Do you find that tapping the space bar brings you too high and wish to jump lower? Do you wish to type while you repair? Look no further!
Since English is my third language, I thank DerMax for correcting me on my use of "Consistent" (in the video), I meant "Continuous".
How to:
Go to HawkenInput.ini in (typically located at C:\Users\Username\Documents\My Games\Hawken\HawkenGame\Config) and insert these lines below [Engine.PlayerInput] (replace KEY with the key of your choice, watch out not to conflict with other commands using the same key) :
Bindings=(Name="KEY",Command="Jump")
Bindings=(Name="KEY",Command="StartHeal")
Bindings=(Name="KEY",Command="EndHeal")
If this does not work, you will need to add the lines ALSO below [HawkenGame.R_PlayerInput]
The command "Jump" is a very small hop that does not use any fuel and is used with other movement. Although it doesn't use fuel, it still shows you up on radar, similarly to dodges.
Use the jump with:
A-classes bunny hopping and dodge boost hopping for more control/efficiency.
With Air-180 jumps for less airtime.
Looking ridiculous.
The command "StartHeal" and "EndHeal" are both actually part of the C button repair function - pressing C gives the game the command "StartHeal" and releasing the C key gives the game the "EndHeal" command. Normally you can't type instructions to your teammates in pub games, even though while repairing it would be the best time to do that. This allows you to do just that, make one key start the repair and another one to stop it (or tap C quickly).
When you have the commands assigned to keys in your keyboard, it's easier for you to assign those keys into your gaming peripheral thumb buttons and whatnot.
Edited by (KDR) Kopra, 12 October 2015 - 01:20 AM.
DerMax, Guns_N_Rozer, Lioot and 9 others like this
Does the jumping improve the already present boosthop? Since it doesn't use fuel and the current jump does, does it have any sort of fuel saving benefit in that way?
Does the jumping improve the already present boosthop? Since it doesn't use fuel and the current jump does, does it have any sort of fuel saving benefit in that way?
It does, kind of. You will still be "initiating boosts" (= uses a burst of fuel) more often because your hops are shorter, but it could be more efficient and faster, but harder (since you will have to do more of the hops = more possible mistakes). I speculate that it's more efficient at least for the dodge->boostjump->dodge maneuver.
On mobile, so my control of the video is crap so forgive me if its covered: how's this work with AC?
AC works normally. You won't be jumping as high, so your air dodge distance will probably be shorter because you'll be hitting the ground before the end of the dodge, if you dodge almost immediately after a small jump.
Edited by (KDR) Kopra, 09 October 2015 - 07:26 AM.
This may be me just being a killjoy, but am I the only person who really gets uncomfortable the second I get to know I can alter something in the game that you originally wasn`t supposed to? I mean the chat thing is alright, no problem on that one, but that jump thingy.. I mean it probably doesn`t change much at all really, but I am just sceptical by nature when it comes to things like so.
This may be me just being a killjoy, but am I the only person who really gets uncomfortable the second I get to know I can alter something in the game that you originally wasn`t supposed to? I mean the chat thing is alright, no problem on that one, but that jump thingy.. I mean it probably doesn`t change much at all really, but I am just sceptical by nature when it comes to things like so.
Changing configs has been a staple since the history of fps gaming. If the devs don't like something, they can patch it out.
Changing configs has been a staple since the history of fps gaming. If the devs don't like something, they can patch it out.
Yeah I know that and it is as I said most likely nothing too major for many, but to deny I am sceptical is a lie. Of course I am sceptical by nature which may play a big role in my opinion and some other bollocks things probably helps making me unsure of it.
Back when I played with a 360 controller, the button over the left trigger (forgot what it's called) would have me jump without hovering. It was back before Ascension and I can't remember what I did to fix it.
With an infil you can make it all the way across the front line bridge buy jump/dashing and still have about 25% fuel left.
With that said the I think jump skating is slower. Jump floats a lot less then the normal hover so you will hit the ground and lose momentum before the dodge comes back up.
Unrelated: apparently air dodges are free off jump pads, at least in explore mode.
EDIT: I was able to use traditional skate hopping to cross the FL bridge and ended up with the same amount of fuel as jump skating. Needs more testing.
EDIT2: can you imagine if we had done this when you could cancel weapon raise delay? Holy fuzzy bunny.
With an infil you can make it all the way across the front line bridge buy jump/dashing and still have about 25% fuel left.
With that said the I think jump skating is slower. Jump floats a lot less then the normal hover so you will hit the ground and lose momentum before the dodge comes back up.
Unrelated: apparently air dodges are free off jump pads, at least in explore mode.
EDIT: I was able to use traditional skate hopping to cross the FL bridge and ended up with the same amount of fuel as jump skating. Needs more testing.
EDIT2: can you imagine if we had done this when you could cancel weapon raise delay? Holy fuzzy bunny.
I will also do some experiments later. I think how purely you execute the 'skate jumping" has a big effect on its efficiency. I might try a macro approach so I can just focus on the mouse movement and see how they compare.
Tried this for jump,startheal,endheal with G,I,O, respectively. Not sure if I copypasta'd your commands wrong or if I have to sacrifice a virgin, still can't get it to work.
Has anyone else had luck with particular keys or experiencing a similar problem?
EDIT:
I had to add a duplicate under [HawkenGame.R_PlayerInput] as well as [Engine.PlayerInput].
I got it to bind to B by ctrl+f "B" and nuking every line that had it bound first, then putting Bindings=(Name="B",Command="Jump") under both headings I mentioned.
Thanks heeeegs!
Edited by eth0, 11 October 2015 - 05:58 PM.
Pubstomping is a whole different strategic discussion, however, and usually just becomes an exploration of the ethics of dumpstering randos.
Why mech game make when you no mech game have you don't want to make?
Tried this for jump,startheal,endheal with G,I,O, respectively. Not sure if I copypasta'd your commands wrong or if I have to sacrifice a virgin, still can't get it to work.
Has anyone else had luck with particular keys or experiencing a similar problem?
I had to add a duplicate under [HawkenGame.R_PlayerInput] as well as [Engine.PlayerInput].
I got it to bind to B by ctrl+f "B" and nuking every line that had it bound first, then putting Bindings=(Name="B",Command="Jump") under both headings I mentioned.
I had to add a duplicate under [HawkenGame.R_PlayerInput] as well as [Engine.PlayerInput].
I got it to bind to B by ctrl+f "B" and nuking every line that had it bound first, then putting Bindings=(Name="B",Command="Jump") under both headings I mentioned.
Actually also I had to do this originally, but then later tried with a fresh hawkeninput.ini and it worked with just the lines below [engine.playerinput]. I had tried with [hawkengame.r_playerinput] first and thought it was then useless.
I will add this to the op.
^ Put those under the [Engine.PlayerInput] and [HawkenGame.R_PlayerInput] to make your mech turn at max speed with a keyboard input (I think a fine tuned value instead of 325 might yield faster turn rates considering the "sweet spot" speed).
The macro as seen in SteelSeries Engine:
Where I had p for "jump", g for "turn left" and i for "turn right" commands.
Edited by (KDR) Kopra, 12 October 2015 - 09:07 AM.