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The Technician Update: Patch Notes


The Technician Update: Patch Notes

Coming April 18, the Technician Update introduces HAWKEN's first support mech, the Technician, in addition to the Service Award achievement system and the new Front Line map along with important balance tweaks, new cosmetics, and an overhauled Radar Minimap.

Overview

We have an ongoing goal of more clearly defining our class roles and weapons, and the release of the Technician gives us a great chance to accentuate that process. Trust us, we haven't been deaf to your feedback! In terms of general balance, this patch brings reduced burst damage and you'll find that automatic weapons play a bigger role within specified combat ranges. We've also made a LOT of changes to the way the game communicates information to you, including the ability to see mech identity icons next to player names and a significant update to the way the Radar Minimap works.

More than anything, you'll find the game more tactical in large part because you now have the information to make on-the-fly decisions about who to cover on your team or who to attack on the enemy team. Use this information to achieve victory! Additionally, you'll find yourself having to make the tough choice between walking and staying hidden or boosting and giving away your position on radar. Battles around the capture points have just become much more interesting.

The Technician is our big addition to the game, and this will obviously change the way some of you play. For others, it'll mean you can have increased sustain to rush in head-first. Don't mistake the Technician for a harmless medic: heat management, a dual-mode secondary weapon, and an always-available primary weapon means the Technician plays very differently than what you might expect. It's fun!

Overall the biggest change we've found with this patch is that players tend to naturally play as a team much more often, regardless of the team composition. PROTIP: Stick together and kill the Technician first.
-- David "[HWK]Saunders" Saunders and Dave "[HWK]Vitquay" Nguyen

