Jump to content

Photo

How to spend money as a new player?

- - - - -

  • Please log in to reply
45 replies to this topic

#1
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

"Go look at the guides!"

 

Kinda hard to tell which ones are for the current version of this game and which ones are outdated, plus you guys don't seem to get all too much traffic around here. I see one general discussion thread that got posted in today, and the latest anybody posted in any other thread here was the fifth, four days ago, so I'm going to assume it's not all too egregious to post a beginners question in the general threads section.

 

So first and foremost; do I need to buy a mech ASAP? I was playing with a freebie bruiser and the game notified me that I had to actually own the mechs I was using if I wanted to start earning exp on them. In the long run am I going to save myself time by buying something and sticking with it?

Also, how important is the base mech you use versus the kind of equipment you have on it? Is it more important to pick a good suit or can you just use whatever if you put the right stuff on it? What's considered flexible/personal preference, and what's considered "you need to buy this now"?



#2
Merl61

Merl61

    Advanced Member

  • Members
  • PipPipPip
  • 930 posts

The base mech comes with a great kit. You don't "need" anything else to get good. If you want to chat about the other stuff feel free to PM me or add me on steam http://steamcommunity.com/id/merl61

 

Edit: If you're on console then please post on the console forums. 


Edited by Merl61, 11 December 2016 - 07:00 PM.

jWZL3Hm.jpg

Thanks to Badtings for this awesome banner!


#3
Meraple

Meraple

    Advanced Member

  • Members
  • PipPipPip
  • 576 posts

So first and foremost; do I need to buy a mech ASAP?

There's nothing you need to get asap.

The starting mech, the Assault, is easy to play and one of the best mechs in the game.

 

 

I was playing with a freebie bruiser and the game notified me that I had to actually own the mechs I was using if I wanted to start earning exp on them. In the long run am I going to save myself time by buying something and sticking with it?

You'll save yourself some time, but I'd recommend to get a feel for the mech before you buy it.

Getting exp for mechs isn't terribly important, considering that the Alternate and Prestige weapons are mostly side-grades, and not upgrades.

HC on the other hand, can take a while to get after the first few levels.

 

 

Also, how important is the base mech you use versus the kind of equipment you have on it? Is it more important to pick a good suit or can you just use whatever if you put the right stuff on it?

The mech you choose is much more important than the items and internals.

Good items and internals don't turn a bad mech into a good mech.

For newbies, however, any mech can work - some are just more difficult than others.

The Assault, Berserker, Bruiser, Rocketeer, Technician and Vanguard are all pretty easy to play.

 

 

What's considered flexible/personal preference, and what's considered "you need to buy this now"?

There's nothing you really need to buy, but I'll list some internals;

If you die a lot, get Composite Armor.

If you kill a lot, get the Advanced or Basic Armor Fusor.

If you're too lazy to repair, get the Advanced or Basic Reconstructor.

If you need more fuel, get the (Basic) Fuel Converter.

If you have some slots left over, get (Basic) Deflectors.

If you think you'll play this game for a while, don't get the Air Compressor 'til you've got a good grasp of how to dodge properly.

Using the Air Compressor before you know how to dodge gets you a lot of bad habits that'll bite you in the bum later on.


Edited by Meraple, 11 December 2016 - 08:00 PM.

  • dorobo, DerMax, Guns_N_Rozer and 6 others like this

#4
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

So as a sort of future investment, I bought the brawler and the assault mechs as they unlock the options to purchase more of them. I hated the SMG on the assault (though I probably would have enjoyed it on something with more boost capacity), but feel more comfortable with the point D vulcan and hope to use the assault rifle later.

I do really like the raider though; sadly my damage ratio is only 90%, but my KD is solid. I figure it can shoot while boosting when using its ability, so it makes sense to use deflectors. I slapped on a repair kit and an extractor since those seemed to be rather synergistic, throwing healthups on the ground as I heal myself for faster recover is somewhat convenient (though the amount of healing I do might be the reason why my damage ratio isn't positive). Even if I am holding myself back by obsessively healing though, I do like the raider playstyle; making a call, slapping on your football helmet, and gunning people down. Being unable to get away from scouts while low on health is a pain though, and I've occasionally had trouble with incinerators even though all other heavies go down easy since you can hit them with the full shotgun spreads from farther away.

 

The base mech comes with a great kit. 

 

"Base mech"? You mean the CR-T? The Assault? I didn't get a base mech, I just started the game with 9k credits and got another 500 for filling out some profile information.  Right now I'm pilot level 21 with around 25,000 credits.

