Author Topic: new Hawken gameplay  (Read 2484 times)

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Offline GB-72AT Talon

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Offline SquareSphere }12thVR{

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Re: new Hawken gameplay
« Reply #1 on: March 31, 2011, 11:02:37 PM »
Well.. it's about what i expected.  Very game pad control friendly, lots of twitch, power up drops.
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Offline Bill

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Re: new Hawken gameplay
« Reply #2 on: March 31, 2011, 11:03:51 PM »
Well.. it's about what i expected.  Very game pad control friendly, lots of twitch, power up drops.

I agree.


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Offline Makaan

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Re: new Hawken gameplay
« Reply #3 on: April 01, 2011, 05:17:15 AM »
still pretty and i wana try

Offline Taemien

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Re: new Hawken gameplay
« Reply #4 on: April 01, 2011, 08:37:29 AM »
Hmm sounds like a prettier looking Front Mission Evolved after all.. think I'm going to steer clear of this one.

Offline Spooky

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Offline Bill

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Re: new Hawken gameplay
« Reply #6 on: April 01, 2011, 03:53:04 PM »
I prefer this thread, ohohohllol.


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Online Deathbane

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Re: new Hawken gameplay
« Reply #7 on: April 01, 2011, 05:01:18 PM »
This actually looks pretty boss.


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Offline eRkkituo

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Re: new Hawken gameplay
« Reply #8 on: April 01, 2011, 08:42:57 PM »
Mmh... It's kinda like beefed up BA, from what I can see. Not complaining though. I might try it.
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Offline =CJW= Zone Warden (W)

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Re: new Hawken gameplay
« Reply #9 on: April 01, 2011, 09:45:52 PM »
Watch it with the 1911 button clicked on Youtube.

Now thats a game I want to play.
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Offline Dubious

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Re: new Hawken gameplay
« Reply #10 on: April 01, 2011, 10:10:14 PM »
Just came to the forum to post this same video!  It does look sweet.

I don't see any powerup drops though!

Offline Flyingdebris

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Re: new Hawken gameplay
« Reply #11 on: April 01, 2011, 11:43:45 PM »
there are some glowy green things left over from when enemies die.  it seems to be the in game currency, "energy units"
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Offline Barcode

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Re: new Hawken gameplay
« Reply #12 on: April 02, 2011, 02:39:05 AM »
Are we posting in here, then?

I really like how this is turning out. Of course, more stompy mech elements would be nice, but it looks damn cool and this is the most mech a cockpit has been since Steel Battalion.

Offline Flyingdebris

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Re: new Hawken gameplay
« Reply #13 on: April 02, 2011, 05:13:06 AM »
the more i watch the videos, i'm starting to see why they don't seem all that interested in introducing locational damage.  With all the quake style running/jumping/gunning gameplay, its hard enough as is just hitting your target, let alone picking and choosing where you are gonna concentrate your fire.

However.  Something that i'd love to see, even if health is essentially 1 generic HP bar, is some sort of random critical damage type thing as your health gets low.  Like the game chooses randomly from some long list of potential debuffs that you gotta deal with until you get a chance to repair.  Like Jumpjets not giving you full power, or your top ground speed is slower, your your sensors are damaged so your screen gets static-y, or your weapons overheat faster or something.  That and showing more first person damage, like cockpit smoke and warning lights.
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Offline Barcode

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Re: new Hawken gameplay
« Reply #14 on: April 02, 2011, 06:41:49 PM »
In-cockpit damage sub-indications would definitely be nice.  As for crit-health debuffs, well, if they wanted to go that route, they could maybe split the mech into 3 quadrants (left torso, right torso, legs) and have debuffs depending on which took the most damage (legs: slower walking, left torso: left gun destroyed, right: right gun destroyed).

Still, the game looks like it gets real intense when you and your opponent start reaching critical health (end of trailer) - having an unbalancing equilibrium such as subsystem damage once you reach that point would likely reduce that feeling.

PS: That one mech (the one the sniper watches getting cut down) looks like this thing you drew.
« Last Edit: April 02, 2011, 07:43:34 PM by Barcode »