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My Suggestions to Better Improve Hawken (UPDATE Bullet Types)

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#1
Amish_Kommander

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NEW UPDATES will be placed after my last idea!!!

 

My additions to Hawken.

 

Item (improvement): Turret Placement

 

I dont see much of the turrets being used as much in the higher mmr games. I dont know why but i dont. Now if the turrets were able to be shot, kind of like the shield, and grapple on to walls and/ or ceilings then im sure it would make the game more strategic based and intensify every players experience. You wouldnt have to worry about focusing your fire on a player and then run over a turret and kill it instantly. That is why i dont use turrets. They are useful, yes, but theyre also too easy to kill with a ToW and a couple primary hits or a simple run over. Now if there were turrets being placed on walls or ceilings, it would make matches much more interesting. You could be trying to collect some EU on Origin and set up some turrets along side the walls/ pillars or ceilings to provide you legit cover fire while executing the objective. The enemy would have to cover himself from the turret fire or focus it.

 

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New Item: EMP Trip Wire

 

Similar to a trip mine where theres a string running from the mine and placed in the ground, this would be an EMP version of that. Only thing diff about this is that it is triggered by 1 player. But, it can be a 2 person hit if they happen to cross the trip wire at the exact same time. its a single short circuit item that can be set up when trying to run away. Run away with low hp and then have the enemy trigger it, turn back around and try to finish him off. Its a possible strategy that i can see players utilizing.

 

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New Internals: ...

 

Theres multiple internals that i have in mind some with similarities while others more diff than the next. Reduced duration on EMP shortages, overheat, disruptors, etc.. Increased dmg by a certain % while standing or maintaining a certain speed. Reduced fuel usage when boosting or hovering. Reduced time that you stay on radar after shooting, boosting, strafing or hovering. (for those who perfer the stealth aspect of the game)

 

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New Item: Mine Field/ Mine Drop

 

Your mech drops between 5-10 mines on the field leaving those pesky chasers a surprise smack before being obliterated... hehe. The mines can either be dropped all at once or you get 1-3 packs containing 5-10 mines in each pack that allows you to drop them one by one until all mines in that pack have been dropped or within 30s of dropping the first mine.

 

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New Internal: Item Detector

 

Its easy to spot a scrambler on the radar by looking for the dot that doesnt move, but what about the scanner? This internal would give off a sonar wave on your radar that pings from its location. So while wandering about the battlefield, if you see a ping it doesnt tell you, "hey, theres an enemy scanner here." ; instead; it says' theres an enemy item that is deployed in this area." (not literally) So you yourself have to take caution if you attempt to destroy that item. It can be a radar, or turret, and if its a radar it can already be too late. With MK-1 having a wide ping and MK-3 having an almost precise ping of its location. And yes this internal could be used against future items still to come, so this internal can prove to be viable.

 

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(Unique) Mech Specializations

 

It seems like the 'armor' of mechs does nothing other than determining how much health you have although i have not sat down to legitimately test it myself. I believe that a grenade to a Brawler will do the same amount of dmg on impact to a Bruiser and Scout. The only way a class C mech can become 'tanky' is with either orbs or a tech as well as turret mode. With that being said i would like to talk about mech specializations.

 

The mech specializations would distinguish a Brawler from being 'tanky' and 'pack a punch'.

 

Note: I am only using the Brawler as an example.

 

Giving the mech a unique passive such as reduced dmg delivered/ received will greatly improve this game in the sense that no one single person can be dominating with X amount of defense while still having X+ amount of offense. (the + being help from his/ her team) It would make that Brawler, not so much stick to the role of being a tank and being the one who absorbs the dmg while his/ her team deals the dmg, but instead have the defensive advantage when in any sort of combat.

This will give players their own playstyle of every mech. You wont have to stick to a quick scout or a distant sniper using slugs.

