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April Update Patch Notes

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#81 FakeName

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Posted April 22 2014 - 09:14 PM

So far so good but now C classes are allost stronger than B classes due to speed increase. I mean 2 ms difference is not much and I can already chase an A class with my incinerator ...

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#82 SoldierHobbes11

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Posted April 22 2014 - 09:39 PM

View PostMykinius, on April 22 2014 - 09:05 PM, said:

Why is there so much scout hate_

I still have yet to hear any good reasons as to why it's supposedly overpowered. It always seems to be anecdotal evidence of being beaten by better players (or beating low-skill players, just as any mech can do) rather than anything broken at play.

Mini-flak is widely regarded as a poor choice by all of the experienced players I know due to its high heat rate, low accuracy, and incompatibility with cover play. For it to do its ideal, maximum damage, the scout has to be out of cover AND adjacent to the opponent, an undesirable situation given its measly 320 hp.
I'm with you on this one. Miniflak scouts are the easiest of the scouts to deal with because they stand out in the open so much. They're only dangerous if they flank you. And if you get flanked, that's your own fault, not the mechs.
Seriously, if you have trouble beating the default scout you're gonna hate fighting Flak cannon scouts and hate me even more in my heat cannon scout. Once you learn how to kill a scout, they aren't nearly as annoying to deal with. One solid TOW in there face is enough to make any sensible scout pilot back off. And never chase a scout. Scouts are good at setting traps.

Anywho, on topic. I'm gonna wait till I play the update before giving a final judgement, but from what I've seen, I'm liking all of it. All except for the boost reduction on the predator, I'm kinda iffy about that. But I'm glad it got a buff in terms of direct combat. Again, I'll have to wait and see until the patch actually drops.

And as a pilot of all mechs in the game, I'm glad my c classes got some love. I still think the frontal damage reduction on the brawler's turret is plain pitiful in terms of using it for heavy defense or a spearhead like it says in the description of the mech. But again, I'll have to see what happens.
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#83 talon70

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Posted April 22 2014 - 09:52 PM

The 'Decreased extra damage received from behind from 50% to 20%' in turret mode seems quite a bit of a difference and a lot less downside .

Edited by talon70, April 22 2014 - 09:53 PM.


#84 Analysis

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Posted April 22 2014 - 10:38 PM

I might be buying some more camos tomorrow now that they are global.

I don't approve of the reduction of the extra damage of heavies from 50% to 20% though. If a player goes into turret mode and is unaware of their surroundings they deserve a quick death. I already had trouble against opponents that can aim decent in turret mode with my scout since a front end flak shot does almost no damage. Now you decide to make air burst tow that hits behind do less damage...

Don't you dare slowly creep up the health of mechs with incremental patches. The game is at its best with low kill times that reward good tactical play.

#85 flimsy

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Posted April 22 2014 - 10:40 PM

  • Players will no longer join a server as the 7th player on a team with everyone flagged as enemies
Can you add this back in as a separate game mode_

#86 Analysis

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Posted April 22 2014 - 10:43 PM

View PostXacius, on April 22 2014 - 05:03 PM, said:


  Ideally, I'd like to see a 400/600/800 hp system, as the current values feel a little too low.  


This makes me rage so hard. If there is a God/Demon/Spaghetti monster please stop the health increases.

#87 AboveTheSky

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Posted April 22 2014 - 10:48 PM

what is the wrong with you

you update walk speed

but nerf bosting speed_ wtf

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#88 plons

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Posted April 22 2014 - 11:23 PM

increased armor for the c class mechs  ...a joke only with 15 hp  pfft........

.......new coop things yeah superb ....
no new mechs pfft
and for the rest useless junk

.

#89 Pastorius

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Posted April 22 2014 - 11:25 PM

This looks great Team[HWK]. I love the customization options and the economy changes but as an A class pilot, I have to say that the buff to the C-Classes seems a little harsh. Especially as, for the large part, they have a Tech in their pocket. From a MiniFlack Scout's point of view you have to get in real close to take one of these guys out and when you have a tech to deal with first it is hard enough already. I guess we'll see how it pans out on the ground_

Great job though, there are a lot of bug fixes and improvements in there too.

ETA_
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#90 nepacaka

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Posted April 22 2014 - 11:42 PM

devs, your activities with C-class mechs is wrong.

