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HAWKEN: Ascension Patch Notes

Game News Update

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#1 [HWK]ZamboniChaos

[HWK]ZamboniChaos

    Community Manager

  • Meteor Entertainment
  • 932 posts
  • LocationCruise Ship, Stern

Posted September 02 2013 - 01:37 PM

HAWKEN: Ascension will mark the beginning of a new age in HAWKEN. Containing massive updates, changes, and improvements, HAWKEN: Ascension is a major step forward for us. We've spent countless hours working on these new features, and we're confident that you will enjoy what's in store. We'd like to take a moment to thank all of our pilots for providing feedback, actively communicating with your fellow pilots on the forums, and being patient with us as we completed this monumental piece of work.

From all of us here at Team HAWKEN, thank you, and we'll see you on the battlefield!

Special Notices
  • Due to the significant changes made to many existing systems, accounts have been migrated from the previous version of the game. We recommend you complete a match before examining the migration results. Please refer to our Account Migration FAQ for more information.
  • The UI is still undergoing polish on functionality and art, so please be patient while we continue this process. Also, please be aware that there is no confirmation message when purchasing HC or XP Boosts, so clicking on the button will purchase immediately.
  • We are still working on streamlining notifications to help provide you with more meaningful information.
  • If players use the XP transfer feature to reach Mech Rank 5, they must first play a match in order to unlock the global item awarded at Rank 5.
  • Bi-monthly Test Drive Mechs will no longer be available due to changes in the way mechs are now unlocked.
  • We are still investigating certain issues related to voice chat.
Features

