Weapon
In Hawken, most of your damage dealt will be via the two weapons you bring to the battlefield on your mech. Unlike other games, weapons in Hawken have unlimited ammo, but generate heat when fired. This heat can build up in the mech, and too much heat will temporarily disable your mech's systems and weapons until your mech can cool down (you are free to move and boost around during this time).
There are two kinds of weapons: Primary weapons and secondary weapons.
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[edit] Primary weapons
Primary weapons have a high rate of fire and deal greater DPS than secondary weapons. Mechs start out with just one primary weapon available, and as the mech levels up, additional weapons become available. The first is the alternate primary weapon, which is unlocked at level 4. The second is the prestige weapons, which is unlocked at level 25 (the level cap for mechs), and must be purchased to be used.
Below is a table of stats for each primary weapon, and what mechs have these weapons available to them. Most numbers here are from closed beta and have been altered some since then. Bold numbers are confirmed to be accurate. Mechs that have the weapon as an alternate primary weapon are in italics, while prestige weapons are in bold.
| Name | Type | Damage | Accuracy | Rate of Fire | Effective Range | Heat Rate | DPS | Mechs |
|---|---|---|---|---|---|---|---|---|
| AM-SAR | 30 | -- | 3.03 | 160m | 2.2 | 90.9 | Reaper, Sharpshooter | |
| Assault Rifle | 18 | -- | 4.65 | 111m | 1.43 | 83.72 | CR-T Recruit, Infiltrator, Berserker, Assault, Bruiser | |
| EOC Repeater | Contact + Mines | 90 (180 charged) | -- | 0.67 (.33 charged) | -- | 5 | 60 | Rocketeer, Infiltrator, Raider |
| Contact | 30 (60 charged) | 20 | ||||||
| Mines | 60 (120 charged) | 40 | ||||||
| Flak Cannon | 120 (10 per bullet) | -- | 0.82 | 60m | 16 | 97.96 (8.16 per bullet) | Brawler, Scout | |
| Hawkins-RPR | 16 | -- | 5 | 90m | 1.4 | 80 | Reaper, Technician | |
| Heat Cannon | 80 (100 charged) | -- | 1 (0.47 charged) | -- | 20 | 80 (47 charged) | Grenadier, Infiltrator, Rocketeer, Scout | |
| Mini Flak Cannon | 40 (5 per bullet) | -- | 2.60 | 56m | 4.85 | 103.90 (12.99 per bullet) | Scout, Vanguard | |
| Point-D Vulcan | 12 | -- | 8.33 | 80m | 1 | 100 | Bruiser, Assault, Berserker, Brawler, CR-T Recruit, Grenadier, Vanguard | |
| Redox-O2 | 25 | -- | 2.86 | -- | 3 | 71.43 | Technician | |
| Reflak-35 | 54 (9 per bullet) | -- | 1.82 | 76m | 6 | 98.18 (16.36 per bullet) | Raider | |
| REV-GL | 75 | -- | 1.25 | -- | 10 | 93.75 | Grenadier | |
| SA Hawkins | 26 | -- | 3.125 | 175m | 1.95 | 81.25 | Sharpshooter, Brawler | |
| Seeker | 55 | -- | 1.43 | -- | 8.25 | 78.57 | Rocketeer | |
| Slug Rifle | 76 (80 scoped) | -- | 0.87 | 260m | 12 | 66.09 (69.57 scoped) | Sharpshooter, Reaper | |
| Submachine Cannon | 11 | -- | 8.696 | 70m | 0.88 | 95.65 | Assault, Berserker, Vanguard, Bruiser, CR-T Recruit | |
| T32-Bolt | 72 (120 charged, 8 per bullet) | -- | 1.33 (? charged) | 66m | 9 | 96.00 (? charged, 10.67 per bullet) | Raider | |
[edit] Secondary weapons
Secondary weapons do large amounts of damage per hit, but have very low rate of fire. Additionally they are usually harder to fire than primary weapons, and one shot from a secondary weapon can take a large chunk of health out of your opponent, so accurate aiming and use of secondary weapons can greatly improve how you perform in combat. Only one secondary weapon is available to a mech, and it is unlocked from the start.
Below is a table of stats for each primary weapon, and what mechs have these weapons available to them. Most numbers here are from closed beta and have been altered some since then. Bold numbers are confirmed to be accurate.
| Name | Type | Damage | Accuracy | Rate of Fire | Effective Range | Heat Rate | DPS | Mechs |
|---|---|---|---|---|---|---|---|---|
| Corsair-KLA | MIRV | 208 (26 per bullet) | -- | 0.27 | 75m | 11.20 | 55.47 (6.93 per bullet) | Raider |
| Grenade | 170 | -- | 0.27 | -- | 11.20 | 45.33 | ||
| Grenade Launcher | 150 | -- | 0.33 | -- | 10 | 50 | Grenadier, Infiltrator, Vanguard | |
| Hellfire Missiles | 184 (23 per missile) | -- | 0.25 | -- | 12.5 | 46 (5.75 per missile) | Bruiser, Rocketeer | |
| Sabot Rifle | 124 (155 scoped) | -- | 0.25 | 320m | 17 | 31 (38.75 scoped) | Sharpshooter | |
| KE-Sabot | 85 (95 scoped) | -- | 0.44 | 270m | 10 | 37.78 (42.22 scoped) | Reaper | |
| TOW Rocket | 153 | -- | 0.31 | -- | 11.2 | 47.08 | Assault, Berserker, Brawler, CR-T Recruit, Scout | |
| Helix Repair Torch | Healing Beam | 50/s (20/s self-heal) | -- | N/A | 40m | 4.5 | 50 | Technician |
| Deconstruction Beam | 28/s (40% damage done used to self-heal) | -- | N/A | 60m | 4.5 | 28 (11.2 self-healing) | ||
[edit] Glossary
- Damage
- This is how much damage per shot the weapon deals to the targets armor.
- Accuracy
- This is how close to the cross hairs the projectile is fired.
- Rate of Fire
- This is number of shots fired off in 1 second.
- Effective Range
- This is how far the projectile will travel before losing damage in meters.
- Heat Rate
- This is the rate at which the weapon builds up heat. When heat is maxed out your weapons will be disabled until your heat fully cools down. Heat cools down overtime. Max heat(100) = heat rate x seconds to over heat.
- DPS
- Standing for "Damage per second", this is how much damage the weapon does to the target every second if the weapon is fired continuously.
[edit] Weapon Stat Document
https://docs.google.com/spreadsheet/ccc?key=0Ap9zvRSaosOgdEFfZ3gzUlFqalNiTDFiNHlrQjM5Tmc#gid=0
Thank you to our brothers who have tested these weapons, and have worked hard to bring us this information.