Public Starhawk BETA

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shane__91
Posts: 9
Registered: ‎22-12-2011
Message 1 of 13 (223 Views)

Thoughts on the game from a long-time wh player

[ Edited ]

Hi guys, thought I'd start a thread because I couldn't be arsed to write down everything in the separate ones. Used to be called Warrior-101 in the old warhawk and played wh to death. Imo Starhawk has the potential to be every bit as good as wh was which was definitely the best ps3 game. :smileyhappy:

Negatives 

 

  • Firstly, the hawks themselves. They are too weak. The mechs should be feared, at the moment they are cannon fodder for any half decent player on the ground. Air to Air combat is also a joke, do the swarm missiles and the machine gun actually do any damage? Needs to be a 'finisher' weapon in the mould of the lightning gun from wh because chasing around after one hawk in the sky for ten minutes while he flies from health pick up to health pick up isn't helping out the objective out at all. Oh and bring back the old pro flight system.

    Suggestions 
    -Increase build cost from 4-5 for launch pad, and 2-3 for mech.
    -Increase power of MG and swarm missile
    -Make R2 increase the speed and double press for boost, why was this changed? I naturally hold the R2 button when flying and so valuable boost is wasted away when I don't mean to.
    -Increase grenades and Rockets needed to destroy mech from 2-3. This is so in a one on one a mech v jetpack-less human the mech may actually have a chance to kill the human. It is currently far to easy to destroy mechs. 
    -Make a 'finisher' weapon available so A2A is a feasible option when meeting objectives.
    -Bring back old pro flight system instead of this pressing x nonsense. 

  • Lack of 'action', mainly in regards to Acid Sea is a problem. Fill the middle with a bunch of barrels and this could be rectified. Taking control of the side bases is useless when you can just drive through the middle with the flag and there's not usually a solidified base there because there are no barrels.

    Suggestions 
    -Increase build limit or make walls not part of the limit. If I have full rift and am attempting to 'build and battle' as the system is called but I cannot put down a measly 2 rift turret something is wrong. 
    -More barrels in particular on Acid Sea where an entire round can pass by without any action due to the lack of rift and campers.
    -Make turrets and walls able to be destroyed like you can do with the other structures by holding square.
    -Put more buildings and other scenery about again especially on Acid Sea. It's very very bland looking. I believe there are actually no enterable buildings except from the ones you build yourself which is very disappointing. Where's the sniper? Oh he's on the sniper tower. SURPRISE. Put some derelict houses in there or something.
    -Increase starting rift amount.

  • Rocket launchers are too weak. It often takes three hits to kill someone with the latest update, which is silly.

    Suggestions  
    -Either increase the amount of shots you can fire in one round from 2-3, or
    -Increase the power slightly so that two well hit shots (not completely direct) kill the person.

  • Melee combat is awful. 

    Suggestions 
    -Decrease range of knife. Unless you are in a jet pack the shotgun is pointless because you may as well run at them with your knife.
    -Remove R3 prompt.
    -Bring back the warhawk knife. 

  • Respawn life a bit too quickly after being shot. Increase this a tad?

 

Positives

 

  • Highly addictive. (key point and part of warhawk's appeal)
  • Build and battle is excellent. Kudos with this. Potential for DLC here? 
  • Game seems generally well balanced overall. Base rapes do occur but this is mainly due to newbs not leaving their home base and there's nothing you can do if one team is a lot stronger than another. Do not attempt to make the game "newb friendly" somehow.
  • Absolutely EPIC fun at times.
  • Tactically speaking there's probably hundreds heck thousands of things we haven't thought of yet. This can only add to the longevity factor.

 

There's probably loads of other things I've forgotten as well that are blindingly obvious, but overall this game has the potential to be brilliant. :smileyhappy:

(cheers for reading if you could be arsed) 

 

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Re: Thoughts on the game from a long-time wh player

I agree with nearly all of that. All but the more rift barrels. I prefer the competitive edge of having to earn it by causing destruction and doom! Even if they reduced the barrels to force people to fight for it would be decent.
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shane__91
Posts: 9
Registered: ‎22-12-2011
Message 3 of 13 (188 Views)

Re: Thoughts on the game from a long-time wh player


Hogezz wrote:
I agree with nearly all of that. All but the more rift barrels. I prefer the competitive edge of having to earn it by causing destruction and doom! Even if they reduced the barrels to force people to fight for it would be decent.



In Space the barrel count is acceptable, in Acid Sea it's quite poor. All the barrels are at the sides of the map, when the middle is where people naturally go to fight. Barrels there would be carnage and ultimately make Acid Sea a lot more entertaining imo. 

 

 

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Re: Thoughts on the game from a long-time wh player

I agree with most off that , I do hate the melee, I had an R3 prompt 5 time last night and every time I used it it would send me in the opposite direction of the target very lame , putting rift barrels in the middle would be better in acid sea

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Re: Thoughts on the game from a long-time wh player

I totally agree with the original poster - esspecially concerning pre built structures to enter. This is one of the things I really loved about warhawk. Broken mirror was by far the best when it came to structures that the player could actually enter or move around. It made the battlefield interesting. Starhawk is very bland when it comes to this. We are totally reliant on the builld & battle structures for any kind of safety or stealth play. I saw ONE structure, and that was on acid sea on the bridge, where you could actually enter. When I first heard of the build and battle system, I thought it would adopt pre-built structures like this AND B&B. But reasons like this is why some base ravaging or too many duplicated structures occur quite too often; there is no secondary shelter anywhere to built off of. So players find themselves maxing out the team structures relatively fast in areas where they should have to.
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Re: Thoughts on the game from a long-time wh player

Pretty much agree with everything there, especially the positives.  I cant really speak about the hawks as ive only had limited time flying and using them as a mech, and to be honest i dont see myself using them all that much as i prefer the ground combat this time round, whereas in Warhawk i liked flying around aimlessly and more often than not, never setting foot on the ground, something about legs.. mumble mumble.