 

Of course this wouldnt leave the players' team to dominate the game because while any one single team has the dmg spec, the other can have a combination, amongst the specs, giving more advantages in the duration of the match instead of just raw dmg. And this does not mean that youre only able to play as a tanky Brawler throughout the match. For the mech specializations youll be able to select the one you want before going in game. The specializations would be similar to that of a loadout. For your tank spec you can have your mech set up with tank internals/ items and for a dps spec youd have your dps set, so on and so forth.

 

Note: There arent just dps and tank specs in mind, there can be one for mech ground mobility, air mobility, survival, stealth, and possibly others which i cant think of right now.

 

The specializations would include their own set of bonus attributes. These stats are a close shot as to what can be possible, i havent thought out the exact numbers so im just giving low or unspecified values... im too lazy on that part.

 

Tank would give a set, or %, increase to its health to give it that even 'beefier' feel to play as, or against a tank. Overall reduced dmg taken by 15% whether its by enemy or self struck. Increased healing received by 25%.

 

Ground Mobility would give increased boost spd, movement spd, 'slight' reduction to strafing CD (A's would be pretty stupid but maybe with all the other specs it can be smoothed out). Increase to fuel reserves OR reduced fuel consumption.

 

Air Mobility would get an increase to movement spd while in mid-air. Increased fuel reserves for longer field scouting. Reduced fuel consumption while in mid-air.

 

Stealth can get an increase to radar range, reduced time shown on enemy radar, and a slight inc to movement spd while out of combat for 10s.

 

Damage would give an increase to weapon dmg by, maybe, 5%. Reduced heat generation by 10%. And a quick movement spd burst 'only' after getting a 'kill'.

 

Survival would give a buff when out of combat for X seconds that will regenerate your hp by 1% and increasing by 1% every 2 seconds up to a max of 5 stacks. Increase to movement spd while below 50% and 25% hp (does not stack with internals). Reduced dmg taken by 5-10% while at, or below, 35% hp.

 

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Free-Style Visual Customization:

 

Ive thought about this for quite a while. Basically there will be no new additions to the list of camos that are already out; instead, it will change the way we distinguish ourselves from one another. When playing Hawken i like to mix and match camos just for the hell of it and sometimes i get some pretty sick ones. With this addition to Hawken, youd be able to select the camo you want, grab a paintbrush, and get crazy and paint 'your' mech the way you want to. Of course this seems like a bit much i know. But for starters youd only be able to ise single pattern paint. And in the future who knows, maybe wes be able to select both individual colors and patterns and really get down. Also when using this feature your mech would be at its default skin to provide that blank sheet. Id make my predator look like a killer clown with a big red nose and colorful hair at the top and polka dot arms and legs. hehe killer klown

 

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Heres a big plus to those sneaky lil basturds out there.

 

Item (NEW): EMP Proximity/ Timed Mine

 

EMPs are always nice but what if you had other ways of utilizing the effects of the EMP? This Proximity/ Timed Mine idea can play handsomly in defensive situations. Imagine defending a missle silo. Youre side by with your team mate rdy for the wave of enemies heading your way. Lucky you, you were smart. You set down a few EMP Mines around the silo and are rdy for battle. As soon as the enemies dash in they trigger your mines, turning the tide of battle in your favor. By the time the enemies get in theyd already be a bit low on fuel, so if they tried running, youd be that much more closer to them. But dont think theyd get in and out, theyll be hurting from you as well as your handy dandy team mate! Thus ending the story with your team capturing the silo. Yay!

 

Another thing i would like to talk about is the difference between the two mines i talked a bit about. The proximity mine would have a set range in which it is triggered while the timed mine would go off after 5 seconds of placing. A second strategic option available for those moments when the enemy team is about to go HAM on your teams mechanical asses. ;D

 

The proximity mines wouldnt be trigger instantly. Once the P mine is set, it takes time to drill into the surface and then charge up. Id say maybe 5 seconds for MK-1 and 3 seconds for MK-3 before its rdy for duty. 

