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Games similar to Hawken- movement mid-combat?

similar hawken gameplay

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#1
CoshCaust

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I absolutely adore Hawken, mostly for its gameplay in A-classes, with the heavy emphasis on movement in battle.

In many FPSs, victory depends nearly entirely on aim when confronted by an enemy (the most popular FPS in the world essentially requires the lack of movement upon encountering an enemy- Counterstrike)- i'm referring to the moment you and an enemy lock eyes, movement in the form of tactics pre-face-off is another aspect entirely.

I'm not hating on CS or other games with little to no emphasis on movement during combat- but holy hell do i want more movement during combat.

 

So, what are some games where movement during combat is actually emphasized?


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#2
Miscellaneous

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Tribes: Ascend is very good if you like to go fast while attempting to hit everyone else who is also going very fast, probably faster, who knows, you're too busy going fast.

 

And they've got Devs now wahey I might play it some more.


Edited by (KDR) Miscellaneous, 16 December 2015 - 02:46 AM.

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#3
HK-47D

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This is my conundrum, and is the very reason I keep coming back to hawken.

If it was all about aim, then we would all be snipers?

There's nothing quite so satisfying as nailing your dance moves and dodging the shots in a matrix fashion.
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#4
Shoutaxeror

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Tribes: Ascend is very good if you like to go fast while attempting to hit everyone else who is also going very fast, probably faster, who knows, you're too busy going fast.

 

And they've got Devs now wahey I might play it some more.

Yeah, Tribes is quite cool (haven't been really into it like herken but hey), you can go really really fast and most of the weapons are projectiles.

I also tried one day a game called Warsaw, it seems really hard to master. It may look like Unreal or Quake but I think movement mechanics are more complex in here.


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#5
PoopSlinger

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Unreal Tournament 4 is looking very sharp and the game is very dependant on moving while shooting.


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#6
dorobo

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In quakelive I was playing exclusively clan arena mode. There's no pick ups and no self damage in that mode. Two teams will fight number of rounds and each round team that will have a last man standing wins. So it's this very chaotic rocket jumping strafing madness at times you get to fight 1 vs couple at the end of the round while your team watches you :) here's a short example

edit: no turn rate cap so it's not really similar to hawken but feels really good :)


Edited by dorobo, 16 December 2015 - 06:07 AM.

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#7
n3onfx

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I'm looking for similar movement in other games as well, I just love the dodge/boost mechanic and the feeling of momentum (mostly on A classes and some B classes). I can't really find that flowy feeling of combat elsewhere.


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#8
CraftyDus

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If you want movement above all else I think you missed the boat on strike vector.

Just for posterity, please understand that Hawken's movement is really quite slow.

 

the most popular FPS in the world essentially requires the lack of movement upon encountering an enemy- Counterstrike

 

lol no, that's woefully ignorant

 

cs requires you learn to integrate your movement with your aiming and firing aka stutter-step.

 

Because in ground-pounder fps's they want to introduce the added difficulty of recoil physics to weapon behavior, of which Hawken and other games have none for ease of attracting casual players.

 

Rather than "requiring the lack of movement" the game rewards the thoughtful application of movement with aiming/firing instincts instead of allowing talentless hosing with no penalty in the way of ammo or recoil while thoughtlessly moving.

 

 

 

I started online shooters with Acclaim's Forsaken which was a fast version of a game with movement options shared by the much slower Descent games.

 

The game failed to gather a large audience specifically because most gamers are completely unable to handle the added complication of equal verticality and triple-chording in a fast shooter.

 

Trust me, most people are unable to integrate the triple chording and therefore are akin to sitting ducks or babes in the wilderness even several months into it.

 


 

Given some years of experimenting perhaps a small minority of todays casuals could learn to hang with the advent of auto hot key scripts, etc. to simplify such things.

 

But I wouldn't bet on it

 

 


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#9
peacecraftSLD

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I can't really think of an FPS, but I know one that isn't.

 

Check out Gundam Extreme vs Full Boost. If Bandai can make it first person, I would  play that game full-time but alas. Anyway, that game is very fast pace. Almost any attack you do can be canceled into a dash. There are super modes which make you move faster and some new properties sometimes get activated plus a super final attack.

 

Unfortunately the only way to get that game right now is to make a Japanese PSN account and download the game.....BUT IT'S SO WORTH IT!!! You get 70+ Gundams to pick from every Gundam Series, there is arcade mode which is fun, local VS mode, and online play. Since the servers are in Japan and you play Hawken, you'll be used to the lag already lol.

 

There is a newer version of this game coming out in Feburary for the PS Vita and it is localized for the US. You can pre-order it on Play-Asia. I'm Excited.


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#10
maxajcd

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If you want movement above all else I think you missed the boat on strike vector.

Just for posterity, please understand that Hawken's movement is really quite slow.

 

 

lol no, that's woefully ignorant

 

cs requires you learn to integrate your movement with your aiming and firing aka stutter-step.

