Just thought I would make a tips/tricks thread. I did this for my old BFBC2 clan and it seemed to benefit the members, so I thought I would do the same here . I did a quick forum search, and I didn't really find anything like this, so I guess here it is XD
This is meant for anyone to contribute to and view, so if you have any input, etc, feel free to put it here. I'll see if I can consolidate everything into my post now and again (and I'll put whoever contributed to it also)
Anyway, these are some things I found particularly useful from CBE1 (onwards_)
Game Status: Open Beta! - Ascension Update!
Updates coming soon
Contributors
Spoiler
ArnieF4440
DarkPulse - For detailed weapon, mech and item stats
Ashfire908
CaptainCiboulette
Circon_Flex
Coldrew
Conquistador
cunningStunts
D20Face
DDwarrior
DeVact
Dreizehn
EMEUTIER
h0B0
Gagzila
GN010
Greenfox21
InfestedFirman
Kaylos
Kruthal_Dexlar
Lithium03
maschas
NUCLEARSHARKHEAD
Paintingbuddha
Rainier
RecoilS14
RedVan
Roundlay
Scapes
ScHizNiK
SGTMatt
SirCannonFodder
SirMilagres
Skylead
Steppee
SystemiK
Thrull
Womb
Other Threads
AsianJoyKiller - http://community.pla...lvl-20-weapons/
h0B0 - http://community.pla...have-collected/ [CBE2 ...]
Questions
Xyzz
DxPBlackDeath
ArnieF4440
DarkPulse - For detailed weapon, mech and item stats
Ashfire908
CaptainCiboulette
Circon_Flex
Coldrew
Conquistador
cunningStunts
D20Face
DDwarrior
DeVact
Dreizehn
EMEUTIER
h0B0
Gagzila
GN010
Greenfox21
InfestedFirman
Kaylos
Kruthal_Dexlar
Lithium03
maschas
NUCLEARSHARKHEAD
Paintingbuddha
Rainier
RecoilS14
RedVan
Roundlay
Scapes
ScHizNiK
SGTMatt
SirCannonFodder
SirMilagres
Skylead
Steppee
SystemiK
Thrull
Womb
Other Threads
AsianJoyKiller - http://community.pla...lvl-20-weapons/
Questions
Xyzz
DxPBlackDeath
FAQs
Over here now:
http://community.pla...120#entry190224
Technical/computer
Over here now:
http://community.pla...120#entry190226
Useful Threads and Links List
Spoiler
Hawken Wiki
http://hawkenwiki.net/wiki/Main_Page
Saturnines Guide to the classes
https://community.pl...to-the-classes/
Hawken Lore
http://community.pla...lore-of-hawken/
Video Streaming
http://community.pla...-with-pictures/
Hawken Stream Compilation
https://community.pl...am-compilation/
[Guide] Video Recording and Compression (Fraps and VirtualDUB)
http://community.pla...and-virtualdub/
Arnie explains ... Latency, ping, lag, and missing TOWs (aka online gaming)
http://community.pla...-online-gaming/
Plain Ole' useful
Promo Codes (for HC/other)
http://community.pla...90-promo-codes/
Prestige Weapon list (also available here)
http://community.pla...ge-weapon-list/
Combat Guide
http://community.pla...ic-combat-guide
Game Guide!
http://www.playhawken.com/#game-guide
Community Values
http://community.pla...mmunity-values/
FYI on maneuvering and radar
http://community.pla...ring-and-radar/
Beginner Guides
I'm definitely a scrub; someone teach me how to play/Newbie threads
http://community.pla...me-how-to-play/
http://community.pla...ice-to-noobies/
For new Players
http://community.pla...or-new-players/
Beginner's Guide to Hawken
http://community.pla...uide-to-hawken/
Guides
Guide Master List (OP post only)
http://community.pla...ster-guidelist/
h0B0 guides
http://community.pla...se-hc-spending/
http://community.pla...-optimizations/
http://community.pla...ally-explained/
Siege Mode
http://community.pla...out-siege-mode/
http://community.pla...-play-together/
http://community.pla...donts-of-siege/
Mech Strategies
Brawler
http://community.pla...awler-strategy/
SharpShooter
http://community.pla...ips-and-tricks/
Infiltrator 101
http://community.pla...he-basic-guide/
All
http://community.pla...h-and-strategy/
Performance Optimisation, Tweaking and Technical
http://community.pla...rates-try-this/
Low Smoke FPS "fix"
https://community.pl...-smoke-fps-fix/
INI/config tweaking
http://community.pla...igini-tweaking/
http://community.pla...nd-image-grain/
AMD performance fix_
http://community.pla...nstable-system/
Run Hawken on Macs_
http://community.pla...awken-on-a-mac/
How to play Hawken on Linux (probably Mac too)
https://community.pl...awken-on-linux/
Ini changes made in tech update
https://community.pl...in-tech-update/
Discussions
C-class Turret Mode
http://community.pla...-official-poll/
Interior vs Exterior
http://community.pla...r-vrs-interior/
Remove Negative Mouse Acceleration
http://community.pla...e-acceleration/
Reverse thrust vs 180
http://community.pla...c-reverse-dash/
Hawken Wiki
http://hawkenwiki.net/wiki/Main_Page
Saturnines Guide to the classes
https://community.pl...to-the-classes/
Hawken Lore
http://community.pla...lore-of-hawken/
Video Streaming
http://community.pla...-with-pictures/
Hawken Stream Compilation
https://community.pl...am-compilation/
[Guide] Video Recording and Compression (Fraps and VirtualDUB)
http://community.pla...and-virtualdub/
Arnie explains ... Latency, ping, lag, and missing TOWs (aka online gaming)
http://community.pla...-online-gaming/
Plain Ole' useful
Promo Codes (for HC/other)
http://community.pla...90-promo-codes/
Prestige Weapon list (also available here)
http://community.pla...ge-weapon-list/
Combat Guide
http://community.pla...ic-combat-guide
Game Guide!
http://www.playhawken.com/#game-guide
Community Values
http://community.pla...mmunity-values/
FYI on maneuvering and radar
http://community.pla...ring-and-radar/
Beginner Guides
I'm definitely a scrub; someone teach me how to play/Newbie threads
http://community.pla...me-how-to-play/
http://community.pla...ice-to-noobies/
For new Players
http://community.pla...or-new-players/
Beginner's Guide to Hawken
http://community.pla...uide-to-hawken/
Guides
Guide Master List (OP post only)
http://community.pla...ster-guidelist/
h0B0 guides
http://community.pla...se-hc-spending/
http://community.pla...-optimizations/
http://community.pla...ally-explained/
Siege Mode
http://community.pla...out-siege-mode/
http://community.pla...-play-together/
http://community.pla...donts-of-siege/
Mech Strategies
Brawler
http://community.pla...awler-strategy/
SharpShooter
http://community.pla...ips-and-tricks/
Infiltrator 101
http://community.pla...he-basic-guide/
All
http://community.pla...h-and-strategy/
Performance Optimisation, Tweaking and Technical
- Tweaking INI's is not supported by the devs
- backup your original files
- ONLY modify the files in DocumentsMy GamesHawkenHawkenGameConfig not your install directory
http://community.pla...rates-try-this/
Low Smoke FPS "fix"
https://community.pl...-smoke-fps-fix/
INI/config tweaking
http://community.pla...igini-tweaking/
http://community.pla...nd-image-grain/
AMD performance fix_
http://community.pla...nstable-system/
Run Hawken on Macs_
http://community.pla...awken-on-a-mac/
How to play Hawken on Linux (probably Mac too)
https://community.pl...awken-on-linux/
Ini changes made in tech update
https://community.pl...in-tech-update/
Discussions
C-class Turret Mode
http://community.pla...-official-poll/
Interior vs Exterior
http://community.pla...r-vrs-interior/
Remove Negative Mouse Acceleration
http://community.pla...e-acceleration/
Reverse thrust vs 180
http://community.pla...c-reverse-dash/
Notes regarding stats
Spoiler
- "Walking & Running Speed": I'm not sure what measurement this is in. I THINK this is in Unreal Units (UU) per second, though obviously I can't reliably check this (I'd need access to UnrealEd to do so). In UE3 games (And thus, UDK, which Hawken is made in), the best approximation is that 50.3 UU = 1 Meter, based off a UT3 assumption of a character being about 5'9" (1.75m). Of course, even if these are in Unreal Units, it's just a sense of scale - we could say 50.3 UU = 17.50 meters too as long as everything else is scaled accordingly. The best way to test for this, without UnrealEd, would be to compare the mechs to the cars, or if you can spawn one, the humans. [DarkPulse]
- I'm assuming "Heal Rate" is health per second. This could be tested by bringing a mech down to a certain level and busting out the stopwatch, though. (But obviously, keep in mind that things can boost this!) [DarkPulse]
- "Walk to Run Time" is the measurement (in seconds) it takes for you to go from full stop to what is considered the running speed. You will accelerate towards the running speed during this time. [DarkPulse]
- "Acceleration Speed" is obviously the speed you accelerate at; however, I'm not quite sure how it works. My best guess is that this is the speed (in Unreal Units) the mech will accelerate at per second, but it's still capped by Running Speed, and it still takes the "Walk to Run Delay" time in effect. [DarkPulse]
- "Landing Delay" is how long it will be until you can control your mech again from a hard landing (e.g; falling off Titan to the ground floor). [DarkPulse]
- "Thruster Jump Energy" is actually how many units per second a mech uses to jump (NOT hover!) [DarkPulse]
- "Thruster Side Boost Energy" is how much energy a mech takes to dodge. [DarkPulse]
- "Thruster Rate Hover" is how much it takes to fly. [DarkPulse]
- "Bump Damage Factor" is presumably how much damage a mech deals from a collision_ [DarkPulse]
Mechs
Spoiler
Class Specs
[placeholder]
Infiltrator
[placeholder]
Technician
Class Specs
[placeholder]
Recruit Assault
[placeholder]
Bruiser
[placeholder]
Raider
[placeholder]
C-Class
Class Specs
[placeholder]
Brawler
[placeholder]
Grenadier
- Never underestimate the firepower of any mech,including light/A. Even a heavy/C class should keep moving as much as possible. Due to prejudice reasons and experience in other mech games, I used to stand still in my games if I ran into a light mech just to make aiming easier thinking (Hah, puny light mech what could you possibly OH GOD!!!) [DDwarrior]
- Refer to the notes section above for units, etc
- Heal Rate: 35 health per second [DarkPulse]