 

The timed mines would increase in AoE radius as you purchase the upgraded version(s) for the reason that if you want a forsure hit on the enemies when it does go off; then, youll want to get MK-3. Of course its all preference.

 

The mines would also be able to be shot and stuck to walls or even on ceilings in those CQC situations. Them being able to stick to walls would make even more intense fights, place them on those sharp corners and sit a few feet away in your predator just waiting for your target to fall right into your trap. But the distance itd be able to travel would prob be half, if not less, cuz ive shot the shield a good distance and that but with an EMP would not be cool.

 

Also the mines would be visible enough to avoid. They would give off a feint green glow which can be shown against nearby walls and for the timed mine there would be ticking sounds indicating that the mine is nearing detonation. Id assume it would be best if the sound of the ticking become a bit more intense as the mine gets rdy to set off. Destruction of the mines would help but would also make these items useless. So the mines would have a set amount of health, the proximity having more since its stationary and can be avoided while the timed gets less health since it only lasts 5 seconds.

 

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Repair Drones Bonus Affects:

 

Now at first thought it may seem a bit confusing. How would bonus affects from the repair drones be beneficial without being OP? One RD can give you a larger quantity of health at a slower healing rate while another gives you a dmg absorption shield for X amount of dmg for X seconds. A third one i had in mind is similar to the first but in reverse; instead of having a larger burst, youd get smaller amounts of health but at a slightly faster rate. So now the RDs wont be just for visuals, theyre a helpful companion on the battlefield. :D

 

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Thruster Affects:

 

I have a similar idea but now for the thrusters. Based on the visuals on some i can think of a few affects that can be possible but with time. The larger thrusters can give a more powerful thrust when you boost (can only happen once every X seconds) and with less fuel usage while the smaller ones dont reduce your speed when boosting and turning. Example: When you boost and you try to change direction without stopping youll start to slow down. The smaller thrusters would greatly reduce the slow effect one receives when doing so. But not too crazy where theyre stupid fast in a scout. :/

 

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Bringing back those 'talent points'.

 

Those points youd get for lvling up your mech honestly was pretty cool, imo. I feel that they should be brought back with the idea, that i have a lot, of making your mech 'your' mech.

 

Right now Hawken is an FPMS. The closest game i can compare it to would be CoD. Hawken has been out for a few years now and when it came out it was simple. You have your mechs that are designed to tame more dmg than others and others vice versa. CoD 1 and 2, if i remember correctly, had no online multiplayer. But then MW came in and what was the big thing? Customization. You can have a shotgun that focuses on cqc or one that can take out enemies at mid-long ranges. There were kill streaks that were beneficial in one way or another. Back then, yes, it was awesome calling in an air strike or care packages. Now your character can have a hat/ beanie. Sunglasses, shoulder/ kneepads. You can change your boots and gloves. Thats why their games become 8/10, 9/10 on those game reviews. You gotta feed the consumer with what they want. More additions to change the way a game feels based on player reviews whom have put in countless hours that really know what should/ could change that will improve that specific game. Note: I am not saying that i am to be important and listened to because i am right and know forsure that my ideas are the best, no. I just want this game to be super friggin-awesome-tastic with ways that i would like to see, im a mere player that wants to feed myself with all the excitement that i already get from playing the game. And if i can have input in ways that would improve strategy as well as experience for others, then that to me is orgasmic, not really but i hope you guys get the idea that i want others to have as much fun, if not more, than me.

 

Going back to what i was saying about the 'talent points' and what not. Given the chance to make your mech more viable in whatever way you feel fits your mech with your playstle would greatly improve both existing and new players. You wouldnt have to stick to a mech that has 'this' much health and spd, or this 'other' mech that has a set amount of fuel or radar range. Customization is key to success for certain types of games and to have your own crazy ass mech that is so much more diff than others in a match would be pretty cool. Think about all the mechs that are available. A Scouts primary 'aspect' is its speed which consists of fuel, base movement spd, and its special ability. What if you were able to be a Scout that focused more of its 'unique' stats on even more fuel or lower CD on strafing? When ADH took away the talents they took away a players feel for a mech. Giving them only a mech that has X health, spd, radar range, etc..