The way you can customize mechs has changed dramatically. Please be sure to read the patch note sections regarding Tuning Modifications, Items, and Internals for more information on how they interact with each mech. We believe HAWKEN is the most fun when pilots have a wide variety of mechs to choose from, so we have redesigned a number of features to get mechs into your hands faster!
  • NEW Pilot and Mech Progression
    • Pilot Level
      • Pilot Level is determined by the sum of XP across all mechs a player owns. The max Pilot Level a player can achieve is Pilot Level 30. A player with a new account will now start at Pilot Level 1, and as they gain XP their Pilot Level will increase automatically. As their Pilot level increases, they will unlock additional customization options including:
        • New Mechs
        • Unique Cosmetic Upgrades
        • Additional Internal Options
        • Additional Item Options
        • Additional Tuning Points
    • Mech Rank
      • Mech Levels have been replaced with the new Mech Rank system. All new mechs now start at Mech Rank 1, with a total of 5 Mech Ranks. When a mech reaches a certain threshold of XP, players have the option of upgrading that mech to the next Mech Rank. If you wish to advance your mech to the next Mech Rank, it requires either HC or MC to do so. The mech still gains XP even if it is not upgraded and can still use all the benefits gained through Pilot Level. Upgrading a mech is completely optional, but doing so will unlock access to a number of new options including:
        • New Mechs
        • Alternate Weapons
        • Ability Upgrades
        • Universal Items - These are items that are unlocked for use on ALL mechs you own.
        • Additional Tuning Options
  • NEW Progression Mech Unlocks
    • Players can now unlock new mechs by increasing their Pilot Level.
    • Players can now unlock new mechs by reaching max Mech Rank.
      • Developers Note: This new progression system allows pilots to have more freedom in deciding how to obtain new mechs. Beforehand, pilots had no other options other than to spend their hard earned HC or MC on a new mech up front. Now, new mechs can be unlocked simply by increasing your Pilot Level and upgrading other mechs to their max Mech Rank. Anything you earn with a mech is yours and completely customizable from the instant you pilot the mech. We hope you enjoy this new system as much as we enjoyed designing it.
  • NEW Tuning Modifications
    • Tuning Points
      • Pilots no longer earn Optimization points through leveling a mech. Instead, they now earn Tuning Points by increasing their Pilot Level.
      • Starting at Pilot Level 5, pilots will begin earning Tuning points. A total of 30 Tuning Points can be earned.
      • Pilots will use these points to customize the Tuning Systems of their mech. Each mech has 7 Tuning Systems points can be placed into.
    • Tuning Systems
      • Tuning Systems affect specific statistics of the mech, and pilots can customize them using Tuning Points however they see fit. Tuning Systems are divided into two groups, Common Systems and Secondary Systems.
      • Common Systems are shared between all mechs.
        • Weapons Loader
          • Increases Weapon Rate of Fire by 1% per point.
          • Note: The Technician does not have this. Instead the Technician can modify the Reconstruction and Deconstruction rate of the Helix Repair Torch
        • Heatsinks
          • Decreases Weapon Heat Generation by 1% per point.
        • Armor
          • Increases Mech Armor by +10 per point.
      • Secondary Systems are different from mech to mech. Each mech has 4 Secondary Systems.
        • Boost Thrusters
          • Increases Mech Boost Speed by +0.72 m/s per point.
          • Available on: Brawler, Vanguard (including Initiate Vanguard), Raider, Infiltrator, Scout
        • Generator
          • Increases Mech Fuel Regeneration by +0.5 liters/sec per point.
          • Available on: Rocketeer, Vanguard (including Initiate Vanguard), Bruiser, Raider, Berserker, Infiltrator, Scout
        • Hydraulics
          • Increases Mech Run Speed by +0.5 m/s per point.
          • Increases Mech Walk Speed by +0.3 m/s per point.
          • Increases Mech Acceleration by +0.5 m/s per point.
          • Available on: Grenadier, Brawler, Assault, Sharpshooter, Raider, Technician, Reaper, Scout
        • Fuel Tank
          • Increases Mech Fuel Capacity by +3.5 liters per point.
          • Available on: Rocketeer, Vanguard (including Initiate Vanguard), Assault, Bruiser, Sharpshooter, Raider, Berserker, Reaper, Infiltrator
        • Air Dynamics
          • Increases Flight Speed by +1.2 m/s per point.
          • Increases Air Height Cap by +0.6 m per point.
          • Increases Air Acceleration by +0.15 m/s per point.
          • Available on: Rocketeer, Vanguard, Vanguard Cupcake, Assault, Bruiser, Berserker
        • Radar
          • Increases Radar Range by +15 meters per point.
          • Available on: Rocketeer, Grenadier, Sharpshooter, Technician, Reaper, Scout
        • Cooling Units
          • Decreases Overheat Recovery time by -0.65 seconds per point.
          • Available on: Grenadier, Brawler, Bruiser, Sharpshooter, Technician, Reaper
        • Suspensions
          • Decreases Dodge Cooldown time by -0.06 seconds per point.
          • Available on: Grenadier, Brawler, Assault, Technician, Berserker, Infiltrator
    • NEW Party System
      • Pilots can now create parties with their friends and join matches as a group! Parties can be created 2 ways.
        • Creating a Party
          • Right-click on a name in your Friends List and select "Invite to Party" to add friends to your party individually.
          • Alternatively, invite a group of friends by clicking the "Create Party" button at the bottom of the screen, selecting the friends you wish to invite, and then clicking "Invite Friends to Party".
        • Party Leadership
          • The person who creates the party will be designated the party leader.
          • The party leader alone has the ability to add and remove players from the party.
          • If the current party leader leaves the party, the next person in line will become the new party leader.
        • Joining and Leaving a Queue
          • Parties can only join matches using the "Quick Match" feature. The Server Browser is disabled for parties.
          • Once the party is ready, the party leader can enter the party in the matchmaking queue. Click "Play", choose the "Quick Match" option, and then select the desired game mode.
          • If a pilot joins or leaves a party after the party has queued for matchmaking, the queue is cancelled and the party leader must re-enter the queue.
        • Joining and Leaving a Match
          • Once a match is found, the entire party will join the server on the same team. A party will never be split up between two teams.
          • When a match ends and the server begins a new match, the party will remain on the same team.
          • Anyone that leaves a match leaves the party, even the party leader. In order for that player re-join the party, they will need to either re-create the party or get invited back.
          • If the entire party leaves a match, they must recreate the party.
    • NEW Game Mode: Offline Team Deathmatch
      • Practice your piloting skills against AI controlled mechs in this new game mode. There is no HC or XP awarded, but it's a great place to train before heading out onto the battlefield!
    • NEW XP Transfer System
      • The XP Transfer System will enable pilots to utilize "Overflow XP" to fuel progression on their other mechs.
      • Overflow XP is all the XP earned with a mech that has already reached max mech rank.
      • In order to transfer XP, Overflow XP must first be converted to Universal XP. This conversion requires Meteor Credits.
      • Once pilots have converted their Overflow XP into Universal XP, they can then apply the XP to any mech they choose.
      • Pilots dictate when and how much Universal XP will be transferred.
    • NEW Service Awards
    Maps
    • NEW Map: Last Eco
    Mechs

