#81
Posted November 26 2012 - 09:08 PM
After shooting down an enemy, they drop some sort of orange spark. And when I go over them, it heals my mech but not to full health. Not sure if anyone notice this, but it saves me time from having to repair to full heealth.
#82
Posted November 26 2012 - 09:14 PM
D3m0n1t3, on November 26 2012 - 09:08 PM, said:
After shooting down an enemy, they drop some sort of orange spark. And when I go over them, it heals my mech but not to full health. Not sure if anyone notice this, but it saves me time from having to repair to full heealth.
EDIT: this:
Dreizehn, on November 24 2012 - 01:17 AM, said:
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.
Edited by ArnieF4440, November 26 2012 - 09:32 PM.
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#83
Posted November 26 2012 - 11:20 PM
ArnieF4440, on November 26 2012 - 09:14 PM, said:
D3m0n1t3, on November 26 2012 - 09:08 PM, said:
After shooting down an enemy, they drop some sort of orange spark. And when I go over them, it heals my mech but not to full health. Not sure if anyone notice this, but it saves me time from having to repair to full heealth.
EDIT: this:
Dreizehn, on November 24 2012 - 01:17 AM, said:
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.
It applies to all matches except siege where people drop EU instead.
#84
Posted November 27 2012 - 12:23 AM
Lithium03, on November 26 2012 - 11:20 PM, said:
ArnieF4440, on November 26 2012 - 09:14 PM, said:
D3m0n1t3, on November 26 2012 - 09:08 PM, said:
After shooting down an enemy, they drop some sort of orange spark. And when I go over them, it heals my mech but not to full health. Not sure if anyone notice this, but it saves me time from having to repair to full heealth.
EDIT: this:
Dreizehn, on November 24 2012 - 01:17 AM, said:
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.
It applies to all matches except siege where people drop EU instead.
There you go Silly matchmaking ... I keep getting empty servers for MA
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#85
Posted November 27 2012 - 07:28 AM
D3m0n1t3, on November 26 2012 - 09:08 PM, said:
After shooting down an enemy, they drop some sort of orange spark. And when I go over them, it heals my mech but not to full health. Not sure if anyone notice this, but it saves me time from having to repair to full heealth.
See this clip for how to take advantage of repair sparks
http://twitch.tv/skylead/c/1750346
Edited by Skylead, November 27 2012 - 07:47 AM.
#86
Posted November 27 2012 - 06:44 PM
its in the contributors section.
Thank you.
Edit: skylead you Bunny fuzzy you, if you look at the videos section youll see i beat ya to it but ima check out your vid anyway
Edited by h0B0, November 27 2012 - 06:45 PM.
#87
Posted November 27 2012 - 06:52 PM
Still, its a pretty awesome vid, I'll throw it in. Sucks that you couldn't get the last kill, that would've taken the cake XD
EDIT:
A little factoid since I've heard a few people become confused about this. This is for the Armor/health meter. 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 XD
Fuel Reserves takes 1:05 to recharge
Hellfire Missiles are capable of homing around corners and above walls, as long as you've got the lock, they can do this (vid later_)
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
Edited by ArnieF4440, November 27 2012 - 07:18 PM.
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#88
Posted November 27 2012 - 09:44 PM
ArnieF4440, on November 27 2012 - 06:52 PM, said:
A little factoid since I've heard a few people become confused about this. This is for the Armor/health meter. Some people will notice the total health is like this:
Pfffffffff THIS is fractional armour amount
#89
Posted November 27 2012 - 09:56 PM
Edited by ArnieF4440, November 27 2012 - 09:59 PM.
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#90
Posted November 28 2012 - 04:45 PM
DarkPulse said:
#91
Posted November 28 2012 - 05:31 PM
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.
Australian_ Like Hawken_ Then join the Drop Bears! Or actually maybe don't, since it's kind of dead.
#92
Posted November 28 2012 - 05:44 PM
#93
Posted November 30 2012 - 06:42 PM
Anyways, here's a couple things:
Camouflage doesn't stop your radar signature from popping up. It keeps you from being shot at by turrets though
And Goomba stomping = 3 damage
Edited by ArnieF4440, December 03 2012 - 08:51 PM.
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#94
Posted December 03 2012 - 08:53 PM
Anyways, a couple things I've noticed recently:
Hologram on top of turrets is a pretty cool tactic I've seen people using
Avoiding fire from flying mechs - get under em. You don't have the range of movement to shoot directly below
EDIT: Thread updated, arnie you lazy bugger
Edited by ArnieF4440, December 03 2012 - 09:17 PM.
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#95
Posted December 05 2012 - 05:45 PM
They've got some really useful stuff which is either still undergoing discussion or are really useful to read
Game performance tweeking
http://community.pla...rates-try-this/
Mech Strategy
http://community.pla...awler-strategy/ <-- brawler only
http://community.pla...h-and-strategy/
New Players
http://community.pla...me-how-to-play/
http://community.pla...ent-3-new-read/
EDIT: Added a console commands section to the settings bit, should be useful
Edited by ArnieF4440, December 05 2012 - 06:09 PM.
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#96
Posted December 07 2012 - 05:06 PM
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#97
Posted December 08 2012 - 05:10 PM
http://community.pla...ents-clarified/
Scapes, on December 07 2012 - 12:06 PM, said:
The image does not reflect the new weaponry.
Originally an exclusive chassis for the Grenadier mech, we've improved this perk by turning it into a true prototype mech. The mech is now called the Vanguard, has a new weapon loadout, and comes fully-equipped with items and internals.
Here are the final specs of the Vanguard:
- Name: Vanguard
- Class: Heavy (Class C)
- Chassis: Cupcake
- Ability: Mobile Turret
- Primary Weapon: Submachine Gun
- Alternate Primary Weapon: Mini Flak Cannon
- Secondary Weapon: Grenade Launcher
- Unlockable Prestige Weapon: Point-D Vulcan
- Offense Item: Detonator
- Support Item: Repair Charge
- Offensive Internal: Radiator (Rookie Internal)
- Defensive Internal: Cage (Rookie Internal)
- Functional Internal: Regulator (Rookie Internal)
The Vanguard mech is equipped with a new set of what we're calling "rookie" internals which have no negative effects unlike other internals. These internals will also be equipped on the Assault mech that all HAWKEN accounts start off with.
- Offensive Rookie Internal
- Radiator: -5% Heat Generation
- Defensive Rookie Internal
- Cage: +5% Max Armor
- Functional Rookie Internal
- Regulator: +20% Experience Gain
EDIT: min system reqs
http://community.pla...m-requirements/
Edited by ArnieF4440, December 09 2012 - 01:06 AM.
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#98
Posted December 08 2012 - 11:45 PM
#99
Posted December 13 2012 - 09:25 PM
So far, item recharge times are the same for the scrambler, MG turret, and repair charge
Items are usable while repairing
the required EU drops 1 per second until some threshold limit in siege mode ...
Edited by ArnieF4440, December 13 2012 - 09:28 PM.
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#100
Posted December 13 2012 - 09:26 PM
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