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HAWKEN: Invasion Patch Notes


HAWKEN: Invasion Patch Notes

Greetings pilots!

HAWKEN: Invasion is close at hand, and we're excited to share this next round of changes with you. We have a new mech, the Predator, which comes in the form of the long awaited Patrick Chassis; a new Co-op game mode that allows you to fight waves of enemy bots, and a host of balance changes and squashed bugs contained in this update.

Special Notices
  • We've noticed several occurrences of sluggishness in the UI. If you experience this behavior, please submit a bug report.
  • The Party voice chat feature was removed as we continue to troubleshoot its ongoing problems.
  • Several adjustments and fixes to our autobalancing system have been implemented to address the following issues:
    • Instances of team imbalance not being detected when the imbalance occurs before the match starts.
    • Several issues resulting from players in a party whom switched teams as a result of auto-balancing.
    • Auto-balancing logic glitches.
    • Issue that caused matchmaking to not be updated properly when a player switched teams due to auto-balancing.
    • "Teams are unbalanced" message that continued to loop in game chat after end of match if teams on the scoreboard are imbalanced has been removed.
    • Logic error that caused leaders of a party whom switched teams due to auto-balancing to be counted twice.
  • The ability for parties to join on friends has been removed. This was a difficult decision for us, because we're very aware that this was crucial for our competitive clans and players to organize events. However, removing this feature was a necessary step for the game's continued improvement. Stay tuned for more information on this decision and the steps we're taking to support our competitive scene following this change.
Features

NEW Game Mode: Co-Op Bot Destruction

Before the outbreak of the HAWKEN virus, Crion had been experimenting with a dangerous new form of artificial intelligence. However, before this new AI could be completed, Crion was destroyed by the HAWKEN virus and all traces of the AI were assumed eradicated.

However, disturbing rumors have arisen that suggest this AI was not destroyed, and has in fact become self aware. The latest reports seem to indicate that the intelligence has taken control of one of Crion's hidden mech production facilities and has begun producing an army of its own. To combat this new threat, Prosk and Sentium have formed special task forces with the sole objective of eliminating the AI before it overwhelms the battered human population of Illal.
  • Team up online to take down up to 25 waves of rogue AI.
  • Each wave will grow progressively more difficult, and pilots will be forced to use every skill they have to achieve victory.
  • As the game progresses, player's will be able to gather EU from fallen AI enemies to upgrade their core systems.
  • Pilots will gain XP and HC for participating in this game mode.
  • Can be accessed from the PLAY menu.

NEW Training Mode: Offline Bot Training

Offline Bot Training is a single-player version of Co-Op Bot Destruction that can be accessed from the TRAINING menu. In this mode, you can fight alongside AI companions to defeat up to 10 waves of rogue AI bots. No XP or HC is earned offline, but it's a great place to practice.

Mechs

NEW Mech: Predator

The Predator's Patrick model was originally created to be a successor to the Infiltrator's Boot chassis. Building upon the core systems of the Infiltrator, its engineers found that with the additional load-bearing capabilities of the Class-B frame, they were able to vastly improve the technologies required for full-frame camouflage. These advanced stealth capabilities, coupled with state-of-the-art infra-red visor modifications, have led the Predator to become a favorite amongst pilots for high profile recon and ambush missions.

"Those Sentium big-wigs tell us we're "expendable assets", and then reprimand us whenever we waste one of their "expensive vehicles". What they can't seem to understand is that the Prosk have some new technologies that we have just never encountered before. Every time we go out there on a reconnaissance mission, it's like the whole jungle is alive, crawling with those scumbags."

-C. S. Vince.
    Mech Overview:
    • Description: Ambush vehicle, specialized in tracking and deadly ambushes.
    • Weight: Class-B Medium
    • Body Model: Patrick
    Ability:
    • Name: Stalker
    • Description: When Stalker Mode is activated, the Predator will become permanently invisible and gain the ability to see through walls. However, overall vision range is greatly reduced. Using any action that generates heat or consumes fuel while in Stalker Mode will trigger a "Break Cooldown", which will cause the ability to be deactivated for a short period of time. At the end of the Break Cooldown, the ability will automatically reactivate.