    Many of the changes that we've made in this patch help put a greater emphasis on each mech subclass, giving each a stronger identity. We've also improved how a player can define the way they want to play. Here are some of the major ways we've accomplished that goal.
    • Every mech now starts with unique stats known as Tuning Systems. These stats can be modified using Tuning points, which are gained by increasing your Pilot Level.
    • Each mech has access to tuning systems shared between mechs (Common Systems) and ones unique to its class (Secondary Systems). This replaces the old Optimization system.
    • Every mech now has 6 Item Slots
    • Every mech now has 6 Internal Slots
    As a result of these new systems, it was necessary to rebalance just about everything regarding the existing mech classes. We will provide more information on these changes going forward, but for now please enjoy HAWKEN with a fresh perspective. Some of the mechs you might be familiar with playing may now play slightly differently and will take some getting used to. Here is a summary of what you can expect from each mech class moving forward. Take special note of the Secondary Tuning Systems each mech has. These systems will be vital in determining what role the mech has been designed for, and how you can customize it to fit your unique piloting style!
    • Berserker
      • A Light Assassination Mech that excels in air combat. It uses quickness and air mobility to rain down fire from above.
      • Secondary Tuning Systems Available: Fuel Tank, Fuel Generator, Air Dynamics, Suspensions
    • Infiltrator
      • A Light Assassination Mech built for surprise attacks. It can sneak into enemy lines, destroy its target and escape quickly.
      • Secondary Tuning Systems Available: Fuel Tank, Boost Thrusters, Fuel Generator, Suspensions
    • Scout
      • A Light Defensive Mech built for speed. Its bursts of speed allow it to cover ground quickly, but a small fuel tank means it cannon maintain those speeds for long.
      • Secondary Tuning Systems Available: Boost Thrusters, Fuel Generator, Hydraulics, Radar
    • Reaper
      • A Light Ranged Mech used to harass enemies from afar. Its maneuverability helps keep enemies at a distance, but has limited options in close quarter engagements.
      • Secondary Tuning Systems Available: Fuel Tank, Hydraulics, Radar, Cooling Units
    • Technician
      • A Light Support Mech used to repair allies. Its quick movement lets it keep pace with allies, but becomes vulnerable to ambushes once that speed is exhausted.
      • Secondary Tuning Systems Available: Hydraulics, Radar, Cooling Units, Suspensions
    • Assault
      • Medium Offensive Mech used for front line combat. This mech has a well rounded mixture of speed, armor and firepower, but no specialized strengths.
      • Secondary Tuning Systems Available: Fuel Tank, Hydraulics, Air Dynamics, Suspensions
    • Bruiser
      • A Medium Defensive Mech used for suppression. Its high firepower is useful in suppressing enemies from a distance and keeping them at bay.
      • Secondary Tuning Systems Available: Fuel Tank, Fuel Generator, Air Dynamics, Cooling Units
    • Raider
      • A Medium Assassination Mech with great mobility and high burst damage. This mech can use its high speed to rush into combat or chase down any fleeing mechs.
      • Secondary Tuning Systems Available: Fuel Tank, Boost Thrusters, Fuel Generator, Hydraulics
    • CR-T Recruit
      • A Medium Offensive Mech given to rookies. Though grouped in the Offensive category, the CR-T is very well rounded and a great mech for beginner pilots.
      • Secondary Tuning Systems Available: Boost Thrusters, Fuel Generator, Radar, Cooling Units
    • Sharpshooter
      • A Medium Ranged Mech used to provide long range fire support. This mech is deadly from the distance but is prone to being flanked due to its lower mobility.
      • Secondary Tuning Systems Available: Fuel Tank, Hydraulics, Radar, Cooling Units
    • Brawler
      • A Heavy Defensive Mech built to withstand damage. Its large amount of armor is useful in defending strategic positions, but it has very low mobility.
      • Secondary Tuning Systems Available: Boost Thrusters, Hydraulics, Cooling Units, Suspensions
    • Grenadier
      • A Heavy Defensive Mech that specializes in suppressing the enemy. It has low mobility but powerful weapons used for area denial.
      • Secondary Tuning Systems Available: Hydraulics, Radar, Cooling Units, Suspensions
    • Rocketeer
      • A Heavy Defensive mech that specializes in long range suppression. Its air mobility and targeting systems allow it to rain rockets and missiles down from above.
      • Secondary Tuning Systems Available: Fuel Tanks, Fuel Generator, Air Dynamics, Radar