Special Notices
  • Many non-critical player profile stats have been reset with this patch. PLEASE NOTE: XP, METEOR CREDITS, and HAWKEN CREDITS HAVE NOT AND WILL NOT BE RESET. This was necessary in order to allow all players to receive the same experience and benefits from the new Service Awards achievement system, as well as future features.
  • Since the new Service Awards reward HAWKEN Credits, new accounts no longer start with 5000 HC. The accrual rate of HC for just playing the game is also slightly reduced. Overall, players should earn more HC.
  • After the initial launcher login for this patch, players will now login from the client. Consequently, a EULA has been added after logging in. We've also included a "Create Account" button for easy account creation.
Features
  • NEW Service Award Achievement System
    • Over 300 Service Award achievements!
    • Play for one hour and unlock a special Service Award that rewards Meteor Credits.
    • Receive HAWKEN Credits and Achievement Point rewards for unlocking Service Awards.
    • Unlocked and locked Service Awards can be viewed on the Service Awards tab in your Profile.
Maps
  • NEW Map: Front Line
    • A large-scale map that supports all game modes: Deathmatch, Team Deathmatch, Missile Assault, and Siege.
    • Some pilots may recognize this as a skinned version of Valkyrie, one of our Alpha maps, and have been asking to see this map make a triumphant return. Enjoy!
    • Preview the new Front Line map!
  • Facility (Test Map)
    • This map now has the Deathmatch game mode available.
    • Cleaned up some exploits, collision, and awkward terrain.
Mechs
  • NEW Mech: Technician
    • Tandem support vehicle, specialized in focused ad hoc repair.
    • Lore: Though the L5 Zos chassis may appear to be modestly constructed, only the experienced can truly appreciate the beauty of its design concept. As repair tools became more viable for battlefield use, alloys were developed that could maintain a structurally protective state while remaining malleable enough to facilitate the reconstruction process. However, since these metals hardened over time and were extremely expensive to produce, the casings found on most Technicians in service today possess no added benefit.
      • "I remember it as if recalling a dream, hazy from the wake of sleep. We were crashing, our systems failing. With my demise imminent, I begged deliverance from the quickly encroaching halo. As the figure materialized from the clouds of dust, I saw the doctor's face and smiled. He saved our troops." -- Commander A.A.
    • Preview the new Technician mech!
    • Chassis: Zos (Type-A)
    • Difficulty: 3.5/5.0
    • Summary: Close-Range Repair Specialist
    • NEW Ability: Amplification
      • Greatly increases the repair rate of the Helix Repair Torch for a short duration, including reconstruction to self.
    • NEW Primary Weapon: Redox-O2
      • A quick firing projectile weapon. Reagent infused chemical rounds cause enemies to take increased damage for a short duration. Effect stacks up to 3 times.
      • Specs
        • Damage: 2/6
        • Rate of Fire: 3/6
        • Accuracy: 2/6
        • Effective Range: 2/6
        • Heat: 2/6
      • Upgrades
        • Increase Projectile Speed
        • Decrease Heat Generation
        • Increase Effect Duration
    • Alternative Primary Weapon: Hawkins-RPR
      • A rapid fire, sawed-off twin cannon. Nicknamed "The Ripper" for a few good reasons.
      • Specs
        • Damage: 2/6
        • Rate of Fire: 5/6
        • Accuracy: 3/6
        • Effective Range: 3/6
        • Heat: 3/6
      • Upgrades
        • Level 1 Upgrade: Reduce Weapon Spread
        • Level 2 Upgrade: Increase Effective Range
        • Level 3 Upgrade: Improve Spread Stabilization
    • NEW Special Weapon: Helix Repair Torch
      • A dual mode, short-range tool that repairs allies or deconstructs enemies. Repairing allies or deconstructing enemies also repairs the Technician.
      • Middle Mouse Button Function: Switch between reconstruction and deconstruction modes.
      • Specs
        • Damage: 2/6
        • Rate of Fire: 6/6
        • Accuracy: 6/6
        • Effective Range: 1/6
        • Heat: 2/6
      • Upgrades
        • Level 1 Upgrade: Increase Effective Range
        • Level 2 Upgrade: Increase Lock On Width
        • Level 3 Upgrade: Reduce Mode Change Time
    • Designer's Note: We will announce the Prestige Primary Weapon for the Technician at a later date.
    • Starting Item: Blockade
      • See below for details.
  • Mech sizes, previously labeled as Class A, Class B, or Class C, will now be labeled Type-A for light, Type-B for medium, and Type-C for heavy. The type will be listed with the chassis name.
Customizations
  • NEW Chassis: Zos (Type-A)
  • NEW Repair Drone: RD-W3LD
  • NEW Thruster: JT-IGNITE
  • NEW Camouflages: Jungle-Grn, Shoreline-Blu, Desert-Tan, Digital-Sand, Scrapyard-Trqs, Speckled-Egg
  • NEW Holo-Taunts: Run Piggy Run, Robo Nono, Green With Envy
  • NEW Mech Taunts: The Tea Spot (Type-A), It's In The Bag (Type-B), Double Bag Brag (Type-C)
Weapons
  • Hellfire Missiles
    • Designer's Note: Hellfire Missiles should be a bit easier to dodge.
    • Reduced Damage by about 5%
    • Reduced homing strength by about 15%
    • Level 3 Upgrade Affected by homing strength change
  • Point-D Vulcan
    • Designer's Note: You'll find the Vulcan more powerful in close and mid ranges, but much less so at long distances.
    • Increased falloff end distance by about 10%
    • Increased maximum damage by about 5%
    • Decreased minimum damage by about 50%
  • Sub Machine Cannon
    • Designer's Note: Overall, you'll find the SMC to be much better at short-range fights, but less so at longer distances.
    • Increased heat generation by about 5%
    • Increased maximum damage by about 7%
    • Decreased minimum damage by about 35%
    • Decreased falloff begin distance by about 7%
    • Increased falloff end distance by about 60%
    • Level 3 Upgrade affected by falloff distance changes
  • Assault Rifle