      Taking damage or manually deactivating Stalker Mode will trigger the longer, standard Cooldown.

    • Ability Statistics
      • Break Cooldown: 3.5 seconds
      • Standard Cooldown: 20 seconds
    • Ability Upgrades
      • Rank 1 – Decrease Standard Cooldown by 1 Second
      • Rank 2 – Increase Stalker vision range by 5m
      • Rank 3 – Decrease Standard Cooldown by 3 Seconds
      • Rank 4 – Increase Stalker vision range by 10m
      • Rank 5 – Decrease Break Cooldown by 0.5 Seconds
    Primary Weapon
    • Name: Breacher
    • Function: A chargeable, multi-function cannon
      • Tapping the fire button fires a FLAK SHOT
      • Holding down the fire button charges a penetrating RAIL SHOT
    • Weapon Statistics
      • FLAK SHOT:
        • Damage per Shot: 27
        • Heat per Shot: 18
        • Traces per Shot: 6
        • Rate of Fire: 2.0
      • RAIL SHOT
        • Damage per Shot: 100
        • Heat per Shot: 12
        • Rate of Fire: 1.25
    Secondary Weapon
    • Name: EOC Predator
    • Function: Proximity mine trap layer
      • Fires out one mine at a time as opposed to the burst of mines fired by the EOC Repeater
      • Up to 10 mines can be active at once
      • Detonate active mines using the middle mouse button
    • Weapon Statistics
      • Damage per Mine: 65
      • Damage per Mine (Direct Hit): 70
      • Heat per Shot: 12
      • Mines per Shot: 1
      • Rate of Fire: 0.94
    Alternate Primary Weapon
    • Name: T32-Bolt
      • Function: A versatile, quick-loading trinity shotgun. Hold down the fire button to charge.
    Prestige Weapon
    • Name: EOC Repeater
      • Function: Chain fires explosive pucks that stick to surfaces. Hold down the fire button to charge.
    Tuning Modifications Available
    • Weapons Loader
    • Heatsinks
    • Armor
    • Boost Thrusters
    • Generator
    • Hydraulics
    • Radar
    Starting Item
    • Name: ISM Disruptor MK-I
    • Function: A large top-like projectile that explodes, sending out disruptive radio waves that impair vision. The closer a mech is to the shockwave, the longer the effect lasts.
    • Item Statistics
      • MK-I
        • Cooldown: 45 seconds
        • Max Duration: 3 seconds
        • Min Duration: 1.5 seconds
      • MK-II
        • Cooldown: 45 seconds
        • Max Duration: 4 seconds
        • Min Duration: 2.25 seconds
      • MK-III
        • Cooldown: 45 seconds
        • Max Duration: 5 seconds
        • Min Duration: 2.8 seconds
Customizations
    NEW Chassis Art
    • Light Mech Chassis Art
      • Zos Ace
    • Medium Mech Chassis Art
      • Res Monkey
    • Heavy Mech Chassis Art
      • Bunker Yakuza
    NEW Chassis: Patrick (Medium Mech)

    NEW Repair Drones
    • RD-B00 – Limited Time Rental
    • RD-SQD
    NEW Thruster
    • Cinder
    NEW Camouflages
    • CLR-SKRA
    • CLR-RED
    • CLR-BLK
Weapons
  • Seeker
    • Increased homing effectiveness.
    • Decreased heat per shot from 7.63 to 6.75.
    • Increased lock range from 2 meters to 3 meters.
  • Point-D Vulcan
    • Decreased max spread from 0.112 to 0.095.
  • EOC Repeater
    • Increased heat per shot from 4.625 to 4.92.
    • Decreased EOC damage per mine from 20 to 18.
  • Heat Cannon
    • Decreased heat per shot 18.5 to 13.
    • Increased charged projectile explosion radius from 13 meters to 17.3 meters.
  • Reflak
    • Increased ricochet distance from 30 meters to 40 meters.
  • Repair Torch
    • Slightly restructured the way this weapon works. Armor reconstruction is significantly less effective while the target is taking damage. Once the target has not taken damage for 2.5 seconds, the reconstruction rate goes back to normal.
    • When target is taking damage, the repair rate on the target has been decreased from 45 to 35.
    • When target is not taking damage, the repair rate on the target has been increased from 45 to 55.
    • Decreased self-repair rate when taking damage from 15 to 10.
    • Increased self-repair rate when not taking damage from 15 to 20.