C-class is very strong even now, without hp buff. They inredible strong in 1vs1.
they useless in dm (except 1vs1). a one C-class useless in pub-tdm, or ma/siege.
but 5-6 C-class in one team = 95% win. I play on heavy many times.

C-class is broken now, because they simply "collect bullets". C's are not even able to completely dodge, and just get a little damage constantly if fight. this is absolutely stupidly conception!

problem in C's balance now:
1) 2 and 6 C's in team - 2 C's is normal. But 6 heavy standing together, create an incredible advantage in HP (summary lifepool).
2) c-class and a-class dillema - most of weapon suffer in ballance, because mech have a difference speed. like heat-cannon on C's. heat requirment more mobility, but C's can't. Result = some weapon is broken, unbalanced or unusable on mech.
3) lack of positioning, lack of skill in fight.
Why i need use dodge, if i can get bullet in my face_ tech heal me! (a liitle jock, i'm not getting bullet in my face on C's :D)

seriously devs, think about it.
Your concept to the C-class is broken. And by adding them to HP, you only worsen current situation.

Brawler in 1vs1 is quite strong, and scout actually can not beat him. And now you give brawler more hp... brawler was so strong! Now, he just became even stronger! Where is the logic_

early i say about alternative c-class. (however, such changes will affect the whole concept of the game lika a:  b-class mech, dodge, weapons, tech. All that can be associated with C's)

i suggest change c-class totally:

1) give c-class faster boost and less hp. actually, turn c-class into b-class (and change b-class too)
ideally 400/500/600 HP system. or 350/450/550.
Why_
this solved many problem.
- positioning
- balanced heavy in other game modes. easy maneuver like a team/group in TDM for C's
- lack of speed in dm.
- more balanced in 1vs1 fight
- delete problem with 6 c-class in one team. with less hp it's not be so OP like now.
- delete problem with respawn time in siege. with current speed a-class die and return to aa after 7 second after die. c-class spend more time on this in MA/siege.

2) added c-class dodge speed and distance
Why_
currently C's fight relying only on their big health, it is more or less balanced Battles 1vs1, but completely wrong for fighting in teamplay. but Hawken - teamplay game. right_
- with faster dodge/speed and less HP, you have to based primarily on your piloting skills, not only stupid gathering damage. It's better.
- more speed fights/duels.
- more positioning, more skill, more fun.
- true

3) Totally rework Turret-mode. more frontal reduction.
Why_
if c-class hp will be decreased. current turret mode not working for C's.
- added average turret-mode armor to 85-75%
- change brawler ability. 75-80% armor reduction, totally delete regeneration while combat. brawler start regenerate hp only if not giving damage while 3-4 seconds.
- rocketeer is worse tank from all C's. give him 85%
- cupcake and gren - 85 and 80%.
- less overheat while turret.
this also turned mech while turret-mode into
- brawler - defensive-tank (with Flak-cannon and without regen in fight) / support turret with SA-hawkins (with regen if u not get dmg)
- grenadier - main-tank / problem with range, but good aoe dmg)
- cupcake - main-tank / pusher (cuz he have good speed while ability)
- rocketeer - not good tank (something to hold on for a while, until the arrival of assistance) / support-tank or support (if u team have other mech like gren)


With this we have faster heavy mech, which working like main-tank while ability. better positioning - change position and turned into turret-mode on point. and other good stuff. more skill to piloting. more dodge. more interest.
no more slowpoke.

bonus:
this also solved problem with unbalanced weapons now, which depends on the speed of movement:
Flak-cannon, HEAT, EOC, Vulcan, SA-hawkins


I say this because I'am the pilot of C-class. past 2 years.
p.s. i'm a big brawler thx for you gave me more HP, now I can kill people even easier and better. (sarcasm)


Devs, just think about what I said.
Please accept my apologies if my message difficult to understand

Edited by nepacaka, April 23 2014 - 08:02 PM.


#91 Krellus

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Posted April 22 2014 - 11:49 PM

glad to see heavies buffed, global camo and quicker leveling.... now if the devs would just ditch the turn rate cap, hawken might just make it. having played titanfall, with no turn cap bs, its just more fun. I now understand why some folks wont play hawken at all bec the turn cap is too frustrating. this is not a mech sim, its arcade, and the turn cap is ruining it.