    • Vanguard/Vanguard Cupcake
      • A Heavy Offensive Mech with surprisingly high mobility. This allows it to apply a great deal of pressure in engagements.
      • Secondary Tuning Systems Available: Fuel Tanks, Boost Thrusters, Fuel Generator, Air Dynamics
  • NEW Mech: Vanguard
    • Now offering the Vanguard for sale in the Mech Shop! Not to be confused with the Vanguard Cupcake, the Vanguard shares the same stats but does not come with any of the Vanguard Cupcake bonuses. The Cupcake mech body parts, Vanguard Initiative skins, PY-R0 H0G drone and PY-R0 BURN thrusters are still exclusive to early supporters and will not be sold in the store. The Vanguard will also be unlocked automatically with a Max Rank CR-T.
      • NEW Chassis: Bunker (Type-C)
      • Summary: Close-Range High Defense
      • Ability: Vanguard Turret
        • Greatly reduces damage taken and increases damage dealt at the expense of mobility.
      • Primary Weapon: Sub Machine Cannon
        • A rapid fire automatic weapon, its low damage output is offset by its low heat generation
      • Alternative Primary Weapon: Mini Flak Cannon
        • The Mini Flak Cannon is similar to the Flak Cannon, but with lower damage output and a higher rate of fire.
      • Prestige Weapon: Point-D Vulcan
        • A high-speed weapon with a slight spin-up time, but an incredibly high rate of fire.
      • Secondary Weapon: Grenade Launcher
        • A slow but powerful weapon that fires grenades which detonate either on impact with a target, after a short duration, or manually by pressing the middle mouse button.
      • Starting Item: Detonator
        • A low-velocity projectile that fires in a straight line. It deals damage on impact, as well as splash damage to nearby targets.
  • Turret Mode Changes
    • We have made a number of changes to Turret Mode as we continue to improve its overall effectiveness.
    • General Turret Mode
      • Mechs can now utilize their forward boost in Turret Mode
      • Mechs can fire their weapons while boosting in Turret Mode
    • Rocketeer - Targeting Turret
      • Hellfire Missiles auto lock-on to enemies
      • Base movement speed increased from 200 to 275
      • Damage taken from the front reduced by 40%
      • Damage taken from the back increased by 50%
    • Grenadier – Artillery Turret
      • Base movement increased from 200 to 225
      • Damage taken from the front reduced by 15%
      • Damage taken from the back increased by 30%
      • Damage increased by 13%
      • Weapon explosive radius increased by 20%
    • Brawler – Fortified Turret
      • Base movement increased from 200 to 300
      • Damage taken from the front reduced by 10%
      • Damage taken from the back increased by 50%
      • Restores 18 Armor/Second
    • Vanguard – Vanguard Turret
      • Base movement increased from 200 to 475
      • Damage taken from the front reduced by 55%
      • Damage taken from the back increased by 50%
    Customizations
    • NEW Chassis Art
      • Light Mech Chassis Art
        • Piston Nemesis
        • Spree Star
      • Medium Mech Chassis Art
        • Brommens Shark
        • Muller Nemesis
      • Heavy Mech Chassis Art
        • Brass Keylime
        • Domoff Nemesis
    • NEW Light Mech Shoulder Panels
      • Shoulder Panels have replaced the strut arms that were previously available for Light Mechs. We added Shoulder Panels so players could have more options when outfitting their favorite Light Mechs. Each set of Shoulder Panels has been designed to match the styles of the following chassis.
        • Zos
        • Spree
        • Boot
        • Moke
        • Piston
    • NEW Mech and Pilot Progression Customizations
      • These unique customizations are only available by increasing your Pilot Level and ranking up your mechs. Better get to work pilots!
      • Pilot Progression Thrusters
        • JT-T1 - Unlocked at Pilot Level 5
        • JT-T2 - Unlocked at Pilot Level 15
        • JT-T3 - Unlocked at Pilot Level 25
      • Pilot Progression Repair Drones
        • RD-T1 - Unlocked at Pilot Level 10
        • RD-T2 - Unlocked at Pilot Level 20
        • RD-T3 - Unlocked at Pilot Level 30
      • Pilot Progression Camouflages
        • T1 OR-FADE - Unlocked at Pilot Level 10
        • T2 SPOT-LIGHT - Unlocked at Pilot Level 20
        • T3 TECH-GRY - Unlocked at Pilot Level 30
      • Mech Progression Camouflages
        • M1 DESERT FLAK - Unlocked at Mech Rank 5
      • Mech Progression Skins
    • NEW Chassis: Bunker (Type-C)
    • NEW Repair Drone: RD-Z4P
    • NEW Thruster: THXDR
    • NEW Camouflages: Navy-Blk, Shatter-Gry, Blu-Ripple, Tide-Blu
    • NEW Holo-Emotes: LowRidin', OkieDokie, Grumpy Bearcito, Affirmative
    Items