- Heal Startup Delay: 2 seconds [DarkPulse]
- Side Dodge Distance: 900 UU [DarkPulse]
- Air Speed: 700 UU [DarkPulse]
- Max Thruster Energy: 9 Units [DarkPulse]
- Thruster Jump Energy: 1 Unit/use [DarkPulse]
- Thruster Side Boost Energy: 2.25 Units/use [DarkPulse]
Class Specs
- Armor: 500
- Energy Unit Capacity: 150
- Walking Speed: 600 UU [DarkPulse]
- Running Speed: 850 UU
- Walk to Run Time: 1.5 Seconds [DarkPulse]
- Acceleration Rate: 800 UU [DarkPulse]
- Side Dodge Speed: 2300 UU [DarkPulse]
- Side Dodge Delay: 1.25 Seconds [DarkPulse]
- Forward Boost Speed: 1800 UU/second [DarkPulse]
- Landing Delay: 0.55 seconds [DarkPulse]
- Thruster Regen: 0.9 units/second [DarkPulse]
- Thruster Hovering Rate: 1.6 Units/second [DarkPulse]
- Thruster Forward Boost Rate: 1.8 Units/second [DarkPulse]
- Bump Damage Factor: 80% of Normal [DarkPulse]
- Falling Damage Multiplier: 120% of Normal [DarkPulse]
- Eye Height: 95 UU [DarkPulse]
- IMO, this is your fast attack class, kinda like a scout. Since A-class mechs are faster than the others, they are good at hit and run attacks, but the low armor means that you have to repair a lot. Regardless, you can run rings around heavier, less mobile mechs (C-Class) [ArnieF4440]
[placeholder]
Infiltrator
- I'm a fan of the Heat Cannon, Grenade launcher combo. When fully charged, the heat cannon packs a huge punch, but when you use it in combo with the grenade launcher it is really effective. My preferred way of using this is to fully charge the heat cannon, and fire both simultaneously. This works especially well with side boosting between cover when attacking/defending the AA site in Siege mode. [ArnieF4440]
- Infiltrator is actually more about stealth and cunning than sheer speed. (If you want speed, play scout.) Because you cannot outrace your enemy in infiltrator, you must outfox him. HEAT+GL is particularly good for this, because both weapons don't need line of sight. In fact, if you're savvy, you can kill an opponent without them ever seeing you, by virtue of GL geometry and bouncing grenades, paired with splashing HEAT aoe around corners. It is, by far, the most challenging and rewarding A Mech to play. Charging HEAT becomes a non-issue when you strafe in and out of cover, so it's safe to say infiltrators sneak in and out of fights from the flank, and don't charge headfirst into the fray. Even your special ability masks you from radar (and some graphics cards), and your small hit box makes you a perfect hit and run guerilla machine. You are an ambush predator, not an open terrain duelist. Unless you're extremely skilled with infiltrator, leave the dueling to the classes optimized for it.[Conquistador]
- If you haven't noticed, I don`t recommend AR on the Infiltrator. If you run Assault Rifle, you essentially become a weaker Berserker in sustained-fire combat, minus the nifty damage boost ability that makes the Berserker such a good open-terrain duelist. Swap to HEAT as soon as humanly possible.[Conquistador]
- EOC Infiltrator:
This primary fills a very specific niche for the infil. I play EOC Repeater on infiltrator like I'm using a HEAT cannon with no splash, and favor stealthy flank attacks with that weapon. You're a less effective dueler, but a much better assassin. EOC infils are by far the deadliest ambush predators in the game, able to instagib light classes and damaged b mechs with a combination of the stealth ability, a fully charged eoc, gl, and he-grenade. This combination likewise punishes enemies who repair too close to the battlefield, because if they aren't moving, they can't dodge the EOC. Kick them while they're down, sport! [Conquistador]
- EOC Infiltrator:
- You are the fastest, most mobile class in the game, and your ability lets you dodge, boost, or fly much longer than other mechs. Use this unparalleled mobility to boost behind Heavy mechs, and close to CQC where the power of your flak cannon really shines through. The power of the scout lies in "peakaboo", so make sure you keep yourself situationally aware of the closest piece of cover to duck behind. Oh, and run detonator. Detonator is a natural ally of the scout's TOW. [Conquistador]
- Flak Scout:
In a variant of "blitzing", when using FLAK to fight other TOW-equipped light mechs, the "facehugger" strategy becomes extremely useful. Stagger your weapons fire so that you fire your TOW at your opponent while you're out of the AOE range of your own rocket, then immediately close to point-blank. Your FLAK cannon has the highest burst in the game, and you can safely outdamage your enemy while he uses his primary to chip away at you. If your enemy makes the incorrect choice to fire a TOW or other explosive at you pointblank, punish him for it by making him eat his own explosion. This strategy will almost guarantee you a win against other A class mechs (and even the reaper or another scout , provided you get the first shot in). Your mileage may vary using this tactic against B and C classes, simply because they have more HP than you do.[Conquistador] - HEAT Scout:
I'm partial to this combination, and even I admit it may be "too good". The HEAT naturally complements the TOW because both weapons are projectiles and travel straight towards their targets. The HEAT travels faster than the TOW, so at long range, learn to time your shots so that your TOW and charged HEAT connect at approximately the same time (or in quick succession), which can provide enough combined force to knock sharpshooters off their perches (or even juggle enemies in place, which is still useful but not as severe with the stunlock nerf). At close range, only fire your weapons together when in an open terrain situation, where DPS matters.
Certain forms of cover complement the HEAT+TOW combo extremely well, such as the missile silo. When in CQC you can use the splash of both weapons to hit an enemy (on the other side of the silo) without ever exposing yourself. Simply splash the floor around the silo past corner nearest the enemy with the weapon matching that corner (i.e. HEAT when firing past the left corner, TOW when firing past the right corner).[Conquistador]
- Flak Scout:
[placeholder]
Technician
- If you're gonna attack someone with the technician, its probably better off not to be in a 1vs1 situation. Its better attacking them when they're dealing with someone else [ArnieF4440]
Class Specs
- Armor: 675
- Energy Unit Capacity: 200
- Walking Speed: 525 UU [DarkPulse]
- Running Speed: 750 UU
- Walk to Run Time: 1.8 Seconds [DarkPulse]
- Acceleration Rate: 600 UU [DarkPulse]
- Side Dodge Speed: 2100 UU [DarkPulse]
- Side Dodge Delay: 1.5 Seconds [DarkPulse]
- Forward Boost Speed: 1600 UU/second [DarkPulse]
- Landing Delay: 0.75 seconds [DarkPulse]
- Thruster Regen: 0.85 units/second [DarkPulse]
- Thruster Hovering Rate: 1.675 Units/second [DarkPulse]
- Thruster Forward Boost Rate: 1.6 Units/second [DarkPulse]
- Bump Damage Factor: 100% of Normal [DarkPulse]
- Falling Damage Multiplier: 150% of Normal [DarkPulse]
- Eye Height: 105 UU [DarkPulse]
[placeholder]
Recruit Assault
- Similar to the assault, it just has rookie internals + Fred skin and different weapon loadouts. Does get a health advantage over the Assault though [ArnieF4440]
[placeholder]
Bruiser
[placeholder]
Raider
[placeholder]
C-Class
Class Specs
- Armor: 850
- Energy Capacity: 250
- Walking Speed: 450 UU [DarkPulse]
- Running Speed: 650 UU
- Walk to Run Time: 2 Seconds [DarkPulse]
- Acceleration Rate: 550 UU [DarkPulse]
- Side Dodge Speed: 1900 UU [DarkPulse]
- Side Dodge Delay: 1.75 Seconds [DarkPulse]
- Forward Boost Speed: 1500 UU [DarkPulse]
- Landing Delay: 0.95 seconds [DarkPulse]
- Thruster Regen: 0.8 units/second [DarkPulse]
- Thruster Hovering Rate: 1.75 Units/second [DarkPulse]
- Thruster Forward Boost Rate: 1.4 Units/second [DarkPulse]
- Bump Damage Factor: 120% of Normal [DarkPulse]
- Falling Damage Multiplier: 200% of Normal [DarkPulse]
- Eye Height: 110 UU [DarkPulse]
[placeholder]
Brawler
[placeholder]
Grenadier
- If ever you feel the Rev-GL would let you down when you first buy this thing, well don't be!!! It has powerful damage which combines rate of fire and splash damage. if you ask me, the other alt primaries don't work out for this mech. [CaptainCiboulette]
- Try to ambush than confronting others in a duel. You'll need to rack up your shots more securely to increase your survivability. [CaptainCiboulette]
- Use the turret ability when holding a critical point. it Increases the damage your already high damage weapons and reduces the damage you take. works better if you're backed up. [CaptainCiboulette]
- try taking on enemies in a closed space. Both grenades would often ricochet from the walls, Just be careful of your own grenades jumping back to you because its can hurt you. [CaptainCiboulette]
- When starting out with the Grenadier and don't have enough money to buy more useful items, try using the HE Charge to ambush enemies. Normally, if you hurl all three weapons simultaneously to an unsuspecting target, they'll get blown up immediately. [CaptainCiboulette]
- When in a firefight, try to reverse when lobbing grenades to your target, so you cannot hurt yourself with your own weapons. [CaptainCiboulette]
- When dealing with High Speed Class A mechs, try to lob your Grenade Launcher spikeballs on his sides rather directly. Your target might dodge on the path of the spikeball, or you can detonate it yourself to deal splash damage. [CaptainCiboulette]
- Lastly, relax and sit tight on tough situations, you'll need to take aim rather than dodge hopelessly since you are a big target for sub-weapons [CaptainCiboulette]
- Grenadiers are more suited on support roles rather than direct combat due to their tricky weapon loadout. [CaptainCiboulette]
- It's a Vanguard Initiative exclusive mech.