 

 

Using the Air Compressor before you know how to dodge gets you a lot of bad habits that'll bite you in the bum later on.

 

What exactly do you mean by this? I use the dodges for cornering pretty well, is that sufficient or do you mean I should get good at actually sidestepping gunfire?

 

EDIT: Whoops, I accidentally said brawler instead of Raider! The fact that I mentioned they both unlock G2 mechs could have tipped you off though. Currently waiting on my next post to get through.


Edited by Acguy, 13 December 2016 - 04:42 AM.


#5
Call_Me_Ishmael

Call_Me_Ishmael

    Advanced Member

  • Members
  • PipPipPip
  • 1114 posts

The mech you choose is much more important than the items and internals.


Using the Air Compressor before you know how to dodge gets you a lot of bad habits that'll bite you in the bum later on.

 

truth.

 

My recommended progression:  Assault to lvl30, then Infil to mech lvl 5.  Master Infil, master Hawken.

 

(edit: mech lvl)


Edited by Call_Me_Ishmael, 11 December 2016 - 08:49 PM.

  • Rainbow_Sheep likes this

Did I say Call Me Ishmael?

 

You should call me Luna.


#6
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

What light mechs do you all recommend in general? The grenade launcher on the infiltrator certainly packs a punch. I'm also tempted to try out the reaper, but I see far more people use the sharpshooter instead, as it looks like it's got a more useful ability. Also, I don't think I've ever seen anyone use the charge before. Is it notoriously bad or something?



#7
Meraple

Meraple

    Advanced Member

  • Members
  • PipPipPip
  • 576 posts

So as a sort of future investment, I bought the brawler and the assault mechs as they unlock the options to purchase more of them.

The Brawler is powerful, but unforgiving - both starting weapons fire slowly, and running away after a positioning mistake is nigh impossible.

On the other hand, FLAK+TOW>FLAK takes less than 2 seconds and kills Scouts if you hit everything.

 

 

I hated the SMG on the assault (though I probably would have enjoyed it on something with more boost capacity),

You could either get a Fuel Converter on the Assault, or just buy the Berserker.

The Berserker will get you bad habits in the form of flying too much, though..

 

 

...and hope to use the assault rifle later.

The Assault Rifle is like the SMC, but harder to use.

It has more burst damage and a longer range, but less damage per second (sustained damage).

It's generally better than the SMC, provided you have the aim for it.

 

 

"Base mech"? You mean the CR-T? The Assault?

The Assault is supposed to be the "base" mech, or in other words, your starting mech.

 

 

What exactly do you mean by this?

I mean not dodging unless it's necessary - if you waste a dodge, the enemy can punish you for it.

Reserve dodges for sidestepping burst weapons, abusing the enemy's turncap, or getting into a more advantageous position.

There's a lot more situations where you'd want to dodge, but those are the basics.

 

Not equipping AC until you're good at dodging only applies if you care about improving, though.


  • DieselCat, ARCH3TYP3 and Zebanchi like this

#8
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

I feel like buying a sniper. The mobility on the reaper looks nice, but the ability on the sharpshooter seems more straightforward, and I see more people do well with the sharpshooter than the reaper. Is one considered better? Does the reaper's ability require a good bit of talent to use?



#9
PsychedelicGrass

PsychedelicGrass

    Advanced Member

  • Members
  • PipPipPip
  • 416 posts

I feel like buying a sniper. The mobility on the reaper looks nice, but the ability on the sharpshooter seems more straightforward, and I see more people do well with the sharpshooter than the reaper. Is one considered better? Does the reaper's ability require a good bit of talent to use?



Sharpshooter is more effective but that's just my opinion, try em both out

Reaper ability just enhances your unscoped accuracy, good for landing your sabot shots when in cqc but that's about it, not hard at all to use.. ss ability requires good timing because it's only active long enough for one sabot+primary shot

What's the big fuzzy bunnyng deal? Lots of amazing people have committed suicide, and they turned out alright.

 


#10
coldform

coldform

    Advanced Member

  • Members
  • PipPipPip
  • 1100 posts
Ss takes more to relocate than reaper, which is offset by straightforward damage. Reaper is very good for relocating, but deals damage over time compared to ss, which is very bursty.

