(I mean no offense in any sort of way, I apologize in advance)
Let's Begin.
Intro
Throughout my entire career in HAWKEN or gaming in general, there's always a "PLAN" or something of the similar right_ Theres always a strategy or certain way to do something, when you have snipers camping, one plan would to be to sneak up behind them right_ ( "fuzzy bunny please I just counter sniper or charge their positions" ) Now you can do it like that but in the end, it’s a strategy or a plan right_ (If you don't fully understand, The "Tips and Tricks" thread is already a "Plan" all the info in that single thread is a foundation, a protocol, a Triple R (Retreat, Re-assess, Re-engage) Right_
Let's Refocus shall we_ (I'm writing like this to avoid a big fat wall o text o)
In this thread, you will learn the weakness of every single mech and learn how to use it to your advantage (It's not entirely accurate of course because EVERYONE HAS THEIR OWN PLAY STYLE but there are some things that can’t change)
While reading this please keep in mind that everyone is different and that this is what I have soley observed, if you want to add/challenge/berate/hate/anything of the similiar, Please do make a post and share with everyone.
A CLASSES
This group is the most agile and most deadly class (In the right hands of course), You see a lot of Berserkers, Infiltrators, Scouts in games right_ This is why we're gonna do this class first, the A Class is a High Burst/Damage, Squishy Mech that can murder you in an instant but also can be “discouraged” very easily. BIG NOTE - Discouraged = Since they are very squishy a simple TOW rocket can get them running scared and make them go repair, (Sharp Shooter double shot which is the Sabot and Slug on any A Class will drop them to atleast 50% health)
Let's start off with the INFILTRATOR which I like to call "The mech that shoots around corners" why_ because its unique weapons allow it to "shoot around corners" (Info Tip; There are 3 types of weapons in this game - CHARGE / DELAY and INSTANT, INSTANT is like your average assault rifle, you fire, and where you aim is where it hits, simple eh_ The DELAY is like the grenade launcher = bounce, bounce, boom OR EOC REPEATER = Land, delay, delay, pop like chinese firecracker and finally CHARGE which is like the HEAT CANNON or the T-32 Bolt Shotgun.
INFILTRATOR WEAPONS
Ability - Cloak = vanishes from both radar and view for a few seconds. (Note, it takes like 3 seconds for it to fully vanish from radar and view, so you have to use your radar and your cat like reflexes to go (if possible) kill this guy.
Permanent = Grenade Laucher ("O_O, HE'S BACK, LORD VOLDEMO- err... LORD MECH THAT SHOOTS AROUND CORNERS IS BACK, HE'S BACK") This weapon (Velocity Based) has a slight delay in exploding but can be manually detonated (Very Versitile) so you can bounce around walls or lay it like a mine and go around the corner while your enemy follows (And what happens next_).
Very deadly weapon with good kiting/juking damage, one tactic that I use is to jump over or simply jump and get as far as its blast radius as possible (Don't fly over it because you're a sitting duck in midair).
CHANGEABLE WEAPONS
Assault Rifle = Instant, simple and doesn't need much of an explanation rather than stay out of its bang bang range (Yes I'm going there and no i'm not leaving)
Heat Cannon = OK, SHIZZS GUN GO DOWN TONIGHT. The heat cannon is a 100% accurate INSTANT/DELAY weapon (I say delay because it takes .01111 seconds for it to launch). It is EXPLOSIVE AND IT CAN SHOOT AROUND CORNERS BECAUSE OF ITS AKWARD DELAY. BIG NOTE, (it is 100% accurate so therefore, if the crosshair is not on you, you wont get hit (much) consider that some have high sensitivity or suck at aiming (no offense) (Do not forget that it is explosive).
EOC Repeater = The choice of pros, this weapon, if used properly, is very OP, it is a DELAY Weapon. Does a fairly large amount of damage and doubles as a Mine if it doesn't hit you. Be Warned, Best way to counter this weapon is to take note of the general location of where the pucks struck, would be smart to do a Triple R Never forget the TRIPLE R - Retreat, Re-assess, Re-engage
Big Note = You should learn to trust the radar and the enviorment you are in, use it to your advantage and you’ll be able to see all around you while looking in one direction.
