Weapon

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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.

Contents

[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.

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