    • Developers Note: This is a start to how we want to address and balance the repairing ability of the Technician. By splitting into 2 values, it allows us to make him effective but at the same time make it easier to overcome the repairing by brute forcing it and out damaging the repairs. This will create more interesting play choices. Stay to fight and risk being nuked down or take cover and get repaired faster. The current values are what we think feel good right now but it doesn’t mean additional balance changes will not be necessary.
  • Hellfire Missiles
    • Adjusted the way Hellfire Missiles predict their target's movement. Quick dodges and high speeds will make them less likely to go crashing into the wall or floor. Players should now see fewer grossly obvious misfires.
Items
    Item Balance
    • Rocket Turret MK-II
      • Increased damage from 27 to 32.
    • Rocket Turret MK-III
      • Increased damage from 36 to 43.
    • Portable Scanner MK-II
      • Increased effective radius from 115.5 meters to 138.6 meters.
    • Portable Scanner MK-III
      • Increased effective radius from 138.6 meters to 166.3 meters.
    • Radar Scrambler MK-II
      • Increased Effective Radius from 105 meters to 126 meters.
    • Radar Scrambler MK-III
      • Increased effective radius from 126 meters to 151.2 meters.
    • Blockade MK-I
      • Increased armor from 350 to 500.
      • Increased duration from 9 seconds to 10 seconds.
    • Blockade MK-II
      • Increased armor from 550 to 800.
      • Increased duration from 12 seconds to 13 seconds.
    • Blockade MK-III
      • Increased armor from 750 to 1100.
      • Increased duration from 15 seconds to 16 seconds.
    • Hologram MK-II
      • Decreased cooldown from 15 seconds to 14 seconds.
    • Hologram MK-III
      • Decreased cooldown from 10 seconds to 8 seconds.
Internals
  • Light Failsafe
    • Increased damage reduction from 30% to 45%.
  • Failsafe
    • Increased damage reduction from 60% to 90%.
  • Air Compressor
    • Increased fuel cost of Air Dodge from 6 liters to 10 liters.
Abilities
  • All Turret Modes
    • Decreased Turn Rate by 20%.
  • Fortified Turret(Brawler)
    • Slightly restructured the way this ability works. Armor Regen is significantly less effective while taking damage. Once the Brawler has not taken damage for 2 seconds, the regen rate goes back to normal.
    • Increased armor per second rate from 18 to 20
    • Decreased armor per second rate while taking damage from 18 to 10
    • Rank 3 and 5 upgrades now give flat bonuses that apply both in and out of combat

    • Developers Note:Overall, we like this ability and how useful it is. However, it sometimes gets out of hand trying to kill one of these mechs. By making two states of regeneration, we can balance the ability a bit better. It also creates a bit of strategy when using it. Do I fight and risk getting nuked down or retreat to try to build armor back faster? This in turn, creates strategy on how to play against it as well.

  • Vanguard Turret (Vanguard)
    • Rank 5 upgrade reworded to cause less confusion. It now says “+5% Front Damage Reduction.”
  • Targeting Turret (Rocketeer)
    • Rank 5 upgrade reworded to cause less confusion. It now says “+5% Front Damage Reduction.”
    • Bug Fixes
      • Rank 1 upgrade said "+1.2 m/s Turret Move Speed", but was wrongfully upgrading Transformation Speed.
      • Rank 2 upgrade said "+7% Transformation Speed", but was wrongfully upgrading Turret Boost Speed.
      • Rank 3 upgrade said "+2 m/s Turret Boost Speed", but was wrongfully upgrading Turret Move Speed.
  • Amplification (Technician)
    • When target is taking damage, the repair rate on the target has been decreased from 130 to 110.
    • When target is not taking damage, the repair rate on the target has been increased from 130 to 150.
    • Decreased self-repair rate when taking damage from 40 to 30.
    • Increased self-repair rate when not taking damage from 40 to 50.
  • Weapons Coolant (CR-T Recruit, Assault)
    • Ability now removes all heat when activated while overheated.
  • Damage Absorb (Bruiser)
    • Increased base damage absorption from 13% to 50%.
    • Decreased ability duration from 9 seconds to 2 seconds.
    • Decreased cooldown from 70 seconds to 20 seconds.