Prestige/Level 25 Weapons
Spoiler
Nearly all mechs get a new weapon at level 25. You have to pay in Hawken points to purchase them however. Here's a list of the prestige weapons [ArnieF4440]
Berserker
Nearly all mechs get a new weapon at level 25. You have to pay in Hawken points to purchase them however. Here's a list of the prestige weapons [ArnieF4440]
Berserker
- Point-D Vulcan
- EOC Repeater
- Heat Cannon
- Slug Rifle
- [none atm]
- Point D Vulcan
- Assault Rifle
- AM-SAR
- Assault Rifle
- EOC Repeater
- Heat Cannon
- Point D Vulcan
- Point D Vulcan
- Point-D Vulcan
Maps
Spoiler
Bazaar (previously Sahara)
[placeholder]
Origin (previously Titan)
[placeholder]
Uptown (previously Andromeda)
[placeholder]
Prosk (previously Alleys)
[placeholder]
Facility
[placeholder]
Front Lines (previously Valkyrie)
[placeholder]
Bazaar (previously Sahara)
[placeholder]
Origin (previously Titan)
[placeholder]
Uptown (previously Andromeda)
[placeholder]
Prosk (previously Alleys)
[placeholder]
Facility
[placeholder]
Front Lines (previously Valkyrie)
[placeholder]
Gameplay and Tactics
Spoiler
- USE VOICE CHAT -- It's too valuable of a tool not to use...teams require team work.[cunningStunts]
- Always be aware of your fuel and mech heat! [cunningStunts]
- Always watch your radar, especially if you're taking on more than one player by your self. Radar is an invaluable tool just like voice chat.[cunningStunts]
- Fake retreat. Almost every time if you retreat with considerably low health someone will follow you, crazy to score an easy kill. Retreat, 180° and wait to ambush this guy. (team play would, of course, serve a bigger, better, therefore deadlier ambush) [SirMilagres]
- Repair orbs. I find myself in games with repair orbs literally all over the bloody battlefield.
Those little health pickups will make all the difference in a fight. Pursuing someone_ Repair orb on the way_ Get on it. Basically where you take cover and the angles you pursue or flee should really revolve around the placement of these things. In constant ongoing melees, especially with classes like the Brawler, you want to stay in the bloody fight. And you can sometimes really surprise someone who thinks you are almost done for but bam, suddenly half your health is back. [Dreizehn] - Placing a Hologram on top of a turret is a pretty cool tactic I've seen people using. Its a great distraction that can confuse players since the turret shoots at you [ArnieF4440]
- Avoiding fire from flying mechs - get under em. You don't have the range of movement to shoot directly below if you're flying [ArnieF4440]
- Stick and move!
Dont just stay in the same area and fight. Hit a guy for a bit, get the kill if you can and then boost outta the area. Heal if neccessary and get back at it.
I regularly go through TDM and Seige maps without getting more than a couple deaths with this tactic and a ton of kills. Be patient, sneak up on guys. STICK AND MOVE!![Recoil514]
Mech Movement and Engagements
Spoiler
- Boost strafing around cover is extremely useful. This works well when defending/attacking the AA if you boost strafe out of cover, unload all weapons, strafe back, repeat ... [ArnieF4440]
- you can use the repair option to put yourself into 3rd person view for a few moments...useful for looking over walls, around corners etc. The trade-off is that you are extremely vulnerable during that time. (not sure how I feel about this, it seems a bit "exploity", but then again you are a sitting duck so it seems to be a fair trade off) [SystemiK]
- Don't boost everywhere! [Roundlay] Its a waste of fuel that could be necessary in a pinch [ArnieF4440, amend]
- You take on fall damage when you fall from large heights. To avoid fall damage, just hit jump a moment before you hit the ground, that way you don't waste your fuel and you have a quicker fall. (Video) [ArnieF4440]
- Regarding the Side dash. Currently all mechs after a side dash lose there top walking speed. This could change if they decide mechs maintain there top walking speed even after a dash, though I currently doubt this due to the speed optimization for acceleration. [DDwarrior].
- Do not hug walls. Hugging a corner means that the enemy can see and hurt you without you being able to do either. Keep around a mech length away from the corner to maximize visibility and lines of sight/cover.[D20Face]
- Managing the 180deg boost (Shift+S) [Question by Xyzz]
- Avoid hitting Shift+S completely, does take a bit of playing and practice to get rid of [ArnieF4440]
- Hit Shift+S again and duke it out [ArnieF4440]
- i just forwards (or any other direction) boost and run away to cover for until I can properly turn around and re-acquire my aim, etc. [ArnieF4440]
- If you have the shield item, you can fire it in front of you and run through it to cover your back from a bit of the fire. That'll give you a bit if time to recompose yourself, etc [ArnieF4440]
- I find that treating boost+direction as a distinct key-press helps me stay precise. I.e., think of all the boosting activities as "Shift+Key" rather than thinking of Shift as a way to turn your strafe into a side boost. The only really dangerous time is when you're backing up and thinking about side boosting as well, since you might be pressing S and A/D at the same time. [Thrull]
- I would definitely not disable it. Hawken mechs have limited turning ratios -- there is a cap to turning speed and it is quite low compared to the speed of your mouse, which means that it is ALWAYS faster to perform a 180 speedy turn if you know you'll end up facing the direction you need. It also costs no fuel. I've found 180 -> boost forward -> 180 to be one of the safest and quickest ways to retreat while threatening pursuers.[Thrull]
- Avoid hitting Shift+S completely, does take a bit of playing and practice to get rid of [ArnieF4440]
- Always move forward. The number of situations where going backwards is the best option are few and far between. It'd be a slow retreat. The only thing it's decent for is aim adjustment and that's only for super distance shots. [D20Face]
- If you find yourself needing to retreat then 9/10 times you're better off just dropping a shield and laying into the enemy from where you are. If you retreat, commit to the retreat. Turn around and boost away. [D20Face]
- When you're repairing your mech, you can start the repair a bit quicker by having the orientation of your legs and your upper body the same. When you go into the repair sequence, your mech orients its legs to be parallel with your body so it can "crouch" and repair [ArnieF4440]
- You can escape out of repair mode a little quicker by strafe boosting. If not, it'll at least throw your enemy's aim off a bit [ArnieF4440]
- Side boost have cool down, but that does not mean you're a sitting duck. You can still forward boost anywhere you want, immediately after a side boost. You could zig zag, like side boost >> turn your mouse the way you came >> forward boost back to it. The enemy, usually, expect you to NOT being able to dash after your side boost. Surprise them [SirMilagres]
- Dodging then hovering will cover more horizontal space where as moving forward and boost jumping gives you more vertical travel.[ScHizNiK]
- Dashing, makes you stand out like a sore thumb on the radar. If anybody's nearby, it's an invitation to a fight. If they are in a group, it's an invitation to carve your turkey ass open. This often isn't a problem in Siege or Missile Assault, the sides of the map are clearly defined and bee-lining for the objectives is what you should do. And it's unlikely that you're alerting your enemies to spring an ambush on you. [Dreizehn]
- There isn't much of a point using boosters and hovering every time you get into an engagement. You make yourself one hell of a target that is easy to avoid or shoot [ArnieF4440 & Womb]
- There are several major reasons you should never hover except in very specific circumstances. First of all, when you hover, you cannot dodge. You may be able to confuse new players, but an experienced player will just dodge under you and line up a shot. Even if they don't manage to kill you, when you land you will be low on fuel. Again your opponent will be able to dodge, while you cannot. Finally, even if you manage to finish someone off, you'll then be stuck with whatever health you had at the end of the fight, and no fuel. The next guy around the corner is going to finish you off easily.
Conserve your fuel. The only time I ever hover is to very briefly poke up over cover to make a killing shot on a weak enemy. In pretty much every other circumstance, you're better off having saved the fuel. [maschas] - Be aware of enemy equipment as well as enemy mechs!!!! Countless times I see team mates getting railed by an MG turret that is less than 5m away from them in plain sight. Take down any enemy turrets as well as radar scramblers/scanners [Kruthal_Dexlar]
- When sharp shooters have the high ground and are moving forward and backward to engage you, fire a tow directly over their last position and air burst it overhead. I have killed a few sharpshooters this way. Works around corners with A's playing peekaboo too.[SGTMatt]
Items
Spoiler
As of CBE3, Items are now just Offensive or Support items. Defensive and Functional items have now been combined into a single, Support Item Class.
[placeholder]
H.E. Charge
Recharge Time: 0:45
Recharge Time: 1:00
Recharge Time: 1:10
Recharge Time: 1:10 [Lithium03]
Recharge Time: 1:15
[placeholder]
Repair Charge
Recharge Time: 1:00
Recharge Time: 0:50
Recharge Time: 0:50
Recharge Time: 0:25Radar
Recharge Time: 2:30
Recharge Time: 2:30Defensive
[placeholder]
[Combined into Support as of CBE3]
Functional
[placeholder]
[Combined into Support as of CBE3]
As of CBE3, Items are now just Offensive or Support items. Defensive and Functional items have now been combined into a single, Support Item Class.
