I'm here to organise and catagorize everything in Hawken into simple point-form sections of informations and gameplay tips. In the future, this post shall be edited to include mech information as well as recommended internal/item setups and even in-depth tactics that is easy on the eye. For now its just weapon, item, ability, and internals info.
Weapons:
I found that every weapon fit into one of four categories. either it does a stream of damage (rifle), a quick burst of damage at close range (shotgun), a quick burst of area-of-effect damage (explosive), or its a special weapon with unique properties. then I picked out the three following type of weapons:
● - Charge Up ● - Special Ability
● - Debuffs
Rifles (Long range):
Slug Rifle - Long range, super high damage, semi-auto
SA Hawkins - Long Range, high damage, medium heat generation
AM SAR - Mid-Long range, scope
Hawkins RPR - Longer Range than Assault Rifle, high heat generation
Assault Rifle - Mid-long range
Sub Machine Cannon - Close-mid range
Point-D Vulcan - Close range, high damage, high heat generation
B3 AR - Unique set
Shotguns (Close range):
Mini Flak - High rate, high heat generation
Flak Cannon - High damage, low rate
Reflak 35 - Rounds can ricochet, medium damage, high heat generation
T32 Bolt - Hold to charge up more rounds
Explosive (High heat generations):
EOC Repeater - Three explosive mines that detonate on contact or short duration, can charge up to six
Heat Cannon - Explosive round, charge to fire it almost instantaneously at enemy, high damage
Seeker - Guided missiles
Rev GL - Grenade launcher, high damage
Special Weapons (Special Abilities):
Breacher - Flak cannon, charge to fire a slug round at long distance
RE DOX - Increases damage intake to painted targets, stacks up to three times
Secondary Weapons:
TOW Launcher - Rocket, high damage projectile, detonate mid flight
Grenade Launcher - Grenade, high damage projectile, detonate mid flight
Hellfire Missiles - Missiles, lock on homing capability
Helix Repair Torch - Two modes, repair mode, deconstruction mode
Corsair KLA - Two modes, small grenade mode, large grenade mode
EOC Predator - Ten explosive mines that detonate on contact or short duration, can manually detonate
Sabot Rifle/ KE Sabot Rifle - Sniper rifle, scope
Official statistics (Feb 07 2014)
Items:
Deployable items are the ones that can be repaired with a Helix Repair Torch and delayed items take a few seconds to activate once activated.
● - Deployable ● - Delayed
Targeting Systems:
These are used when an area or chokepoint is needed to be defended. Can also be used to assist in defeating an opponent.
Machine Gun Turret - Constant stream of damage (Cannot miss)
Rocket Turret - High damage rounds (effective on slow moving targets, best be used in chokepoints)
Explosives:
These are used for extra burst damage when fighting an opponent. The area of effect damage can help flush out a chokepoint.
High Explosive Charge - Bounceable grenade, great at clearing groups
Detonator - Missile round, can be detonated in midair
Electromagnetism
These are used to hinder an opponent's ability to fight. The area of effect can help flush out a chokepoint.
EMP - Instantly disables all weapon functions, if used well in 1v1 it can give you an edge
ISM Disruptor - Flash grenade, disorients enemy
Tactical Devices:
These are used for its intel/counter-intel abilities. Useful in holding a chokepoint and covering flanks.
Portable Scanner - Large scanning range, gives early warning if enemy is within range
Portable Scrambler - Medium scrambling range, emits a crackling noise which can be tracked
Defences:
These are used for its protective/deceptive abilities. Useful in holding a chokepoint and covering flanks.
Blockade - Impassable wall, great for escapes and can be repaired
Shield - Passable force field, provides a 180 degree protection
Hologram - Creates a holographic projection of you, can help trap enemy
Battlefield Efficiency:
These are used to provide a buff to your combat. Can also be used to hold chokepoints or assist an ally.