    • Decreased Rank 1 upgrade bonus from 12% to 10%.
    • Increased Rank 5 upgrade bonus from 15% to 20%.

    • Developers Note:We really like the Bruiser's ability, but it felt too linear in its old implementation. To make the ability more interesting, we lowered the duration of the ability but significantly increased the damage absorption during that time. This way, the ability becomes something used to mitigate a small burst of damage, rather than mitigating tons of damage over a long period of time. Now, the player will need to be more strategic in deciding the best time to use it.

  • Camouflage (Infiltrator)
    • This ability is now tied to fuel.
    • This ability now consumes 6 liters of fuel per second while active.
    • Decreased cooldown from 70 seconds to 20 seconds.
    • Updated Rank 3 and Rank 5 upgrades to decrease fuel per second cost instead of duration.
      • Rank 3: Decrease fuel per second cost to 5.6 liters.
      • Rank 5: Decrease fuel per second cost to 5 liters.

    • Developers Note: This change makes Camouflage much more interesting and versatile. Players will be able to remain camouflaged for much longer than before assuming they don't boost. They can infiltrate from much further away and boost once they get much closer to the target. With the cooldown much shorter and tied to a resource, it creates more interesting choices for players when using the ability. It also gives a nice incentive to put Tuning Points into the Fuel Tank tuning system.
General Improvements
  • The default keybinding for a Mech Taunt has been changed from "G" to "J"
  • Ongoing Improvements
    • Optimizations
    • Map Collision
    • Map Environments
    • VFX
    • Animations
    • Textures
    • SFX
    • Basically everything!
  • Oculus Rift
    • Multiple UI and functionality improvements
    • Oculus Rift options menu added. Found in the Settings menu under Devices.
    • The F2 and Scroll Lock keys can now be used to center your view.
  • UI
    • Ongoing Art Updates and Polish to all UI menus.
Bugs Fixed
  • Players received a "Find Match Failed" error message when attempting to join a friend's match if they were already in a queue. Now, players who attempt to join a friend or accept a game invite while in the matchmaking queue (or being deployed) will receive a prompt asking if they wish to join their friend. Clicking Yes will remove them from their queue or cancel their deployment and connect them to their friend's game instead.
  • Crash when game is minimized immediately.
  • Soft lock when attempting to view Friend's profile while in Style section of Garage.
  • Changing resolution and then checking fullscreen/windowed reset resolution.
  • Using alt+enter to enter/exit full screen while set to 1920x1080 changes the resolution to 1680x1050
  • Windowed + Maximize not holding settings properly when the window is moved/altered.
  • Settings not changing correctly when player changed multiple settings.
  • Resolution video option getting reset if you changed the full screen or borderless check boxes.
  • New Key Binding window getting stuck open after killcam transition; blocked you from rest of UI until game was closed.
  • Player not informed when they were kicked from a party.
  • When matchmaking with party failed, notification read "The Party Leader stopped matchmaking"
  • Connection timeout taking longer than expected.
  • Fixed a bug where putting Tuning Points into Radar systems would show walking/running enemies on the radar even when they are not within sight.
  • When players left a match after rolling over to a new map, they remained as "Pilot Connecting" on the scoreboard for a long time.
  • Team imbalances not being detected when the imbalance occurs before the match starts.
  • Several issues resulting from players in a party whom switched teams as a result of auto-balancing.
  • Auto-balancing logic glitches.
  • Issue that caused matchmaking to not be updated properly when a player switched teams due to auto-balancing.
  • "Teams are unbalanced" message continuing to loop in game chat after end of match if teams are imbalanced.
  • Logic error that caused leaders of a party whom switched teams to be counted twice due to auto-balancing.
  • Instances where there could be 3 teams in a match due to parties.
  • Players being dropped from a party when deploying to a match.
  • When a member left the party while matchmaking, matchmaking halted and an inaccurate message was displayed.
  • The "Emergency Broadcast" message was displayed when selecting "No" to a party invite message when that party no longer exists.
  • When matchmaking or deployment is cancelled a reason can now be specified that is broadcast to all party members.
  • Player was unable to click "Play" button after being kicked from Party.
  • Players could hear the enemy team in voice chat.
  • Players being put on the wrong voice channel.
  • Switching from windowed to fullscreen caused MC Button to disappear and HC button to move off-center.
  • Removed debug text from featured items in Marketplace.
  • Quick Match, Siege button had empty scroll bar in larger resolutions.
  • Long Hitching/Lag on player death on low end machines.
  • When joining match in progress, bars for base health displayed as full before player spawned.
  • All client logs were filled with garbage.
  • Portable Scanner called out health orbs from dead enemies as enemies.
  • Heat Cannon projectile did not always show effects.
  • 2 copies of destroyed mech model appearing when blown up with an explosive.
  • After XP was totalled on Post Match screen, the number for the player's XP total reverted back to the amount the player had at the start of the match.
  • Toggle button in mech purchase dialog weapons panel did not show detailed view.
  • First card that showed up for a new player and first card after leaving training said "Text".
  • Unlocalized text when leaving the party.
  • Unlocalized text when the player tries to add a feature in the market.
  • Fixed a tooltip on Earnings panel that said "Blalalalal".
  • On post-match screen, ability icons flashed huge on Scoreboard tab for one frame just after switching to it, then reverted to their normal size.
  • VFX for bullet impact were blue on Low, yellow on Medium.
  • Lots of menu noise when player first logs in.
  • Missile Silos CaptureMesh reference none.
  • Firing your TOW and boosting forward at the same time caused firing animation to play, but the rocket would not actually fired. When you stopped boosting it would then fire the rocket instantly.
  • Being able to add 2 tunings when double click is assigned to a button.
  • Mech post-match was not showing total of new XP when finishing the animation.
  • Friendly AI was getting stuck.
  • Heal Cam transition popping.
  • Scrollbars showing in matchmaking even when resolution is high enough to not show one.
  • Server crashes.
  • DirectX crashes.
  • Crashes on Origin.
  • Scaleform crashes.
  • Out of memory crashes on Last Eco.