How to counter the Infiltrator
I'm gonna be frank and say that the infiltrator can engage you at just about any range. BUT that doesn't that its unkillable, The most common and basic tactic that is used by every single person is called "Leading the target" Now for me, there's two meanings here, one is to aim ahead of the target and your bullet will intercept him (Use This) / and the other is a definition in dancing, Lead the Target/Person. Now for some of you, you just went like http://i.imgur.com/UmpOi.gif and others went more like http://cdn0.dailydot...3288278c8b2.jpg
MORE EXPLAINING = Every 1v1 you do, you go back and forth dashing and stuff and espically when there's cover between you two, you dash one side and another until one dies (usaully) whoever is being led/following the other guy trying to get a bead on him is BEING LED, the guy who is waiting one second then firing a TOW across from him is the guy leading the "dance", You wanna be this guy, this guy controls the dance, controls the game and most likely, the outcome.
"What if I'm being led_"
Then you break the repeated cycle and either PAUSE and take the lead, Boost forward and get in for a "Kiss of death" or TRIPLE R.
Now its not easy and you think this tactic is stupid but the Infil is specifically designed for this kind of thing, REMEMBER THE GRENADE LAUNCHER, bounce, bounce, boom The delay in the GR allows you walk over it or get close enough for some decent damage to be dealt. (remember why I reccommended the jumping_) You need to Lead the dance and take over, the rest is up to you to kill the enemy. It's not easy but I play by watching my radar more than I watch my screen, the screen is only for aiming purposes, every time I shoot I look at my radar to TRIPLE R.
This is the basis for almost All the Classes, Leading the target is your most basic gaming rule.
ON TO THE SCOUT!
SCOUT
Ability - Fuel Recharge, its basically like having 2 full fuel charges. This can cause the scout to outrun you BUT he might do it in a straight line.
Permanent Weapon = TOW Launcher (The iconic twirl in a vortex leaving a cloud while heading towards its target). The TOW launcher is a kinda straight firing Rocket launcher. it doesn’t really home in and it does moderate damage. Overall its an instant and straight forward weapon. Always dodge this weapon...preferably
Changeable Weapons
Mini Flak Cannon = Rapid Firing shotgun similiar to that of an AA-12 in action. Due to recent patches, its buffer than The Rock flexing his muscles. Its an Instant weapon but in a shotgun form with somewhat limited range (no durr) Simple yet deadly. There are 2 ways to use this weapon. Keep a constant bead on the enemy, peppering him with shells OR a few shots, dodge and fire a few more. Either way, You need to adjust between those two.
Flak Cannon = Big brother of the Mini, this cannon is your true shotgun, slower fire rate and shorter range, this gun packs a bigger punch and makes people run when they get hit with a single shot. Always track the distance between you and your target, don’t be too close. This is an Instant weapon and is one of the top weapons in a “Kiss of Death” and in leading targets -> pop in -> fire -> pop out -> repeat.
This gun is my favorite due to its ability to pop in and pop out rather than keep a bead on my target with the Mini Flak - I prefer Instant Burst rather than Damage Over Time
Heat Cannon = I think we’ve already explained this but in a shortened version its instant, explosive and 100% accurate.
How to Counter the Scout
The scout is purely a close to medium range mech (only thing that makes it a medium is the TOW and Mini Flak). Always assess the scouts weapons, its range can vary due to its weapons so you have to plan accordingly for close, medium and long range encounters. BIG NOTE = If they have long range then close range would be reccommended, Close range can be usaully defeated with Medium range (YES MEDIUM because the range on long requires weapons that only the SS or Reaper have. you are much better off fighting medium and NOT CLOSE because thats his territory.) and medium range can be defeated with all 3 ranges.
Mini Flak Counter
Remember when I said that using the mini flak, you kinda have to keep a bead on the target_ Well if you put some cover between you too and pop in and pop out, your burst damage would be better than his damage over time (don’t forget he has a rocket so he has some burst damage too).
Flak Cannon Counter
Pure Burst Damage and high close range killability so we stay at medium range, the thing is that he needs to get in close to do some real damage so he’s gonna risk wasting both fuel and health just to get to you. He goes to you not you follow him, (Lead the dance) (You just need to dodge his rockets, Long Range people = He’s just gonna run away and make you go to him)
Heat Cannon Counter
“Now this is one tough cookie to crack because its stale as all hell, WHO PUTS COOKIES IN A STORAGE CLOSET_” “What do you mean we’re live_” “Is the camera rolli- Hi Folks and lets continue on this guide and away from my bad attempts at being funny” (#foreveralone #butitsstillsomething)
OK, seriously now, in the hands of pros, this is a hard weapon to counter. Its explosive, 100% accurate and is perfect in Leading dances. What I suggest is to just outright charge the guy and dodge along the way. The heat cannon is a slow weapon that is easy to dodge (unless he aims at your feet) So you need to make him panic and mess up right_ good luck bro.