#92 ThirdEyE

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Posted April 23 2014 - 12:09 AM

Not really sure why people are against the reduction of turret mode rear damage amplification.  Turret mode already has overwhelming drawbacks such as inability to fly, dodge, and 180, boosting consumes more fuel, your turn rate is lowered, and you move slower in general.  The ability benefits still typically don't outweigh all of these drawbacks and turret mode will remain a situational ability.
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#93 Ker4u

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Posted April 23 2014 - 12:14 AM

Quote

Corsair-KLA
Decreased refire rate from 3.75 to 2.75
Decreased MIRV projectile damage from 21 to 18
Decreased KLA projectile damage from 132 to 125
does this mean only KLA fire rate was increased_

if so, then raider got fuzzzy bunnyed  hard again


View PostThirdEyE, on April 23 2014 - 12:09 AM, said:

Not really sure why people are against the reduction of turret mode rear damage amplification.  Turret mode already has overwhelming drawbacks such as inability to fly, dodge, and 180, boosting consumes more fuel, your turn rate is lowered, and you move slower in general.  The ability benefits still typically don't outweigh all of these drawbacks and turret mode will remain a situational ability.
i fear that if devs will reach their goal, and turret mode becomes viable it will ruin the games. Since its a very boring  mechanic in its core

Edited by Ker4u, April 23 2014 - 12:33 AM.

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#94 RozerMahbub_

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Posted April 23 2014 - 12:28 AM

nothing for scout :(

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#95 nepacaka

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Posted April 23 2014 - 12:34 AM

also

Quote

no new mechs pfft
devs, give me this, and i've been happy :D
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#96 Rajitha

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Posted April 23 2014 - 12:37 AM

View PostThirdEyE, on April 22 2014 - 06:08 PM, said:

View PostXacius, on April 22 2014 - 05:29 PM, said:

The portable scanner would definitely have to be changed as well at that point.

It needs to be changed anyway.  Free maphacks as an item is never a good idea.  The item itself doesn't show up on radar (unlike Scrambler), gives no indication that it's affecting you beyond sound, and that can only be heard at close range.  The thing doesn't even show up on Stalker vision, so it can completely counter Predator (especially since your sound is somewhat muted so it's even harder to hear).


Agreed it should at least be spotted by a Predator, or provide some subtle sign (radar static or something_) that you're being observed by one.

View PostPap, on April 22 2014 - 07:21 PM, said:

srsly it always put a smile on my face when all they wan to do is grab as much money as possible. while not attending to global main issues like: high ping, server mess (oceania and asia servers are useless..), TERRIBLE TERRIBLE team balancing algorithm that literally destroys team games like MA and SIEGE (sure if u play only dm/tdm it's not as big of a deal)
but hey lets add new fuzzy bunny for players to buy and fuzzy bunny the rest..

What's this server mess you speak of_ O.o I'm just grateful that Asia has a decent population since moving to steam, heck i couldn't even find ONE active server in Asia when i started playing. Newkah created this South Asia/Southeast Asia Community back then and we used to play at an agreed time at night in order to have enough people online to play together. Still there was only about 20-30 of us playing at least 3 days a week so there were days when i'd come online only to find another 2 of us online :/
Nevertheless it was damn fun when we could fill up a server specially because it was the same group of good people playing together including some Aussies :) Now whenever i play at night i generally count 60+ people on the Asia South servers alone (there's Asia North as well, with some damn skilled players :P) Which is an awesome improvement :D
True the game has issues (what doesn't) but it's still a lot of fun to play :) Giving some incentive for people to hang around post match (bonus HC_) would really help matchmaking and therefore, the overall experience imo

Edit :- Looking forward to seeing the results of these;


Fixed a bug with MMR not changing properly if player joined game in progress
Fixed a bug where alt-tabbing on full screen resulted in frame rate drop
If several pilots connecting fail to join and their spots are cleared, auto balancer now becomes active immediately

Thanks devs :)

Edited by Rajitha, April 23 2014 - 01:41 AM.

