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Technician Mech -update: video preview, Devs interview

News Preview Video Update

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#41 Cpt_Kill_Jack

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Posted March 28 2013 - 09:41 PM

OMG HES USING THE GREEN SETTING RUN!!!.

Joking aside. This is the original Repair torch but reworked. It has pretty much the same model and visual change between the modes. We shall see what happens. Still im disgusted with the chassis.

#42 TheVulong

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Posted March 28 2013 - 11:45 PM

That Repair torch works exactly like..
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#43 [HWK]Deuy

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Posted March 29 2013 - 12:20 AM

That video isn't the most current build, the sound FX on the torch and the VFX on the primary gun are placeholder.  The values for heat/damage/repair are most likely not a final version either.

Primary isn't an SMC... we used an SMC as a placeholder until that new model was in so we just called it a modded SMC internally.  It isn't hitscan, it fires projectiles which are affected by gravity, and it's not great past mid range.  Debuff doesn't last very long, it's hard to stack 3 times unless they're pretty close so you can land all your shots in succession.

Green beam is repair mode with special ability active.  It generates heat but none of the repair modes create heat if you aren't actually repairing armor (e.g. your teammate is at full health).

Now you can speculate better-- carry on!

#44 davek1979

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Posted March 29 2013 - 12:33 AM

How does the debuff work _
Are there like tiny nanobots crawling up the weapon's barrel or sitting on EOC pucks making the damage smaller _ Or is it more like they crawl momentarily into pilots helmet and tickle his nose so his aim is thrown off _
I really would appreciate if we could get an explanation of the debuff mechanics.
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#45 KejiGoto

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Posted March 29 2013 - 12:40 AM

Commence the slightly less exaggerated doom speak!

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Perhaps waiting for the patch notes to release and actually getting a chance to play the mech would give a better perspective on the impact it will have on the game.

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#46 OddaC

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Posted March 29 2013 - 12:41 AM

Glad to hear the mechanics shown aren't final, because I really didn't like what I saw. The heal beam, generates practically no heat, only heats up when healing someone, heals a touch too fast (imo anyway), sticks, heals the user and has an obnoxious 60's B-movie sound all at once (thankfully, that last one is confirmed to be a place holder). IMO, the beam should either stick without healing the user, or heal the user without sticking. But certainly not both.

I'm eagerly awaiting the opportunity to do field tests.

Edited by OddaC, March 29 2013 - 12:42 AM.


#47 dorobo

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Posted March 29 2013 - 01:49 AM

Blaster gun spewing healing orbs  would have been fun :)

Edited by dorobo, March 29 2013 - 01:50 AM.


#48 AsianJoyKiller

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Posted March 29 2013 - 04:31 AM

View Post[HWK]Deuy, on March 29 2013 - 12:20 AM, said:

That video isn't the most current build, the sound FX on the torch and the VFX on the primary gun are placeholder.  The values for heat/damage/repair are most likely not a final version either.
They better not be. :angry:

Quote

Primary isn't an SMC... we used an SMC as a placeholder until that new model was in so we just called it a modded SMC internally.  It isn't hitscan, it fires projectiles which are affected by gravity, and it's not great past mid range.  Debuff doesn't last very long, it's hard to stack 3 times unless they're pretty close so you can land all your shots in succession.
Doubt it's going to be that hard to land shots with it, judging by the projectile velocity, and the "midrange" part is still outweighed by the fact that most of the maps are CQC and ALL objective modes force CQC.

Quote

Green beam is repair mode with special ability active.  It generates heat but none of the repair modes create heat if you aren't actually repairing armor (e.g. your teammate is at full health).
That takes a large part of the skill of heat management out of the equation if you can just spam it and not actually worry about heat gen.
Every other weapon punishes you if you miss, yet this sticky beam weapon doesn't_ What's up with that_

That's another thing.
Sticky beams, especially the attacking beam. That's bad, especially if they have a self-heal involved. Healers don't need to have any less aiming skill than a standard mech. There's no reason support classes need to require less skill than frontline classes.