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211 Comments

bruiser op, called it first
Liking the EOC mine, Heat cannon and Technician changes. Looking forward to see Infiltrator and Bruiser in action with the changes to their abilities.


Having my doubts when it comes to the Hellfires and Rocket Turret though.
I hate you guys for ruining my infiltrator.

Edit: need to test before hate - but u got no love so far.

RED - BAD
GREEN - GOOD
BLUE - TO BE TESTED BUT LIKING IT

I use an air dodge infiltrator, i need my fuel and find that infilt has low fuel as it is (full generators / tank) and then you make my ability a fuel cost? And increase fuel for air dodge?.. Yeah I'm not liking this fuzzy bunny.


EDIT: for other mechs where flying like a spaceshuttle was uncalled for this might make them less.. like a rocket, but still.. Some mechs are not really built for them, but people tend to use them. (as I)

EDIT: Rocket turret is as lethal as 5 vs 2 now, yay. You know Gettign the AA is hard enough with the enemy humping it, now add turrets from the ship + these turrets and if you dont get AA first time -> quit match.


EDIT: Turret mode mechs aren't even able to turn atm, but HEY I DONT PLAY C's! YAY FOR THAT! Turret mode is a deathwish anyways, +1 for that. (sarcasm btw >_>..)

EDIT: So CRT has double  the heat management... Mk, IMO should have worked like this in the first place, because I thought it did >_<! ANyways, so what are the levels up going to do from now on? I mean wasnt there like oh x% increase in heat reduction?.. Meh, yay for that might even play these mechs from now on.