Repair Charge - Provides armour regeneration
Heat Charge - Provides heat reduction
Item Regenerator - Provides a cooldown reduction for items (7s -> 5s)
Official statistics (Feb 07 2014)
Mech Abilities:
There are three kinds of mech abilities:
● - Offensive ● - Defensive
● - Utility Buff
Light Mechs:
Berserker - Ballistic Barrage
Increase damage done by all weapons for a short period
Infiltrator - Camouflage
Mask visibility and radar signature for a short period (shooting cancels stealth)
Scout - Fuel Reserves
Quickly replenish fuel from reserve tank
Reaper - Precision Overdrive
Greatly increase accuracy for a short duration
Technician - Amplification
Greatly increase repair/ deconstruction rate for a short duration
Medium Mechs:
Assault - Weapon Coolant
Prevent and remove heat build-up for a short period
Bruiser - Damage Absorb
Reduce the amount of damage received for a short duration
Sharpshooter - Power Shot
Greatly increase damage done by all weapons for a short duration
Raider - Blitz
Increases your mech's movement speed for a short duration. Allows you to fire weapons while using your thrusters to boost forward.
Predator - Stalker
Makes the Predator nearly invisible and masks it from radar except while firing weapons, using items, or boosting. While in Stalker mode, distance vision is obscured, but nearby enemies are highlighted by infra-red light.
Heavy Mechs:
Vanguard - Mobile Turret
Converts the mech to heavy defence mode. Greatly reduces damage taken and provides more mobility than other heavy turret modes.
Grenadier - Artillery Turret
Converts the mech to heavy defence mode. Greatly reduces damage taken and increases damage dealt at the expense of mobility.
Brawler - Fortified Turret
Converts the mech to heavy defence mode. Slowly regenerates armour at the expense of mobility.
Rocketeer - Targeting Turret
Converts the mech to heavy defence mode. Greatly reduces damage taken, allows the targeting homing ability to activate automatically.
Incinerator - Heat Dispersion
Disperses all stored heat to create an explosion dealing damage to nearby enemies. Must have at least 15 units of heat stored.
Official statistics (Feb 07 2014)
The Reaper's Ability is not listed here, it has a 45 second cooldown.
Internals:
There are four types of internals. Passive internals, and these:
● - Requires Kill/Assist ● - Requires Dodging/Boosting
● - Requires Death/ Taking Damage
Mobility:
(1) Shock Coil - No fall damage
(3) Air Compressor - Dodge in midair
(2) Air 180 - 180 in midair
(2/1) Fuel Converter/Basic - Coverts 2%/1% of damage into fuel
(2/1) Power Surger/Basic - Increase run and walk speed by 25%/12.5% after getting a kill (10s)
(2) Evasive Device - Increase run and walk speed by 15% when armour is below 25%, and 10% when armour is below 50%
Armour:
(2/1) Deflectors/Basic - Reduce damage by 20%/10% while boosting or dodging (no turret mode)
(1) Composite Armour - After death, user receives a 15% damage reduction (kill or 2 assists will cancel)
(3/1) Adv./ Basic Reconstructor - Regenerates 25/7 armour per second after being out of combat for 10 seconds (no dealt/taken damage)
(3/2) Adv./ Armour Fusor - Regenerates 20%/13% of max armour for 20s after getting a kill, and 13%/6.5% armour for 20 seconds after getting an assist (taking damage will cancel)
Utility:
(3/2) Adv./ Repair Kit - Adds an extra 25%/15% armour to Repair Orbs
(2/1) Extractor/Basic - Increases Energy/Repair Orb collection rate by 30%/15%
(2/1) Failsafe/Basic - reduce explosive damage to self by 40%/20%
(3) Replenisher - Reduce ability cooldown by 25% after getting a kill and 12.5% after getting an assist
Based on these internal categorizations, you can choose the right internals based on what situation your mech is usually in. For example: light mechs are usually going to be boosting and dodging, so investing in deflectors and/or air compressors can imporve performance.