- You can charge any throwable item by holding your use item key. You can launch shields, jammers, etc. a decent distance. Some items are even capable of sticking onto surfaces and ingame objects (shield) [ArnieF4440]
- Don't place items on top of the AA (the part that shoots the missiles), it will eat the item [ArnieF4440]
- Items can be deployed while repairing [ArnieF4440]
[placeholder]
H.E. Charge
Recharge Time: 0:45
- looks exactly the same, and deals the same damage as the grenade launcher's mines, 150 damage [ArnieF4440 and h0B0]
Recharge Time: 1:00
- Does about 160 damage [ArnieF4440]
- Detonators can be airbursted. They're just slower versions of TOWs [ArnieF4440]
- Fire your primary and secondary weapons so that they hit all at once [GN010]
- detonator doesn't produce noticeable noise which makes this very reliable when striking from places where they least expect.[GN010]
- in CQC use this the way you use H.E., launch and dash then strike for more damage. [GN010]
- Detonators, like secondary weapons, can be shot and destroyed [Circon_Flex]
- With both types of turrets available you can know when a placed turret is HITTING an enemy by a sound made that resembles a 'tick' sound. MG turrets are easier to recognize due the almost constant ticking. These can be used as a form of early warning proximity sensor by placing the turret at a critical point in the map. [EMEUTIER]
- Along with the audio 'tick' cue, an accompanying visual cue in the form of a yellow ring will flash around your reticule / cross-hair area to indicate your turret is getting hits on an enemy mech.[Gagzila]
- I like to place my turrets in a spot that will camouflage them- not directly on the ground where they stand out, unless it's an emergency. (this is particularly true in Sahara.) IE: Right next to a building or a visually "noisy" area with lots of details, where it'll blend in. During siege mode, I like placing them near the AA before the ships launch, while everyone else is busy gathering EU. [Rainier]
Recharge Time: 1:10
- I've had a lot of success with turrets by jamming them at the intersection of two walls; especially useful in Siege Mode on Titan when there is usually at least one mech occupying a silo.[Roundlay]
Recharge Time: 1:10 [Lithium03]
- Rocket turrets tend to deal out more damage but are also far less accurate at distance than the MG Turret. Due to the rockets relatively slow fire rate and particularly quiet fire sound they are much harder for the enemy to notice where they are located and can be used as a distraction in high-action areas of a map.[EMEUTIER]
- Does 50 damage per hit [h0B0, *To be updated*]
Recharge Time: 1:15
- It's pretty difficult to direct hit an enemy with the EMP. This is especially due to the slow speed of the EMP projectile and the movement speed of enemies. Better alternatives are to compensate for their movement and the EMPs travel time, or aim at the ground near enemies and let the "splash" effect of the EMP take care of the enemy [ArnieF4440]
- EMPs also work on turrets [ArnieF4440]
- EMP effect time is ~7 seconds [ArnieF4440]
- When sitting inside the AA (siege map) as a Brawler or any other Turret Mode mech, you often get jumped by enemies in close quarter combat. Having an EMP ready for those doods is always a nice surprise. Have your team pick em off as they are defenseless [Paintingbuddha]
[placeholder]
Repair Charge
Recharge Time: 1:00
- A dropped repair charge will heal any mech that is close to it. If you've played DM or TDM, its the little yellow things that players drop when their mech has been destroyed [ArnieF4440]
- Health available in a repair orb is 250 [ArnieF4440]
Recharge Time: 0:50
- Firing explosive weapons at nearby shield is not a good idea. Projectiles will impact the shield and explosive projectiles will ... you know ... explode (you can kill yourself). On the flip-side, you can move so your weapon is just inside of a shield and fire upon anyone inside [ArnieF4440]
- Shields will stick onto anything they are fired onto. You can charge up and fire the shield onto walls, mechs, and most in-game objects [ArnieF4440]
- Sticking shields are useful for retreating with EU. Just get a friendly to sticky you on your retreat (example vid). [ArnieF4440]
- Shields can be used defensively to block off longer chock points; useful if you close to capturing a silo.[Roundlay]
- You can shoot enemies within the shield, (its a one way shield) [D20Face]
- No attacks can land within the sphere from outside but explosive weapons can get their slash damage within it by hitting the shield itself or a nearby object. [D20Face]
- Shields can take about 500 damage before collapsing [ArnieF4440]
Recharge Time: 0:50
- Nothing goes through it, including mechs, its a blockade! [ArnieF4440]
Recharge Time: 0:25
- Good for distracting other players, but the charade won't last long. The hologram is like a non-moving doppelganger that copies everything you do, excluding shooting, but including repairing (that could be a giveaway of what you are currently doing) [ArnieF4440]
- I also like putting my radar scanner/scrambler high on the scenery, out of sight. [Rainier] Note with OB changes, they keep falling until they hit the ground, or more specifically, something flat [ArnieF4440, Amend]
Can stick onto walls, but for some reasonyou can kill your own scrambler [ArnieF4440, OB updated]
Recharge Time: 2:30
- These are portable radar arrays
that can stick to any surface. They DO NOT counter the Radar Scrambler only provide a larger scope where enemies will be spotted on the scope and highlighted on the HUD. [EMEUTIER, OB updated] - These are best used with a sniper class or to assist a sniper on your team by placing the radar close to the enemy base (in siege or TDM) which will allow your sniper to notice enemy units from further away with ease. [EMEUTIER]
- Due to their small size the radar can be thrown onto a wall and be practically unnoticeable. [EMEUTIER]
Recharge Time: 2:30
- Spams enemy radars with lots of fake mech radar signatures. Its really good as a distraction, especially when defending/attacking the AA site on Siege mode. But once you see that, you can catch onto it pretty quickly [ArnieF4440]
- Scrambler has been tweaked to be a little more confusing now, but if you know you're scrambled, you can use a countermeasure, or just don't rely on the radar and use your HUD [ArnieF4440]
[placeholder]
[Combined into Support as of CBE3]
[placeholder]
[Combined into Support as of CBE3]
Internals
Spoiler
Radiator
-5% Heat Generation
[placeholder]
Defensive Rookie Internal
Cage
+5% Max Armor
[placeholder]
Functional Rookie Internal
Regulator
+20% Experience Gain
[placeholder]
Offensive
[placeholder]
Armor Piercing Munitions
+5% Bullet Damage
-3.5% Max Armor
[placeholder]
Explosive Munitions
+5% Explosion Damage
-3.5% Max Armor
[placeholder]
Cooling Units
-0.5 sec Overheat Recovery Time
+5% Weapon Heating
[placeholder]
Heatsinks
-6% Weapon Heating
-1% All Weapon Damage
[placeholder]
Primary Weapon Loader
+4% Primary Weapon Fire Rate
+4% Weapon Heating
[placeholder]
Special Weapon Loader
+10% Primary Weapon Fire Rate
+6% Weapon Heating
[placeholder]
Magnetic Rail
+3% Weapons Damage
-2% Max Armor
[placeholder]
Defensive
[placeholder]
Armor
-3% All Damage Received
-1.5m/s Movement Speed
[placeholder]
Heat Resistant Armor
-5% Explosion Damage Received
-1m/s Movement Speed
+2% Bullet Damage Received
[placeholder]
Plated Armor
-5% Bullet Damage Received
-1m/s Movement Speed
+1% Explosive Damage Received
[placeholder]
Reinforced Armor
+5% Max Armor
-3.5% Bullet and Explosive Damage
[placeholder]
Repair Kit
+15/sec Repair Rate
+0.30sec Repair startup time
[placeholder]
Functional
[placeholder]
E.U. Canisters
+50 Energy Unit (EU) Capacity
-1% Movement Speed
+10% Max Fuel
-1% Movement Speed
[placeholder]
Fuel Generator
+0.2/sec Fuel Regen
-5% Boost Forward Speed
[placeholder]
Radar
+30m Radar Distance
+20m Radar Signature
[placeholder]
Thrusters
+7.5% Boost Forward Speed
-0.3/sec Fuel Regen
[placeholder]
- There are now 2 categories of internals, 'rookie' and non-rookie internals. Just to explain, 'rookie' internals have no negative effects, while non-rookie internals do. I've put a separate section for Rookie internals [ArnieF4440]
- IMO, the best internals (non-rookie) are Special Weapon Loader, Repair Kit (you can offset the increased repair startup time with optimisations), and Fuel Canister (combined with optimisations, it increases your fuel capacity to 16.5) [ArnieF4440]
- Rookie internals now degrade at level 20, so they aren't as useful as they were [ArnieF4440]
Radiator
-5% Heat Generation
[placeholder]
Defensive Rookie Internal
Cage
+5% Max Armor
[placeholder]
Functional Rookie Internal
Regulator
+20% Experience Gain
[placeholder]
Offensive
[placeholder]
Armor Piercing Munitions
+5% Bullet Damage
-3.5% Max Armor
[placeholder]
Explosive Munitions
+5% Explosion Damage
-3.5% Max Armor
[placeholder]
Cooling Units
-0.5 sec Overheat Recovery Time
+5% Weapon Heating
[placeholder]
Heatsinks
-6% Weapon Heating
-1% All Weapon Damage
[placeholder]
Primary Weapon Loader
+4% Primary Weapon Fire Rate
+4% Weapon Heating
[placeholder]
Special Weapon Loader
+10% Primary Weapon Fire Rate
+6% Weapon Heating
[placeholder]
Magnetic Rail
+3% Weapons Damage
-2% Max Armor
[placeholder]
Defensive
[placeholder]
Armor
-3% All Damage Received
-1.5m/s Movement Speed
[placeholder]
Heat Resistant Armor
-5% Explosion Damage Received
-1m/s Movement Speed
+2% Bullet Damage Received
[placeholder]
Plated Armor
-5% Bullet Damage Received
-1m/s Movement Speed
+1% Explosive Damage Received
[placeholder]
Reinforced Armor
+5% Max Armor
-3.5% Bullet and Explosive Damage
[placeholder]
Repair Kit
+15/sec Repair Rate
+0.30sec Repair startup time
[placeholder]
Functional
[placeholder]
E.U. Canisters
+50 Energy Unit (EU) Capacity
-1% Movement Speed
- These are only any real benefit in a match where energy transfer is an objective as in the Siege Mode games, as they allow you to carry more.[EMEUTIER]
+10% Max Fuel
-1% Movement Speed
[placeholder]
Fuel Generator
+0.2/sec Fuel Regen
-5% Boost Forward Speed
[placeholder]
Radar
+30m Radar Distance
+20m Radar Signature
[placeholder]
Thrusters
+7.5% Boost Forward Speed
-0.3/sec Fuel Regen
[placeholder]
Countermeasures
Spoiler
[placeholder]
Extinguisher
[placeholder]
Battery Charge
[placeholder]
Descrambler
[placeholder]
[placeholder]
Extinguisher
[placeholder]
Battery Charge
[placeholder]
Descrambler
[placeholder]
Weapons and Aiming
Spoiler
Here's a weapon chart with all the weapons stats and damage per second. Some of the field's may not be valid yet
Scroll right
https://docs.google....N3paTXhIYkdaaUE
Weapon Chart 2 (more detailed)
This chart is based on some stats that DarkPulse provided during CBE2, but using ingame garage stats and a bit of analysis and testing. Cells/weapons in yellow (or no or 0 value) I'm uncertain of, and columns marked in yellow are CBE2 stats, so I'm not sure if the stats are different until I begin digging through the game once I figure out how to use the Unreal Tools lol. For the speed section, if its Hitscan ... its obvious.