    • Designer's Note: We increased the close and medium-range viability of the Assault Rifle, but decreased its long-range damage. Overall you'll still find the AR as one of the longer-range Trace weapons but less exceptional at extreme ranges.
    • Increased maximum damage by about 8%
    • Decreased minimum damage by about 40%
    • Increased falloff end distance by about 16%
  • Hawkins-RPR
    • Designer's Note: The RPR now has a slightly longer range, but does less damage beyond that range.
    • Increased maximum damage by about 2%
    • Decreased minimum damage by about 9%
    • Decreased falloff begin distance by about 18%
    • Increased falloff end distance by about 35%
    • Level 2 Upgrade affected by falloff distance changes
  • SA Hawkins
    • Designer's Note: You'll find the SA Hawkins to be an exceptional long-range automatic weapon.
    • Increased maximum damage by about 6%
    • Decreased minimum damage by about 15%
    • Increased falloff end distance by about 40%
    • Level 2 Upgrade affected by falloff distance changes
  • AM-SAR
    • Designer's Note: We decreased the long-range damage of the AM-SAR, but you should find it a bit stronger at medium ranges.
    • Decreased falloff begin distance by about 35%
    • Decreased falloff end distance by about 20%
    • Decreased minimum damage by about 35%
    • Level 3 Upgrade affected by falloff distance changes
  • Mini-Flak Cannon
    • Designer's Note: We bumped up the close & mid-range viability of the Mini-Flak Cannon pretty significantly, but the weapon generates quite a bit more heat. This should put it more in-line with the Flak Cannon.
    • Increased heat generation by about 25%
    • Increased maximum damage by about 10%
    • Decreased falloff begin distance by about 18%
    • Increased falloff end distance by about 30%
  • ReFlak-35
    • Designer's Note: We increased the damage and range of the ReFlak pretty significantly. You should now find the ricochet much more useful.
    • Increased minimum damage by about 12%
    • Increased falloff begin distance by about 15%
    • Increased falloff end distance by about 115%
  • T-32 Bolt
    • Designer's Note: The T-32 now has a slightly longer range.
    • Increased falloff end distance by about 30%
    • Level 1 Upgrade affected by falloff distance change
  • Flak Cannon
    • Designer's Note: We slightly increased the short-range viability of the Flak cannon but decreased its long-range viability.
    • Decreased falloff begin distance by about 9%
    • Increased falloff end distance by about 65%
    • Decreased minimum damage by about 30%
    • Level 1 Upgrade affected by falloff distance changes
  • Slug Rifle
    • Designer's Note: Made the Slug just slightly better at medium-range engagements. Be sure to see info on the damage reduction to the Sharpshooter's Power Shot ability.
    • Decreased falloff begin distance by about 15%
    • Increased falloff end distance by about 2%
  • Sabot Rifle
    • Designer's Note: Overall the Sharpshooter's Sabot will put out less burst damage than before but will continue to excel as an extremely long range weapon. Be sure to see info on the damage reduction to the Sharpshooter's Power Shot ability.
    • Increased rate of fire by about 10%
    • Decreased maximum damage by about 10%
    • Increased falloff end distance by about 70%
    • Decreased falloff begin distance by about 6%
  • KE-Sabot
    • Designer's Note: The KE-Sabot can now be fired more often, but has had its long-range damage decreased.
    • Increased rate of fire by about 10%
    • Decreased maximum damage by about 5%
    • Decreased minimum damage by about 20%
    • Decreased falloff begin distance by about 20%
    • Decreased falloff end distance by about 5%
  • Rev-GL
    • Designer's Note: Due to bugs related to explosive damage we had nerfed the Ref-GL pretty significantly in previous patches. This change puts it back in line with the other weapons. The Rev-GL is great for breaking up anyone trying to camp around capture points, but its relatively high heat generation means it will overheat quickly.
    • Increased rate of fire by about 10%
  • Grenade Launcher
    • Increased projectile speed by 12.5%
    • Increased projectile bounciness by 20%
    • Decreased explode time after contact by 7.5%
  • TOW Launcher
    • Designer's Note: With our rework to explosive weapon damage the TOW became much harder for most players to use. We've increased the rate of fire to give them more opportunities to make up for missed rockets.
    • Increased rate of fire by about 20%
    • Decreased maximum damage by about 20%
    • Decreased minimum damage by about 17%
  • Corsair-KLA
    • Designer's Note: We also made some changes to the Raider's Blitz ability.
    • Decreased primary mode damage by 3%
    • Decreased primary mode minimum damage by 3%
    • Decreased secondary mode damage by 12.5%
  • EOC Repeater
    • Designer's Note: I think we can all agree the EOC was a bit too strong.
    • Shifted direct damage to be more rewarding: direct hits deal 30 damage per puck.
    • Decreased overall damage by 15%
    • Decreased mine damage by 33% (20 damage per puck)
Abilities
  • Power Shot (Sharpshooter)
    • Decreased base ability bonus by about 23%
    • Level 1 Upgrade bonus increase was decreased from 10% to 3%
    • Level 2 Upgrade bonus decreased from 1 second to 0.5 seconds
  • Fortified Turret (Brawler)
    • Base ability no longer gives damage reductions
    • Level 1 Upgrade decreased from 2 to 1 armor regeneration per second
    • Level 2 Upgrade changed from explosive damage reduction to increase 1 armor regeneration per second
    • Level 3 Upgrade now reduces both explosive and trace damage by 5% from the front
  • Blitz (Raider)
    • Decreased base ability movement bonus by 20%
    • Level 2 Upgrade affected by bonus decrease
Items
  • NEW Defensive Item: Blockade
    • A thin destroyable wall that cannot be penetrated by weapons or players.
  • Rocket Turret
    • Decreased Damage by about 20%
    • Increased rate of fire by about 50%
  • Repair Charge
    • Decreased armor restored by about 10%
  • Portable Radar
    • Decreased radar range by about 20%
  • Detonator
    • Decreased damage by about 15%
  • EMP
    • Increased projectile speed by about 20%