Mechs:
In-depth analysis of internals on different mechs:
Mobility:
(1) Shock Coil - No fall damage
Generally useless...
Advantageous on:
- Infiltrator
- Predator
- All Heavy Mechs (except incinerator)
(3) Air Compressor - Dodge in midair
Generally useful...
Disadvantageous on:
- Incinerator
(2) Air 180 - 180 in midair
Generally useless...
Advantageous on:
- All Heavy Mechs
(2/1) Fuel Converter/Basic - Coverts 2%/1% of damage into fuel
Advantageous on:
- Incinerator
- Brawler
- Raider
- Scout
- Technician
- Berserker
(2/1) Power Surger/Basic - Increase run and walk speed by 25%/12.5% after getting a kill (10s)
Advantageous on:
- Technician
- Scout
- Raider
- Predator
- Vanguard
- Incinerator
(2) Evasive Device - Increase run and walk speed by 15% when armour is below 25%, and 10% when armour is below 50%
Advantageous:
- All Light Mechs
- Raider
- Vanguard
(The following in-depth internal analysis are in progress of being written down)
Armour:
(2/1) Deflectors/Basic - Reduce damage by 20%/10% while boosting or dodging (no turret mode)
(1) Composite Armour - After death, user receives a 15% damage reduction (kill or 2 assists will cancel)
(3/1) Adv./ Basic Reconstructor - Regenerates 25/7 armour per second after being out of combat for 10 seconds (no dealt/taken damage)
(3/2) Adv./ Armour Fusor - Regenerates 20%/13% of max armour for 20s after getting a kill, and 13%/6.5% armour for 20 seconds after getting an assist (taking damage will cancel)
Utility:
(3/2) Adv./ Repair Kit - Adds an extra 25%/15% armour to Repair Orbs
(2/1) Extractor/Basic - Increases Energy/Repair Orb collection rate by 30%/15%
(2/1) Failsafe/Basic - reduce explosive damage to self by 40%/20%
(3) Replenisher - Reduce ability cooldown by 25% after getting a kill and 12.5% after getting an assist
Light Mechs (Mobile / Light Armour):
Statistical Notes:
- Dodging has a one second delay
- Armour points range from 315 to 365
- Generally have large radar coverage
Possible Internal / Item Setups for light mechs:
If you dodge well:
(3) Air Compressor
(2) Deflector
(1) -optional-
(3) Detonator
(3) Shield
If you take too much damage:
(3) Reconstructor / Armour Fusor (if you are really good)
(2) Evasive Device
(1) Failsafe / Composite Armour (if you die a lot)
(2) Shield
(2) EMP
(2) Blockade
If you want escape potential:
(2) Evasive Device
(2) Fuel Converter
(1) Reconstructor
(1) Deflector
(2) Scrambler
(2) Shield
(2) ISM Disruptor
If you are very offensive:
(2) Repair Kit
(2) Power Surger
(2) Failsafe
(4) H.E. Charge
(2) Repair Charge
Strength Spotlight Setup:
(3) Air Compressor
(2) Repair Kit / Extractor
(1) Deflector / Reconstructor
(4) H.E. Charge (use when ability is active)
(2) Shield
Weakness Spotlight Setup:
(2) Evasive Device
(2) Fuel Converter
(2) Power Surger
(4) Heat Charge
(2) Portable Scanner
Personal Setup:
(2) Extractor
(2) Repair Kit
(2) Deflector
(2) H.E Charge
(2) Shield
(2) Repair Charge
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Strength Spotlight Setup:
(3) Replenisher
(2) Power Surger
(1) Deflector
Weakness Spotlight Setup:
(2)
Personal Setup:
(2) Air Compressor
(2) Air 180
(2) Fuel Converter
(2) H.E. Charge
(2) EMP
(2) Shield
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(Currently being worked on and shall be finished soon)
(Will add medium mech stats and heavy mech stats later on)
To Be Continued...
Edited by KINGYOLOSWAG, April 21 2014 - 02:15 PM.