EDIT: REALLY?! HELLFIRES ARE NOT GOOD, AND DEF NOT IF YOU fuzzy bunny BUFF THEM! They need a DECREASE of evrything.. Jesus wanna make this a rocky only game?

EDIT: Bruiser's ability opens up to counter an Alpha, nice.. Or when you know you have 300 hp, and see incomming. Going to be much hate on the battlefield, but because of the time decrease it sounds reasonable..

EDIT: I have yet to see a blockade be used, most likely because the shield holds more oportunities. But that's a HIGH HP INCREASE.. ;s

EDIT: Great you buff those radars abit, v nice.. But not the correct ones, those were ok, FIX DEM MK-1 RADARS BECASUE THEY ARE USEELEEESSSS ATM.


EDIT: loving new gamemode, gimme more about that! (achievements, give us infoooo *cry*)
very excite for co-op bot mode!!

Quote

Before the outbreak of the HAWKEN virus, Crion had been experimenting with a dangerous new form of artificial intelligence. However, before this new AI could be completed, Crion was destroyed by the HAWKEN virus and all traces of the AI were assumed eradicated.

However, disturbing rumors have arisen that suggest this AI was not destroyed, and has in fact become self aware. The latest reports seem to indicate that the intelligence has taken control of one of Crion's hidden mech production facilities and has begun producing an army of its own. To combat this new threat, Prosk and Sentium have formed special task forces with the sole objective of eliminating the AI before it overwhelms the battered human population of Illal.

Lol Skynet in now in Hawken and has started its revolution. Its the start of the human resistance.
Posted Image

side note: my poor infiltrator T-T

Komodo_Saurian
Oct 28 2013 03:32 PM
Every sane pilot pleads to nerf EOC. Official answer? A mech with two EOCs.

View PostKomodo_Saurian, on October 28 2013 - 03:32 PM, said:

Every sane pilot pleads to nerf EOC. Official answer? A mech with two EOCs.

True, but atleast I'm glad that the Secondary EOC isn't charged burst-fire as the original is.
They barely touched the EOC, it needed more nerf.

A lot of these changes make me sad face.

Muffintrumpet
Oct 28 2013 03:41 PM
did Brawler just get a bit worse in a fight and the Raider once again gets away with being a mech with all strengths and no weaknesses?

View PostEhcin, on October 28 2013 - 03:37 PM, said:

View PostKomodo_Saurian, on October 28 2013 - 03:32 PM, said:

Every sane pilot pleads to nerf EOC. Official answer? A mech with two EOCs.

True, but atleast I'm glad that the Secondary EOC isn't charged burst-fire as the original is.
The AA will be a Massacre with this one.

Radar + dem bombiez = one man army.

OdinTheWise
Oct 28 2013 03:52 PM
I am not in favor with some of the changes, or lack there of. The brawler needs a mobility buff really bad. I used to see them used all the time, but now no one uses them.

View PostMuffintrumpet, on October 28 2013 - 03:41 PM, said:

did Brawler just get a bit worse in a fight and the Raider once again gets away with being a mech with all strengths and no weaknesses?

Raider's effectiveness scales inversely with range pretty substantially.  Brawler still needs some love :(

View PostStarrphy, on October 28 2013 - 03:42 PM, said:

View PostEhcin, on October 28 2013 - 03:37 PM, said:

View PostKomodo_Saurian, on October 28 2013 - 03:32 PM, said:

Every sane pilot pleads to nerf EOC. Official answer? A mech with two EOCs.

True, but atleast I'm glad that the Secondary EOC isn't charged burst-fire as the original is.
The AA will be a Massacre with this one.

Radar + dem bombiez = one man army.

The way to properly balance this?  Destructible EOC mines.

Muffintrumpet
Oct 28 2013 03:59 PM

View PostThirdEyE, on October 28 2013 - 03:53 PM, said:

Raider's effectiveness scales inversely with range pretty substantially.
every mech has at least one weakness and the Raider's is that it only does well at medium-close range
well woop-de-frakin'-doo
you do know that 80% of all fighting in this game happens at medium-close range, right?
not that closing distances is any worry for the Raider either
it needs a weakness, a material weakness that means something

View PostThirdEyE, on October 28 2013 - 03:53 PM, said:

The way to properly balance this?  Destructible EOC mines.