    • Hitting a Blockade with the EMP will immediately deactivate the Blockade.
  • Shield
    • Shield now blocks all incoming damage
    • Increased Shield size by about 10%
Internals
  • Brand-New internals now degrade as the mech levels. No effect after level 21.
    • Brand-New Radiator degrades to Worn-Out Radiator
    • Brand-New Cage degrades to Worn-Out Cage
    • Brand-New Regulator degrades to Worn-Out Regulator
  • Repair Kit text updated to specify that the it affects the repair rate of the repair drone.
Gameplay
  • Radar
    • Walking or running while not in line-of-sight will no longer generate a radar signature.
    • Radar minimap diameter now brought in closer to equal the range at which you can detect an enemy boosting that is not within sight.
    • Enemies within line-of-sight are detected by radar at a greater distance than when they are out of sight.
    • Friendly Turret, Scanners and Scramblers show up on radar.
    • Enemies and allies detected beyond the radar map range have a separate indicator that shows they are out of range.
    • Eliminated allies now have a grayed "X" symbol of where they fell for a short duration.
    • Improved presentation/visibility of "Enemy Sighted" indicator.
    • Radar Scrambler now shows indication of area being affected.
  • Mech Indicators
    • Added Class Ability icons to in-game health and name indicators so as to effectively identify a Mech while in combat.
    • An Icon will appear on the Mech Indicator when that person is using voice chat (only you are able to hear them).
  • New players now begin at 1250 Player Rating.
  • Teams will now be auto-balanced before the match starts at the ready screen
  • Increased the multikill time limit from 6 to 10 seconds.
  • Experience for Team Deathmatch increased to be in-line with the other modes.
  • Holo-taunt cooldown decreased. Players can now toss out holo-pucks more frequently.
  • Ongoing improvements to spawning logic.
  • Slightly increased length of the kill-cam.
  • Added a swipe that matches your cockpit UI color to indicate when an ability is activated.
  • Added option to lower master volume when push-to-talk is active.
  • Brought back the objective list on Siege and added a game option for turning it on/off. Defaults to off for now.
  • Changed "Match Lost" HC award to "Match Complete".
General Improvements
  • Ongoing optimization improvements involving maps, VFX, etc.
  • Ongoing audio improvements including directional audio, turret mode sounds due to timing changes, siege mode ship launch music, radar and scrambler audio volumes and falloff, feedback, etc.
  • Ongoing visual improvements including mini mech icon in Friends List for friends playing, RD-Qu4rternion animation in Garage, weapon mode switching animations, mech weapon and part shimmer when changing parts in Garage, etc.
  • Ongoing gamepad improvements including controller sensitivity, key bindings, etc.
  • Server Browser
    • Checkbox added to hide unavailable server listings.
    • Added text to show why server browser servers are disabled for player ranking or game mode lock.
    • Server name more readable in scoreboard.
  • Added Advanced Graphics options back by adding a new checkbox for enabling custom settings. The Advanced Graphics pane options are preset by the Graphics Quality level and then the user can override the settings.
  • Profanity filter improved.
  • Assorted grammar and punctuation corrections.
Bugs Fixed
  • Turrets placed in a specific area on the Prosk map being difficult to destroy.
  • Players clipping through a sign on Prosk.
  • Previews not displaying when player uses keyboard arrow keys to navigate Body and Style shop offers.
  • Undefined placeholder text displaying above mech level in Staging when first joining server.
  • Profile info not glowing upon mouse-over.
  • Players being able to shoot through some walls on various maps.
  • Debug text displaying onscreen during Training Mission.
  • Textures flickering in Bazaar base.
  • Small ramp in Prosk preventing mech movement.
  • Ragdoll twitching.
  • Count for 0 HC and 0 MC not displaying.
  • Missile Silo deaths displaying suicide message.
  • Type-C turret mode armor appearing to float.
  • Startup movies not playing when fullscreen is enabled.
  • Raider missing a part on the left foot in "Your Mechs" or "Mech Store" view.
  • Rev-GL not showing the red glow of being overheated.
  • Corsair-KLA lob projectiles not appearing on low Graphics Quality.
  • Boost icons not lighting up when Post-Game Earnings tab is revisited.
  • Decals sometimes not appearing.
  • Items in the garage being frequently unresponsive to double-clicking when attempting to equip or unlock.
  • Pressing ESC to cancel a key binding while out of gameplay dismissing the settings menu completely.
  • Previews not disabling after pressing ESC when viewing repair drones and paint patterns.
  • Game Chat window glitching when the player resizes it.
  • Mech customizations not saving when joining a friend's server via an "Invite To Game" request.
  • Test Drive mechs not unlocking correctly.
  • Missing hangar in Training Mission.
  • A wall in Origin missing weapon collision.
  • Countdown timer not showing on Post Match results screen for all languages.
  • Players being able to get up really high on Origin, allowing them to jump up on top of the battle ship.
  • Many incorrect translations for Spanish.
  • Players being able to get into the bases by scaling a wall in Bazaar.
  • Test Drive expired mechs not being available to Test Drive again once they are on trial again.
  • Motion blur missing on high and ultra settings.
  • Antennas disappearing at a distance on Origin and Bazaar.
  • Mechs getting stuck from moving forward on a floor panel on the top left area of the Alleys map.
  • Dragging mech icon past top or bottom of "Your Mechs" list not always automatically scrolling list.
  • Missile Assault base health appearing full when player respawns.
  • Gray hit box being visible around enemy mechs.
  • Fixed some minimap and rendering issues for Bazaar boundaries
  • Master volume slider number being inconsistent.