 

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Item (NEW): AA (Anti-Air) turret

 

This i know forsure will be a great addition to Hawken. This is a defensive item that blocks incoming explosives such as grenades, ToW, H.E. Charge, etc.. This item will prove to be helpful in defensive situations such as Siege or Missile Assault game modes.

 

The AA will work off a timer that refreshes every 5 seconds.  I say it refreshes 'every' 5 seconds because in most games, esp the higher mmr ones, there are really really, really intense moments and this item can play a part in those moments if everything falls into place at the right moment.

 

With the refresh timer there is a chance that will be given. If the AA timer refreshes after every 5 seconds, then youd be able to get 2 explosive blocks all within a matter of 9 seconds. Your AA can be triggered at the first 4 second mark, then get refreshed at the 5th second to block another incoming explosive. This balances the item because leaving an open window of 5 seconds may not seem like a lot to some people, but A LOT can happen in 5 seconds. So if your AA blocks a grenade heading right for you, it can still block the incoming ToW that had been shot 2 seconds later (given the AA was at the 4 second mark when it destroyed the grenade).

 

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Custom Games:

 

Custom games would bring more varieties to Hawken by giving the 'Lobby Leader' full control of what is used/ played throughout the match. 

 

Options available are as followed: No Radar, Team Name Plates Removed, No Special Abilities, No Items, No Internals, No 'Specific Weapon' (does not apply to secondary), No HUD (Hardcore), so on and so forth.

 

This addition would be most beneficial to the 'competitive' aspect of Hawken.

 

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More Experience:

 

There are two parts to this suggestion. The first part would be gaining more experience from kills/ objectives even if you werent in physical contact with them. The only ways right now for getting assists are through dmg factors or healing (tech).  (not sure if orbs give assists)

 

What if youre about to have a full on team vs team battle and you launch your EMP, destroy the shields along with a few enemies, but then get obliterated from behind? There will be forsure kills on those who were hit by the EMP but you didnt get any dmg off so you get 0 score/ exp. That sucks right? We should be given at least some credit for cutting the enemies computer systems while our team wrecks havic, no?

 

Dont think that this would only apply to EMPs. There can be distruptor assists and, possibly, hologram assists. Of course the hologram assist wouldnt give you an assist point added to the scoreboard, it would only give the EXP. (In time there will be more ways of getting assists but these are examples for now)

 

Now for the second part i will be talking about increasing the exp requirements for lvling up both profile and mechs because with this suggestion, exp will be reeling in fast... maybe not too fast but more than usual.

 

Again im too lazy to do the math, but the % i had in mind would possibly be close, but under, 50%. If you would like to figure out for yourself go ahead and do the math and correct me so that i may edit it in.

 

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Item (NEW): Grappeling Hook

 

This item would be beneficial to both new and existing players for the following reasons: practice and strategy.

 

For the new(er) players. ive noticed they dont utilize their strafing to its fullest potential. The Grappeling Hook would be a practice item, shooting out a grappeling hook in the direction theyre heading (only left and right sides) that grappels either a wall or the ground, if it goes its full length, and pulls the player to its location.

 

For the existing players it can be used in combination with strafing to dance around your enemies while either attacking or if youve overheated.

 

And yes every item has its limit but for the MK models im thinking maybe give an additional +1. More action.

 

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Weapons (Imp):

 

Weapons serve multiple purposes but the only one we really think about is the dmg. We just want this gun to fight at 'this' distance cuz its a style we know how to play.

 

Vulcan: shreds up close and has good spray when shooting at those trying to get away.

 

SMG: good close-mid range combat, but does more dmg than Vulcan at longer ranges.

 

AR: great mid-long range dmg but the precision of your shots needs to be almost on point to get its full effect.

