HAWKEN

  • Online Co-Op: 6 Players
  • + Co-Op Modes
Hawken April Update Adds Co-op Team Deathmatch Mode
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Hawken April Update Adds Co-op Team Deathmatch Mode

Up to 6 players can face off agains CPU opponents!

Only a few days ago, Adhesive Games released a massive update for their epic online mech-shooter, Hawken. Among the enormous amount of new content and tweeks added to the game, we now have a new co-op mode to explore with our friends! The Hawken "April Update" now introduces Co-op Team Deathmatch!

Some of the main aspects of the game now alters, such as the economy, balancing, character progression. However, we're here to talk mainly about the new co-op mode, Co-op Team Deathmatch. The mode itself plays just like a regular Team Deathmatch game, however, up to 6 players can work together to battle 6 other CPU players instead of humans. The overall difficulty of these bots depends entirely on the human team's fitness score, so there should almost always be an adequate challenge for all players. This mode provides some great opportunities to practice your team's strategies before going into the hardcore versus modes. The only notable downside to it is that the XP gain and Hawken Credit rewards given out are slightly reduced here. Playable maps for Co-op Team Deathmatch include: Facility, Wreckage, Bunker, and Prosk.

Read below for the full (very long) patch notes list for the Hawken April Update:

Hawken April Update Patch Notes:

Special Notices

  • Trying to buy emblems in the "Market > Feature" tabs gives a "No Compatible Mechs" error. This is a known issue and we will fix it in an upcoming patch.
  • Economy and Pilot/Mech Progression Changes
    • Price adjustments have been made to items, camos and certain mechs.
    • Mech progression has also seen about an 8% XP reduction.
    • We made some significant changes in regards to the time spent leveling up your pilot. The total XP required to reach pilot level 30 has been cut in half. This change will cause many players to be granted pilot level 30 automatically, assuming they have met the new XP requirements.

Features

  • Camouflages
    • All camouflages are now global. This means that if you purchase a camouflage, it will be unlocked for use on every mech you own. This also applies to camos you've already purchased.
    • Camouflages can now be applied to individual mech parts. This gives the player the ability to make each mech look interesting and unique.
    • The prices of all camos have been adjusted. Most camos have had their cost reduced, but a few have had a minor increase.
    • Developer's Note: We understand that these changes may not be ideal for certain players who have purchased the same camo on multiple mechs. Our intention is not to cheapen your purchase, but to enable our current customization options to be more flexible, fun and attractive to players. If you feel you have been negatively affected by this change, please reach out to ZamboniChaos via private message or email and we'll work with you to sort out your issue.

 

  • Weekly Mech Bundles
    • Bundles for each weekly test drive mech are now available. Like a mech that's on test drive? Now you can purchase it fully equipped with items, internals and the alternate primary weapon unlocked.
    • Mech Bundles can be purchased two different ways:
      • On the Main Menu, on the Market > Deals page
      • On the post-match results screen, under "Test Drive" mechs

 

  • Co-Op Team Deathmatch
    • Co-Op Team Deathmatch has been added as a new game mode. Team up with 5 other players and battle bots with difficulty that scales to your group’s fitness score. XP and HC earnings are slightly reduced.
    • Co-Op TDM is a great mode for practicing new mechs, refining your skills and partying up with your friends to just relax and have fun.
    • Currently supported maps for Co-Op TDM include:
      • Wreckage
      • Facility
      • Bunker
      • Prosk

Mechs

Overall, Heavy Mechs are under performing. The ratios of speed and armor were not enough to overcome other disadvantages. In general, all Heavy mechs got a run speed increase and slight armor buff.

  • Brawler
    • Increased armor from 785 to 800
    • Increased run speed from 14.5 to 15 meters/sec
    • Increased MC price from 432 to 504
  • Reaper
    • Increased MC price from 432 to 504
  • Berserker
    • Decreased armor from 365 to 355 
    • Developer's Note: The Berserker had a bit too much armor for a Light Mech. We wanted to reduce its ability to soak up damage since it already has high damage output.
  • Predator
    • Decreased boost speed from 32.24 to 30.8 meters/sec
    • Increased run speed from 18.5 to 19.5 meters/sec 
    • Developer's Note: The Predator was slightly underpowered. We wanted to give him a bit more mobility while in Stalker Mode to allow him to find prey easier.
  • Assault
    • Decreased armor from 575 to 565
    • Increased MC price from 432 to 504 
    • Developer's Note: We felt the Assault's armor was a little high, so we toned it down slightly.
  • Incinerator
    • Increased armor from 735 to 750
    • Increased run speed from 16.75 to 17.25 meters/sec
  • Grenadier
    • Increased armor from 725 to 740
    • Increased run speed from 16.5 to 17 meters/sec
  • Rocketeer
    • Increased armor from 710 to 730
    • Increased run speed from 15.5 to 16 meters/sec
  • Vanguard
    • Increased armor from 670 to 685
    • Increased run speed from 17 to 17.5 meters/sec

Weapons

  • EOC Predator
    • Decreased amount of active mines available from 10 to 8
    • Increased mine damage from 50 to 60 
    • Developer's Note: These adjustments allows the Predator to set up traps faster and gives a slight increase in damage output.
  • Sub Machine Cannon
    • Decreased damage from 12.45 to 12 
    • Developer's Note: We reduced the damage of the SMC slightly in order to bring it more in line with other weapons.
  • Corsair-KLA
    • Decreased refire rate from 3.75 to 2.75
    • Decreased MIRV projectile damage from 21 to 18
    • Decreased KLA projectile damage from 132 to 125 
    • Developer's Note: The damage output is still there, but this reduces the burst potential of the Raider in exchange for a faster refire rate.