 

Because in ground-pounder fps's they want to introduce the added difficulty of recoil physics to weapon behavior, of which Hawken and other games have none for ease of attracting casual players.

 

Rather than "requiring the lack of movement" the game rewards the thoughtful application of movement with aiming/firing instincts instead of allowing talentless hosing with no penalty in the way of ammo or recoil while thoughtlessly moving.

From what i get out of it, CS it a lot of point-shoot-first-shot-wins-and-tap-mouse-to-fire-accuratley. The amount of distance you cover in hawken is much larger than CS so how is it slow


Edited by maxajcd, 16 December 2015 - 09:43 AM.

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#11
Aregon

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Quake and Unreal Tournament. I mean really how did they go under your radar they are absolute classics. Also the Tribes franchise. 


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#12
PoopSlinger

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Forsaken
CSGO IS SOOOO GOOD
 

Forsaken looks cool as fuzzy bunny, never seen that before.

 

I dunno man CSGO just isn't that fun.  I get how its competitive with learning, subtlety, massive playerbase, n all that jazz.  But its gameplay isn't that fun.


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Come on Crafty, you have been officially called out on your lies. Your online reputation is at stake here, this is just like an old school street race running for pink slips. Its run what you brung and hope its enough. Put up or shut the fuzzy bunny up.


#13
n3onfx

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Forsaken looks cool as fuzzy bunny, never seen that before.

 

I dunno man CSGO just isn't that fun.  I get how its competitive with learning, subtlety, massive playerbase, n all that jazz.  But its gameplay isn't that fun.

 

 

It's really not for me either, I respect the fact that people love it and the game itself but no matter how much I try I don't get why so many people enjoy it so much. I just get bored so fast when playing it, even with friends.


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#14
CraftyDus

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From what i get out of it, CS it a lot of point-shoot-first-shot-wins-and-tap-mouse-to-fire-accuratley. The amount of distance you cover in hawken is much larger than CS so how is it slow

 

It most certainly is not.

You are suspending your disbelief in order to accept that you are a 3 story mech, and the scale of Hawken maps is in accordance with this suspension of disbelief.

I think the common trope is that Hawken seems fast because the ability move your mouse look is capped, in order to make things feel as if they are happening fast.

Not only are the hitbox distances on the whole closer in Hawken scenarios, but the hitbox in Hawken is enourmous.


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#15
Ropiagalvis

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It most certainly is not.

You are suspending your disbelief in order to accept that you are a 3 story mech, and the scale of Hawken maps is in accordance with this suspension of disbelief.

I think the common trope is that Hawken seems fast because the ability move your mouse look is capped, in order to make things feel as if they are happening fast.

Not only are the hitbox distances on the whole closer in Hawken scenarios, but the hitbox in Hawken is enourmous.

And people still manage to miss you, so it works fine.


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#16
Nept

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Want actual movement in your games?  As others have mentioned, Unreal Tournament's coming along nicely.  It's free, and it's pretty, and there's actual fuzzy bunnyng movement.  None of this slowass stutter step, moving like a snail with a gun crap.

 

https://www.unrealtournament.com/

 

*Edit*

 

IT'S ONCE AGAIN TIME FOR UT DEMO B:

 

 

And the new Unreal Tournament's Pre-Alpha Trailer:

 


Edited by Nept: Ultra Lord of the God-Kings, 16 December 2015 - 01:44 PM.

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#17
CoshCaust

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If you want movement above all else I think you missed the boat on strike vector.

Just for posterity, please understand that Hawken's movement is really quite slow.

 

<Cosh saying CS requires the absence of movement>

 

lol no, that's woefully ignorant

 

cs requires you learn to integrate your movement with your aiming and firing aka stutter-step.

 

Because in ground-pounder fps's they want to introduce the added difficulty of recoil physics to weapon behavior, of which Hawken and other games have none for ease of attracting casual players.

 

Rather than "requiring the lack of movement" the game rewards the thoughtful application of movement with aiming/firing instincts instead of allowing talentless hosing with no penalty in the way of ammo or recoil while thoughtlessly moving.

 

Alright calm down there CS fanboy ;) My phrasing may have been off, sure, but what i'm trying to point out is just that, something to be pointed out- an inarguable truth about CS compared to something like Hawken: movement plays a fundamentally different role.

The only CS i've played is GO, and have played for about a month; i got ranked in MGE; i'm not as silver as you seem to think. I understand you don't want to go full fuzzy bunny when presented with an enemy and that straffing will pretty much always play a role in a shooter, but tell me- do you shoot while moving in CS?

No, that's what i'm talking about. In CS you could say it's a beautiful symphony of tactics, with combat consisting of swift transitions of subtle movements to firing, and the mastering of spray patterns. "cs requires you learn to integrate your movement with your aiming and firing aka stutter-step." sure maybe, but saying 'Hawken' in place of 'cs' there [and dropping the aka portion] kind of puts the difference in perspective, as Hawken truly integrates movement, while CS features it tightly alongside aim (not at the same time).