I like going against the best of any game I play. Helps you in the long run n motivates u to do more. Always room for improvement not failure

z6aJAX7.png?1

 

czerofive-Today at 2:22 AM > got banned from playing lazertag - I used a knife to conserve ammo

FIRST OFF WHAT THE FUZZ IS A "SHILL"


#11
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

At first I had my doubts with the SS; the burst damage didn't feel great and I felt like the primary was inaccurate, but then I bought the slug. Were I using a less accurate DPS oriented primary I'd consider using the reaper, but the SS is definitely the one true owner of the slug. A shame it's ugly as sin; the thing's got gauged earlobes hanging off the front and stuffed hamster cheeks on either side.

 

 

...could have sworn I'd already made a post, must have not submitted it.



#12
Meraple

Meraple

    Advanced Member

  • Members
  • PipPipPip
  • 576 posts

At first I had my doubts with the SS; the burst damage didn't feel great and I felt like the primary was inaccurate

The SA-Hawkins has extremely high accuracy.

It's a good alternative on SS if the enemy is stacking C-classes, but otherwise it's sub-par compared to the Slug.

 

 

Were I using a less accurate DPS oriented primary I'd consider using the reaper

The Sharpshooter is better than the Reaper, in both (imo) sustained and burst.

Spoiler

 

On the other hand, Reaper's pretty fun.


Edited by Meraple, 19 December 2016 - 04:33 AM.


#13
ARCH3TYP3

ARCH3TYP3

    Advanced Member

  • Members
  • PipPipPip
  • 191 posts

. A shame it's ugly as sin; the thing's got gauged earlobes hanging off the front and stuffed hamster cheeks on either side.

I've seen some decent looking Sharpies, with mix and match chassis, including the Vytro, in particular.
I personally like the Vytro best out of all available upper B chassis.

"Finally, the white knight I deserve. [ARCHETYPE]" -  Amidatelion


#14
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

The SA-Hawkins has extremely high accuracy.

 

I get that it's got extremely high accuracy compared to other full auto weapons, but when I'm aimed down scope it doesn't seem to fly as perfectly straight as the slug.

 

 

I've seen some decent looking Sharpies, with mix and match chassis

 

How to make a sharpie look good:

step one 1: remove all the parts


  • LaurenEmily and DeeRax like this

#15
wischatesjesus

wischatesjesus

    Advanced Member

  • Members
  • PipPipPip
  • 184 posts

How to make a sharpie look good:

Spoiler


  • coldform, crockrocket, Guns_N_Rozer and 4 others like this

oFFOtRH.jpg

 

High Tier Cabal (Noun): A group of people who used to play Hawken.  


#16
Guns_N_Rozer

Guns_N_Rozer

    Advanced Member

  • Members
  • PipPipPip
  • 1272 posts

 

How to make a sharpie look good:

 

Spoiler

 

Nooo! it's not we are looking for :wallbash:  , try to spoil it   :yes:

 

Spoiler


  • dorobo and LaurenEmily like this

#17
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

At long last I've begun to run out of money. Final question; what internals for scout? AC seems pretty obvious. I just use that and the mk3 heal-after-10-seconds item on my infiltrator and SS, but I feel like I could use some deflectors on the scout. Either that or a fuel converter. Using both seems like a poor call though; if I'm reducing my damage taken, I'm reducing the fuel I get from the converter.


Edited by Acguy, 19 December 2016 - 05:52 PM.


#18
Call_Me_Ishmael

Call_Me_Ishmael

    Advanced Member

  • Members
  • PipPipPip
  • 1114 posts
Ground scout best scout.

You mean you don't use deflectors?

Did I say Call Me Ishmael?

 

You should call me Luna.


#19
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

I'm just playing without parts at the moment, only just now got the flak. 



#20
Call_Me_Ishmael

Call_Me_Ishmael

    Advanced Member

  • Members
  • PipPipPip
  • 1114 posts
2-slot deflectors at least one shot or repair internal. I like Det and health charge.

Scout is srsly better on the ground. People whoo use a key macro to fire/dodge (or just teach themselves to do it) are slow and very predictable imo. Others seem to have differing opinions, your mileage may vary.

Did I say Call Me Ishmael?

 

You should call me Luna.


#21
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

I usually use the AC to land earlier on inclines or to get out of jump pad animations. So far I've been using barriers because I want to practice jukes.



#22
crockrocket

crockrocket

    Advanced Member

  • Members
  • PipPipPip
  • 1989 posts

I usually use the AC to land earlier on inclines or to get out of jump pad animations. So far I've been using barriers because I want to practice jukes.

 

AC is great but I would strongly recommend getting comfortable on the ground first. As others have mentioned it can help you learn some bad habits (many of which I exhibit myself).

