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Everything in Hawken... Organized

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#1 KINGYOLOSWAG

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Posted April 19 2014 - 08:09 PM

(UPDATED TO INCLUDE LIGHT MECH STATISTICS AND INTERNAL ANALYSIS)

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)
Posted Image


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)
Posted Image


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)
Posted Image

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)
The shock coil is beneficial to mechs that have a disadvantage when it comes to using their boost. Normally you shouldn't have a problem with decents unless you are being chased with no health and no fuel, even then it would only save you a couple seconds. Infiltrator's ability is tied to their fuel, so to maximize cloaking you can avoid slowing a decent. Predator's ability disables for a short period is boosting, a shock coil can deny that. When using turret mode on heavy mechs, say you're playing on origin and you accidentally fall, there's no boosting upwards. I found it extremely helpful on the Vanguard as its turret mode is the fastest, this would allow you to chase with no fear of heights.

(3) Air Compressor - Dodge in midair
Generally useful...
Disadvantageous on:
  • Incinerator
The Air Compressor is overall a good internal to have. However you have to be careful when it come to fuel. Mechs that have either a small tank and/or short fuel regeneration speed. Some mechs, like the vanguard, has a very small tank but literally has the second fastest fuel regeneration speed. The scout has both small tank and short regeneration, but its ability makes up for it. The incinerator is the only mech that would suffer owning an Air Compressor. Both its fuel tank and Regeneration Speed is the lowest in the game and has nothing it make up for it.

(2) Air 180 - 180 in midair
Generally useless...
Advantageous on:
  • All Heavy Mechs
Although this internal is mostly used by veteran Hawken pilots, this can be useful on Heavy mechs. Their turn speed is slow as is so when being flanked while in mid air you can pull a quick turn around and rain hell on them.

(2/1) Fuel Converter/Basic - Coverts 2%/1% of damage into fuel
Advantageous on:
  • Incinerator
  • Brawler
  • Raider
  • Scout
  • Technician
  • Berserker
The fuel converter is generally good on mechs that receive a lot of damage but has large fuel consumption, like heavy mechs. Mechs that receive a lot of damage and need fuel to escape, like light mechs, benefit well from this. The Raider especially benefits from this because of its Blitz ability, this can prolong a chase.

(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
Power Surger has a percentage-based passive. This means that this can be very beneficial to mechs that already have a high movement speed compared to others. The Technician has the fastest ground speed in the game (21.5 m/s). Having that increased by a kill (we all know how offensive the tech is c'mon) can go up to 26.875 m/s; that's twice the speed of a rocketeer and more than twice the speed of a brawler. This affects boost speed as well, so the Raider benefits especially well from this.

(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
Evasive device is helpful to mechs that have a comparatively low armour and high movement speed. Generally this is helpful to any mech if you tend to run away or chase someone while taking on a lot of fire.

(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
These mechs depend on its fast movement speed and quick succession dodging to avoid potential damage to make up for its light armour, use hit and run tactics to deal damage.

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

Posted Image
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

----

Posted Image
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.


#2 Lightangel112

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Posted April 20 2014 - 02:48 AM

Awesome organizational skills!

View PostMeraple, on June 01 2014 - 11:54 AM, said:

If you want to be a Professional Yolodriver just go with DETs and the rest EMPs.

#3 BoompigXD

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Posted April 20 2014 - 06:09 AM

Sticky this

Sticky it now

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#4 Amidatelion

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Posted April 20 2014 - 07:39 PM

Solid list, seconding the sticky... but not sure if this is the optimum place for it_

#5 KINGYOLOSWAG

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Posted April 20 2014 - 10:53 PM

View PostAmidatelion, on April 20 2014 - 07:39 PM, said:

Solid list, seconding the sticky... but not sure if this is the optimum place for it_

Once I get the next part of this post updated with the heavy mech info and internal/item setups finished on my word doc ill be able to transfer that onto this and we will truly have a strategy guide! You feel this should be on a different section of the forum_

#6 Pastorius

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Posted April 20 2014 - 11:40 PM

Great post KINGYOLOSWAG!
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#7 SparkyJJC

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Posted April 20 2014 - 11:58 PM

Words cannot express how much we need this sticky'd right now.
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#8 Frisbee_Player

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Posted April 23 2014 - 09:50 AM

This is very impressive, it all looks very well put together, and I didn't see anything wrong. I definatley agree with the necessity of a sticky.

#9 KINGYOLOSWAG

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Posted April 23 2014 - 08:48 PM

I hate to inform you that after tomorrow's update some things here are not gonna apply (well, in terms of the mech stats). I'm going to make sure to update the information!

