We here at Adhesive have been pretty busy I'd say getting Closed Beta 3 done so I haven't had the opportunity to browse the forums as much as I'd like. That being said, Closed Beta 3 is a big event for us and although Meteor posted our notes in the Closed Beta Event 3 News section, I wanted to give a bit of a background and context to some of these changes so you can hear a bit more about the direction we're headed. Feel free to ask any questions you'd like about this release and we'll try to comment when possible.
MECHS
• Three new mechs are available for purchase: the Scout, Bruiser, and Grenadier• A new weapon is available and can be found in the Grenadier: The Rev GL
• A new weapon is available and can be found in the Rocketeer: The Seeker
We hope you like these new mechs and they've been in the works for a while. I'm particularly fond of the new weapons we have available. The Revolving Grenade Launcher (Rev GL) is amazing for bombarding enemies gathered together in close quarters. If the enemy is occupying the AA in Siege... give the Grenadier a try; it'll certainly help clear out that space a bit. The Seeker is also really satisfying. It functions in a similar fashion to the Hellfire Missiles and even though it causes less damage, it feels great to fire off missile after missile all in a row. Let us know what you think.
SIEGE MODE
• Bases now have 2 base health instead of 3• Energy Unit (EU) sources no longer run out of energy when in dispensing mode
This might be a bit controversial. When EU sources started running out of energy, it seemed to turn that phase of the match into a bit of a grind and was more frustrating than fun. What we did was remove the ability for sources to run out, but the rate in which EU is dispensed is split among those collecting. That makes the play dynamic around that area a bit more interesting. We also found that in general Siege matches were lasting too long for people. Players weren't staying through the whole match and often it if was a 3 base health versus 1 situation, players felt there was no way they could recover and just bailed.
Siege is something that we have bigger plans for here at the studio. You'll see changes to this in the future but we can talk more about that later.
ITEMS
• Items now regenerate after a set amount of time• Items are now divided into just two categories: Offensive Items and Support Items (the old Defensive and Functional categories are now "Support")
We wanted to give this a try since it seemed to help with balancing and also allow players to use an equipped item again if they've successfully avoided death. Avoiding death for that long is no small task to be sure. Players no longer have to worry about how many items they have left, only if one is ready to use. Have no fear, players can't have more than one turret deployed at once.
There are two reasons for the regrouping. One, Support seemed to make more sense as a category and the Functional category from previous closed betas seemed unnecessary. There were only a few items there anyway. Two, we are working on a third category which will add a new dynamic to the game and should be pretty sweet when people get their hands on it.
AUDIO
• New sounds added for special ability activation/deactivationWe admit, it was difficult to tell if a special ability was active or not. These related audio cues should help.
BALANCE
• Most Internals now have negative effects to balance out the positive ones• Optimization trees have been altered for better balance
• Mech movement was rebalanced: Mech B and Mech C move slightly slower, but all mechs can use thrusters for longer periods of time
• The Mini Flak now has a higher rate of fire, with less damage
Balancing, balancing, balancing. We agree with much of the feedback we've been receiving and felt in general there was too much of a strength difference between level 1 mechs and level 20 mechs. We have longer term plans for how mechs will work with the game but those are details for another time. We've changed the skills a bit in the Optimization tree and most Internals have a trade off associated with them. For example, sure you can add a bonus to Weapons Damage, but you'll do so at the expense of some Armor.
We played with mech speeds a little too and changed how the Mini Flak works. Let us know how they feel.
MATCHMAKING
• The server browser was removed to better test matchmaking and help keep matches balanced• The ANY option was removed from matchmaking
• The default matchmaking type is now Team Deathmatch
• Players are now able to switch teams in the middle of a match if a team has 2 or more players than the other team
Matches were not as balanced as we wanted. As a result we decided to remove the server browser for a re-introduction at a later time so we could focus on getting matchmaking where it needs to be. We removed the ANY option because first time players were getting thrown into objective based matches without feeling comfortable with the basic mechanics yet. By making Team Deathmatch the default option, players have to actively chose to play one of the other modes. Team balancing turned into a bit of a mess mid match too if players left halfway through so if teams are uneven... players can now balance that out themselves.
FRIENDS
• Game Invites: You may now invite players to your game through your Friend’s ListYay! Take advantage of this especially since the server browser was put to sleep for a little while. We weren't able to have this functioning properly by CBT2.
MECH LEVEL IN A MATCH
• The Mech Level for a player now appears on the scoreboard• Death notification messages display the level and mech type of the player who killed you
It got a bit frustrating not being able to see what you're up against. If you hit TAB and bring up the scoreboard you can see what all the mech levels are in a match. When you're killed by someone you can now also see their mech level. Hopefully you'll get a bit of satisfaction when you take out someone who is using a mech 10 levels higher than you.
A FEW OTHER THINGS
• A post match player highlight screen is available, showcasing the best players in select categoriesThis is basically the first pass at something bigger. It's a way to see how players ranked in multiple fun categories. You'll see more to this feature in the future.
• Tutorial videos are embedded in the DEPLOY menu
We embedded the videos that Meteor released a little while ago so that players new to the game could get up to speed within the client. We'll have more tutorial stuff in the near future to replace the use of those videos.
• Additional PhysX effects added to gameplay
I love 'em and am happy with where we're getting this visual aspect to the game. Please note that these are pretty resource heavy so if you have this turned on and your frame rate is a bit brutal, you may need to turn this option off.
The rest of the notes are available on the Closed Beta Event 3 News page in addition to the bug fixes we wanted to specifically call out. The notes put together here doesn't cover all the small under the hood tweaks to help improve performance, UI and audio but hopefully those of you who have been with us for a while will see the improvements.
Whew, well this turned into quite the lengthy post so thanks for reading this far. All of us here at Adhesive are working pretty tirelessly on Hawken, getting it to where we want it to be. We have plenty of content and features in the pipe and hopefully you fans will have an increasingly great time with it. Our December beta is right around the corner and I hope you'll be happy with the progress you see but I'm getting way ahead of myself.
Please take advantage of the forums to post whatever constructive feedback you have, we're definitely listening and we'll see you online.
Thanks.