 

I really would like to see the "old knife" back and the ability to be invisible with it unsheathed hahaha 

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Beta Tester
mcduff32
Posts: 3,808
Registered: ‎27-10-2007
Message 7 of 13 (132 Views)

Re: Thoughts on the game from a long-time wh player

Agree with all that.

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shane__91
Posts: 9
Registered: ‎22-12-2011
Message 8 of 13 (126 Views)

Re: Thoughts on the game from a long-time wh player

[ Edited ]

Cheers guys, and agree with this: 

 


Fatal-Aim wrote:
I totally agree with the original poster - esspecially concerning pre built structures to enter. This is one of the things I really loved about warhawk. Broken mirror was by far the best when it came to structures that the player could actually enter or move around. It made the battlefield interesting. Starhawk is very bland when it comes to this. We are totally reliant on the builld & battle structures for any kind of safety or stealth play. I saw ONE structure, and that was on acid sea on the bridge, where you could actually enter. When I first heard of the build and battle system, I thought it would adopt pre-built structures like this AND B&B. But reasons like this is why some base ravaging or too many duplicated structures occur quite too often; there is no secondary shelter anywhere to built off of. So players find themselves maxing out the team structures relatively fast in areas where they should have to.

 

Because Acid Sea is so large buildings are maxed out really quickly. That means there is little to no chance of getting the flag out when the walls, turrets etc have been built as it's practically impossible to wipe out the necessary turrets, beam turrets, walls and people without either dying (need a spawn pod) or running out of weapons (need a supply centre). In the closing dying stages of a game I don't have the time to go around the entire map clearing out unnecessary structures, and the times I do this some other pointless structure is built somewhere anyway. 

Unless the build limit is increased then big maps like Acid Sea are going to be very dull and everyone will soon just stick to the smaller maps. If they can't increase the build limit for technical reasons then at least make it possible to destroy your own walls and turrets by holding square.  

Though tbh it would be very disappointing if they couldn't increase the limit because lets face it 64 buildings placed on a map is hardly pushing the boundaries of the PS3 considering there are no pre built structures anyway and the graphics are hardly Uncharted territory.   

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Re: Thoughts on the game from a long-time wh player

There HAS to be a bigger build limit because the player count is 32 players......... I can't imagine that there will be a "two builds per person" limit on the full game. That would suck. LOL

Again I agree with what Shane has said.

I'm happy for the knife to remain R3 but I believe the distance it is effective from needs to be reduced drastically.

I'd also like to see some non - B&B building (whether they are destructable or not is a different matter) just to
A. Offer cover
B. Add more to the scenery as the maps are very bland (generic)
C. Increase tactical options.

In addition I'd like to see a health bar (for the character and the vehicles) I don't want to have to judge by how blue or cracked my screen or how "on fire" my vehicle is.
I'd like to know I have 50% health so I can still carry on or if i've got 10% health where i'd have to bail.

I also positively hate the weapons select wheel for numerous reasons.

1. I don't like it in the middle of the screen - plse move it to the left.
2. Don't like that it takes up nearly the whole screen (make it smaller)
3. It takes quite a bit of time for it to select the weapons
4. It isn't always obvious that it has actually selected the weapon.

I know lightbox aren't making a WH2 but they still chosen a similar method to how weapons were selected in WH, it's just the way it is displayed is different. I'd like to see it moved back over to the left of the screen and the weapon you currently have selected appearing on screen (AT ALL TIMES) in a small box in the corner so I know it has selected the homing missiles rather than have to use the D-pad to double check.
Shika1983
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Re: Thoughts on the game from a long-time wh player

agree with most of whats being said here, definately need to be a bigger build count for max players. No problem with the knife staying on r3 i think like you said they need to get rid of the distance and that silly prompt.

Dylan jobe said about some fixed structures and even talked about on one of the maps having a forested area to fight in safety.

health bar definately dont like the screen and sound going right when i dont need it to.

i dont have a problem with the weapons wheel at all, its not slow once you know where the weapon is on the wheel just a quick flick in the direction and it changes in a split second, and i can tell it has changed due to the reticule. you have to hold it down to bring the wheel up but once the wheel has been learnt you will have no need for it just like warhawk.

showing wich weapon is equipped would be excellent but i dont feel its essential since the reticules are so different, in time we will know wich reticule belongs to wich weapon and switching between will be fluid.

 

one thing i dont like is with the missiles, if i release a homing missile then quickly change to swarms when i change back to the homing missile i have to wait for the missile to reload, i think it should reload in the time i was using swarms so that i can switch back and be ready to go.

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Starhawk Update 1.3

-- 32-Player Map "Dust"
-- Added Explore mode
-- Added Ox Heavy Tank & Sidewinder JetBike
-- Added Hawk Torpedo & Flak Cannon
-- Added Map Load-outs System
-- Added Clan, Party & Calendar Systems

NOTE: We have performed a Stats, XP and Level Reset.

REMINDER: As with everything you see in the BETA, the Skills are a work-in-progress! Some skills will be cut, some skills will be changed and new skills will be added. For an overview of the Skills-System, for more info see the Beta Dev Blog:  http://www.lightboxinteractive.com/beta


Over and Out, Vissy
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