#10 grandreaper

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Posted April 24 2014 - 06:52 AM

This must have taken you quite a while, Great work!

#11 BoswerLK

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Posted April 24 2014 - 09:07 AM

great guide. needs sticky. would love to see dps listed in columns with next update =D

#12 craftydus

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Posted April 25 2014 - 05:32 AM

Posted Image
https://docs.google....t#gid=978932910



#13 KINGYOLOSWAG

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Posted April 25 2014 - 05:55 PM

View Postcraftydus, on April 25 2014 - 05:32 AM, said:


Sweet baby jesus

#14 Hell_Diguner

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Posted April 25 2014 - 11:41 PM

Much of your information is incorrect. This alone will help you correct much of it. I really don't feel like proofreading all of your post, but here are some glaring problems:
- Corsair's secondary fire isn't a grenade
- No Incinerator and Assault G2 weaponry
- AM-SAR is semi-auto with a fast fire rate; the scope is a functionality of the Sabot weapons
- I don't think you should lump the two Sabot weapons together. KE Sabot has much better unscoped accuracy and refire rate, but does noticeably less damage
- Flying in the Berserker makes perfect sense, as it's one of the few mechs where air speed is actually faster than ground speed. Air Compressor is pretty much mandatory if you do play as an Airzerker though.
- Infiltrator can dodge/boost/hover/take damage and remain cloaked and off the radar. Dropping off radar is exceedingly useful in many different situations - even mid-combat.
- The Reaper is best played as a mid range support mech, playing just behind one or two 'frontline' teammates. Sniping with the Reaper just doesn't work nearly as well as with the SS.

- Also of note, I trust this spreadsheet's range statistics more (particularly for explosive weapons)
- Nobody has conclusive ability stats (maybe you can be first_). Check patch notes for the new turret mode and Heat Dispersion stats.
- This spreadsheet has old ability stats. I think the Bruiser, CRT, Reaper, Berserker, and Sharpshooter abilities as shown in that spreadsheet (January) are still correct, but I'm not positive.
​- There are bugs that change some stats. For example, the extractor decreases the total amount of health you will receive from repair orbs, and nobody knows the real damage to fuel conversion rate for the Fuel Converter (the testing I've seen indicates it's higher than 2% / 4% health units to fuel liters)

Edited by Hell_Diguner, April 26 2014 - 12:22 AM.


#15 Hell_Diguner

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Posted May 05 2014 - 12:26 AM

Found it. Most of the ability statistics, I mean. From the Steam patch notes.
Spoiler
Righty then, let's see. I know Heat Wave (Incinerator) and Artillery Turret (Grenadier) have been changed since this spreadsheet. Amplification might be different now. Also the G2 mech abilities are balanced a little different than the original mechs, if I'm not mistaken.


#16 KINGYOLOSWAG

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Posted May 14 2014 - 09:32 PM

View PostHell_Diguner, on April 25 2014 - 11:41 PM, said:

Much of your information is incorrect. This alone will help you correct much of it. I really don't feel like proofreading all of your post, but here are some glaring problems:
- Corsair's secondary fire isn't a grenade
- No Incinerator and Assault G2 weaponry
- AM-SAR is semi-auto with a fast fire rate; the scope is a functionality of the Sabot weapons
- I don't think you should lump the two Sabot weapons together. KE Sabot has much better unscoped accuracy and refire rate, but does noticeably less damage
- Flying in the Berserker makes perfect sense, as it's one of the few mechs where air speed is actually faster than ground speed. Air Compressor is pretty much mandatory if you do play as an Airzerker though.
- Infiltrator can dodge/boost/hover/take damage and remain cloaked and off the radar. Dropping off radar is exceedingly useful in many different situations - even mid-combat.
- The Reaper is best played as a mid range support mech, playing just behind one or two 'frontline' teammates. Sniping with the Reaper just doesn't work nearly as well as with the SS.

- Also of note, I trust this spreadsheet's range statistics more (particularly for explosive weapons)
- Nobody has conclusive ability stats (maybe you can be first_). Check patch notes for the new turret mode and Heat Dispersion stats.
- This spreadsheet has old ability stats. I think the Bruiser, CRT, Reaper, Berserker, and Sharpshooter abilities as shown in that spreadsheet (January) are still correct, but I'm not positive.
​- There are bugs that change some stats. For example, the extractor decreases the total amount of health you will receive from repair orbs, and nobody knows the real damage to fuel conversion rate for the Fuel Converter (the testing I've seen indicates it's higher than 2% / 4% health units to fuel liters)

This is outdated information, and originally I wanted to update the page overtime so I am well aware of the lack of information but at lesat its something lol
took me a while to make this





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