Why is it that a support class needs to be designed as a "newbie-mode" mech_

[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:

AJK is right

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#49 Major_Victory

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Posted March 29 2013 - 05:12 AM

Still not liking the idea, I feel it will cause more problems.

#50 Major_Victory

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Posted March 29 2013 - 05:12 AM

Still not liking the idea, I feel it will cause more problems.

#51 -Tj-

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Posted March 29 2013 - 07:37 AM

I like the strategy shifting that will likely happen once these guys are running around.

So the gun has 2 modes, one that heals and one that steals (health)_ Think the heal mode could be used to accidentally heal an opponent_ That'd be pretty fun (and hilarious) if it does. Imagine trying to attack a guy who's healing you and doesn't even know it. Or being a troll and healing the guy your teammate is trying to kill. I wonder if you could heal an opponent then kill them for more XP_ :lol:

That deployable wall looks like it can't be shot through. I'd guess it can't be walked through, either. But if that's the case, I'm hoping it's something that can be destroyed, or blocking off areas like the AA would be a problem.

Ohhhh so much more fun to be had soon...! :D

#52 ShadowGTR

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Posted March 29 2013 - 07:46 AM

View Post[HWK]Deuy, on March 29 2013 - 12:20 AM, said:

That video isn't the most current build, the sound FX on the torch and the VFX on the primary gun are placeholder.  The values for heat/damage/repair are most likely not a final version either.

Primary isn't an SMC... we used an SMC as a placeholder until that new model was in so we just called it a modded SMC internally.  It isn't hitscan, it fires projectiles which are affected by gravity, and it's not great past mid range.  Debuff doesn't last very long, it's hard to stack 3 times unless they're pretty close so you can land all your shots in succession.

Green beam is repair mode with special ability active.  It generates heat but none of the repair modes create heat if you aren't actually repairing armor (e.g. your teammate is at full health).

Now you can speculate better-- carry on!

I figured there was a lot of placeholders being used (sound, SMC, etc), but glad to get some confirmation on it. Thanks for the info! ^_^

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#53 Gree

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Posted March 29 2013 - 08:00 AM

View PostalphaMinus, on March 28 2013 - 03:49 PM, said:

Technician Mech update @  http://www.clgamer.com/

-video preview, plus PAX East interview with the devs.

link:

http://clgamer.com/2...-preview-video/


Some first look comments,

SMNC RoF looks to be mediocre.

Secondary armor  leech attack looks like it drains energy fast. Also it sounds scary.

Also, looks like once you hit the target with the secondary, it can sustain dps even if you lose him. Could be very wrong.

Observing the video it seems that the April update will have players name templates placeholders and an icon indicating if the special ability c/d is up (maybe).

Interview content synopsis:

-Long term plans for E-sports direction.

-Hawken product future, open ended.

-No plans for integration of secondary weapon switching.

-Technician represents more the vision for the future design of mechs.

-Expecting to expand equipable items inventory, with one or two for the April patch (maybe).

-Interested in expanding user testing systems for a more dynamic approach to players feedback .

-LoL (League of Legends) approach to game balancing and design in general, based on players feedback, with a focus on high end players.

-Need to focus on clan design before releasing this kind of content.

-Plans for community contests concerning mech/ weapon design (maybe).

-Plans for different mech archetypes (design wise),  

-Plans for audio feedback updates.

-No short term cross platform plans.

-Technician debuff verified that it forces target to take 15% more damage(pew pew).

-Technician Nanobot (sec. weapon) special ability = TF2 supercharge ability.

-Technician labeled as "an easier mech".

-Technician + C class combo, "chapter approved".

-Technician is an A class.

-April patch coming 2nd week of April



A-

That was a good one. Seriously, when it's coming out_

#54 Houruck

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Posted March 29 2013 - 08:48 AM

The placeholder sound was the same as the holotaunt's. The barrier seems to be too narrow to me. It is not just for cover like a shield but if I am correct the enemy can not walk past through it.