 

Edit: already figured out the incline dodge trick eh? quick learner here


Edited by crockrocket, 20 December 2016 - 03:53 PM.

                                                                    JgQjgkx.png

 

Salvage: An Idea to Stop Leavers

Player Retention & Howken

 

[14:31] <Crafty> I know that in my balls
[14:32] <Crafty> hawken is unlike anything Ive played

 

 


#23
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

The AC feels pretty worth it to me on the scout. I stay on the ground but you can short hop like in smash bros to attack while maintaining some velocity. Being able to dodge in the middle of that is fairly useful if the opponent is prepared to shoot where you're landing. Right now I'm using it with double deflectors and an extractor, might swap the extractor out for the passive heal item.



#24
TheButtSatisfier

TheButtSatisfier

    Advanced Member

  • Members
  • PipPipPip
  • 972 posts

I fully support using AC early in your Hawken career so you'll develop all the bad habits that will make you easy pickings later.


  • LaurenEmily and DeeRax like this

8) Tech in the streets, Brawler in the sheets (8


#25
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

I fully leveled the assault and raider without it, I've been playing for about a week and a half at this point. It isn't as though I haven't been cautious.



#26
TheButtSatisfier

TheButtSatisfier

    Advanced Member

  • Members
  • PipPipPip
  • 972 posts

I fully leveled the assault and raider without it, I've been playing for about a week and a half at this point. It isn't as though I haven't been cautious.

 

I say this with respect, but:

 

1. Fully leveling a mech is an extremely poor indicator of a pilot's relative skill with that mech, and

2. Being cautious is a poor strategy to ward off the formation of bad habits (being cautious in itself can cause bad habits). Woah bro i totally read that wrong. Leaving this up as penance.

 

My point, and the point that others make, is that using an internal like the air compressor can adversely affect a new pilot's familiarization with the fundamentals. An air compressor unlocks a whole new dimension of movement, and new players tend to be drawn to that like a moth to a flame. Their playstyle quickly begins to favor that super cool movement that lets you instantly change direction in the sky (wow!!) while not focusing on fundamentals that non-ac players develop by necessity. Fundamentals like corner play, map awareness, and ground-dodging (which happens to be far more fuel efficient and often more unpredictable than air dodging).

 

I believe that if I took 12 new pilots, told half to use AC and the other half to avoid it, that after two months the 6 that didn't use AC would wipe the floor with the 6 pilots who did. AC is shiny and distracting. It would be safest to avoid using it for a few months. Realistically, rotate a week on and a week off with AC. That way you get your fix while still getting game time with the basics.

 

Edit: I regret this rant but I like it to much to remove it


Edited by TheButtSatisfier, 20 December 2016 - 05:27 PM.

  • LaurenEmily, DeeRax and ARCH3TYP3 like this

8) Tech in the streets, Brawler in the sheets (8


#27
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

two months

 

about time I got a timeframe, people just kept saying "not to early" without any definitive reference point

 

I do rotate, I only use AC on scout and sharpshooter and not on raider or assault. I like playing raider the most anyway, I'll force myself to play scout less. I don't really see it as "getting a fix" when I use it though, it's more of a "know my enemy" thing. I do pretty well in assault with armor fusor, extractor and repair kit with two healing orbs; honestly being able to heal up that quickly feels like far worse of a shiny temptation and it makes me feel like I win some fights I shouldn't, hence my willingness to hop on the scout. However on the raider I use the replenisher, armor fusor, and basic deflectors, which just rewards doing well imo. Plus I come from a game where you could always shoot while boosting and boost in any direction, so it's just comfy all around when I've got the ability running.


Edited by Acguy, 20 December 2016 - 07:23 PM.


#28
ARCH3TYP3

ARCH3TYP3

    Advanced Member

  • Members
  • PipPipPip
  • 191 posts

I do pretty well in assault with armor fusor, extractor and repair kit with two healing orbs; honestly being able to heal up that quickly feels like far worse of a shiny temptation and it makes me feel like I win some fights I shouldn't...

Prepare to be heckled and branded as an orblord.
  • DieselCat likes this

"Finally, the white knight I deserve. [ARCHETYPE]" -  Amidatelion


#29
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

Prepare to be heckled and branded as an orblord.

 

Why do I keep encountering memes? I thought I was safe from being a memer by not playing zerker+AC since everyone here insisted that the mech was more important, but from the looks of it playing assault with kit+extractor+fusor and two orbs with two scanners is the next most-memey thing. I'm honestly getting the feeling I was only told that items and internals aren't a big deal as far as balance goes because people need to sell this game as best they can to any new players they can actually get their hands on.