    Significant changes have been made to items in order to make them more interesting and to allow for increased flexibility. Each mech now has 6 Item Slots that items can be equipped into. The number of slots an item requires is determined by the strength of the item.

    Each item is now available in 3 different versions, with each version carrying a different level of effectiveness.
    • Basic (MK-I) items require 2 item slots.
    • Moderate (MK-II) items require 3 item slots.
    • Advanced (MK-III) items require 4 item slots.
    You unlock new items and more advanced versions as your Pilot Level increases.

    Each mech can equip any combination of items as long as that item is not the same type. For example, a player can equip a Basic MG Turret and a Basic Rocket Turret, but cannot equip both a Basic Rocket Turret and an Advanced Rocket Turret.

  • Items Available
    • NEW Passive Item: Item Regenerator
      • The Item Regenerator is a passive item that decreases the cooldown of equipped items by 10%.
      • Since this item is passive it will not show up on your cockpit HUD.
      • The Item Regenerator uses one slot only, and there are no other versions of the item.
    • Blockade – Higher Rank Blockades have increased health, life span and width.
      • Basic
        • Health: 350
        • Duration: 9 Seconds
      • Moderate
        • Health: 550
        • Duration: 12 Seconds
        • About 2x as wide as a Basic Blockade.
      • Advanced
        • Health: 750
        • Duration: 15 Seconds
        • About 4x as wide as a Basic Blockade.
    • Detonator – Higher Rank Detonators have increased damage.
      • Basic
        • Damage: 70
      • Moderate
        • Damage: 105
      • Advanced
        • Damage: 140
    • EMP – Higher Rank EMPs have increased projectile speed and shut-down duration.
      • Basic
        • Projectile Speed: 60 Meters Per Second
        • Shut-Down Duration: 3.5 Seconds
      • Moderate
        • Projectile Speed: 70 Meters Per Second
        • Shut-Down Duration: 4.25 Seconds
      • Advanced
        • Projectile Speed: 80 Meters Per Second
        • Shut-Down Duration: 5 Seconds
    • H.E. Grenade – Higher Rank Grenades have increased damage.
      • Basic
        • Damage: 85
      • Moderate
        • Damage: 130
      • Advanced
        • Damage: 175
    • Hologram – Higher ranked Holograms have a shorter cooldown and allow for more active holograms.
      • Basic
        • Cooldown: 20 Seconds
        • Allows for one active Hologram at a time.
      • Moderate
        • Cooldown: 15 Seconds
        • Allows for two active Holograms at a time.
      • Advanced
        • Cooldown: 10 Seconds
        • Allows for three active Holograms at a time.
    • MG Turret – Higher rank MG Turrets have increased damage and detection range. MG Turrets scale in size to match their slot strengths.
      • Basic
        • Damage: 3 damage per bullet.
        • Detection Distance: 160 Meters
      • Moderate
        • Damage: 4.5 damage per bullet
        • Detection Distance: 230 Meters
      • Advanced
        • Damage: 6 damage per bullet
        • Detection Distance: 300 Meters
    • Rocket Turret – Higher rank Rocket Turrets have increased damage. Rocket Turrets scale in size to match their slot strengths.
      • Basic
        • Damage: 18 damage per rocket
      • Moderate
        • Damage: 27 damage per rocket
      • Advanced
        • Damage: 36 damage per rocket
    • Portable Radar – Higher rank Portable Radars have increased detection radius and life span.
      • Basic
        • Detection Radius: 92 Meter Radius
        • Life Span: 90 Seconds
      • Moderate
        • Detection Radius: 115 Meter Radius
        • Life Span: 110 Seconds
      • Advanced
        • Detection Radius: 126 Meter Radius
        • Life Span: 130 Seconds
    • Radar Scrambler – Higher rank Radar Scramblers have increased areas of effect and life span.
      • Basic
        • Area of Effect: 84 Meter Radius
        • Life Span: 90 Seconds
      • Moderate
        • Area of Effect: 105 Meter Radius
        • Life Span: 110 Seconds
      • Advanced
        • Area of Effect: 126 Meter Radius
        • Life Span: 130 Seconds
    • Repair Charge – Higher rank Repair Charges have increased armor regeneration.
      • Basic
        • Armor Amount Repaired: 115
      • Moderate
        • Armor Amount Repaired: 170
      • Advanced
        • Armor Amount Repaired: 225
    • Shield – Higher rank Shields have increased damage absorption, as well as duration.
      • Basic
        • Damage Absorbed: 300
        • Duration: 30 Seconds
      • Moderate
        • Damage Absorbed: 375
        • Duration: 40 Seconds
      • Advanced
        • Damage Absorbed: 450
        • Duration: 50 Seconds
    Internals

    Internals have been completely redesigned. Mechs now have access to 6 Internal Slots, with each Internal requiring a different number of slots depending on the utility of that internal. Due to these changes, the previous internals are no longer available.