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203 Comments

Heh, Eoc nerfed, hellfire nerfed.  *puts rocketeer in garage, takes scout back*
FUZZY BUNNY! I'm going to have to learn to aim my EOC now. Does the reduced homing on hellfires mean we can pull of awesome trick shots again?

Otherwise this patch has me very moist.

Mezzelinkovic
Apr 16 2013 02:01 AM
Looking forward to the changes, the achievement system seems a very nice addidtion and will probably make it even more addictive ;)
Not too sure about all the weapon-balance changes (i really was liking my Rocketeer + EOC-Repeater, but I agree it was too powerfull even though it was harder to hit a moving target)

New Mech is definetely worth the purchase by the looks and stats of it. Let's see how much this is going to alter the game.. Very excited! Also maybe a good time to get my dusty Bruiser back from the garage.
I await the inevitable 6v6 technician matches for the first few days after this patch...

View PostdEd101, on April 16 2013 - 02:08 AM, said:

I await the inevitable 6v6 technician matches for the first few days after this patch...
? No TurretBrawler + 5x Tech vs TurretBrawler + 5x Tech :P

BTW: Thanx for this patch in advance!
You have been busy!  Most changes appear solid.  On first scan at least.
  • Stunlock?
  • Comical Heavy turret hitbox?
  • Only half-way-viable turret mode nerfed?  Turret mode born useless.  Now dying useless.  Had a sad life.  Heavies still devoid of viable ability.  (Suspect indirect comical Heavy hitbox fix.  No turrets == no need to fix hitbox.)

Will see how TTK affected.  Suspect ~8% longer TTK average.  If so not remotely enough.  Will enjoy testing nevertheless.