As for your woefully ignorant comments on Hawken:

...You actually believe that? You believe Hawken doesn't have recoil mechanics solely to attract casual players?

Why does Hawken not have recoil mechanics? Because they don't even remotely belong in the game. Why would a robot with systems capable of locking onto invisible targets not have auto-correction systems to nullify recoil for the pilot?

"allowing talentless hosing with no penalty in the way of ammo or recoil while thoughtlessly moving." I see you low-key insulting Hawken  :yes: well go ahead and try thoughtlessly moving and talentlessly hosing with me and i'll go ahead and penalize the living bollocks out of you for it  :thumbsup: And if your next thought is "Well the game doesn't penalize you for those things.", my rebuttal would be "Why would i want it to?" I don't want the game punishing me for much of anything, if my enemy can punish me for it instead!

 

Gitouttaheeyuh with your heavily biased and misplaced comparisons of Hawken with games like CS. You might as well compare apples to plutonium.

 

Quake and Unreal Tournament. I mean really how did they go under your radar they are absolute classics. Also the Tribes franchise. 

 

Well i mean those aren't exactly under my radar, i just wanted to make a thread to get all possible suggestions!


Edited by CoshCaust, 16 December 2015 - 03:07 PM.


#18
ticklemyiguana

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It's really not for me either, I respect the fact that people love it and the game itself but no matter how much I try I don't get why so many people enjoy it so much. I just get bored so fast when playing it, even with friends.

 

 

I dunno man CSGO just isn't that fun.  I get how its competitive with learning, subtlety, massive playerbase, n all that jazz.  But its gameplay isn't that fun.

 

This is now a CounterStrike thread.

 

Let me preface this by saying that apart from my roots in Halo 2, CS:GO is the only game outside of Hawken that I have a comparable number of hours put into. I have over a thousand in Hawken across all accounts, and over a thousand in CS:GO over three accounts. They're also the only games that I've put as much money as I have into.

 

First, some similarities.

 

In Hawken, you have mechs that you can choose between lives. Classes impact things like movement speed, weapon specifics, and utility (Items/internals). You make choices regarding your mech based on availability, preference, map, and what the enemy as well as your team is using.

 

In CS:GO, you have money that you earn during, and earn and spend between lives. Usage of money impacts things like movement speed, weapon specifics, and utility. You make choices regarding money (henceforth referenced as "the economy") based on availability, preference, map, and what the enemy as well as your team is using.

 

Both games give you fairly deep player customization options between lives, and you make these customizations for identical reasons.

 

 

In Hawken, your movement is based on the gameplay at hand and the mech you are using, and is composed of standard WASD, a run modifier that impacts weapon usage, a stand alone dodge modifier, and jump/flight.

 

In CS:GO, your movement is based on the gameplay at hand and the weapon you are using, and is composed of standard WASD, a run modifier that impacts weapon usage, a stand alone sneak modifier, and jump. Sorry. Can't fly. But you do get to make better use of cover by having a crouch option.

 

Also, when accounting for scale, the movement speed between both is quite comparable. Of course, Hawken has a greater variation in movement speed, but a walking B class is about the same (in my head at least) as walking around with a rifle equipped.

 

Both games give you an identical number of movement options - if we look at flight as separate in Hawken and air dodge as the same as regular dodge, or vice versa in terms of what's the same/what's not. (180 Spin is just a flick of the wrist in counter strike, so we won't include that at all.)

 

 

Also, neither game allows ironsight aiming.

 

So, at a pretty fundamental level, CS and Hawken are actually fairly similar. However a lot of these traits are shared by many different games, and in some sense one could make similar comparisons between any two FPS's. However in terms of movement - with a sneak option being the counter to Hawken's dodge, and a crouch option to Hawken's flight - the games are actually remarkably similar. Of course, the difference in use between sneak and dodge and crouch and flight is significant, and this creates some real differences in gameplay.

 

As an afterthought, both games have three health classes as well. A, B, and C for Hawken, each being progressively more armored, and unarmored, kevlar, and kevlar+helmet, each being progressively more armored.

 

________________________________________

 

Differences. First and foremost is the game mode. Both have limited scope, and while Hawken has a few different game modes, unfortunately, none offer much more in terms of gameplay itself than Missile Assault - which is just a remake of territories or King of the Hill (super objectively the worst game mode to basically ever be a game mode). Counter Strike uses a form of reverse CTF as its primary game mode. Deliver a "flag" to a base and ensure its "capture". (The currently inactive hostage scenario missions are a direct modification of regular CTF.)

 

Say what you will, but I personally think Counter Strike has Hawken beat in terms of the level of engagement presented by the game mode itself.

