
    • While her main function is tutorial instructor, she aspires to take on new jobs in the future.
  • Notice a bug_ Report it using the new Report Bug button in the upper right dropdown menu.
  • The order of game modes in the Matchmaking tab is now Team DM, Missile Assault, Siege, and Deathmatch.
  • Players can now mute other players' voice chat by pressing ESC during a match and clicking the speech icons next to their names.
  • Players can now use the ESC button to close menus.
  • Mechs previewed in the Garage and Staging panes now have additional animations.
  • The Deploy button has been renamed Play.
  • The Paint Shop tab has been renamed Style.
  • The Restock button (Countermeasures) has been renamed Refill.
  • Player scores will now be included in the "Your Team Won/Lost!" screen.
  • HAWKEN Credit Boosts and Meteor Credit Boosts now display decimal points to indicate partial days.
Maps
  • Uptown
    • Improved collision on a ramp which was causing heavy mechs (C Class) to get stuck.
  • All maps have been adjusted for improved performance.
  • New and improved ground vehicles now populate the maps. They are still invisible, fix please.
Miscellaneous
  • Edited and added names in the credits.
  • Tweaked ambient sounds.
  • Polished damage visuals and death ragdoll animation.
  • The Switch Team button will no longer appear on the Scoreboard as the cursor cannot access it while the player's mech is alive during a match.
Bugs Squashed
  • Fixed an Energy Unit (EU) collection bug where more than three players collecting EU would cause the player with the most EU to stop collecting.
  • Deployable items will no longer fail to deploy while standing directly in front of a wall.
  • Fixed player being placed into an incorrect game mode if the game client fails to join the selected game mode.
  • The field of view setting can no longer be accidentally adjusted while zoomed in with a weapon.
  • Weapons will no longer lock on to invulnerable enemy base turrets.
  • Fixed an issue where the Scoreboard would not close if the player had been killed while changing the Texture Detail setting.
  • Fixed mech play time not being recorded for mechs still alive at the end of the match.
  • Fixed an issue where the low health alarm would not always trigger.
  • Fixed a bug where visibility inside the Shield was being obscured.
  • Players can no longer accept game invites to games they are already in.
  • The Double Kill message will no longer overlap XP messages.
  • Voice Chat will no longer remain active after a match ends.
  • Music near the end of a match will no longer cut out when a player dies and respawns.
  • Players will no longer receive a "Server Unreachable" message when attempting to buy a trial mech from the Mech Shop while having a different mech selected in the Your Mechs tab.
  • Fixed a bug that caused placeholder text to appear on the in-game map when a player marks an enemy player.
  • Fixed localized mech names. The mech names are proper nouns and will not be translated.
  • Fixed the "Chat to All" text truncating in the Chat window.
  • Localized text will no longer randomly appear when a HAWKEN Credit Boost or XP Boost is purchased during a match.
  • Countermeasure uses will now display correctly for numbers greater than 999.
  • Items and internals will no longer appear to be equipped on incorrect slots.
  • Fixed an issue that caused the Your Mechs tab to appear in the wrong language.
  • Thrusters that have been previewed on a mech will no longer appear to remain equipped to that mech until the player enters Staging or selects a different mech from the Your Mechs tab.

Belated reply. But still here are my post patch thought. I felt like i should post these before complaining about the new ones.

Click me! I dare you.

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

Oh don't always listen to h0B0. Lol.





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