 

but hey, while I'm here, anyone want to explain how to most efficiently orblord? Bigger extractor, smaller kit? Vice versa?

 

I figured the armor fusor made sense on the assault since the assault and assault G2 have the most hp of any medium weight mechs and the amount of health recover by the fusor is a percentage of your maximum health. On top of that, being able to recover after a kill gives you far more opportunities to use coolant, since your weapons usually only overheat after you've burnt them out killing someone. From there it made sense to add on an extractor and repair kit, as those work to the same effect and clearly synergize better than any other internals. Opted to use the intermediate sized version of each part since I hadn't unlocked the larger versions, then went for some health orbs since those worked with the internals.



#30
Amidatelion

Amidatelion

    Advanced Member

  • Members
  • PipPipPip
  • 2474 posts

Why do I keep encountering memes? I thought I was safe from being a memer by not playing zerker+AC since everyone here insisted that the mech was more important, but from the looks of it playing assault with kit+extractor+fusor and two orbs with two scanners is the next most-memey thing. I'm honestly getting the feeling I was only told that items and internals aren't a big deal as far as balance goes because people need to sell this game as best they can to any new players they can actually get their hands on.

but hey, while I'm here, anyone want to explain how to most efficiently orblord? Bigger extractor, smaller kit? Vice versa?

I figured the armor fusor made sense on the assault since the assault and assault G2 have the most hp of any medium weight mechs and the amount of health recover by the fusor is a percentage of your maximum health. On top of that, being able to recover after a kill gives you far more opportunities to use coolant, since your weapons usually only overheat after you've burnt them out killing someone. From there it made sense to add on an extractor and repair kit, as those work to the same effect and clearly synergize better than any other internals. Opted to use the intermediate sized version of each part since I hadn't unlocked the larger versions, then went for some health orbs since those worked with the internals.


The problem with orblord is that it is objectively better than every other combination of items and internals, and by such a margin that widespread use of it would render all other options pointless and reduce the game to the same cookie-cutter builds. In a fight of the exact same mechs, piloted by two pilots of equal skill, the orblord wins 100% of the time. Not 80%, not 90%, not 99%. Orblord is utterly OP on PC. Console is another matter, but even there it is VERY strong.

You're new, so I won't do the above the favour being right and start mocking you, but seasoned players avoid it because it is a simple way for players to aid in game balance as the devs aren't touching PC. Also, a lot of us are former comp players, where it's banned. If you want a healing internal, you correctly identified armour fusor as viable. Stick some deflectors on there to bump your survivability. There are other ways of achieving your goal. I noticed you talking about dodging. Fuel converters are excellent additions and synergize well with deflectors.

#31
ARCH3TYP3

ARCH3TYP3

    Advanced Member

  • Members
  • PipPipPip
  • 191 posts
I didn't expect anyone on the forums to mock you about the orblord thing. I was referring to being in-game, where, when some players are frustrated, they may complain of your build.
It seems that quite a few players will complain of Orb Lord and scanners. (It really doesn't matter to me personally;I use neither and don't feel I am missing much.
I guess I just accept losing. I mean, I do try and look for what I can do better against better players, but I don't see myself getting much better at this game. I think I've hit my personal ceiling and guys in the high range just seem so untouchable for an old dog like me.)
  • DieselCat likes this

"Finally, the white knight I deserve. [ARCHETYPE]" -  Amidatelion


#32
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

Fuel converters are excellent additions and synergize well with deflectors.

 

Fuel converters synergize well with deflectors? The amount of fuel you get is dependent on the amount of damage taken, which deflectors reduce. I've been opting to just use one or the other. So far the most straight forward feeling setup for me is to either use the big fusor and the ability replenisher since they both proc on both assists and kills. Though on sharpie and light mechs I'm using AC and the reconstructor, since they have less health for the fusor to multiply.

 

Scanners really feel like a bigger issue than orbs though. Unlike scramblers, you can't tell when you've stepped into a scanners range, and people can see you as you get closer to the scanner since the scanner is a team-aid rather than an opponent-penalty item. They should buff ICMs to just zap those when thrown in the general direction of them. Maybe even let them take out orbs too so that people stop always defaulting to EMPs.



#33
TheButtSatisfier

TheButtSatisfier

    Advanced Member

  • Members
  • PipPipPip
  • 972 posts

Fuel converters synergize well with deflectors?