And not damage decrease and heat increase.. EOCs have high heat, now I'll name em Hotpucks..
Overall this looks promising.

Excited for new game mode.

Curious about new mech.   I imagine it should unlock if you have a max level Raider?

HEAT cannon has been made more relevant at least uncharged shots.  
EOC damage is lessened.  It may need a bit more work though.

Curious to see how the Infiltrator works now.  At least the cloak is invisible now?

Glad radar tuning's fixed; guess it's now worthless though.

Not sure what they're thinking about the turret mode nerfs?  Are we seeing too many people die in turret mode so they're making it worse to discourage its use?

Wish they'd dressed down EMPs.  

Wish this new disruptor item had less effect on C class mechs (considering it's much easier to hit us than A class).  Wish EMPs had less effect on C class as well.

Feeling anxious about the party system.  Not sure how we'll do our clan scrimmages?  I'd love to see some word about private servers?  On the  horizon?

UnDeaD_CyBorG
Oct 28 2013 04:07 PM
It swallowed my whole damn comment!

Interesting patch notes, this looks like a pretty massive patch. Good work.
I'm looking forward to how it plays out.

Did Hellfires really need a buff?
I already prefer them over every other secondary in the game. o.0

As for the Brawler:
"Developers Note:Overall, we like this ability and how useful it is. However, it sometimes gets out of hand trying to kill one of these mechs."
Erm, are we playing the same game? A Brawler in turret mode is a free kill.

Interesting change on the Blockades, and my Grenadier is currently screaming from joy thanks to the massive buff to failsafe.
Techs... well, small steps in the right direction.
After looking at the turret mode changes, now I REALLY think that they don't need the increase to rear damage. I mean they cant dodge which is really important to staying alive and they are really low. A friggin "shot me" target.
Very worried about the Mk III ISM. 5 seconds of no visual is more than enough time to completely decimate anything but a C class, and even when a C comes out of the effect, it'll still be severely weakened.  Get this on a Raider? You've won the game.  Alpha strikes at a whole new level.

So far I like what I hear about the Repair Torch changes, but I have yet to see how they play out, but I'm liking them. Same with the Bruiser changes.

Turret mode, dear dear turret mode.  Must you be nerfed even harder? It is now even EASIER to circle around a turreted C class with a Turn rate NERF, meaning us dedicated C class pilots will die much more often if we turtle up, meaning I probably won't be using Turret mode anymore. A decent turn rate in Turret mode actually gave us a chance to avoid getting flanked at CQC, meaning avoiding the high damage weakness we have in our asses.  Now, nothing.  Less.  It was in a good place, but now? Ewwww.

EOC needs a greater nerf.  Damage and heat alone doesn't mitigate the fact that it is a great alpha weapon, plus area denial, and the fact that it makes little noise when firing. Also...TWO EOCs ON ONE MECH?!?!?!?!?

Stalker ability seems a little OP. You can 1. move while cloaked, meaning total radar invisibility almost 24/7 2. When you do fire, you're revealed for just 3.5 seconds, then you're gone again.  Burst and alpha just got more love with a chargeable railshot + direct hit with EOC Predator. That's 170 damage. Count a fully charged T32 shot, and the total damage is 190.  The counter balance to that is when you take damage, you're fully revealed and normal cooldown occurs, but only 20 seconds? I think needs longer to counteract the super-power it basically grants you. This will probably be the most annoying to deal with, while being the most fun.  Again, I'll have to play it to see, but while I like it, I worry for it as well.  Will Raider + Predator become the new meta?

With the new fuel draining capabilities of Camouflage on the Infil, it almost seems necessary to invest in the Fuel Tank now.  Nobody wants to get gimped on their ability. Ability is supposed to make you feel special, not nerfed unless you invest in one stat you thought you didn't want.