 

Pace. Counter Strike is faster at its fastest, slower at its slowest. At it's fastest, whole rounds are decided and won in under five seconds. At its slowest, you're setting up for those five seconds, and in that time you still have to be actively anticipating your enemy's movements, re evaluating your setup based on observations and communication, and pinning parts of the enemy team down by tactically exposing yourself. Nothing ever lasts more than a minute and thirty seconds though, whereas in Hawken, you can hold a silo doing the exact same thing for literally an entire game.

 

Engagements are shorter in CS more often than not. While my style in Hawken is to acquire a kill within a second or two, and in CS, it's certainly possible to have engagements lasting five or more seconds, I can still shoot someone in the head with a pistol while running across the map in CS and have that make up the entirety of the engagement.

 

And for the record, Nept, doing so is for all observable purposes, done while moving, and a fair amount more difficult than shooting a giant glowing ball travelling in a straight line away from you with a perfectly accurate hitscan weapon. Nothing slow about it. Also anyone else could be just as elitist as you regarding the games they like because of whatever differences they have, but it won't make silly hyperbole accurate.

 

The fact is, in CS, you're always trying to strike a balance between the likelihood of your shot landing versus the likelihood of you getting shot. In essence, all of CS is burst play. It's all positioning.

So that brings me to something I hear a fair amount. "In CS, it's whoever sees their opponent first that wins."

Of course. In every FPS, including Hawken, knowing the whereabouts of your enemy, and being able to shoot first is a huge advantage (and in all games, including both CS and Hawken, it isn't everything and can be countered easily if you make the slightest mistake). But let's ignore that temporarily, and also ignore that in both Hawken and CS, if you see an enemy across the map and you're using a raider/shotgun, you're not actually at an advantage.

There's a massive skill ceiling to getting the first shot. If you just happen to see an enemy, you're caught off guard as much as they are, and if their back is to you, it's just luck. Same as anywhere else. You never want to just happen to see an enemy. You always want to be anticipating where they are based on sound, visible observation of utility or enemy players, map knowledge, radar, understanding of strategies, communication, and making stupidly quick inferences based on where you know other enemies are. There's a player that comes to mind that does this exceptionally well, called Get_Right (he throws in some goofy capitalization though). He's not an excellent shot, actually sprays his weapon more often than just tapping people in the head, he doesn't have superb reflexes, can't use the game's sniper rifles very well, but through all of this, at literally the highest level of play that CS has to offer, has an established 50/50 chance of winning rounds when it's just him versus two enemies. (For the record, his aim and reflexes are superb compared to most players - just sub par in the pro circuit.)

Seeing your enemy first is incredibly important. It's also incredibly difficult to do consistently.

 

All of this is before introducing the single best asymmetrical game balancing system that I've ever seen - and that is CS:GO's economy. Knowing how to use yours effectively and track your opponents in order to strong arm them into basically giving you a round is stupidly engaging, and absolutely thrilling when you overcome the odds. (If you're on a full save round, basically just equipped with basic pistols and a total lack of armor and utility, and you win against a team who's bought fully, there's no comparison in Hawken. It's just pure gold.)

 

I'm not going to spend any more time sticking up for Counter Strike on a Hawken forum, but if you don't like it, there are two non-exclusive reasons. Either it's just not for you, or you don't understand it. At my level of experience, I still learn something new every couple games. Chances are you fall into the latter category if you don't like it.

 

I mean, guys, I love Hawken. A lot. But like, Counter Strike is a fuzzy bunnyng legend LEGEND among games, and there's very good reason for that. 

 

Cosh, this answers none of your questions. Kind of. I'd recommend UT for what you're looking for. Similar to CS, there's kind of a market domination for that genre filled by UT and Quake. 


Edited by ticklemyiguana, 16 December 2015 - 03:47 PM.

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#19
maxajcd

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As for your woefully ignorant comments on Hawken:

...You actually believe that? You believe Hawken doesn't have recoil mechanics solely to attract casual players?

Why does Hawken not have recoil mechanics? Because they don't even remotely belong in the game. Why would a robot with systems capable of locking onto invisible targets not have auto-correction systems to nullify recoil for the pilot?

Let alone cannons bolted to arms, When properly attached there is virtually no recoil


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#20
CraftyDus

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Well now that you know what stutter stepping is maybe you can climb out of Mge

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#21
CounterlogicMan

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It most certainly is not.
You are suspending your disbelief in order to accept that you are a 3 story mech, and the scale of Hawken maps is in accordance with this suspension of disbelief.
I think the common trope is that Hawken seems fast because the ability move your mouse look is capped, in order to make things feel as if they are happening fast.
Not only are the hitbox distances on the whole closer in Hawken scenarios, but the hitbox in Hawken is enourmous.



The turn speed is capped to make it feel like you are piloting a mech and an unlocked turn rate would look silly with the mech models in hawken. - Khang Le said this in an interview with gamasutra. Not "to give you an illusion of speed", which is completely counter intuitive to locking the turn rate.... The maps in Hawken, even if scaled down to the size of counter-strike, have much more area that you can move around in.