    Each internal is now available in 3 different versions, with each version carrying a different level of effectiveness.
    • Basic (MK-I) internals require 1 internal slot.
    • Moderate (MK-II) internals require 2 internal slots.
    • Advanced (MK-III) internals require 3 internal slots.
    You unlock new internals and more advanced versions as your Pilot Level increases.

    Each mech can equip any combination of internals as long as they are not of the same type. For example, a player can equip a Repair Kit and a Shock Coil, but cannot equip both a Repair Kit and an Advanced Repair Kit.

  • Internals Available
    • Shock Coil
      • Basic(MK-I)
      • Mech does not take any fall damage.
    • Air Compressor
      • Advanced(MK-III)
      • Enables the use of dodge maneuver in the air.
    • Air 180
      • Basic(MK-I)
      • Enable the use of 180 spin maneuver in the air.
    • Replenisher
      • Advanced(MK-III)
      • Getting a kill reduces all item and ability cooldowns by 6 seconds.
      • Getting an assist reduces all item and ability cooldowns by 3 seconds.
    • Evasive Device
      • Moderate(MK-II)
      • Internal grants a 15% increase in walk, run, and boost speed when player drops below 50% armor.
      • Internal grants a 25% increase in walk, run, and boost speed when player drops below 25% armor.
    • Composite Armor
      • Basic(MK-I)
      • On death, user receives a 15% damage reduction.
      • Getting 1 kill or 2 assists will deactivate the effect.
    • Basic Failsafe
      • Basic(MK-I)
      • Grants a 30% reduction to self-inflicted damage.
      • Does not apply to fall damage.
    • Failsafe
      • Moderate(MK-II)
      • Grants a 60% reduction to self-inflicted damage.
      • Does not apply to fall damage.
    • Basic Deflectors
      • Basic(MK-I)
      • Grants a 10% damage reduction while boosting or dodging.
    • Deflectors
      • Moderate(MK-II)
      • Grants a 20% damage reduction while boosting or dodging.
    • Basic Extractor
      • Basic(MK-I)
      • Increases EU/Repair Orb collection rate by 25%.
    • Extractor
      • Moderate(MK-II)
      • Increases EU/Repair Orb collection rate by 50%.
    • Basic Reconstructor
      • Basic(MK-I)
      • Mech regenerates 7 armor per second out of combat.
    • Advanced Reconstructor
      • Advanced(MK-III)
      • Mech regenerates 25 armor per second out of combat.
    • Basic Power Surger
      • Basic(MK-I)
      • Grants a 12.5% increase in increase in walk, run, and boost speed after a kill.
      • Effect lasts for 10 seconds
    • Power Surger
      • Moderate(MK-II)
      • Grants a 25% increase in walk, run, and boost speed after a kill.
      • Effect lasts for 10 seconds
    • Basic Fuel Converter
      • Basic(MK-I)
      • Converts 1% of damage taken into fuel.
    • Fuel Converter
      • Moderate(MK-II)
      • Converts 2% of damage taken into fuel.
    • Armor Fusor
      • Moderate(MK-II)
      • After a kill, mech regenerates 15% of max armor over 10 seconds.
      • After an assist, mech regenerates 7.5% of max armor over 10 seconds.
    • Advanced Armor Fusor
      • Advanced(MK-III)
      • After a kill, mech regenerates 25% of max armor over 10 seconds.
      • After an assist, mech regenerates 15% of max armor over 10 seconds.
    • Repair Kit
      • Moderate(MK-II)
      • Grants 25% bonus armor from Repair Orbs.
      • Includes Repair Charges and orbs dropped by fallen mechs.
    • Advanced Repair Kit
      • Advanced(MK-III)
      • Gain 40% bonus armor from Repair Orbs.
      • Includes Repair Charges and orbs dropped by fallen mechs.
    Game Modes
    • General
      • Added functionality that requires both teams to have more than 30% of their members to ready up before a match will start. This should prevent one team from getting an early start against another team.
      • Added blue containment fields to the beginning of all Team-based modes. This enclosed area is where a team spawns at the beginning of a match. When both teams have enough players, a countdown timer starts. Any players who spawn before this countdown timer ends will spawn within their team’s containment field. When the timer reaches 0 the fields disappear and the match begins.
      • Removed Siege and Missile Assault tutorial panels. There is still a short description of how each game mode is played on the Quick Match panel.
      • Siege and Missile Assault reward less XP for kills and more XP for completing objectives.
      • Spawning Logic tweaked across all maps and game modes.
    • Team Deathmatch
      • Kill cap decreased from 50 to 40.
      • Match time decreased from 15m to 12m
    • Missile Assault
      • Base Armor decreased from 1750 to 1500.
    • Siege
      • Battleship armor increased from 10000 to 12000
      • Battleship armor increase per subsequent ship launch increased from 2500 to 3000
      • Battleship damage to base increased from 21 to 23
      • Battleship damage to ship increased from 40 to 50
      • Base damage to ship increased from 55 to 70
    General Improvements
    • Matchmaking
      • Matchmaking has been redesigned to accommodate parties. This will be an ongoing improvement, so feedback is appreciated.
      • Players are matched onto a server based on primarily (but not exclusively) Pilot Level.
      • New Player Experience
        • Several new features have been added to help welcome new pilots to the battlefield of HAWKEN!
          • Educational Cards – Introducing Laila! Your guide, your mentor, your friend. This replaces the Garage walkthrough.
          • VR Training – Redesigned Basic Training tutorial. Meet up with Laila to learn the basics of piloting a mech.
          • Laila Help Icon – Trouble remembering what each Garage Panel is for? Select a panel and click the Laila Icon in the top right corner of your screen for an explanation.
          • Tooltips – Added tooltip descriptions.
          • Progression Cards – As you progress through Hawken, these cards pop up to let you know what goodies you’ve unlocked.
      • Performance
        • We've made some major improvements to optimization in our efforts to make HAWKEN a more enjoyable experience for everyone. Frame rates, latency, and overall game stability have all been improved. If you were having trouble playing HAWKEN before, we encourage you to try again! You should have a much smoother experience now.
      • Redesigned User Interfaces
        • Main Menus
          • Garage
          • Market
          • Training
          • Career
          • Settings
          • Social Menus
            • Create Party
            • Friends
            • Message Center
        • In-Game HUD
          • Pilot Visor HUD
          • Mech Cockpits
          • Heavy Turret Mode HUD
          • Zoom Mode HUD
          • Killer Cam
          • Map overlay removed while being reworked. Pressing ‘M’ or ‘V’ no longer displays the map
        • Post Match Panels
          • Victory/Defeat Screen
          • Carousel
          • Earnings
          • Progression
          • Stats
          • Scoreboard
          • Increased the time between matches to accommodate new UI and add a little downtime.
        • Ongoing Improvements
          • Map Collision
          • Map Environments
          • All VFX
          • Animations
          • Textures
          • Post-process
          • UI
          • Parties and Matchmaking logic
          • UI and Networking Notifications

