Nah bro, it's a universally accepted fact that hitting mechs with air compressor is impossible.
I have never seen a mech throw an air compressor at another mech, so I think you might be right.
Nah bro, it's a universally accepted fact that hitting mechs with air compressor is impossible.
I have never seen a mech throw an air compressor at another mech, so I think you might be right.
Did I say Call Me Ishmael?
You should call me Luna.
The meta is to be pacman. But not all can be pacman. You can always be batman.
Infil is still usually AC/Repait Kit/Basic Extractor and 3x Orbs/1x EMP or Shield. SS is actually one of the most interesting mechs when it comes to viable internals and items, and I've been throwing around the idea of creating a thread to discuss them. I use AC/Advanced Reconstructor and 2x Orbs/2x Shields now, but I ran AC/Advanced Armor Fusor with the same items for a while with good success. Other top-10 SS players run different stuff, but the builds that get commonly used tend to be a combination of AC/Advanced Armor Fusor/Replenisher/Advanced Reconstructor with Orbs/Shields/EMPs or orblord builds. There's a decent amount of room for experimentation, but try going off those general guidelines if you don't know where to start.
STRATS:
get 2 ss in your team, both rocking mk3 holograms. get to the highest point on the map, place all of the holos, dance around in them, profit
Lets see how good you guys/girls are, what is the meta for..hmm lets see now...................................the Rocketeer.

Hold on to the things you care about most, even if others see it as insignificant..If you can't be true to yourself, are you really living?





































can anyone like make a chart of viability of mechs?
from strongest to weakest or something like best out of supports or idk
In actuality, the is no 'true' good mech, it all depends on your play style and how you use the mech as a who-
Just kidding, Raider or bust.
Edited by SparkyJJC, 22 September 2015 - 01:15 AM.
can anyone like make a chart of viability of mechs?
from strongest to weakest or something like best out of supports or idk
I can only speak to TPG format comp (that is, 6v6 missile assault), but I imagine it would look something like this:
Tier 0, Never a bad choice:
Assault, Brawler
Tier 1, Widely used and demonstrably useful:
Raider, Scout, Sharpshooter, Berzerker, Vanguard, Grenadier
Tier 2, Totally viable, but require a player who is comfortable playing it on that map:
Reaper, Predator, Technician, Incinerator
Tier 3, Situationally useful but typically outclassed
Rocketeer, Bruiser, Infiltrator, G2A, G2R
Tier 4, Honor duelists:
Anything with an EOC repeater.
Note that I've ranked the mechs in terms of how frequent they are seen in scrims/matches in my experience, not in terms of how strong the mech is. Infiltrator, for example, easily goes toe to toe with any of the mechs in tier 1 in terms of power, but it is overshadowed by the scout, which does its job better in this particular format. Additionally, this list (and any tier list for that matter) should be treated as a fuzzy ranking, as it is not an objective measurement. Many of these mechs may move tiers depending on what primary they run.
Edited by Hyginos, 22 September 2015 - 04:55 AM.
I can only speak to TPG format comp (that is, 6v6 missile assault), but I imagine it would look something like this:
Tier 0, Never a bad choice:
Assault, Brawler
Tier 1, Widely used and demonstrably useful:
Raider, Scout, Sharpshooter, Berzerker, Vanguard, Grenadier
Tier 2, Totally viable, but require a player who is comfortable playing it on that map:
Reaper, Predator, Technician, Incinerator
Tier 3, Situationally useful but typically outclassed
Rocketeer, Bruiser, Infiltrator, G2A, G2R
Tier 4, Honor duelists:
Anything with an EOC repeater.
Note that I've ranked the mechs in terms of how frequent they are seen in scrims/matches in my experience, not in terms of how strong the mech is. Infiltrator, for example, easily goes toe to toe with any of the mechs in tier 1 in terms of power, but it is overshadowed by the scout, which does its job better in this particular format. Additionally, this list (and any tier list for that matter) should be treated as a fuzzy ranking, as it is not an objective measurement. Many of these mechs may move tiers depending on what primary they run.