 

You've clearly done your research which is good, but unfortunately your sources suck, and I know that because your source was the game.

 

The in-game menu told you that fuel converters "convert" damage into fuel, right? Once upon a time I read that and came to the same conclusion as you. Interestingly enough they don't convert jack shti, they just take a % of the damage that you take and it magically gives you that figure in fuel. There is no damage reduction involved, no transmutation of bullets into fuel.

 

Also, I believe the figures in that description are wrong too. It's not 20% fuel per unit of damage, I think it's 2%.

 

Welcome to Hawken.


Edited by TheButtSatisfier, 21 December 2016 - 01:14 PM.

  • ReversusRex likes this

8) Tech in the streets, Brawler in the sheets (8


#34
ReversusRex

ReversusRex

    Advanced Member

  • Members
  • PipPipPip
  • 91 posts

You've clearly done your research which is good, but unfortunately your sources suck, and I know that because your source was the game.

 

The in-game menu told you that fuel converters "convert" damage into fuel, right? Once upon a time I read that and came to the same conclusion as you. Interestingly enough they don't convert jack shti, they just take a % of the damage that you take and it magically gives you that figure in fuel. There is no damage reduction involved, no transmutation of bullets into fuel.

 

Also, I believe the figures in that description are wrong too. It's not 20% fuel per unit of damage, I think it's 2%.

 

Welcome to Hawken.

I remember seeing you post on the forums about it lol



#35
JeffMagnum

JeffMagnum

    Advanced Member

  • Members
  • PipPipPip
  • 781 posts

Also, I believe the figures in that description are wrong too. It's not 20% fuel per unit of damage, I think it's 2%.

 

You have the rest right, but that part is backwards. 


d1eZeG3.png


#36
TheButtSatisfier

TheButtSatisfier

    Advanced Member

  • Members
  • PipPipPip
  • 972 posts

You have the rest right, but that part is backwards. 

 

Backwards? As in, the description's 20% figure is correct?


8) Tech in the streets, Brawler in the sheets (8


#37
JeffMagnum

JeffMagnum

    Advanced Member

  • Members
  • PipPipPip
  • 781 posts

I meant it says 2% but actually gives 20%, sorry.


d1eZeG3.png


#38
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

Once upon a time I read that and came to the same conclusion as you. Interestingly enough they don't convert jack shti, they just take a % of the damage that you take and it magically gives you that figure in fuel. There is no damage reduction involved, no transmutation of bullets into fuel.

 

Oh, I see what you thought I was thinking, but that wasn't what I was thinking. When I said "Fuel converters synergize well with deflectors?" I meant it in a "are you sure about that?" sort of way. I know that fuel converters don't actually remove damage and replace it with fuel, but they require damage in order to give you fuel. So if you're using something like deflectors, you're going to be taking less damage, which means that the fuel converter will give you less fuel. Hence why I was skeptical to believe they really worked well together.

 

 

I meant it says 2% but actually gives 20%, sorry.

 

Ultimately it's just just stupid either way since that's completely dimensionless. If I've got a system that produces energy when you put water into it, saying "the energy produced is equal to 2% of the water put in" doesn't make any sense. You would just say "every XX liters of water passed through returns YY joules" or something.



#39
JeffMagnum

JeffMagnum

    Advanced Member

  • Members
  • PipPipPip
  • 781 posts
I think the amount of fuel you receive is the same regardless of whether or not you have anything that reduces damage equipped. I haven't tested it explicitly, but I recall how stupid Fuel Converter/Failsafe used to be on mechs with splash when the latter internal reduced damage by 90% instead of its current value and don't think the calculation was ever altered.

d1eZeG3.png


#40
Acguy

Acguy

    Advanced Member

  • Members
  • PipPipPip
  • 170 posts

I think the amount of fuel you receive is the same regardless of whether or not you have anything that reduces damage equipped. I haven't tested it explicitly, but I recall how stupid Fuel Converter/Failsafe used to be on mechs with splash when the latter internal reduced damage by 90% instead of its current value and don't think the calculation was ever altered.

 

I guess I could pretty easily test if it's before-defense-damage by just equipping a fuel converter and a shock coil then boosting off a cliff. Unless the shock coil is some sort of exception since it's an actual immunity as opposed to a reduction.

 

Edit; just went and tested this with the rental bruiser which has a coil and converter. Took no damage and in turn recovered no boost.


Edited by Acguy, 21 December 2016 - 09:11 PM.





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users