https://docs.google....N3paTXhIYkdaaUE
Primary & Alt Primary
- Shoot at the spot a dodging person will land at with projectile weapons(TOW and GL). It's impossible for them to dodge as they've been locked into an animation.[D20Face]
- Shooting after a person has used a sidestep is still a guaranteed hit at mid range if you aim directly at them and make sure to detonate as the target dodges again.[D20Face]
- Aerial targets are sitting ducks. Open fire.[D20Face]
- Knowing where you'll be aiming when you finish your dodge makes attacks much more coordinated. Plan to release the trigger when you get to your destination, not after it. [D20Face]
- Use blast (splash) damage. An indirect hit will deal the same damage as a full hit in most(any non Repeater) situations. Don't be afraid to detonate before attacks hit or shoot at people hugging corners. Doing this properly reduces enemy damage mitigation significantly. [D20Face]
- If you have effective corners and space, use the tow rocket or any projectile weapon to lead hit and run during a retreat or fighting superior numbers. I whittled entire squads who gave chase by timing tow rockets to hit just as they turn the corner, by this time I've already turned and moved on. [DDwarrior]
Here's a weapon chart with all the weapons stats and damage per second. Some of the field's may not be valid yet
Scroll right
https://docs.google....N3paTXhIYkdaaUE
Weapon Chart 2 (more detailed)
This chart is based on some stats that DarkPulse provided during CBE2, but using ingame garage stats and a bit of analysis and testing. Cells/weapons in yellow (or no or 0 value) I'm uncertain of, and columns marked in yellow are CBE2 stats, so I'm not sure if the stats are different until I begin digging through the game once I figure out how to use the Unreal Tools lol. For the speed section, if its Hitscan ... its obvious.
https://docs.google....N3paTXhIYkdaaUE
Primary & Alt Primary
- Your primary weapon! Some of them have the ability to be charged to deliver more projectiles, or a higher damage projectile. This can be done by holding down your 'primary weapon' key [ArnieF4440]
- Heat cannon has a "charged" fire. Holding the primary will charge it up to deliver a higher damage projectile at the cost of the time required to charge the weapon [ArnieF4440]
- There's a trade-off for using charged Heat Cannon fire. Without charging, the heat cannon does lesser damage per shot hit, but has a higher rate of fire. When charged, the weapon does more damage per shot hit, but has a lower rate of fire [ArnieF4440]
- A charged heat cannon shot has a bigger explosive/splash damage radius and faster travel time compared to a partially charged or uncharged shot
- Charged Heat cannon will hold the "charge" during boosted side strafes, but not when you boost forwards (since the arms retract) [ArnieF4440]
- a Uncharged shot point blank against a wall does no damage to yourself, but a fully charged shot does. Why this is useful_ Maybe if you don't have the timing downpat for shooting then boosting near cover, you can prevent self injury. [ArnieF4440]
- When it comes to using the heat cannon, I recommend not charging it in frantic situations, the damage benefit isn't as high as it used to be in closed betas. If you have the time to charge it up, then go ahead [ArnieF4440]
- While people preach the good word of the charged shot, don't forget that your DPS is actually higher if you fire uncharged shots as soon as they become available. This is incredibly useful in open terrain environments where burst fire isn't as important. Just keep in mind uncharged shots do not consistently provide the AOE explosion that charged shots do, so make sure you learn to factor in the projectile's travel time and land direct hits on your target. Your sustained fire shots for the uncharged HEAT will give you just enough extra damage to matter... provided you can land every round. [Conquistador]
- The assault rifle is extremely accurate with burst fire, use this to get extra damage on distance targets or snipe through small openings without the enemy being able to retaliate.[DDwarrior]
- Just hold this puppy down and spray enemies . The heat gain isn't too high, so it allows sustained fire [ArnieF4440]
- The Point-D Vulcan has a barrel spin up time just like a mini-gun. You can minimize this in combat by periodically tapping your fire key to spin up the gun but not fire it [ArnieF4440]
- The Slug Rifle is
has the lowest DPS of any primary weapon, but it'shitscan and long distance. [D20Face, DPS adjusted as of CBE3 [ArnieF4440]] - Combine firing the Slug rifle with the sabot rifle and the ballistics barage ability for max damage, its really lethal to A-classes [ArnieF4440]
- The Hawkins is a POS, the low fire rate and damage, and high heat rate make it a difficult weapon to use, let alone kill people with [ArnieF4440]
- [Placeholder]
The Flak Cannon has the second highest DPS of any of the primary weapons in the files and the most of any available in the first closed beta.[D20Face, stats to be verified for OB]- I personally consider the Flak more useful (vs Point-D Vulcan). They're both up there, but they both have pretty piss ranges. The burstyness of the flak and lack of spin-up makes it better for finishing people off and it's easier to aim because shotgun. [D20Face]
- This thing tears mechs up at close range, but like the Flak Cannon, it only works at short distances. Just keep hammering people with this, the fast fire rate allows for a lot of damage with moderate heat gain. [ArnieF4440]
- I think its a 8 pellet x 2 (it fires 2 shots of 8 pellets one after the other really quickly) shotgun. It does 64 damage, so each pellet is only 4 damage. You gotta get in pretty close to make the weapon count [ArnieF4440]
The Repeater has the highest initial burst of any primary weapon assuming a full charge and direct hits with every round. [D20Face, stats to be verified for OB]- By far the goofiest weapon in the game, the EOC repeater is a charged minelayer that fires a maximum of six pucks, and the pucks detonate after a short downtime. The EOC currently does 210 damage (higher than double a charged HEAT shot), provided all mines connect. Charged shots do a mixture of kinetic damage (when the mines hit) and explosive damage (when the mines detonate). Fully-charged minefields do a maximum of 150 damage if an opponent walks over them. [Conquistador]
- Timing is EVERYTHING with the EOC. Direct hits are monstrously rewarding on the EOC, but the difficulty tied to the weapon's firing delay makes it non-ideal for beginners. The EOC also has the highest skill floor and skill ceiling of all HAWKEN weapons, so don't expect to do extremely well with it at first. You need a specific mindset to use the EOC Repeater effectively, so treat it as a "FUN GUN" and don't play too seriously with it. [Conquistador]
- Learn to lead before firing the weapon, and adjust your aim accordingly directly after firing to compensate for the delay between pucks. The EOC is really good at punishing stationary targets or targets that have predictable movement patterns (like hovering in one direction or boosting directly towards you), so it makes it perfect for kiting your opponent if he`s charging headfirst to kill your sorry ass. If you manage to lead your opponent into a foxhunt, carpet bomb the path you predict he`ll follow (or a convenient choke point along the way) to pursue you, and lure him onto the minefield. Ambush him by charging up a second volley of six mines, and try to hit him with it as the minefield detonates. Combined with your secondary weapon, light classes will evaporate if done correctly. [Conquistador]
- s
Sounds exactly the same as the GL so it can be quite deceptive for players who listen to weapon sound[ArnieF4440, it has its own sound now] - The Rev-GL can arc very far away, so you can play a little support role of a mobile mortar. But dont do this when youre alone, you'll let out a Radar Signature for your enemies to locate you. [CaptainCiboulette]
- [placeholder]
- [placeholder]
- The projectiles only ricochet once, use them wisely to shoot people around corners, etc [ArnieF4440]
- Charge up = more damage per projectile [ArnieF4440]
- The is not hitscan, it has a small projectile arc, so you will need to compensate for arc and travel time [ArnieF4440]
- Seems there is some confusion about this so I'll put this here now. Secondary weapons all have a weapon utility function. This can be activated by pressing the 'weapon utility' key binding and alternatively, depending on the weapon, by pressing the 'secondary fire' button again. TOW Rockets can be detonated mid flight, grenade launcher mines can also be detonated, Hellfire Rockets can lock onto players and items, and the Sabot Rifle has a zoom. TOW and GL weapon utilities can also be activated by using the 'secondary fire' key [ArnieF4440]
- It is possible to shoot and destroy some secondary weapon projectiles mid flight. For example, you can shoot down other player's TOWs with the Assault Rifle, hellfires or your TOW even [ArnieF4440]
- Tow Rockets are dumb-fire and can be detonated mid-air by clicking the mouse wheel or secondary fire key again. Learn to lead targets to land direct hits for maximum damage. [DDwarrior]
- With practice if an enemy mech side dashes you can guarantee a direct hit by launching the rocket at the point the dash ends. If you miss, detonate the rocket in mid-air to inflict damage on the enemy. [DDwarrior]
- The detonation can also be used to damage mechs hiding around corners. [DDwarrior]
- Watch the visible cast off light on the ground to gauge when to detonate the warhead. The smoke trail and rocket plume usually obscure the rocket itself. [Kaylos]
- the TOW Missile flies in a straight path despite the slight corkscrew effect.[h0b0/Scapes]
- Grenades are launched in a "projectile arc" at a low velocities. This makes the grenade launcher really good at firing above and around objects and structures that are between you and your enemies. [ArnieF4440]
- Its useful to fire grenades at where you think your enemy will go. Eg. if they boost right, then fire right ... [ArnieF4440]
- You can manually detonate the launched grenades using your secondary fire button. But this only applies until the next grenade has been loaded into the launcher (there's a reload bar on the right of your reticule). You can use this to splash damage an enemy if the grenade just misses. Regardless, grenades have a timer, so they will detonate after 'x' seconds [ArnieF4440]
- Grenade Launcher hit enemies where no other weapon can. Use walls in your favor, grenades will bounce on them, hitting an enemy you can not see. Adjust your angle, shoot and detonate at the right time (if you're sure there is an enemy mech there) [SirMilagres]
- GL has gotten a projectile speed boost since closed beta [ArnieF4440]
- You do not need to hold the 'weapon ability' button (mouse button 3 by default) to enable the lock on, only to click it once then when your reticule passes over a target (enemy mech) it will 'lock-on' with a 'lock' sound and UI effect. Remember though, if you click the 'lock-on' button and do not see any enemies, it will time-out and you will need to activate it again.[EMEUTIER]
- When Firing the rockets It is often best NOT to fire directly at the target but where you imagine they might be heading towards, and when firing from some distance over an open space try firing the rockets (after lock-on) at an upwards angle so they can travel over obstacles and act with a mortar style effect.[EMEUTIER]
- You can "dumb fire" hellfire missiles. A lock on is not necessary, but this means that the missiles will not actively track targets [ArnieF4440]
- Hellfires can lock onto turrets and other items. This can be really annoying if there's an enemy mech behind the item though, so you gotta be a bit careful with your aim [ArnieF4440]
- If you get hit by a Hellfire salvo, you get knocked back by the impact of the explosion. This is amplified if you're hovering and it can throw off your aim [ArnieF4440]
- I find that if you've got an open enough area, jumping and firing hellfires works best. It gives the missiles more distance to home onto targets [ArnieF4440]
