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A few comments on Siege.


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#41 RedVan

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Posted October 30 2012 - 08:23 AM

View PostLazoraz, on October 29 2012 - 04:25 PM, said:

This is the gamemode that you REALLY need voice chat for. I've educated so many new players, and we often pull out a win even if they aren't too good at the game yet. This gamemode is ALL about communication. I love it soooo much.

EDIT-PS: Use voicechat guys, it's a game changer :P

Sadly, not everyone can, or wants to.  Which is why I suggested making  a chat box so that we can at least type instructions to newbs, and have it not disappear in a second

#42 Conquistador

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Posted October 30 2012 - 09:05 AM

View PostDeuy, on October 29 2012 - 12:01 PM, said:

As Frenotx mentioned, the energy trees hold a finite amount of energy which they regen at a slow rate.  A full tree transfers energy rapidly, but an empty one can only transfer at its regen rate.  

The "fullness" of a tree is indicated by the 3 green lights stacked vertically on the "trunk", which deplete as energy is gathered.  So when multiple people are gathering around a tree, it runs out quickly and you notice your energy collection slows to a crawl.  At this point it's usually better to return to base or find another tree.

Energy Unit collection is designed this way for a couple reasons.  It keeps battles dynamic, since teams must stay on the move as the value of each energy spawn point fluctuates.  If trees had infinite EU with no downtime, most Siege matches would devolve into Team A camps at Energy Tree #1, Team B camps at Tree #2, race to launch ship with no conflicts.  It also encourages escorting teammates (rather than letting a full teammate go back solo while you fill up your own tanks), and encourages killing enemies in order to steal their EU (rather than letting them leave so you can fill up your own tanks).

Another fact about Siege Mode is that a team's battleship gets stronger with each consecutive launch.  This prevents matches from continuing indefinitely, and prevents turtling by teams that only defend against ships but do not gather energy to launch their own.  Generally the first ship is pretty easy to take out by means of hiding in your base and manually shooting it, but as more ships are launched it becomes nearly impossible to take them down without capturing the AA.  You'll also notice that later ships will have upgraded turrets (machine gun > rockets > homing missiles).



The boot sequence was created by Shadi, our UI artist.  He is also the sound designer for the game, and created the music in our trailers!  :o   I love the disclaimer at the start of the boot up :)

I was initially going to write a critique on siege based on my experiences with manually shooting down the battleships, but having read this I can't complain. You folks thought of everything! I initially wondered why each battleship cost more energy to launch, but I'd assumed that the battleships were all the same. The fact the battleship scales alongside the energy costs is absolutely brilliant. I applaud you.

I will say one thing, though. There should be a move towards more symmetrical siege maps, or at least a tightening of terrain. I'm noticing odd lines of sight on the sahara map that allow a sharpshooter to sit at one end of the map and kill people at the door of the spawn. This is extremely irritating because a sniper can sit at E1 and essentially cover the entrance of an enemy base with no immediately threat of retaliation from other classes. I've been killed at the doorway of my spawn trying to deliver energy this way. And to add insult to injury, because the map design is asymmetrical, I can't go sharpshooter and do the same thing to my enemy. They have protection from this sort of sniping, and my team doesn't.

Additionally, more platforms need to be added to titan to block line road of sight from the top floors. As it stands, it's too easy for assault classes to spam rockets down into capture zones, and similar to the sahara problem have little threat of immediate retaliation.

That is not to say I dislike siege. On the contrary, it has easily become my favourite game type. Keep up the good work, devs!

Edited by Conquistador, October 30 2012 - 09:19 AM.

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#43 DarkPulse

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Posted October 30 2012 - 10:23 AM

View Postvince, on October 29 2012 - 04:42 PM, said:

There is a battery that charges when no one is using the energy stations. The green "lights" on the stalk indicate how much charge has been stored. Once that is depleted the energy charge rate equals the generation rate.
Quite aware of that now (and actively paying attention to it), just wasn't at the time I made the post.
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#44 Xenogeist

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Posted October 30 2012 - 10:53 AM

When the opposing team has the AA locked down I can almost take the ship down by myself with my Rocketeer if I have a good firing position and am uninterrupted by the enemy.  2 Rocketeers together could probably take it down easily without ever bothering with defending the AA.

As much as I like to be able to shoot at the ship and knock it down myself, if people start picking up on this tactic and it becomes the 'meta' it could make defending too easy and draw out the length of the game.

I'm not sure if this is the case or if I am just imagining it but do ships travel faster the more often they are launched_  This might explain why I have found the above tactic less effective as the game wears on.

Edit: Nevermind, I just read the previous post that mentions that the ships do indeed get stronger.

Edited by Xenogeist, October 30 2012 - 10:55 AM.


#45 DarkPulse

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Posted October 30 2012 - 03:05 PM

View PostXenogeist, on October 30 2012 - 10:53 AM, said:

When the opposing team has the AA locked down I can almost take the ship down by myself with my Rocketeer if I have a good firing position and am uninterrupted by the enemy.  2 Rocketeers together could probably take it down easily without ever bothering with defending the AA.

As much as I like to be able to shoot at the ship and knock it down myself, if people start picking up on this tactic and it becomes the 'meta' it could make defending too easy and draw out the length of the game.

I'm not sure if this is the case or if I am just imagining it but do ships travel faster the more often they are launched_  This might explain why I have found the above tactic less effective as the game wears on.

Edit: Nevermind, I just read the previous post that mentions that the ships do indeed get stronger.
Correct, so while you might take down the first one, and even the second one, past three it's going to get harder and harder and eventually impossible without AA.
Reason as my minor ego, and opposite my desire to be a murderer.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."

#46 Houruck

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Posted October 31 2012 - 12:43 AM

View PostDarkPulse, on October 28 2012 - 07:17 PM, said:

  • I absolutely love the extended startup sequence.
Detto!
But it can be annoying: I always hurry picking mech when the game starts and rush to nearest Energy station. But when I join a game already in progress the sequance is a big disantvantage.

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