on 21-01-2012 06:59 AM
Honestly getting killed by the default machine gun when in a car....in like 5 seconds come on....and really machine gun killing a hawk....come...on
Also the rocket launcher lock on needs to be made better like it was in warhawk...that thing was beast....in this game all i see it used for is as a spam cannon against buildings the lock on is pathetic to say the least.
On a side note im glad they are continuing to add control panels to buildings i think the only one that doesn't have one now is the pod building and i don't even know if it needs one to be honest, i do wish they add a way to remove friendly turrents....because there are so many times i drop a turrent just to save my butt in the middle of nowhere and it is now costing building space and im like....crap....
on 21-01-2012 05:21 PM
I think infanty needs to be less powerful on Lazer turrets, pod becons, and energy shields. You wast 4 or 8 and I think 6 rift energy bars to get one of these helpful things and it gets destroyed in under a minute! Infantry isnt to over powered against hawks and cars. I think the default rife just needs to be less powerful on hawks. To be honest with you Hawks are what needs to be more powerful. In the private beta i used to be able to fly over a enemy base and shoot missles and after 3 or 4 passes I could at least destroy something or kill someone. Now the only way I can kill infantry and structures is by turning into mech mode which if its a heavily protected are I always get killed.
on 23-01-2012 12:01 AM
on 23-01-2012 01:35 PM
remember there are a lot of hawk weapons still missing, i dont think they'd be underpowered with tow missiles, cluster bombs, stealth, etc. the hawks were more powerful originally and nothing else was worth building
on 23-01-2012 01:59 PM

on 23-01-2012 02:26 PM
JerCotter7 wrote:
I'm liking the balance now. Just make the JP a bit weaker. Like no flying when injured and no weapons when flying. If you are shot at in the air with a rifle you lose all boost so slowly drift to the ground. Would separate the good players from the ones using the JP as a crutch.
I'm not sure I'd like that one when I'm trying to fly to another platform in 'Space' ![]()

on 23-01-2012 05:57 PM
TheTreeFrog wrote:
JerCotter7 wrote:
I'm liking the balance now. Just make the JP a bit weaker. Like no flying when injured and no weapons when flying. If you are shot at in the air with a rifle you lose all boost so slowly drift to the ground. Would separate the good players from the ones using the JP as a crutch.
I'm not sure I'd like that one when I'm trying to fly to another platform in 'Space'
If you boost high enough before hand you can still make it there. And how often do you get shot while going to other platforms?

on 23-01-2012 11:11 PM - last edited on 23-01-2012 11:14 PM
JerCotter7 wrote:
TheTreeFrog wrote:
JerCotter7 wrote:
I'm liking the balance now. Just make the JP a bit weaker. Like no flying when injured and no weapons when flying. If you are shot at in the air with a rifle you lose all boost so slowly drift to the ground. Would separate the good players from the ones using the JP as a crutch.
I'm not sure I'd like that one when I'm trying to fly to another platform in 'Space'If you boost high enough before hand you can still make it there. And how often do you get shot while going to other platforms?
That depends on whether you're in the enemy base, if there is a nearby beam turret, who has control of the air, which team has the most structures, if you're team is base-raping the others or if you're team is being destroyed by the others.
IF either team has brought the enemy back to their main base it is a pretty common occurence (the best offense I've seen is when one team made four Beam Turrets on the platform outside the main base on the floating platform surrounded by a shield while Beam Turrets were at ever exit from the enemy's main base, all surrounded in shields with pod beacons in every shield. While there was only a small chance of escape anyway in this situation, with your nerf there'd be none). It would leave the defending team even more hopeless than they'd already be and would insure there'd be no hope for a team being slaughtered.
With turrets jetpacks would also be useless as it wouldn't be able to escape them and would remove any chance of escape and combat between two jetpack users would be mmuch less interesting too.
Edit: Just noticed it was with a rifle. I don't object as strongly now but I must admit I'm still not really in favour of it. Personally because of how little it's used I'd personally like if the repair tool could be used to disable the jetpack for a limited amount of time and damage jetpack users from a short range (but outside the knife range) because of how uncommon they are that jetpacks could still be combatted but not everybody could.
on 24-01-2012 01:23 PM
i think ppl are just tired of getting owned by decent players, if you dont like it grab a jetpack and do it back or carry on getting creamed lol
on 25-01-2012 01:19 PM
1. I don't believe the Hawk is underpowered, cause like previously mentioned all the weapons have not been released...and can you imagine the damage Mortars will do to enemy structure....EPIC.
2. Considering you can literally go from 1 base to another in 4 to 5 seconds, troops should have a fighting chance, still i feel one on one the mech wins anyways, depending on user skill.
3. JP I feel are just fine, if people actually have the common sense to look up at you then shoot it's easy, besides no cover in mid air. One thing I might suggest is a longer down time when u have to recharge fuel/energy...but really don't even think thats neeeded...remember shoot upwards...
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