        ---

        Thanks again for all of your support. Prepare to experience HAWKEN: Ascension, arriving on September 5!

        Click here to view the article

Pour yourself a drink, I'll sing you a song.


@ZamboniChaos


#2 Pastorius

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Posted September 02 2013 - 01:38 PM

That's a lot of notes!!!! :D

Edited by Pastorius, September 02 2013 - 01:39 PM.

Posted Image

#3 karnak

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Posted September 02 2013 - 01:38 PM

!

#4 ShadowWarg

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Posted September 02 2013 - 01:40 PM

WOW, that's a lot of info.

#5 Dackstrus

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Posted September 02 2013 - 01:40 PM

Hnngggg, nootteesss
One should always know better...
I don't speak often. But when I do...
Vanguard: Fat@$$
Berserker: Drammel
R.I.P. Assault of Alpha 2: Popo The Black

#6 [HWK]ZamboniChaos

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Posted September 02 2013 - 01:41 PM

View PostShadowWarg, on September 02 2013 - 01:40 PM, said:

WOW, that's a lot of info.

You're telling me...whew. *wipes forehead*

Pour yourself a drink, I'll sing you a song.


@ZamboniChaos


#7 Houruck

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Posted September 02 2013 - 01:41 PM

tl;dr :P

Edited by Houruck, September 02 2013 - 01:41 PM.

Posted Image
Knight of the Holy Tree
Posted Image
EUROPEAN CO-LEADER


Spoiler

#8 PezJoe

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Posted September 02 2013 - 01:46 PM

wow amazing note :D

#9 Umbre

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Posted September 02 2013 - 01:46 PM

Can't wait to completely abuse the Vanguard turret mode with Armour Fusor and a dedicated technician with completely maxed health and gratuitous amounts of shield items. Breaking this game again is going to be fun.

#10 KaszaWspraju

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Posted September 02 2013 - 01:48 PM

In the section: Tuning Systems Secondary Systems no CRT mech Freed. Does this mean now that Fred is Assault mech now ?

Edited by KaszaWspraju, September 02 2013 - 01:49 PM.

INTEL i5-4670K * ASUS Z87-A * GOODRAM DDR3 2x4GB * GIGABYTE GTX 760 OC rev 2.0 * X-Fi XTREME MUSIC * GRADO SR-60

SAMSUNG EVO 120GB * OCZ STEALTHXSTREAM 2 600W * Win 7 64
@ defekt : Mobility is King and burst damage is Queen. Checkmate.
Gdy byłem młodszy byłem bardziej beztroski... aha... nie lubię już POLSKI !