While I welcome the additions of most of these patch notes, I have many reservations about the extent in which they were taken.  Am looking forward to Co-Op Bot Mode, looks VERY promising! Keep up the work and DON'T EVER FORGET TO HEED COMMUNITY ADVICE/COMPLAINT! :D

Pure_Amazing
Oct 28 2013 04:48 PM

View PostSilverfire, on October 28 2013 - 04:26 PM, said:

Also...TWO EOCs ON ONE MECH?!?!?!?!?

I thought this as well, I'm not a fan of the EOC so I'm really gonna hate facing this mech with TWO EOC's (If the thats how most people will play it that is)

I have no Idea what the Devs were thinking about this on...

View PostThirdEyE, on October 28 2013 - 03:53 PM, said:


View PostStarrphy, on October 28 2013 - 03:42 PM, said:

View PostEhcin, on October 28 2013 - 03:37 PM, said:

View PostKomodo_Saurian, on October 28 2013 - 03:32 PM, said:

Every sane pilot pleads to nerf EOC. Official answer? A mech with two EOCs.

True, but atleast I'm glad that the Secondary EOC isn't charged burst-fire as the original is.
The AA will be a Massacre with this one.

Radar + dem bombiez = one man army.

The way to properly balance this?  Destructible EOC mines.

EOC has a few other issues beyond just needing destructible EOC mines. The fact that it still doesn't have a damage taken SFX is pretty ridiculous to me. There also needs to be a limit to the amount of mines it can have on the ground at once by either shortening the time mines stay down allowing for only two full volleys or making it so they auto detonate when the third volley is fired. The EOC also needs to no longer bypass Turret Mode defenses which would make C-Classes less of a sitting duck in turret mode.

Coming into Ascension is has become more and more apparent that EOC is OP and needs to be fixed. Some of these changes have been needed for a long time and we're getting minor damage tweaks at best which aren't going to help the problem.

The new EOC doesn't seem nearly as bad though as it doesn't contain the ability to charge and being only able to fire one puck at a time greatly reduces the burst capabilities of the mech. I think those that are panicking right now over a dual EOC mech need to take a deep breath and see how it plays out in-game. Honestly I don't think dual EOC is going to be a very good weapon combo all things considered.

On the subject of everything else I think it is weird that Turret Mode is seeing a nerf for the Brawler considering it is the only Turret Mode that feels like it works well. Being able to self heal made up for the lack of mobility and knowing that the heal rate will decrease just gives me less of a reason to use it.

I'm having trouble wrapping my mind around the lack of C-Class love, especially for the Brawler. Not only is it the slowest mech in the game (even after tuning) but now it is seeing nerfs for no real reason.

I plead with the developers to start using the community to fine tune these patches and make use of HAB again for these things, not just the big patches.

Everything else is looking good to me though, well outside of Hellfires getting a buff because lord knows they aren't a problem on any open map these days. Glad to see the Air Compressor is getting a nerf considering how many spam it out there though I still think it needs a minimum height for it to be activated in order to keep pilots for doing hop dodges at a reduced fuel cost.

View PostUnDeaD_CyBorG, on October 28 2013 - 04:07 PM, said:

Interesting change on the Blockades, and my Grenadier is currently screaming from joy thanks to the massive buff to failsafe.
Techs... well, small steps in the right direction.

Keep it quiet about the Grenadier...  
My greatest weakness has been air dodging beserkers, so w/ increased fuel, maybe they can't dodge all day.

JullesAndrewORIG
Oct 28 2013 04:56 PM
How can I patch my game?
Clear color camos! Yes!
Posted Image

View PostJullesAndrewORIG, on October 28 2013 - 04:56 PM, said:

How can I patch my game?

It is automatic once it is live........just open your launcher and it will start patching.

    • [quote]Weapon Statistics
      • FLAK SHOT:
        • Damage per Shot: 27
        • Heat per Shot: 18
        • Traces per Shot: 6
        • Rate of Fire: 2.0
      • RAIL SHOT
        • Damage per Shot: 100
        • Heat per Shot: 12
        • Rate of Fire: 1.25
  • [/quote]
Flak deals a maximum of 27 dmg per shot? or 27 per trace.

Edit: furthermore by rate of fire, you mean shots per second right?