- Hellfire Missiles are capable of homing around corners and above walls, as long as you've got the lock, they can do this. I recommend aiming above or to the left or right of the target depending on the obstacle so the projectiles can spread, then start homing [ArnieF4440]
- You can also spam the weapon utility for Hellfires. For me in particular, I added a thumb button as a keybinding so its a bit easier to use hellfires while shooting [ArnieF4440]
- You cannot lock-on to a target inside or behind a shield [ArnieF4440]
- You can fire Hellfire missiles a few fractions of a second earlier than when you see the reticule lock on. This will have no downside in terms of missile homing, you just have to get the timing down [ArnieF4440]
- If you're coming up against someone close range, it is possible to boost through the center of the hellfires due to the spread and homing pattern of hellfires [ArnieF4440]
- You can fire then lock onto a target and it'll still home onto whoever you're firing at. Cool for firing around corners [ArnieF4440]
- Combine firing the sabot with slug rifle and Power Shot for max damage [ArnieF4440]
- [placeholder]
- The weapon utility key switches between MIRV and Grenade launcher mode [ArnieF4440]
- If you want to be nifty, use the mode switch during the reload cycle [ArnieF4440]
- MIRV mode has a fairly limited range [ArnieF4440]
- Weapon damage modifiers do not affect any of the healing attributes [Conquistador], only the ability affects it [Ashfire908]
Abilities
Spoiler
[Placeholder]
Artillery Turret
- Every mech gets an ability, not all of them are specific to a mech though. [ArnieF4440]
- Some abilities last for a duration (camouflage) or have an instantaneous effect (weapons coolant) [ArnieF4440]
- After use, the mechs ability will enter a "cool down" phase where you cannot use it (excluding Mobile and Fortified Turret). This does vary depending on the ability. [ArnieF4440]
- Turns player nearly invisible. Lasts for 8 seconds. Cooldown of 60 seconds.[DarkPulse]
- Works really well for retreating, however firing a weapon or using an item will cancel your camouflage. [ArnieF4440]
- You can use camouflage to sneak up on enemies with a fully charged heat cannon and secondary weapon. Works really well when enemies are oblivious to your location. [ArnieF4440]
- Camouflage becomes useless if you are "spotted" by an enemy (HUD highlights your mech with a red outline). The red outline of your mech still remains on your enemies HUD if you go into camouflage mode while still spotted [ArnieF4440]
- Your reticule will still highlight if you're aiming at someone who's in camouflage mode [ArnieF4440]
- Camouflage doesn't stop your radar signature from popping up. It keeps you from being shot at by turrets though [ArnieF4440]
- Removes all heat buildup. Lasts for 1.5 seconds. Cooldown of 60 seconds. [DarkPulse]
- Best used just prior to overheating your mech during heavy combat when you are constantly spamming weapons [ArnieF4440]
- If you do overheat, using this ability it does reduce the cool down time significantly [ArnieF4440]
- It is possible to cancel the animations of going into the turret mode. If you press your ability key mid animation, the opposite will happen, however, that whole animation will play through. This is useful if you accidentally go into turret mode and need to get out of it. [ArnieF4440]
- Takes 5 seconds to transform. Movement speed is 400 UU/sec. All types of damage are reduced by 60%. [DarkPulse]
- Takes 5 seconds to transform. Mech regains 8 Armor/second. All types of damage are reduced by 65%. [DarkPulse]
[Placeholder]
Artillery Turret
- Artillery Turret: Takes 5 seconds to transform. Weapons do 5% more damage. All types of damage are reduced by 65%. [DarkPulse]
- Adds 10% damage. Lasts for 10 seconds. Cool down of 60 seconds. [DarkPulse]
- Weapon damage buff for a short period of time. Best used while in the middle/start of an engagement, to take down enemies faster [ArnieF4440]
- Damage Absorb Ability: Reduces all damage taken by 15%. Lasts for 10 seconds. Cool down of 60 seconds. [DarkPulse]
- Takes 1:05 to recharge
- Recharges the amount of fuel in your mech by about 1/2. You can use this to boost all the way to a destination fairly quickly [ArnieF4440]
- Greatly increases all damage dealt within two seconds of activating the ability.
- This ability adds a greater damage bonus than Ballistic Barrage, the Sharpshooter's previous ability.
- Greatly increases accuracy for a short duration
- increases mechs movement speed for several seconds. Plus, while Blitz is active you can fire your weapons while boosting forward!
- Greatly increases the repair rate of the Helix Repair Torch for a short time. While Amplification is active, the self-repair effect of the Torch is also greatly increased!
- Jet Boosters: Increases walking speed by 150 UU/sec, running speed by 250 UU/sec, and boost speed by 500 UU/sec. Decreases Walk-to-Run transition time by .25 seconds and decreases stop-to-walk transition time by .25 seconds. Lasts for 10 seconds. Cool down of 60 seconds. [DarkPulse]
Optimizations
Spoiler
Focus on weapons cooling and heat management optimizations/items right off the bat. With my infiltrator setup, I don't generate too much heat and rarely overheat. This is because I use a the Heat Cannon which is slower firing but powerful, and has decent cooling, and I got nearly everything I could to manage heat in the optimizations tree[ArnieF4440]- You can re-assign optimizations any time. So if you're going to enter a match with certain conditions, you can prepare for that. However, if you've got optimizations that have a "dependency", you have to un-assign the points from the dependent optimization before you can change the other one. [ArnieF4440]
- Optimizations only add a little buff ATM. Try and focus on optimizations that will work with your play style (more health for example), or ones that provide a greater overall benefit (-0.25s acceleration time is huge compared to the time it takes to accelerate your mech from walking to running) [ArnieF4440]
- Try to max the thruster usage and regeneration rates for C-class. Tanking comes at a huge mobility cost [ArnieF4440]
Game Modes
Spoiler
- Play the objective! (PTFO!) [Roundlay]
- Don't ever just fight to the death if you can help it. Denying kills is a huge part of playing a DM/TDM. Dying means that's +1 for them. Deny it as much as you can. And for those fussy about their statistics, it's one step towards a healthier looking K/D ratio.
Its a bit embarrassing to have most of your team do decent, dominate the scoreboards only to have one mongrel constantly feed himself to the grinder and cost the team its victory. If your K/D for that game is 2/8, you are doing something very wrong and you should start hiding behind your mates.
Discretion is the better part of honour. [Dreizehn] - Repair charges from destroyed mechs have 120 health [ArnieF4440]
- Siege mode is great for grinding getting EXP compared to other game modes. Just make sure you get a decent team (but don't rage quit, that's just douchey, you get rebalanced next round) [ArnieF4440, depends on how well you perform during the round now, if you focus on EU collection as well as kills, you can rack up a lotta points]
- At the start of the round, boost as much as you can to the closest EU Tree (with team members) while the HUD is "loading" and establish control over it as quickly as possible. Lay down some turrets, etc [ArnieF4440]
- Communication is important in Siege, when you've got enough EU (energy units) to launch a battleship, call it out so people go for the AA to establish control over it before the other team [ArnieF4440]
Timing! If you've got 10 seconds before a battleship impacts your or the enemies base, and its not nearly dead, might as well go for the EU trees/your base and get a head start for the next battleship[ArnieF4440, OB battleships behave differently]- If you can't see enemies attacking the AA, you should check their base. A lot of times, you get pesky teams who try and take out your battleship from their base. They're usually oblivious to shooting at you, so you may as well take advantage of that. [ArnieF4440]
- Spot checks. Well that's what I call it. If you've got a bottleneck location near the EU trees, fire an explosive weapon (grenade launcher) to check for enemies. You'll notice a player by the hitmarkers. [ArnieF4440]
- Turrets are really useful for distracting enemies. Its particularly useful for protected EU trees and notifying you where enemies are [ArnieF4440]
The rate at which EU Trees output EU to your mech can be seen by the 3 "lights" on the tree. The more "lights" that are active, the quicker it will deliver EU. EU Trees deliver EU at the same rate, but it distributes EU to all players on the tree [ArnieF4440, adjusted for OB]- Try to keep it one at a time on the EU Trees. The quicker a team mate gets their EU, the quicker they can deliver it without getting killed [ArnieF4440]
- You might as well go to the other EU tree if there are too many team mates on one. It'll provide a good distraction for the enemy team, lowering the amount of EU they can deliver to their base [ArnieF4440]
- E.U. is NOT health or fuel, don't get these confused. [EMEUTIER]
- Dieing in Siege is not a good idea, you waste 10 seconds waiting to respawn, loose the EU you are carrying
, and it means that you need to deliver an additional 10 EU to your battleship.[ArnieF4440] In Siege mode, the extra 10 energy you need to collect after a player dies only applies when they respawn. If you know another player has just enough energy to launch the ship and you die, wait for them to get the ship up before you respawn, so you don't have to go all the way back to collect a measly 10 energy.[SirCannonFodder, *To be updated*]- If you press your repair mode key ("C") while on an EU dock, you can cancel the EU transfer process and dismount from the dock [ArnieF4440]
- Siege mechanics have changed a lot since Closed Beta. Bases now have a health which gets taken down by attacking Battleships. Battleships only attack a base when it has reached it. [ArnieF4440]
- Battleships will start attacking each other once they meet each other [ArnieF4440]
- The amount of EU required now trickles down by 1 EU per second. This pauses when a battleship has been launched from a teams base [ArnieF4440]
- There is only 100 EU in each of the EU trees when a battleship is up. Its good to capitalise on this when you have the advantage in the game, most players will be focused on the AA and shooting down the battleship. But do it near the end of the battleship's life so you are contributing to your team [ArnieF4440]
- We successfully played a few games where we NEVER left AA. If we needed energy, we took it off our valiant enemies whose mangled bodies splashed against our fortified position like the angry sea against a sharp and pointy cliff. Nice side effect: You get tons of EXP for holding the AA AND the games tend to last longer. [Paintingbuddha]
It costs your base 3 health every time you respawn, but your base stops loosing health if its health is <= 250 (in HawkenGameConfigHawkenGame.ini)[ArnieF4440, *To be Updated*]- A team has to hold all 3 missile launchers for it to have a faster fire rate [ArnieF4440]
- During deathmatches, try to look out for multiple blips on your map; it's much easier to finish off players that are already weakened from an engagement.[Roundlay]
- Working in groups is always more effective then 1 vs 1, you are more likely to win engagements that way [ArnieF4440]
- You need to have some decent awareness of the map. If you just spawned, then decided to dash all over the bloody map looking for a fight... well you mongrel. Cut that out. You blare up on the radar, people know you are coming and you are likely not going to have a good initiative for a fight. Also running into someone just as your fuel cuts out is a rather silly thing to happen.
Though if someone just walked past you, well feel free to run him down. Better if your mates are around to join you.