Items

  • HE Charge
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Hologram
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Repair Charge
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • Detonator
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • EMP
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • MG Turret
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • Rocket Turret
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Shield
    • Decreased MC price of MK-II from 288 to 252
    • Decreased MC price of MK-III from 432 to 360
  • Portable Scanner
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • Radar Scrambler
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • Blockade
    • Decreased MC price of MK-I from 288 to 252
    • Decreased MC price of MK-II from 432 to 360
    • Decreased MC price of MK-III from 576 to 468
  • ISM Disruptor
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576
  • Heat Charge
    • Decreased MC price of MK-I from 432 to 360
    • Decreased MC price of MK-II from 576 to 468
    • Decreased MC price of MK-III from 720 to 576

Abilities

  • Turret Mode (All)
    • You can now exit turret mode in the air. This should fix players getting stuck in turret mode in certain circumstances.
  • Mobile Turret(Vanguard)
    • Decreased extra damage received from behind from 50% to 20%
  • Fortified Turret (Brawler)
    • Decreased extra damage received from behind from 50% to 20%
  • Targeting Turret (Rocketeer)
    • Decreased extra damage received from behind from 50% to 20%
  • Artillery Turret (Grenadier)
    • Decreased extra damage received from behind from 30% to 20% 
    • Developer's Note: Turret modes suffer a bit too much with the loss of mobility while in use. The increased damage from behind was also bit too excessive, but we also wanted to keep the element of strategy to flank and attack them from behind.
  • Stalker (Predator)
    • Increased run speed by 2 meters/sec when ability is active 
    • Developer's Note: Added a slight run speed increase while Stalker is active to give the Predator more mobility while stalking his prey.

Game Modes

  • Co-Op
    • Co-Op Bot Destruction matches will no longer affect a pilot's global statistics.

Customizations

  • NEW Cockpit Decorations
  • NEW Pilot Emblems
  • NEW Custom Reticles
  • NEW Camouflages

General Improvements

  • Added in-game bonus XP notifications for kills and assists. This can be turned off in the options menu.
  • When firing your own trace weapons, the tracer FX will play instantly on clients instead of waiting to be triggered by server.
  • Server status ticker added to menus and login window.
  • Added match length to post-match statistics.
  • Added a numerical scale for weapon statistics to the weapon statistic display.
  • On the garage/cosmetic screens, healing drones and taunts can be viewed by pressing their respective hotkeys.

Bugs Fixed

  • We implemented a potential fix for players getting stuck in the hangar post-death. Please let us know if you still experience this issue
  • Players will no longer join a server as the 7th player on a team with everyone flagged as enemies
  • Dying with the Composite Armor internal and respawning with a different mech no longer applies Composite Armor’s bonus
  • Fixed a bug where the Charge Beacon consumable wouldn't activate after dying in the middle of reviving another player
  • During combat training in VR Training, the player will respawn on death instead of being locked in the staging garage
  • Improved spawn collision detection for Co-Op Bot Destruction bosses
  • Spamming the ESC key while loading the post-match carousel will no longer cause the post-match UI to disappear
  • Fixed a bug with MMR not changing properly if player joined game in progress
  • Fixed a mech selection failure with Test Drive mechs in Co-Op Bot Destruction
  • Fixed collision issues on a number of maps that were causing Heavy mechs to become stuck while in turret mode
  • On Origin, fixed a spot where the floor would pop in and out of view on Low settings
  • Fixed a spot on Last Eco where players could get out of the map
  • Fixed a small hole on Last Eco where projectiles could be shot through
  • Fixed spots on Origin, Uptown and Wreckage that were allowing players to get out of the maps
  • Holograms will no longer produce a broken mech part instead of a mech image
  • Siege music no longer overlaps end game music
  • When switching Light mech arms in the garage, parts will do a blue grid wipe like other mech parts
  • Fixed a bug where alt-tabbing on full screen resulted in frame rate drop
  • Fixed a bug where pilots still connecting to a server triggered team switching
  • Fixed a bug where talking players wouldn’t be kicked for idling
  • Matches will now start as intended if there are pilots still connecting
  • Fixed a mech launch failure that occurred in Offline Team Deathmatch
  • Offline Team Deathmatch no longer shows a 4th mech on the player team with broken parts
  • The Bruiser's special ability no longer causes armor regeneration when being shot by enemy AI
  • If several pilots connecting fail to join and their spots are cleared, auto balancer now becomes active immediately

Source: Community.playhawken.com


 

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