View PostThe_Silencer, on April 15 2013 - 10:51 PM, said:

View PostBeefsweat, on April 15 2013 - 10:31 PM, said:

View PostShadowWarg, on April 15 2013 - 10:09 PM, said:

almost forgot.

Can someone explain this to me?

Internals
  • Brand-New internals now degrade as the mech levels. No effect after level 21.
    • Brand-New Radiator degrades to Worn-Out Radiator
    • Brand-New Cage degrades to Worn-Out Cage
    • Brand-New Regulator degrades to Worn-Out Regulator
edit: OH, never mind I get it. I thought we were actually getting new internals.

Btw, will we see internals for items eventually?

Items for items? ...what?

What is your question?

These 3 Internals will degrade once you've reached level 21 for your Recruit mech. Is that so difficult to understand? :)

nope, in fact it forces new players to customize their internals themselves...
Meteor emerged as victory and garnered much approval in my eyes. :D
those  ~10-15% damage changes sound worrisome.. i hope you tested those allright :)
guys, fix that rocketeer turret mode mobility, or better change it to something else ;o

OMG this patch looks awesome !


Posted Image

View PostAnalysis, on April 15 2013 - 09:38 PM, said:

I will have to see how this plays out, but some of the changes seem questionable.

One of the two perceived weapon imbalances I have is possibly being corrected this patch. The questionable weapons are of course Hellfires and the Heat. I'm happy that the Hellfires will lose some of their homing, but I'm disappointed in no Heat change.

I haven't done much testing with the heat, but here are my observations. The Heat is basically a hit scan weapon without any of the limitations. The current hit scan weapons require a scope for a guaranteed hit. The Heat travels so fast its almost an instant hit when firing. The issue with having such a fast traveling weapon is it also has a small blast radius. At close range this means the shot is essentially impossible to dodge. For the hit scan weapons the user must be scoped which means their field of view is lowered creating a disadvantage while improving accuracy. With a charged Heat shot the weapon seems nearly impossible to miss do to travel speed and previously mentioned blast radius.

My proposed solution for the heat.

Lower the speed of an uncharged Heat to the Corsair-KLA mortar mode.
For a charged Heat shot remove the blast radius.

These changes would allow an uncharged Heat to be dodged instead of guaranteed damage. The charged change would reward pinpoint accuracy and also give the opponent a chance to somewhat evade a shot. The changes would create in a sense two firing modes for the heat while making the weapon more balanced and skill based.

I will have to see how the raider ability reduction pans out. I really hope the mech can still chase down escaping A-class mechs. I really hope the mech is still fast otherwise the mech will probably be dead to me.

Not sure why the kill cam needs to be any longer. Still no mention of a change to field of view in repair mode. In the current form you never see thrusters. So why would a user buy any thrusters if they can't see them. Once again lost revenue due to the current zoom.

I'm excited to see the new taunts and holo-taunts, but still no wicked-brn from closed beta...
Overall pre-patch excitement 7/10
I think if they were to just remove the stunlock, it would fix the heat cannon. I believe it's damage is fine, even if they can deal it at any distance if they are a good shot. I also think that the projective speed is fine as well, it only seems to be hitscan-like at close/mid range(and only if you charge it), you still have to lead it a bit any further out then that. I think the fact that their charged shots are nearly undodgeable at those ranges is fair, since flak cannon is too. The splash damage just tickles people, it is the direct hits that you have to worry about.

I look at it like this right now. The heat cannon essentially has a free ability built into the weapon itself(like a mech ability, yeah I went there)that snares you in place on top of dealing 100 damage. This also makes for a hilariously easy to land follow-up TOW/GL/DET. The icing on the cake is that it can also entirely waste your dodge cooldown, along with the fuel that you used to perform that dodge. I think the weapon itself is perfectly balanced atm, it is just that bug that needs fixed.
Another awesome double post! I'm so pro at doing that by accident.

View PostScapes, on April 15 2013 - 06:08 PM, said:


Walking or running


Whats that running thing?Am i missing something here?
A 50% rate of fire increase to the rocket turret? It already shoots pretty quickly. I now want to see six of these faster turrets on top of the AA raining walls and walls of rockets on everything.

