
on 31-01-2012 08:37 PM
on 31-01-2012 08:49 PM
to upgrade the walls, you go to the console on the wall (where you'd usually destroy it to regain the energy) and press square, for an extra energy it takes away the ladder and roof option butmeans the wall retracts into the ground to let friendlies through (so the ground vehicles can leave bases etc)
i agree with the healing vehicles and mines, as stated in my first post. and just to clarify, the cost of building a jetpack station isnt what id like changed, its the cost of actually buying a jetpack FROM that station
also, id possibly like you to gain one energy every time you get killed by an enemy, because atm when one team starts winning that team tends to steamroller onwards from impenetrable bases, and it would be nice if being put in that position gave you the bigs guns to counter with
on 01-02-2012 01:09 AM
I disagree jet pack price should be changed, what it lack in armor it make up for in manuaverability and shooting from cover. also ifultrating bases. You don't have to remove the jet pack to go in a bunker, where as you have to get out of the hawk.
I disagree on the rifle being underpower. If you aim right and burst fire a kill takes 2seconds. i've also had people kill me with the rifle across sniping distance. I think it's fine the way it is.
Mines are meant to be somewhat obvious, but you place them in a manner where the enemy is too distracted or too rushed to look for them. plus they deal crazy damage.
Granted the Mech gun seems inferior it only takes 1 well aimed rocket to kill infantry, besides mech deal insane amounts of damage to building there should be a reason for them to be afraid of the ground. I haven't had much trouble locking on either, just hold down that L1 button and get closer.
I do support having more upgradeable structures that would be tons of fun. but it if not I'm still content.
So far pretty happy with all the balancing, everything seems fair so far.
01-02-2012 11:48 AM - edited 01-02-2012 11:58 AM
01-02-2012 11:58 AM - edited 01-02-2012 12:02 PM
The new update is a joke...
Not only does it remove any human strategy of posi
such as putting a hawk pad with a rift barrel in v
It also makes rushing damn near impossible as ever
so every CTF game becomes a defensive cluster****
Bunkers are also nigh impossible to take down with
Of course to put it back in context, it is impossi
I will play the beta every now and again to see if
However, kudos for doing something about the knife
Oh yeah, before I forget; any team versed in the g
This system has taken the 'build' out of 'build an
on 01-02-2012 12:00 PM
Excuse the poor formatting please, I have no idea what I'm doing wrong...
Should be able to look past it and consider the post.
on 01-02-2012 04:15 PM
the buildings already starting in the main base seem a bad idea to me, i liked having to do a little work to get yours hawks/weapons. new knife system seems ok, but i do think that the gap between good and bad players will widen now, even after all the complaining to get it altered. ps i'm not one of the bad players ![]()
on 01-02-2012 11:23 PM
on 02-02-2012 12:18 AM

02-02-2012 02:11 AM - edited 02-02-2012 02:14 AM
taking down bunkers is usually easy enough.
sneak close enough to climb the ladder, drop through the roof and knife everyone inside, and then...use it as your own bunker. the shotgun means anyone trying to get in will get annihalated, and the rocket means you'll be pretty seriously covered for ranged attack.
iv got the full 10 energy bars on my first life by ust holding a bunker i took against mechs and jeeps.
of course, if the person has placed turrets on the hardponts on top of the bunker, its quite a bit harder
also: i dont know if the assaul rifle damage comment was a response to my post, but: i definatley agree the damage is just right, but as of now it seems to basically have infinite ammo
i dont mind that, but they kinda might as well just GIVE it infinite ammo like warhawks pistol, since 500 odd bullets is a crazy amount
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