Not that I think the two games can even be compared in terms of speed or gameplay for that matter, beyond both being shooters. One is an arena style fps and the other is a..well counter strike style fps (cat and mouse, slow build ups to quick engagements, in round based game modes). One has extremely low TTK resulting in quick twitch aim fights that are highly position based that are often very strategically set up in upwards of a minute of rotating and scouting around the map. None the less requiring quick strategic thinking that flows and changes over the course of up to 30 rounds. The other has high TTK resulting in more movement based, sustained aim, fights that are also highly position based that requires a series of quick strategic decisions on the fly (sometimes literally). With the high ttk allowing for individual engagements to flow across the map with constant action occurring. Rather than starting and ending in one area almost always like with counter-strike. Hawken's gameplay is a cross between Quake/UT and Halo - Khang Le

Hawken is slower than UT and tribes ascend movement-wise yes. But it is still faster than the vast majority of fps games out there.

Don't lose your heads up your own asses with the "y game didn't become big because casuals x reason" mentality. Games don't become big hits with millions of players for a long list of reasons. Because casuals can't handle it is a footnote of a footnote that is an asterisk next to bad design, which is one of many reasons on that list.

Edited by CounterlogicMan, 16 December 2015 - 03:39 PM.

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#22
CoshCaust

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And for the record, Nept, doing so is for all observable purposes, done while moving, and a fair amount more difficult than shooting a giant glowing ball travelling in a straight line away from you with a perfectly accurate hitscan weapon. Nothing slow about it. Also anyone else could be just as elitist as you regarding the games they like because of whatever differences they have, but it won't make silly hyperbole accurate.

 

I mean, guys, I love Hawken. A lot. But like, Counter Strike is a fuzzy bunnyng legend among games, and there's very good reason for that. 

 

Cosh, this answers none of your questions. Kind of. I'd recommend UT for what you're looking for. Similar to CS, there's kind of a market domination for that genre filled by UT and Quake. 

 

Read it all, and quoting it all, but saving space and highlighting main points i'm addressing.

 

It's a pleasure reading insight like this, and i'm not doing it to generate debate, as you probably noticed- so to all of what you said, i say: I see the similarities and differences in Hawken/CS:GO, and so as for many things in life, they can be said to be both massively similar, and massively different. Related to this, what you said in response to what Nept said makes the opinions clear which are worth noting- one aspect you feel is very similar in both games, some people feel is very different. In fact - and i hate to say this - so far, none of the suggested games in here satisfy my desire for combat similar to Hawken's. I really adore the very specifics that set it apart from CS:GO or UT; namely, i love the turn speed cap and the use of movement to use its existence to your advantage.

 

CS is a legend. And i honestly feel that Hawken could be too- i really feel that, with such a tiny community, the true potential of Hawken is nowhere near being released. I have wet dreams about every CS player magically being dropped into Hawken with already-advanced skill, and seeing what Hawken has to offer and working to raise the bar.

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I can dream...


Edited by CoshCaust, 16 December 2015 - 03:36 PM.

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#23
CounterlogicMan

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If you are looking for a game that has a turn rate cap and is similar to hawkens take on arena fps movement/gameplay. But don't want to play Unreal Tournament or Toxikk. You are more than likely not going to find one. 

 

Hawken is a pretty unique game in regards to the balance it strikes between Halo and Unreal Tournament style gameplay/mechanics.


Edited by CounterlogicMan, 16 December 2015 - 03:58 PM.

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#24
ticklemyiguana

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CS is a legend. And i honestly feel that Hawken could be too- i really feel that, with such a tiny community, the true potential of Hawken is nowhere near being released. I have wet dreams about every CS player magically being dropped into Hawken with already-advanced skill, and seeing what Hawken has to offer and working to raise the bar.

Me too.

 

If anything has changed in that list, it's the order. I really think the game modes are just the most incredibly lacking aspects of this game, and the fact that the game's survived this long with not one, but TWO variations of King of the Hill (again, objectively worst game mode), and TWO variations of Deathmatch, but absolutely nothing else in terms of PvP is testament to the fact that this game could really be something.


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#25
Nept

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stol while running across the map in CS and have that make up the entirety of the engagement.

 

And for the record, Nept, doing so is for all observable purposes, done while moving, and a fair amount more difficult than shooting a giant glowing ball travelling in a straight line away from you with a perfectly accurate hitscan weapon.

 

Nope.


Edited by Nept: Ultra Lord of the God-Kings, 16 December 2015 - 04:07 PM.


#26
ticklemyiguana

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Nope.

Yup.

 

Smaller target. No way to predict the movement. Harder to hit than larger (also literally glowing) target moving with constant velocity. (I mean, we both know I'm talking about the shock rifle here, right? That in addition to being an easier target than a human head attached to a human body that is actively trying to not get hit, it also explodes and kills anything within a set radius.)