NEXT OFF IS THE BERSEKREREREEKRKEKEKRKEERREKREKKRR
Berserker
Ability = Extra Damage for a few seconds, this abilty can really burst you down so you should really learn to dodge those tow rockets and stay moving so he can’t get a bead on you.
Overall View
This mech is the A class of the CR-T recruit so it has all the weapons and the practically the same feel, All weapons are Instant with 1 charge weapon - Point D Vulcan Cannon - Minigun.
Overall this mech is alot more agile and smaller.
How to Counter, This mech can work on all ranges so it can be killed on all ranges, What insist is that you DODGE the TOW rockets to the best of your abiltity. Beware, this little mech is mobile as all hell so you have to plan every move and always lead him.
Next will be the Reaper
Reaper
Ability - Increase in accuracy for a short duration. Now this is probably the most underrated ability in the game, when I played Hawken I had to use the mouse wheel to scroll in and I hated it. But that was before, I have a different mouse now with thumb buttons that allows for easy scroll in and scroll out ( I use a Logitech G500 Gaming Mouse, my best decision in Mice) But in any case, I never used zoom when I played this mech so I noscoped EVERYTHING, the KE Sabot is one accurate gun withou this ability but when someones running away I activate, aim and recieve a kill. DO NOT UNDERESTIMATE THIS ABILITY OR THIS MECH.
Permanent Weapons = KE SABOT - A less powerful version of the SABOT rifle, more firerate but less Damage and stuff. This weapon is undeniably accurate with and without the zoom and deals a decent amount of damage. It is an instant weapon and if you’ve played the SS if feels like your walking on clouds with this thing.
Changeable Weapons
AM SAR - A rapid fire semi auto gun, this thing is extremely accurate a deals a consistent amount of damage. (Kinda useless in Close ranges - Advantage) Instant with low Heat generation, usefull in bullet exchanges with people that stay back (medium - Long range)
THE RIPPER - Rapid firing Hawkins that have shorter range and more damage. This works well with your Permanent due to its Close - medium range and long range when using your ability (BEWARE this weapon allows the enemy to engage at almost any range) This weapon is a consistent Damage that will surprise you when you’re not paying attention.
I use this weapon because it allows me to engage at any range (ability) and isn’t so punishing when I miss a round... or two... or two hundred >.>
Slug Rifle
Now in my personal opinion, I dont see the point of this weapon (much). The Reaper is an Agile front line sniper and since its on the front line it should have a mini flak cannon or something, not a long range killer. The ability pars well with this and this allows the mech to double shot and cause lots of damage, it is also 99% accurate so people are able to engage from medium range to long range with this gun.
How to Counter the Reaper
AM SAR or SLUG RIFLE = Can engage from medium range to long range - make him panic at close range, since the weapons are extremely accurate, use cover and keep on moving. Should you have medium range weapons I advise you to be more accurate or more twitchy.
The Ripper = Now this is somewhat of a problem and my answer would be that you keep close to medium range over long. The reason why is because of the The Ripper’s constant damage (Not bursty but constant) this means he is slowly wearing you down rather than bursting you in chunks, you just need to keep a higher damage output than he is and you should win. (dodge to avoide KE SABOT rounds)
NEXT IS THE TECHNICIAN
Technician
Ability = Supa heal, heal faster for both you and others, can be seen when the ray turns green instead of yellow. Also increases vamparic speed when in the red ray of death.
Permanent Weapon - Its Helix Torch AKA “Life and Death” when in Life mode - heal others and you, when in death mode - damages you and heals the other guy. Simple stuff eh_
Changeable Weapons
Redox - This gun is a debuff gun, when hit with it you take more damage for a few seconds. Can be seen affected when you see these blue electrical sparkles around your cockpit. Can be very annoying and lead to a quick death (try to TRIPLE R when hit with these.
The Ripper - I just explained this but on this mech, this weapon is only good in Medium ranges or Close ranges. Long range is no longer an option and the cannon can lead to quick overheating. Make them hold down their mouse buttons and miss their shots.
How to counter the Technician
Sadly the technician is no longer a mech that can kill (Believe it or not I got my quadra Kill with the technician before the updates and my best kill streak on that mech was 19) With the new updates, this mech was greatly nerfed but that doesnt mean it cant kill you. Don’t underestimate its low health, the most efficient way to kill this mech would to be to burst it down rather than to do damage over time ( Remember the Vamparic ray). The Tech is your main focus in fights unless someone is withing Burst Killing range. Stay away from techs, they hurt.
WHOO WE FINISHED THE A CLASSES PEOPLE, NEXT UP IS THE C CLASSES
Edited by AYellowMinion, July 24 2013 - 01:49 PM.