I feel its better to start a slow trek towards your mates. And they should do the same. Once a red marker shows and one of you have engaged, well its the cue to fire those boosters up and hopefully you are close enough. And the fact you were split up kinda works towards your advantage - often you and other reinforcements would be coming in from a variety of angles, setting up for a good flanking riposte, which can outweigh the initial outnumbered disadvantage.
And if you are the one caught out alone and outnumbered, it's best not to be a foolhardy bastard and feed yourself to the slaughter. Play the rabbit. Buy some time. Your mates will arrive(unless they are such dullards).
Conversely, if you've got yourselves grouped up and holed up, watching over a chokepoint or two, well it can be good to send a challenge to the other side and start making some noise. This can backfire, you might find yourselves flushed out with an organized attack.
Even without Teamspeak or direct communications, you can achieve some decent level of teamplay just through sheer sensibility. Look at that radar, read the flow of battle. See a mate dashing away from a red blob_ You're nearby_ It's obviously cue to fire up your boosters, dash past your mate and slam into the pursuer. And chances are he's somewhat weakened. You get the kill, your mate gets the assist. [Dreizehn]
- It's ALWAYS easier to sneak a kill in if someone is distracted.[cunningStunts]
HUD and UI
Spoiler
- Some people will notice the total health is like this:
and it has the little dash like thingy. The dash is actually a decimal point, lol ... If you're using the armor buffing optimizations or internals, your current health is rounded, but your total health is left as a decimal number XD. I've noticed a few people being confused about this [ArnieF4440] - When viewing the mech prices or any other prices, its either x amount of Hawken credits or x amount of meteors. Not both like I thought and few of my comrades thought! [Steppee]
Long Posts
Spoiler
InfestedFirman - General Tips, etc
Greenfox21 - TIP for anti sniping.
InfestedFirman - General Tips, etc
Spoiler
1) For the love of God, stick to your region in matchmaking. You are effectively handicapping yourself by playing with a ping of 200-400 while other players have below 100. In Hawken, every bit of a second counts towards getting that kill or ensuring your survival and making a mistake that could have been avoided if you had a better ping is the second worst feeling in Hawken. The first would be having someone like that on your team.
2) I'm sure this one has been repeated time and time again, Always stay close to your team. It's the number one rule (So why isn't this at Number 1_ Good question) in Hawken. Your chances of survival are multiplied along with your kill rate. So what's not to like_ A wolf pack of Mechs hunting down lone wolves guarantees experience and victory for your team even if they're just beginners.
3) Never ever get tunnel vision while playing Hawken, Always be mindful of your surroundings and make use of that fancy HUD the developers blessed us with. Frequent glances at your heat level and radar can help avoid sticky situations. For example, overheat in the midst of a firefight and you're pretty much toast. Checking your opponents positions through the radar helps you decide your own course of action. Do you fight them head-on or do you run like thefuzzy bunny intelligent player you are_ More on that later.
4) RUN'N'GUN! I'll assume you are a beginner with little to no experience with Hawken. As a newbie, you can't hope to get your first kill the instant you plop yourself into a match. " This isn't CoD! " as someone pointed out. Your best bet to rack up experience points early on would be to stick close to your team, fire some rounds and a TOW rocket or two at the enemy who's too focused on something else and then move away. Yes, you might not be able to deal much damage, but chipping away at an enemy's health while someone else gets the killing blow is enough to net you an assist, which is a pretty sweet thing in itself.
5) No one likes dying, right_ Well, tell that to the retards who go 0/6/3 in the first few minutes. One thing Hawken players tend ot forget is to always do your best to survive. There is no shame in retreating from a losing firefight as it denies the enemy team Energy Units (for Siege Mode) and kills (Which is important in DM and TDM). After all, We were given the repair button for a reason. One nifty trick while running away from the enemy is to run towards an ally instead of just dashing around randomly. It's a pretty nasty move to pull off towards your teammates as they might die but the benefit pays off:
i) Your pursuers are distracted by the new targets, thus improving your chance of survival.
ii) Your team may be able to turn the tables and inflict some casualties on the other team.
iii) You'll be left with one of the most pleasant feelings after escaping with only 10 HP. Feelsgoodman.jpg
Of course, it wouldn't be so nasty if your team had Teamspeak and were able to warn each other before pulling this off. But stacked teams have not been implemented yet so beggars can't be choosers!
One important part to staying alive is to never stay still! Always be on the move whether you're in a firefight or just idling around, waiting for an opportunity to kill. Staying still presents yourself as an easy target to the enemy and static targets will be focused on. By simply dashing around and using your jump jets (without overdoing it, of course. See point 7) in duels and firefights, your chances of staying alive are dramatically improved.
6) Help that friend in need! This is a team game after all. If you see a mass of red dots converging on an allied Mech, be a bro and help him out. If he's read this guide like you did, he's probably running towards you! An offensive iteration of this would be to help your ally pick off a runner. For instance, teammate takes the left turn to chase, you take the right turn to catch the escapee off guard.
7) Now, this is another thing most players forget, conserve your fuel! The deciding factor for most fights (1V1's and skirmishes) is who can dodge each other's shots the most, and you can't do that with an empty fuel tank. If there are no teammates that are in need nor detected enemies to hunt down, just walk instead of hovering and dashing everywhere. This also brings up my next point which is learn to use cover and dash to avoid damage, this can only come through experience as you explore every nook and cranny each map has to offer. It's pretty sad to see a Mech attempt to dodge a barrage of Hellfire missiles, only to slam into a wall and get hit by the salvo anyway.
8) Given the small field of view and miserable turn rate every mech has. It's only natural we take advantage of it and flank an opponent's side and rear every chance you get. You have no idea how annoying it is to be shot at from multiple angles, especially when you're busy shooting something else. Even a lone Mech who breaks off from the main group to flank the opponents can deal some devastating damage. I should know because I've been on both ends. This strategy is especially effective in open maps such as Bazaar (The desert one) and Prosk (The city one). A successful flanker will throw the entire opponent's team into disarray and net some kills, albeit cheap ones.
9) This one is specific to Assaults, Scouts, and other fast mechs. If you notice enemy Mech with low health breaking off from a skirmish, do your best to finish him off. It's likely that he ran off to find a safe place to repair, giving you a ripe opportunity to score a kill. Stay away from other enemies while you give chase towards that Mech. The only time this is not applicable is when you are positively sure that you would have died if you attempted to pick off said Mech. How do we make that decision_ Good judgement, of course; and "good judgment comes from experience, and a lot of that comes from bad judgement." Thanks, Will Rogers!
10) I'll give you a hypothetical situation, you've just finished dueling another Mech in a 1V1 situation and although you're badly damaged, you emerge as the victor. Now, the logical thing would be to repair immediately right_ WRONG! Always run towards your team or a safe spot after a 1V1 situation. The reason for this is because any competent player would have been alerted to the gunfire / radar and would rush in to help. Having an enemy Bruiser atomize you with rockets while you were holding down the C button is definitely not on your to-do list.
11) Like all team-based games, communication is vital, let your team know what you are doing! Even a short and simple message through teamchat such as "Going S1", "Get to AA", "Flanking Bruiser", "Stick together" and whatnot makes a difference. Back in my Alpha2 and Closed Beta2 days where there were dedicated server listings, people could join any game they wanted, This paved the way for friends and stacked teams with Teamspeak and mics, and I can tell you this; playing against them was a nightmare. How am I supposed to fight a group of Mechs with unparalled coordination while I have a bunch of monkeys on my team!_
In case you didn't know, press Y to toggle all chat and T to toggle teamchat ingame, just don't abuse it and spam nonsensical things because it's nice to be nice.
1) For the love of God, stick to your region in matchmaking. You are effectively handicapping yourself by playing with a ping of 200-400 while other players have below 100. In Hawken, every bit of a second counts towards getting that kill or ensuring your survival and making a mistake that could have been avoided if you had a better ping is the second worst feeling in Hawken. The first would be having someone like that on your team.
2) I'm sure this one has been repeated time and time again, Always stay close to your team. It's the number one rule (So why isn't this at Number 1_ Good question) in Hawken. Your chances of survival are multiplied along with your kill rate. So what's not to like_ A wolf pack of Mechs hunting down lone wolves guarantees experience and victory for your team even if they're just beginners.
3) Never ever get tunnel vision while playing Hawken, Always be mindful of your surroundings and make use of that fancy HUD the developers blessed us with. Frequent glances at your heat level and radar can help avoid sticky situations. For example, overheat in the midst of a firefight and you're pretty much toast. Checking your opponents positions through the radar helps you decide your own course of action. Do you fight them head-on or do you run like the
4) RUN'N'GUN! I'll assume you are a beginner with little to no experience with Hawken. As a newbie, you can't hope to get your first kill the instant you plop yourself into a match. " This isn't CoD! " as someone pointed out. Your best bet to rack up experience points early on would be to stick close to your team, fire some rounds and a TOW rocket or two at the enemy who's too focused on something else and then move away. Yes, you might not be able to deal much damage, but chipping away at an enemy's health while someone else gets the killing blow is enough to net you an assist, which is a pretty sweet thing in itself.
5) No one likes dying, right_ Well, tell that to the retards who go 0/6/3 in the first few minutes. One thing Hawken players tend ot forget is to always do your best to survive. There is no shame in retreating from a losing firefight as it denies the enemy team Energy Units (for Siege Mode) and kills (Which is important in DM and TDM). After all, We were given the repair button for a reason. One nifty trick while running away from the enemy is to run towards an ally instead of just dashing around randomly. It's a pretty nasty move to pull off towards your teammates as they might die but the benefit pays off:
i) Your pursuers are distracted by the new targets, thus improving your chance of survival.
ii) Your team may be able to turn the tables and inflict some casualties on the other team.
iii) You'll be left with one of the most pleasant feelings after escaping with only 10 HP. Feelsgoodman.jpg
Of course, it wouldn't be so nasty if your team had Teamspeak and were able to warn each other before pulling this off. But stacked teams have not been implemented yet so beggars can't be choosers!
One important part to staying alive is to never stay still! Always be on the move whether you're in a firefight or just idling around, waiting for an opportunity to kill. Staying still presents yourself as an easy target to the enemy and static targets will be focused on. By simply dashing around and using your jump jets (without overdoing it, of course. See point 7) in duels and firefights, your chances of staying alive are dramatically improved.