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#97 Guiotine

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Posted April 23 2014 - 01:47 AM

View PostPap, on April 22 2014 - 07:21 PM, said:

srsly it always put a smile on my face when all they wan to do is grab as much money as possible. while not attending to global main issues like: high ping, server mess (oceania and asia servers are useless..), TERRIBLE TERRIBLE team balancing algorithm that literally destroys team games like MA and SIEGE (sure if u play only dm/tdm it's not as big of a deal)
but hey lets add new fuzzy bunny for players to buy and fuzzy bunny the rest..

wait, what_

View PostPap, on April 22 2014 - 07:21 PM, said:

srsly it always put a smile on my face when all they wan to do is grab as much money as possible.

...

View Post[HWK]ZamboniChaos, on April 22 2014 - 04:54 PM, said:

Items
  • HE Charge
    • Decreased MC price of MK-II from 288 to 252

    • Decreased MC price of MK-III from 432 to 360
  • Hologram
    • Decreased MC price of MK-II from 288 to 252

    • Decreased MC price of MK-III from 432 to 360
  • Repair Charge
    • Decreased MC price of MK-I from 432 to 360

    • Decreased MC price of MK-II from 576 to 468

    • Decreased MC price of MK-III from 720 to 576
  • Detonator
    • Decreased MC price of MK-I from 288 to 252

    • Decreased MC price of MK-II from 432 to 360

    • Decreased MC price of MK-III from 576 to 468
  • EMP
    • Decreased MC price of MK-I from 432 to 360

    • Decreased MC price of MK-II from 576 to 468

    • Decreased MC price of MK-III from 720 to 576
  • MG Turret
    • Decreased MC price of MK-I from 432 to 360

    • Decreased MC price of MK-II from 576 to 468

    • Decreased MC price of MK-III from 720 to 576
  • Rocket Turret
    • Decreased MC price of MK-II from 288 to 252

    • Decreased MC price of MK-III from 432 to 360
  • Shield
    • Decreased MC price of MK-II from 288 to 252

    • Decreased MC price of MK-III from 432 to 360
  • Portable Scanner
    • Decreased MC price of MK-I from 288 to 252

    • Decreased MC price of MK-II from 432 to 360

    • Decreased MC price of MK-III from 576 to 468
  • Radar Scrambler
    • Decreased MC price of MK-I from 288 to 252

    • Decreased MC price of MK-II from 432 to 360

    • Decreased MC price of MK-III from 576 to 468
  • Blockade
    • Decreased MC price of MK-I from 288 to 252

    • Decreased MC price of MK-II from 432 to 360

    • Decreased MC price of MK-III from 576 to 468
  • ISM Disruptor
    • Decreased MC price of MK-I from 432 to 360

    • Decreased MC price of MK-II from 576 to 468

    • Decreased MC price of MK-III from 720 to 576
  • Heat Charge
    • Decreased MC price of MK-I from 432 to 360

    • Decreased MC price of MK-II from 576 to 468

    • Decreased MC price of MK-III from 720 to 576

not to mention:

View Post[HWK]ZamboniChaos, on April 22 2014 - 04:54 PM, said:

  • Camouflages
    • All camouflages are now global. This means that if you purchase a camouflage, it will be unlocked for use on every mech you own. This also applies to camos you've already purchased.

those do not seem like the actions of a company wanting to make as much money as possible. While yes, this update contains monetized parts -- trial mech bundles, comsetics, etc, they are not simply out to fuzzy bunny the player out of as much money as possible. If they were, things would be a lot worse in Hawken.

ReachH said:

I dub thee, Guiotine, 'Coloxxen, the mech pokemon'

View PostAsianJoyKiller, on July 02 2013 - 03:18 PM, said:

This wall of text gets the AJK Seal of Approval.

#98 Kopra

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Posted April 23 2014 - 01:48 AM

MIRVs available every 2.75 secs in return of 24 damage_ Nice! This is a buff, not a nerf. I'm going to have a field day with this.

#99 Kenpos

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Posted April 23 2014 - 01:51 AM

Bruiser needs some buff(s), specially speed increase.

#100 BadCatWillum

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Posted April 23 2014 - 02:43 AM

To stroke the egos of players who got to level 30 the hard old way, before everyone over level 22 suddenly jumped to 30, could we have more pilot emblems that are earned by playtime/kills/damage inflicted/bullets sponged/KD ratio_  Or just an 'old 30' emblem created by adding tarnish to the existing 30 emblem_





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