#11 xXHadronCutterXx

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Posted September 02 2013 - 01:48 PM

IT'S HERE!!

Just what I wanted to see before heading off to bed. :D

Get your hard on.


#12 HKN_player

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Posted September 02 2013 - 01:48 PM

Finally :

Posted Image

Posted Image

Posted Image
Posted Image
Posted Image

Posted Image

Posted Image

Edited by HKN_player, September 02 2013 - 02:55 PM.


#13 totallymichael

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Posted September 02 2013 - 01:49 PM

Uhh....no mention of Oculus Rift support? Please tell me it made it into this patch and somebody just slacked on the patch notes. The videos that came out a couple weeks ago demoing it in the Rift and explaining that it'll be out by the end of the month got me a little too excited. I'd be extremely disappointed if I have to wait after all that false hype.

#14 claisolais

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Posted September 02 2013 - 01:51 PM

information overflow...

#15 Lucier

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Posted September 02 2013 - 01:51 PM

View Post[HWK]ZamboniChaos, on September 02 2013 - 01:37 PM, said:

  • Shield – Higher rank Shields have increased damage absorption, as well as duration.
    • Basic
      • Damage Absorbed: 300
      • Duration: 30 Seconds
    • Moderate
      • Damage Absorbed: 300
      • Duration: 40 Seconds
    • Advanced
      • Damage Absorbed: 300
      • Duration: 50 Seconds
wat

EDIT: Already fixed. Yay for quick patch note fixes. And yay for patch notes. :)

Edited by Lucier, September 02 2013 - 02:02 PM.

Posted Image


#16 KejiGoto

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Posted September 02 2013 - 01:52 PM

Bring on the 5th! Definitely excited to finally see this patch hit and get to check out everything in its finalized form.

Hopefully the Shield is no longer broken though.

Posted Image


#17 [HWK]HUGHES

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Posted September 02 2013 - 01:53 PM

View Posttotallymichael, on September 02 2013 - 01:49 PM, said:

Uhh....no mention of Oculus Rift support? Please tell me it made it into this patch and somebody just slacked on the patch notes. The videos that came out a couple weeks ago demoing it in the Rift and explaining that it'll be out by the end of the month got me a little too excited. I'd be extremely disappointed if I have to wait after all that false hype.

False hype? A little extreme don't you think?

Yes, Rift support is available in the patch. We consider our Rift support to be at an Alpha state.
Jason Hughes
Producer || Adhesive Games || twitter: @digitalHUGHES

#18 KaszaWspraju

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Posted September 02 2013 - 01:53 PM

View Post[HWK]ZamboniChaos, on September 02 2013 - 01:37 PM, said:

  • Shield – Higher rank Shields have increased damage absorption, as well as duration.
    • Basic
      • Damage Absorbed: 300
      • Duration: 30 Seconds
    • Moderate
      • Damage Absorbed: 375
      • Duration: 40 Seconds
    • Advanced
      • Damage Absorbed: 450
      • Duration: 50 Seconds
Fixed!

INTEL i5-4670K * ASUS Z87-A * GOODRAM DDR3 2x4GB * GIGABYTE GTX 760 OC rev 2.0 * X-Fi XTREME MUSIC * GRADO SR-60

SAMSUNG EVO 120GB * OCZ STEALTHXSTREAM 2 600W * Win 7 64
@ defekt : Mobility is King and burst damage is Queen. Checkmate.
Gdy byłem młodszy byłem bardziej beztroski... aha... nie lubię już POLSKI !


#19 Sylhiri

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Posted September 02 2013 - 01:55 PM

View Post[HWK]ZamboniChaos, on September 02 2013 - 01:37 PM, said:

Suspensions
Decreases Dodge Cooldown time by -0.06 seconds per point.
Available on: Grenadier, Brawler, Assault, Technician, Berserker, Infiltrator
Dude...
the hell...
I thought we covered this...

Edited by Sylhiri, September 02 2013 - 01:55 PM.

Posted Image

[13:14] <nonsiccus_work> uh oh

there's gravy in my keyboard

------------------------------------------------------

<+ReachH> >.> people won't eat anything

that hasn't been pulverized into a nugget and fried


#20 UncleBlitz

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Posted September 02 2013 - 01:56 PM

sounds like a massive patch!
i was expecting some changes about the 180° / dodging system to prevent accidental 180° and to add a backward doodge/boost...(the 180° set on another/separate key would be nice)
thanks for your work and cant wait to try this ;)





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