Edit: So it is technically a shaft (Quake lightning gun) or UT pulse rifle secondary.
I agree with AJK about the sticky beams. It would be better with a mechanism like the low ammo version of Lasergun in Warsow beta. It is the opposite because the beam slowly turns as you aim.


Edited by Houruck, March 29 2013 - 09:01 AM.

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#55 ShadowWarg

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Posted March 29 2013 - 11:25 AM

LOL what the heck is that. Looks like motion sickness the videogame.

#56 v009

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Posted March 29 2013 - 11:29 AM

I hope damage debuff doesn't carry on after you kill the technician.
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#57 tman7919

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Posted March 29 2013 - 11:34 AM

View PostShadowWarg, on March 29 2013 - 11:25 AM, said:

LOL what the heck is that. Looks like motion sickness the videogame.
It reminds me of quake live... or just quake in general. However we just need to wait and see if the keep the healing ray sticky. If they do then that weapon requires very little skill. Hope they add more heat gen. too.

Edited by tman7919, March 29 2013 - 11:35 AM.

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#58 [HWK]Deuy

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Posted March 29 2013 - 11:56 AM

View PostAsianJoyKiller, on March 29 2013 - 04:31 AM, said:

That takes a large part of the skill of heat management out of the equation if you can just spam it and not actually worry about heat gen.
Every other weapon punishes you if you miss, yet this sticky beam weapon doesn't_ What's up with that_

Other weapons do damage when they hit, so a missed shot is an attempt at doing damage.  If your teammate is at full health, connecting with the repair beam has no potential to be beneficial (unlike damage-dealing weapons, or the TF2 Medic gun which significantly boosts the teammate's max HP).  Yes, we could have made healing much harder to do, but this mech is supposed to be for beginners, which brings me to:

View PostAsianJoyKiller, on March 29 2013 - 04:31 AM, said:

Why is it that a support class needs to be designed as a "newbie-mode" mech_

Not every support class has to be newbie-friendly, but this one is.  It's also interesting and fun enough for high-level players to really enjoy.  We need to expand on the types of players that can enjoy Hawken, and improve the experience of the game for beginners... this seems like as good an opportunity as any.  We need mechs of different skill levels and this is supposed to be a very beginner-friendly one.  Someone having an easier time healing you is less disruptive than someone having an easier time killing you.

#59 Bwnerstorms

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Posted March 29 2013 - 11:59 AM

I'm curious: Does this mech not get alternate primary weapons_ if it does: What will they be_

I'm seeing a good bit of pre-emptive QQ in this and other threads. The tech looks like it has pretty terrible damage- so while it's presence will help to mitigate damage to team-mates, it could be said that it's doing the same for the enemy team (by taking up a slot that would be a threat otherwise).
So picture a 2v2 engagement- I imagine the Tech is gonna get focused, it won't be "lol OP healing lol" very effectively while running for it's life.
In short the most sober comments I've seen are: "we'll just have to wait and see".
But- I am really curious about those primary alternates... because until those are known, it's kinda difficult to assess the nature of the threat posed by the tech.
Whatever the case- It's gonna be a change of pace, and I'm looking forward to it!

#60 TheVulong

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Posted March 29 2013 - 12:09 PM

View PostBwnerstorms, on March 29 2013 - 11:59 AM, said:

I'm curious: Does this mech not get alternate primary weapons_ if it does: What will they be_

I'm seeing a good bit of pre-emptive QQ in this and other threads. The tech looks like it has pretty terrible damage- so while it's presence will help to mitigate damage to team-mates, it could be said that it's doing the same for the enemy team (by taking up a slot that would be a threat otherwise).
So picture a 2v2 engagement- I imagine the Tech is gonna get focused, it won't be "lol OP healing lol" very effectively while running for it's life.
In short the most sober comments I've seen are: "we'll just have to wait and see".
But- I am really curious about those primary alternates... because until those are known, it's kinda difficult to assess the nature of the threat posed by the tech.
Whatever the case- It's gonna be a change of pace, and I'm looking forward to it!
I hope there won't be EOC.

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