I would place Infil a notch up.
I would place Infil a notch up.
They are ranked by frequency of use, not combat power. In my experience Infil is pretty much only run when a player is not comfortable in other mechs.
I would generally agree with this. For bursty speed, Scout is king. For the sustain light mech with an explosive secondary, Zerker is a better choice. Infil excels at the sneak surprise attack which can come in handy all the time for quick flanks or escape though. It's more situationally useful than the all-round goodness of fuel refill or damage boost of Scout and Zerker, respectively.They are ranked by frequency of use, not combat power. In my experience Infil is pretty much only run when a player is not comfortable in other mechs.
Edited by Silverfire, 22 September 2015 - 07:16 AM.
They are ranked by frequency of use, not combat power. In my experience Infil is pretty much only run when a player is not comfortable in other mechs.
Hence why I think Infil should be in the "use this if you feel comfy with it" tier.
Hence why I think Infil should be in the "use this if you feel comfy with it" tier.
I guess the nomenclature is misleading. The mechs on T2 require a player that is comfortable on them to see play, while the infil requires a player that isn't comfortable on anything else. The difference is nuanced but I did actually think about that, believe it or not.
They are ranked by frequency of use, not combat power. In my experience Infil is pretty much only run when a player is not comfortable in other mechs.
Infil can take scout or zerk no problem in a duel if you're methodical and patient. Ask merl!
I can only speak to TPG format comp (that is, 6v6 missile assault), but I imagine it would look something like this:
Tier 0, Never a bad choice:
Assault, Brawler
Tier 1, Widely used and demonstrably useful:
Raider, Scout, Sharpshooter, Berzerker, Vanguard, Grenadier
Tier 2, Totally viable, but require a player who is comfortable playing it on that map:
Reaper, Predator, Technician, Incinerator
Tier 3, Situationally useful but typically outclassed
Rocketeer, Bruiser, Infiltrator, G2A, G2R
Tier 4, Honor duelists:
Anything with an EOC repeater.
Note that I've ranked the mechs in terms of how frequent they are seen in scrims/matches in my experience, not in terms of how strong the mech is. Infiltrator, for example, easily goes toe to toe with any of the mechs in tier 1 in terms of power, but it is overshadowed by the scout, which does its job better in this particular format. Additionally, this list (and any tier list for that matter) should be treated as a fuzzy ranking, as it is not an objective measurement. Many of these mechs may move tiers depending on what primary they run.
I run EOC infil.
Suck it again.
Infil can take scout or zerk no problem in a duel if you're methodical and patient. Ask merl!
It's true. Infil with (shudder) Heat can make two blooms a Scout can't dodge or boost out of. In the open, the Scout is dead, with good cover, the better pilot will generally prevail (the infil will make the scout bleed a little more than the scout the infil, though exceptions for widely disparate skill will occur).
Edited by Call_Me_Ishmael, 22 September 2015 - 03:55 PM.
Did I say Call Me Ishmael?
You should call me Luna.
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

FIRST OFF WHAT THE FUZZ IS A "SHILL"
I can only speak to TPG format comp (that is, 6v6 missile assault), but I imagine it would look something like this:
Tier 0, Never a bad choice:
Assault, Brawler
Tier 1, Widely used and demonstrably useful:
Raider, Scout, Sharpshooter, Berzerker, Vanguard, Grenadier
Tier 2, Totally viable, but require a player who is comfortable playing it on that map:
Reaper, Predator, Technician, Incinerator
Tier 3, Situationally useful but typically outclassed
Rocketeer, Bruiser, Infiltrator, G2A, G2R
Tier 4, Honor duelists:
Anything with an EOC repeater.