Edited by ticklemyiguana, 16 December 2015 - 04:15 PM.

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#27
Nept

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Oh, is that what you're arguing?  So you picked out a single weapon, assumed a stationary shooter, and used that as your metric of comparison between the two games? Then yes, if you're standing perfectly still and seeding a shock ball that you've fired in front of you, that is easier than shooting a (slightly and slowly) moving CS target.  Of course, that comparison is completely worthless.



#28
Xacius

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Engagements are shorter in CS more often than not. While my style in Hawken is to acquire a kill within a second or two, and in CS, it's certainly possible to have engagements lasting five or more seconds, I can still shoot someone in the head with a pistol while running across the map in CS and have that make up the entirety of the engagement.

 

And for the record, Nept, doing so is for all observable purposes, done while moving, and a fair amount more difficult than shooting a giant glowing ball travelling in a straight line away from you with a perfectly accurate hitscan weapon. Nothing slow about it. Also anyone else could be just as elitist as you regarding the games they like because of whatever differences they have, but it won't make silly hyperbole accurate.

K so, I'd like to point something out that I've learned from my own experience.  

 

At first, I thought the shock combo was going to be pretty easy.  The ball travels a bit faster than player movement speed, so it can't be too hard to track, right?  This isn't necessarily the case.  If you fire the ball and stand still, obviously it's going to be easy to hit it.  When you factor in your own lateral movement, it becomes exponentially harder to track and shoot at the appropriate time.  The Unreal Tournament Alpha is free, and doesn't take much time to download.  Give it a whirl, create an offline match and try to hit shock combos on enemies.  

 

There are multiple factors when it comes to successfully delivering a shock combo:

1) Your position relative to the ball.  

2) The ball's constant movement away from you, the shooter.  

3) The position of the enemy, relative to the ball.  

 

Most novice players tend to launch it, move slightly to the right or left, and then stand still and wait until it reaches the right point.  This is incredibly easy in comparison to moving like you normally would (e.g. dodging to evade enemy fire, circle-strafing) and then aiming for the ball when it reaches the desired location.  The latter scenario requires you to be able to rapidly acquire a moving target while you are moving as well, whereas the easy scenario is just simple tracking.  

 

Not to mention, the shock ball is very small in comparison to a player model.  You need to be precise in order to hit it.  Couple this with the fast movement speed of UT, as well as rapid positioning changes from dodging in quick succession, and you have a formula for a weapon that is relatively easy to use, but extremely difficult to master.  Additionally, the ball is constantly moving away from you.  The frame of reference is constantly changing.  This is far more difficult than hitting a target that is running from left to right across your screen, as your distance to the target isn't changing all that much.  

 

When Nept references the shock combo, he's not referring to the easy peasy method of standing still while you shoot the moving target.  Fire the ball, move around, and then twitch over to it when it reaches the desired location.  Sounds pretty easy on paper, but it's certainly more difficult than you describe.  


Edited by Xacius, 16 December 2015 - 04:35 PM.


#29
ticklemyiguana

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Oh, is that what you're arguing?  So you picked out a single weapon, assumed a stationary shooter, and used that as your metric of comparison between the two games? Then yes, if you're standing perfectly still and seeding a shock ball that you've fired in front of you, that is easier than shooting a (slightly and slowly) moving CS target.  Of course, that comparison is completely worthless.

Actually the movement of the shooter is largely irrelevant in this scenario, as I've made it clear that from any observable point, shooting while moving, so long as one is not spraying, both exists, and is used frequently in CS. Yes, you move faster in UT, but in my experience, you have to be more precise in CS.

 

Also "slowly moving" is heavily reliant on distance and size of the target. A ball three times the diameter of a head will be easier to shoot up until three times the distance or three times the speed. On your screen, it's all 2D, and a human head can absolutely move faster than a shock ball across your screen.

 

I mean, ordinarily you're pretty reasonable on these things, but I know full well that you have an incredible bias here - as much as I've heard you state that "Call of Duty requires more skill than CS." You may have said "I'd rather play Call of Duty than CS", but regardless, your opinion on games that aren't all about pew pew fast go has always been pretty clear and unwavering.


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#30
ticklemyiguana

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K so, I'd like to point something out that I've learned from my own experience.  

 

At first, I thought the shock combo was going to be pretty easy.  The ball travels a bit faster than player movement speed, so it can't be too hard to track, right?  This isn't necessarily the case.  If you fire the ball and stand still, obviously it's going to be easy to hit it.  When you factor in your own lateral movement, it becomes exponentially harder to track and shoot at the appropriate time.  The Unreal Tournament Alpha is free, and doesn't take much time to download.  Give it a whirl, create an offline match and try to hit shock combos on enemies.  

 

There are multiple factors when it comes to successfully delivering a shock combo:

1) Your position relative to the ball.  

2) The ball's constant movement away from you, the shooter.  