I like the radar changes. Sounds like the default radar is going to be less of a wall hack now. This should make the portable scanner more useful. The current default radar is so good, there is no reason to use the portable scanner.

Overall, I'm looking forward to using items other than the detonator and repair charge the most. The rocket turret and shield were always my favorite items, but the detonator and repair charge are just too powerful.
SO............!

  • A dual mode, short-range tool that repairs allies or deconstructs enemies. Repairing allies or deconstructing enemies also repairs the Technician.

DM GOD MODE?

  • Middle Mouse Button Function: Switch between reconstruction and deconstruction modes.

Hmmmm experienced pirates(RAIDERS) will know how to switch fast
I'm a bit confused about the designer's note for the Rev-GL. It sorta implies that you're bringing it back in line with other weapons because the bug with explosives (presumably stunlock?) is no longer an issue, but there's no other mention of it being fixed. Can this be clarified?

Quote

A 50% rate of fire increase to the rocket turret? It already shoots pretty quickly. I now want to see six of these faster turrets on top of the AA raining walls and walls of rockets on everything.
God, this thing will be so f*ckin' annoying...

JonnyRedHed
Apr 16 2013 07:52 AM
Nothing about mech movement and mech walking or running sounds.  The mech's dont quite feel and sound like heavy machines to me.  Louder movement audio would be a good start in my opinion.

And good to see some game pad improvements.

SilentJacket
Apr 16 2013 08:27 AM
does anyone else find it interesting that the Brawler's turret ability is now just as useless as the others?

goodbye TITAN, you will be missed.
Finally the new patch in coming. Will be interesting how fights will be now.
The TOW change. Isn't it going to do same damage as the GL but 20% faster speed than it currently has with 1 seconds more cool down that a GL?

View PostThe_Silencer, on April 15 2013 - 10:59 PM, said:

View PostGuiotine, on April 15 2013 - 10:56 PM, said:

View PostThe_Silencer, on April 15 2013 - 10:51 PM, said:

View PostBeefsweat, on April 15 2013 - 10:31 PM, said:

View PostShadowWarg, on April 15 2013 - 10:09 PM, said:

almost forgot.

Can someone explain this to me?

Internals
  • Brand-New internals now degrade as the mech levels. No effect after level 21.
    • Brand-New Radiator degrades to Worn-Out Radiator
    • Brand-New Cage degrades to Worn-Out Cage
    • Brand-New Regulator degrades to Worn-Out Regulator
edit: OH, never mind I get it. I thought we were actually getting new internals.

Btw, will we see internals for items eventually?

Items for items? ...what?

What is your question?

These 3 Internals will degrade once you've reached level 21 for your Recruit mech. Is that so difficult to understand? :)
I believe he was talking about how ShadowWarg wanted internals that would apply to items, separate from the internals that apply to the mech as a whole, and was confused about that. I don't think he was confused about the Recruit Internals degrading.

I think that he's thinking about internals and/or Optimization Points improving items as well.
I miss read that part and thought we were getting new internals with some crazy feature.

My second question was completely separate. I was asking if we will eventually get internal options to improve the items.
I.E. Primary internal to low the refresh time of items, increase damage, etc. (like for the mech but with items)

Guiotine is the only one who gets what I say most of the time. lol
(TY Guiotine, Silencer)

View Postv009, on April 16 2013 - 08:37 AM, said:

Finally the new patch in coming. Will be interesting how fights will be now.
The TOW change. Isn't it going to do same damage as the GL but 20% faster speed than it currently has with 1 seconds more cool down that a GL?
yep, same damage, and almost same speed

View PostJintonic, on April 16 2013 - 08:46 AM, said:

yep, same damage, and almost same speed

But the GL has 2 seconds cool down atm I think so the Tow has 1 secs more cool down than the GL after this patch :S but same damage.

View PostScapes, on April 15 2013 - 06:08 PM, said:

  • Added Advanced Graphics options back by adding a new checkbox for enabling custom settings. The Advanced Graphics pane options are preset by the Graphics Quality level and then the user can override the settings.


I surprised no one pointed this tasty bit of the patch notes out earlier. It'll be nice to have this again.

Quote

Teams will now be auto-balanced before the match starts at the ready screen

Solves some problems, yes?