 

The idea i had in mind is bullets for the weapons. Implementing bullets into this game is going to take a lot id assume, (not a code guy) but i would assume that there would be a bunch of codes for the max limit vs 0 and also other types/ effects. But i dont think there should be a limit to the bullets. You simply purchase it in the store and when you select your weapon, theres a side panel that allows you to choose the ammo type you want to use.

 

Not all weapons can use the same ammo type though.

 

Youd be able to put the tracker shots into machine gun weapons while the grenades would get an oil coating that burns your target for X dmg over 3-5 seconds. ToWs would get a slight homing effect almost similar to the Rocketeers primary. Only thing diff about the two would be the ToWs homing device would almost similar to the effects of taking a screenshot of your screen when you launch it. Which then highlights those on the screen at that moment and putting a lock on feature 'IF' one of those targets move within a certain radius of the ToWs current flight route.

 

The Grenade Launcher, like i meantioned, would have a coat of oil. When the grenade explodes it will shoot oil around it, leaving burning oil in its AoE radius. Enemies, or yourself, who walk in the oil get a burning debuff that lasts 3s. Direct hit with the grenade will give the same debuff but for 5 seconds.

 

Flak Cannons can give a reduction in armor debuff (inc dmg taken). But it can only stack twice for the reason that Flaks are spread shots and can be even more effective at longer ranges giving your team support in reducing the enemies defenses.

 

So ya this is what ive got so far and i hope to share more soon!

 

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Id imagine that it will take time in order for all this to be effective but its a thought process and although progress with Hawken may be a bit slow right now, i believe everything will come together soon.

 

These are just my suggestions to help better Hawken in any way possible. I do not expect anything to go as planned so please no stupid responses that just try to demoralize. And i will be adding to this thread in more ways i believe will help better Hawken for the future.

 

- Amish_Kommander


Edited by Amish_Kommander, 20 May 2015 - 02:40 PM.

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#2
CrimsonKaim

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It would change much in Hawken, but I'd love to try this stuff out!


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- Sitting next to the sound box in Last Eco -


#3
Goretastik

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What he said!

Would be nice to test out Amish_k



#4
CraftyDus

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Anti cheat would be a great improvement

EOC Raider, Bolt Pred, Rev Gl Gren, EOC Infil, All the Reapers, Father, Expert in Guitar Kung Fu, and Founder of TPG Hawken

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#5
Invader_guy

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Hey, Reloaded, please listen to this guy, ok?


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#6
Grollourdo

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Lol I didn't read ALL of this but there are some good stuff I like and a tiny bit of things I don't like ...

LETS GIVE IT A TRY!!! XD

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(='.'=) This is Bunny. Copy bunny into
 (") (") your signature to help him gain world domination XD

 

And if you dont .... 

 

bloody_keyboard.gif    <-------------- ME and Bunny
 
 
(This is also me when u no cooperate in game XD)

#7
Roarschak

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It's hard to say for sure without having experienced it, but I would imagine that those adjustments would make for interesting gameplay, and fun nonetheless.


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#8
Kamile

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Don't come onto my Twitch stream spamming/advertising your forum post and leaving without saying anything. Thanks.


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#9
Grollourdo

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Maybe we could have a test server where all new and old stuff are available for testing, they maybe play just like normal servers but are used to sample XD a bit like them 24 player servers XD
THO WE NEED 1 IN EACH REGION!!! XD
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 (\__/)
(='.'=) This is Bunny. Copy bunny into
 (") (") your signature to help him gain world domination XD

 

And if you dont .... 

 

bloody_keyboard.gif    <-------------- ME and Bunny
 
 
(This is also me when u no cooperate in game XD)

#10
Amish_Kommander

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thanks guys/ gals for the support!


Edited by Amish_Kommander, 14 May 2015 - 03:13 AM.


#11
Amish_Kommander

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bump


Edited by Amish_Kommander, 16 May 2015 - 09:58 PM.


#12
Amish_Kommander

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bumpity bump bump







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