Note that I've ranked the mechs in terms of how frequent they are seen in scrims/matches in my experience, not in terms of how strong the mech is. Infiltrator, for example, easily goes toe to toe with any of the mechs in tier 1 in terms of power, but it is overshadowed by the scout, which does its job better in this particular format. Additionally, this list (and any tier list for that matter) should be treated as a fuzzy ranking, as it is not an objective measurement. Many of these mechs may move tiers depending on what primary they run.
thanks!
so, is there a some sor of an important team composition meta? lets say, i dont know, have a couple c classes to stand in the font and provide cover for the heavy shooters or have a bunch of speedy powerfull mechs dive in while the other part of the team provides cover fire?or is it literally that you can just have 6 a classes and cheeze to victory?
http://www.tpgleague...na/rules/#2.3.1
In TPG (NA league), you're not allowed to run more than 3 mechs per class, and in any case, having 6 A-class in MA seems like a bad idea. Team composition is quite important, and it varies depending on map and arguably opponents. In TDM it would be quite different, there you'd want a big C-class deathball + some assault and a tech.
Berserker+Vulcan for the win
I see you've read my comprehensive "this is the factual meta" post on the first page. I love you.
What's the big fuzzy bunnyng deal? Lots of amazing people have committed suicide, and they turned out alright.
thanks!
so, is there a some sor of an important team composition meta? lets say, i dont know, have a couple c classes to stand in the font and provide cover for the heavy shooters or have a bunch of speedy powerfull mechs dive in while the other part of the team provides cover fire?or is it literally that you can just have 6 a classes and cheeze to victory?
Remember what he listed is for comp Missile Assault. Comp TDM is usually pretty different in the sense the speedy mechs (Scout and Raider in particular) are less useful, C classes in general (except Rocketeer, poor Rocketeer) supported by a tech is more the meta in TDM where not dying matters more than being fast on objectives. If I remember correctly (haven't seen a lot of comp TDM lately) the meta in these was more something like 3 C classes supported by a tech, coupled with either Assault/SS/Infil depending on the map most of the time.
The Europe VIP tournament that happened last month (4v4, a player on each team is the VIP, if he is killed the round is lost for that team, no respawning) had a ton of C classes, a bunch of SS/Pred for the zoning and teams that went for A classes didn't get far. It gave for very campy situations though, which is probably why TPG went for MA instead of TDM which devolved into balls of death and camping a lot. Someone who played in those TPGs correct me if I'm wrong.
Edited by neon, 23 September 2015 - 03:09 AM.
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CRITICAL
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so, is there a some sor of an important team composition meta? lets say, i dont know, have a couple c classes to stand in the font and provide cover for the heavy shooters
C-classes are generally more powerful for straight-up fighting.
They're just as much "heavy shooters" as the lighter classes, but more HP to win DPS-races and withstand light poke.
have a bunch of speedy powerfull mechs dive in while the other part of the team provides cover fire?
The slower C-classes are better for diving in because they don't die the instant they dive.
is it literally that you can just have 6 a classes
Usually a bad idea in any of HAWKEN's standard team-based game-modes.
Edited by (KDR) Meraple, 23 September 2015 - 04:11 AM.
thanks!
so, is there a some sor of an important team composition meta? lets say, i dont know, have a couple c classes to stand in the font and provide cover for the heavy shooters or have a bunch of speedy powerfull mechs dive in while the other part of the team provides cover fire?or is it literally that you can just have 6 a classes and cheeze to victory?
Again speaking for TPG format MA:
The thing about MA is that there are two different types of maps. Some maps have the three silos arranged in a line with fixed spawns on either side facing perpendicular to the line, and others have silos in a triangle and spawns are determined by team position much like TDM.
On line maps compositions are typically heavier, as the combat typically revolves around the middle silo and whichever side silo is closest to it. You will often see 3 C mechs, 2 Bs, and 1 A but variations are common. The A mech is very rarely a technician, as teams usually prefer to have more combat power as opposed to the sticking power that the tech has. Frontline is something of an exception. Due to the large size teams are more likely to trade health for mobility.
On triangle maps the strategies are either to hold two points and trap the opponent on the third, or to simply cap points behind your opponent as they go for the next one, resulting in a circular flow. Both of these require a bit of mobility so you will often see 1-2 C classes depending on the map, then 2-3 B classes and 1-2 As. Bunker is an exception. Due to how small it is some teams will run heavier compositions.
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