3) The position of the enemy, relative to the ball.  

 

Most novice players tend to launch it, move slightly to the right or left, and then stand still and wait until it reaches the right point.  This is incredibly easy in comparison to moving like you normally would (e.g. dodging to evade enemy fire, circle-strafing) and then aiming for the ball when it reaches the desired location.  The latter scenario requires you to be able to rapidly acquire a moving target while you are moving as well, whereas the easy scenario is just simple tracking.  

 

Not to mention, the shock ball is very small in comparison to a player model.  You need to be precise in order to hit it.  Couple this with the fast movement speed of UT, as well as rapid positioning changes from dodging in quick succession, and you have a formula for a weapon that is relatively easy to use, but extremely difficult to master. 

 

When Nept describes the shock combo, or references it, he's not referring to the easy peasy method of standing still while you shoot the moving target.  Fire the ball, move around, and then twitch over to it when it reaches the desired location.  Sounds pretty easy on paper, but it's certainly more difficult than it's made out to be.  

No, I'm aware. I have it, and UT2k4. Not much time on either, but more than enough to appreciate some of the montages I've seen utilizing it. Still, it's exceptionally comparable to events like this  between 25 and 30 seconds.

 

There seems to be a real stigma that "aiming is easy unless you're moving super fast", when it can actually be extremely difficult and precise.


Edited by ticklemyiguana, 16 December 2015 - 04:37 PM.

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#31
n3onfx

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I hadn't seen the latest UT videos, so thanks a lot to Nept for posting it! Game looks fantastic now, I'm giving it a try tomorrow.


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#32
Xacius

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No, I'm aware. I have it, and UT2k4. Not much time on either, but more than enough to appreciate some of the montages I've seen utilizing it. Still, it's exceptionally comparable to events like this  between 25 and 30 seconds.

 

There seems to be a real stigma that "aiming is easy unless you're moving super fast", when it can actually be extremely difficult and precise.

In that video, the pistol shooter practically knows exactly where the guy is going to be.  I'd imagine that's a pretty common defense point after planting the bomb.  You have LOS on all of the major push-points, as well as a fair deal of cover.  The pistol guy plays it smart and uses this knowledge to his advantage.  It was more of a smart prediction, rather than an aiming feat.  He barely even had to move the mouse to get the shot, lol.  

 

That stigma certainly exists, but that's not what I'm arguing.  From frequent discussion on this topic, I'd conclude that it's not what Nept was arguing either.  It's not as absolute as "aiming is easy unless you're moving super fast."  Instead, it's more like "aiming becomes harder as the speed of the shooter/target increases."  


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#33
Nept

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I mean, ordinarily you're pretty reasonable on these things, but I know full well that you have an incredible bias here - as much as I've heard you state that "Call of Duty requires more skill than CS."

 

No, I'm just familiar with the concepts of redundancy and uncertainty within systems.



#34
ticklemyiguana

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In that video, the pistol shooter practically knows exactly where the guy is going to be.  I'd imagine that's a pretty common defense point after planting the bomb.  You have LOS on all of the major push-points, as well as a fair deal of cover.  The pistol guy plays it smart and uses this knowledge to his advantage.  It was more of a smart prediction, rather than an aiming feat.  He barely even had to move the mouse to get the shot, lol.  

 

That stigma certainly exists, but that's not what I'm arguing.  From frequent discussion on this topic, I'd conclude that it's not what Nept was arguing either.  It's not as absolute as "aiming is easy unless you're moving super fast."  Instead, it's more like "aiming becomes harder as the speed of the shooter/target increases."  

Actually that player was later banned for using aim assisting software. The target was actually in transit between two points, and his prediction was likely based off of sound, (aim assisting software meaning pulling your crosshair a tad toward the enemy head). However, these sorts of scenarios are relatively common at high level play, where one player jumps for information, and in the same time of that jump, flicks to an enemy head, and picks it off, without information prior.

 

Given the hacking accusations, that's just the one that came to mind first for me.

 

I definitely agree that aim is harder at higher speeds, both in terms of the shooter and the target, but my interpretation of:

 

It's free, and it's pretty, and there's actual fuzzy bunnyng movement.  None of this slowass stutter step, moving like a snail with a gun crap.

 

Was. Well. Less than a logical and coherent argument regarding relative velocities between two players, and more of a jab at an exceptionally well done and engaging game that was worth a response in kind.

 

Also, there is something to be said for it getting easier when there's a consistent supply of speed, as opposed to having to shift gears from "I'm slowly sneaking up on this OH fuzzy bunny GOTTA SHOOT THAT LITTLE THING ACROSS THE MAP THAT HAS A GODDAMN SNIPER RIFLE WITH MY PISTOL WHILE ALSO GETTING BACK TO COVER AND RE EVALUATING MY APPROACH."

 

The games are less than comparable, and so taking a single numerical aspect and saying "ha ur game sucks" is kind of. Well. Dumb.