6) Help that friend in need! This is a team game after all. If you see a mass of red dots converging on an allied Mech, be a bro and help him out. If he's read this guide like you did, he's probably running towards you! An offensive iteration of this would be to help your ally pick off a runner. For instance, teammate takes the left turn to chase, you take the right turn to catch the escapee off guard.
7) Now, this is another thing most players forget, conserve your fuel! The deciding factor for most fights (1V1's and skirmishes) is who can dodge each other's shots the most, and you can't do that with an empty fuel tank. If there are no teammates that are in need nor detected enemies to hunt down, just walk instead of hovering and dashing everywhere. This also brings up my next point which is learn to use cover and dash to avoid damage, this can only come through experience as you explore every nook and cranny each map has to offer. It's pretty sad to see a Mech attempt to dodge a barrage of Hellfire missiles, only to slam into a wall and get hit by the salvo anyway.
8) Given the small field of view and miserable turn rate every mech has. It's only natural we take advantage of it and flank an opponent's side and rear every chance you get. You have no idea how annoying it is to be shot at from multiple angles, especially when you're busy shooting something else. Even a lone Mech who breaks off from the main group to flank the opponents can deal some devastating damage. I should know because I've been on both ends. This strategy is especially effective in open maps such as Bazaar (The desert one) and Prosk (The city one). A successful flanker will throw the entire opponent's team into disarray and net some kills, albeit cheap ones.
9) This one is specific to Assaults, Scouts, and other fast mechs. If you notice enemy Mech with low health breaking off from a skirmish, do your best to finish him off. It's likely that he ran off to find a safe place to repair, giving you a ripe opportunity to score a kill. Stay away from other enemies while you give chase towards that Mech. The only time this is not applicable is when you are positively sure that you would have died if you attempted to pick off said Mech. How do we make that decision_ Good judgement, of course; and "good judgment comes from experience, and a lot of that comes from bad judgement." Thanks, Will Rogers!
10) I'll give you a hypothetical situation, you've just finished dueling another Mech in a 1V1 situation and although you're badly damaged, you emerge as the victor. Now, the logical thing would be to repair immediately right_ WRONG! Always run towards your team or a safe spot after a 1V1 situation. The reason for this is because any competent player would have been alerted to the gunfire / radar and would rush in to help. Having an enemy Bruiser atomize you with rockets while you were holding down the C button is definitely not on your to-do list.
11) Like all team-based games, communication is vital, let your team know what you are doing! Even a short and simple message through teamchat such as "Going S1", "Get to AA", "Flanking Bruiser", "Stick together" and whatnot makes a difference. Back in my Alpha2 and Closed Beta2 days where there were dedicated server listings, people could join any game they wanted, This paved the way for friends and stacked teams with Teamspeak and mics, and I can tell you this; playing against them was a nightmare. How am I supposed to fight a group of Mechs with unparalled coordination while I have a bunch of monkeys on my team!_
In case you didn't know, press Y to toggle all chat and T to toggle teamchat ingame, just don't abuse it and spam nonsensical things because it's nice to be nice.
Greenfox21 - TIP for anti sniping.
Spoiler
DON'T stand there and attack a siper. When you were hit first... It's a sure death 1vs1.
DON'T hide in areas which are visible to the enemy sniper... he only needs to see a few mm of you to score a deathly hit, when you'r already hardly alive.
DON'T ever stand still... seriously.. most kills i get are these..
DON'T move straightforward with thrusters to AA on Origin... if you notice getting snipped from afar.. simply go into a hideing hole. Till you'r at AA you will have suffered half your hp as loss or more. And enemys being inside AA or around.. will laugh at you and gift you an TOW instant death.
DON'T jump with the pads to the upper AA plattform on Origiin.. IF there is a Sniper somewhere. It's like inviting someone to shot flying ducks in a given row. Follow, Aim and Shoot the duck! Same with Straightforward rush to AA.. will end up in 50% or less health. And if you'r not going to get a repair in.. you'r death before you find the sniper most likely (1vs1).
DON'T go into turret mode on your own plattform and attack the AA, if theres a Snipe ron enemy team.. seriuosly.. i have all the time in the world killing these guys.
DON'T really DON'T repair anywhere which is visible to an enemy sniper. Ask you'r sniper teammates where it's safe if you want a fully explanation. Ingame i will tell you.
Snipers tend to be camping on one spot. (myself included)
Cause these spot are the best visibilty spots for them. Mostly the wall before it goes down to the Energy collection rings on Origin or the Hideout bunkers before the AA in Sahahra. To counter one sniper you need either:
-2 people
-2 TOW's
-2 Hellfires
-2Snipers
And attack him with you'r strongest weaqpon and wait for the hit. Till you use you'r primary...
If you use you'r primary before "missle warning" comes to me. I CAN REALLY doge these well.
Ganging up behind a sniper is the most valuable tactic. As he doesn't have eyes behind him. Only way that he knows theres someone is putting an radar somewhere behind him or an MG turret. And when you hit the cqc with a sniper. DOGE he still is able to hit you with a lot smack, if hes good. And if hes good he can survive till his friends are there to bash you in the face ^^. So doge and try to aim with the tow/co there were he will likely be in a few seconds.
I am writing stuff here how to counter me..
But i have no hopes that people will actually start playing more skillfull (overall ^^).
We need that clan system now ^!!
DON'T stand there and attack a siper. When you were hit first... It's a sure death 1vs1.
DON'T hide in areas which are visible to the enemy sniper... he only needs to see a few mm of you to score a deathly hit, when you'r already hardly alive.
DON'T ever stand still... seriously.. most kills i get are these..
DON'T move straightforward with thrusters to AA on Origin... if you notice getting snipped from afar.. simply go into a hideing hole. Till you'r at AA you will have suffered half your hp as loss or more. And enemys being inside AA or around.. will laugh at you and gift you an TOW instant death.
DON'T jump with the pads to the upper AA plattform on Origiin.. IF there is a Sniper somewhere. It's like inviting someone to shot flying ducks in a given row. Follow, Aim and Shoot the duck! Same with Straightforward rush to AA.. will end up in 50% or less health. And if you'r not going to get a repair in.. you'r death before you find the sniper most likely (1vs1).
DON'T go into turret mode on your own plattform and attack the AA, if theres a Snipe ron enemy team.. seriuosly.. i have all the time in the world killing these guys.
DON'T really DON'T repair anywhere which is visible to an enemy sniper. Ask you'r sniper teammates where it's safe if you want a fully explanation. Ingame i will tell you.
Snipers tend to be camping on one spot. (myself included)
Cause these spot are the best visibilty spots for them. Mostly the wall before it goes down to the Energy collection rings on Origin or the Hideout bunkers before the AA in Sahahra. To counter one sniper you need either:
-2 people
-2 TOW's
-2 Hellfires
-2Snipers
And attack him with you'r strongest weaqpon and wait for the hit. Till you use you'r primary...
If you use you'r primary before "missle warning" comes to me. I CAN REALLY doge these well.
Ganging up behind a sniper is the most valuable tactic. As he doesn't have eyes behind him. Only way that he knows theres someone is putting an radar somewhere behind him or an MG turret. And when you hit the cqc with a sniper. DOGE he still is able to hit you with a lot smack, if hes good. And if hes good he can survive till his friends are there to bash you in the face ^^. So doge and try to aim with the tow/co there were he will likely be in a few seconds.
I am writing stuff here how to counter me..
But i have no hopes that people will actually start playing more skillfull (overall ^^).
We need that clan system now ^!!
Settings and Console Commands
Spoiler
DISCLAIMER: Tweaking INI's is not supported by the devs, backup your original files, and ONLY modify the files in DocumentsMy GamesHawkenHawkenGameConfig not your install directory
Settings
You can hit 'T', 'F6', or '~'(tilda) (or whatever your console keybind is) to open up the console. If it has something, just hit backspace until its clear
http://udn.epicgames...leCommands.html
But not sure if they all work (give it a shot)
DISCLAIMER: Tweaking INI's is not supported by the devs, backup your original files, and ONLY modify the files in DocumentsMy GamesHawkenHawkenGameConfig not your install directory
Settings
- Cockpit Lag - Delay between you moving the mouse and your mech moving. The higher this slider is, the more authentic the mech will feel, the lesser, the quicker the mech will respond. I prefer to keep this at the minimum possible for the responsiveness [ArnieF4440]
- Changing FOV: [ArnieF4440]
My GamesHawkenHawkenGameConfigHawkenGame.ini
[HawkenGame.R_PlayerController_Base]
FOV_Override=[your fov here]
- My GamesHawkenHawkenGameConfigHawkenSystemSettings.ini <- where all graphical settings are stored. Tweak at your own risk [ArnieF4440]
- If you wanna disable the F10 Unreal Engine Screenshot keybinding, go to My GamesHawkenHawkenGameConfigHawkenInput.ini and put a comment (using ";") before, but on the same line as any line which has F10, or for commands "TiledShot 3 256".[ArnieF4440]
You can hit 'T', 'F6', or '~'(tilda) (or whatever your console keybind is) to open up the console. If it has something, just hit backspace until its clear
- say [your message here] - ingame message to all
- teamSay [your message here] - ingame message to team only
- stat fps - shows FPS counter
- switchteam - switches team
- stat unit
- disconnect
- quit/exit
- shot
- tiledshot
- openip
http://udn.epicgames...leCommands.html
But not sure if they all work (give it a shot)
Personal_
Spoiler
- While playing the game if you find yourself getting angry or stressed, walk away for about 5 to 15 minutes, eat something,drink, do laundry. I noticed if I tried to force it when I was angry I'd keep making stupid mistakes that I knew better then to make. When I was calm and relaxed I aimed better and make much better tactical decisions. [DDwarrior]
Videos
Spoiler
Spoilers in spoilers! compakt!
NUCLEARSHARKHEAD
h0B0
Skylead
DeVact
wolfyFTW
Spoilers in spoilers! compakt!
NUCLEARSHARKHEAD
Spoiler
h0B0
Spoiler
Skylead
Spoiler
DeVact
Spoiler
Mech Parkour on Prosk
Mech Parkour on Prosk
wolfyFTW
Spoiler
http://www.youtube.com/watch_v=utIkdNc2xhA http://www.youtube.com/watch_v=dmy7BEq8twc http://www.youtube.com/watch_v=zON-G_BxPw8 http://www.youtube.com/watch_v=vmXEwcdMwtg http://www.youtube.com/watch_v=-AyzNifXSFA
Edited by ArnieF4440, September 24 2013 - 02:57 AM.