Edited by ticklemyiguana, 16 December 2015 - 04:56 PM.

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#35
PoopSlinger

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Play Primal Carnage:Extinction too.  Being a raptor is like 3x faster than being scout and you get to eat people.  If you're stuck as a person it sucks though, cuz raptor hitreg is fuzzy bunnyed.


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Come on Crafty, you have been officially called out on your lies. Your online reputation is at stake here, this is just like an old school street race running for pink slips. Its run what you brung and hope its enough. Put up or shut the fuzzy bunny up.


#36
Nept

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I definitely agree that aim is harder at higher speeds, both in terms of the shooter and the target . . .

 

Well done.


Edited by Nept: Ultra Lord of the God-Kings, 16 December 2015 - 05:05 PM.


#37
ticklemyiguana

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Well done.

Also, people who insist on looking down on other people's tastes, ignore actual content, and still have the gall to be condescending without even once contributing to the debate at hand, relying on someone else to make all their points, are simultaneously ignorant that their opinions are just opinions, and also kind of a d*ck.

 

Kind of expect better from a TPG admin and team captain than doing nothing but making snide remarks based on the work of other people's thoughts.


Edited by ticklemyiguana, 16 December 2015 - 05:14 PM.

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#38
CoshCaust

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If you are looking for a game that has a turn rate cap and is similar to hawkens take on arena fps movement/gameplay. But don't want to play Unreal Tournament or Toxikk. You are more than likely not going to find one. 

 

YOU SHUT UP

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#39
Nept

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Also, people who insist on looking down on other people's tastes, ignore actual content, and still have the gall to be condescending without even once contributing to the debate at hand, relying on someone else to make all their points, are simultaneously ignorant that their opinions are just opinions, and also kind of a d*ck.

 

Kind of expect better from a TPG admin and team captain than doing nothing but making snide remarks based on the work of other people's thoughts.

 

Honestly, I'm just responding in (tonal) kind.  I'm busy this evening, so I've neither the time nor the drive to explain that CS has minimal and slow-paced movement.  I shouldn't have to explain that.  Which isn't to say, of course, that CS doesn't have skill requirements, but it's a damn slow game. If you want to get your jimmies rustled over that fact, and over my responses, knock yourself out. 


Edited by Nept: Ultra Lord of the God-Kings, 16 December 2015 - 07:08 PM.


#40
Xacius

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Was. Well. Less than a logical and coherent argument regarding relative velocities between two players, and more of a jab at an exceptionally well done and engaging game that was worth a response in kind.

 

Also, there is something to be said for it getting easier when there's a consistent supply of speed, as opposed to having to shift gears from "I'm slowly sneaking up on this OH fuzzy bunny GOTTA SHOOT THAT LITTLE THING ACROSS THE MAP THAT HAS A GODDAMN SNIPER RIFLE WITH MY PISTOL WHILE ALSO GETTING BACK TO COVER AND RE EVALUATING MY APPROACH."

 

The games are less than comparable, and so taking a single numerical aspect and saying "ha ur game sucks" is kind of. Well. Dumb.

The problem with Counter Strike is that the main mechanics revolve around standing still or stutter-stepping while you shoot.  That, in combination with the hitstun (getting shot decreases your movement speed to very, very slow speeds), leaves me to conclude that the game is not heavily based around movement, at least in a direct firefight.  Sure, you can run and shoot with a pistol or spray with a rifle, but 9/10 you'll get trounced by a player that's actually playing properly (standing still or stutter-stepping while they shoot).  Even when the players are moving at max speed (which is reduced by a fair deal if you're using a gun like the AWP or AK-47), it's not fast in comparison to most other shooters.  See this chart for detailed movement comparisons between popular FPS games.  See this chart for detailed speed comparisons between popular FPS titles.    

 

The games are certainly comparable.  They're both first person shooters with varying degrees of skill ceilings.  Sure, they're quite different re: speeds and gameplay, but it's not like we're comparing Star Citizen to the Secret of the Magic Crystal.  

 

Additionally, it's not a matter of taking a single numerical aspect, but instead observing multiple aspects that make up the game's mechanics.  As previously described, shooting in Counter Strike isn't heavily based on mobility, due to numerous mechanics that make moving while shooting nonviable (weapon spread, mostly, but the other mechanics are factors as well).  

 

As a final note, I'll conclude that Counter Strike is a slow shooter.  Does that make it bad?  No, not at all.  However, movement speed certainly factors into a game's skill ceiling.  Games with more movement, as you've even agreed to, have higher skill ceilings.  Does this mean that Counter Strike doesn't have a skill ceiling?  fuzzy bunny no.  That's not what I'm saying, and it's not what Nept is saying either.  I think you're just taking personal offense to Nept's comments about Counter Strike being slow in comparison to other shooters.  That's all I'm seeing here.  


Edited by Xacius, 16 December 2015 - 07:28 PM.






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