HAWKEN

HAWKEN

282 ratings
A Veteran's Guide for the New Player (Economy and Mech Meta)
By Xacius
New to the game? Not sure which mech, items, or internals to buy? Stop by and view my guide! It's rather suave.
   
Award
Favorite
Favorited
Unfavorite
Criteria, Disclaimer, and "About the Author"
The intent of this guide is to give new players an idea of the current "strong" builds that they can acquire. With such a large selection available, it's imperative that you spend wisely to maximize your hard-earned Hawken Credits.

All information covered throughout this guide is based on the 02/25/2014 build of Hawken. In the event that new items, mechs, internals, or features are released, this guide will be updated.

Since this guide is geared towards proper spending and introduction of new players into Hawken, a disclaimer is in order: I do not take responsibility for upcoming changes that may render current mechs, items, or internals useless. Spend your credits wisely.


By now, you're probably wondering "who the ♥♥♥♥ is this guy, and why does he speak all fancy-like?"

Good question. My name is Xacius, and I'm currently the most active/dedicated livestreamer for the game! I've been active in-game since the 2nd Closed Alpha in September of 2012. I've participated in multiple tournaments, countless community events, and was lead admin for Hawken's first competitive league. This guide is based on mounds of experience in both the casual and competitive scene.

My stream can be found at http://www.twitch.tv/mrxacius

If you ever have any questions, please feel free to ask - either in the comments section of this guide or on my stream. I actively scan chat and converse with my viewers. If I'm not in the middle of a scrim, I'll gladly respond to your inquiries.
Where to begin?
If you purchased the game in the Early Access Bundle, then you made the choice. Congratulations, you just saved yourself hours of grinding.

If you haven't purchased the Early Access Bundle, then fear not! You're not at a major disadvantage! You will, however, have to spend more conservatively.

Luckily, the CR-T recruit is one of the most viable mechs in the current meta. It's well-rounded, boasting decent armor, speed, and powerful weapons. It also has one of the most powerful abilities in the entire game (When you use it, it instantly flushes all of your heat). As a starter, it's the perfect mech for you to grind up until you determine what you'd like to play.

If we're talking in terms of SSF or Super Smash Bros Melee, the CR-T is mid-high tier.


Spending wisely will make your Hawken experience much more enjoyable. See the mech tier list, viable internals, and items sections for optimal selections.

If you didn't purchase the Nemesis package, most of your HC will be spent on acquiring mechs that you may want to play. I recommend trying the mechs in the Test Drive before you purchase them, mainly because there are no refunds.

Pick two mechs that you want to main, and gear them out first.

I would highly recommend buying an HC Booster (blue points) if you intend to play the game for more than 10 hours a week. The payout is significant.
In-game sensitivity (Mouse settings)
After going through numerous mice and countless hours of tending, I've come to the following conclusion with regards to aiming in Hawken:

The standard in-game accuracy setting of 20 is too high. If you have a mouse with adjustable DPI, I'd recommend setting it to somewhere around 1000-1500. From there, adjust your in game accuracy in the range of 6-12. Disable mouse-smoothing and VSync to minimize input lag. My current settings are at 800dpi && 9 in-game sensitivity.

Unlike most normal shooters, Hawken has a turn-rate cap. If mechs were able to twitch around instantaneously, it would remove some of the "feel" of piloting a 30ft tall mechanical machine!

As such, a higher sensitivity is actually detrimental, especially if your aim is jerking around. I recommend lowering sensitivity to values in the aforementioned ranges.
Mech Tier List
Mechs are divided into three weight classes. A's are fast, agile, but have low armor. C's are slow, pancake-like, and boast considerably higher armor values. B's are in the middle. If you're a tweaker like me (Adderall ftw), you'll probably be more interested in the A-types.

Based on their viability in competitive play, I've rated the following mechs as competitively viable:
(in no particular order)

A's: Reaper, Berserker, Infiltrator, Scout, Technician (Yes, every single A-mech is viable — but only if you have moves like jagger)
B's: Assault, Sharpshooter, Raider
C's: Brawler, Grenadier, Vanguard, Incinerator, and Rocketeer*

A's boast a dodge cooldown of 1.0s
B's: 1.2s
C's: 1.4s

If you take a gander at the mechs available in the Nemesis Package[i.imgur.com], you'll notice that 6 out of 9 of them check out for competitive viability. Check out Saturnine's mech guide for in-depth stats, weapon information, and descriptions of each mech!

You might be wondering why the CR-T didn't make this list. Well, the Assault is essentially the CR-T, only faster and tankier. It literally has the exact same weapons. The other mechs that didn't make this list are listed as follows: Bruiser and Predator. Later in the guide, I'll be explaining why these mechs are either A) utter ♥♥♥♥♥♥♥ ♥♥♥♥, or B) bad mechs to learn the game with.

The G2 Assault is like the Assault, except it only has two weapons available: Mini Vulcan Spin-up Machine guns. Unlike the normal Vulcan that boasts 121dps, each Vulcan on the G2 Assault is only 77.5 dps. Totaled, that's 155dps with both weapons. The normal Assault has a 121dps Vulcan with a 125 burst damage TOW rocket. Even after its balance buffs, It's still not comparable to other mechs on the tier list.

Its spin-up guns require that the player be able to move in close and stay close, and if line of sight is broken or the enemy moves too far away, it becomes a hell of a lot less useful. Since its speed is a little on the low end, it's hard for the player to maintain constant sight of their target. I wouldn't recommend purchasing this mech unless you have an excess of HC.

I'm still working on analysis of the Incinterator mech. I aim to have a section dedicated to it in the coming weeks.

Later, I'll be making video guides specific for each mechs. In the meantime, check out my stream at http://www.twitch.tv/mrxacius for gameplay tips and occasional live commentary! My streaming schedule is listed on the twitch page.

But for now, you'll just have to trust me. Just the tip, I promise.
The Predator
The main problem with the Predator is that it was designed to have a very passive role in combat. Lay traps, play it safe, and analyze the enemy team's position with your ability. If VOIP was actually working, I could see it being much more useful in random pubs.

At first, the mech seemed very underwhelming. This was especially true when mechs had a much larger health pool. Since all of the Predator's primary weapons have decent burst, but relatively low DPS, its best role on the playing field was that of the passive trap-layer. The problem is that allies can blow up your traps by accident, and any splash can render a cleverly-placed minefiled useless in all but an instant. Also, while you're laying down a trap-field, your allies will most likely engage the enemy long before you're done "setting the stage."

Since the Steam update, I've found the Predator's role far more intimidating, especially against A's. The Breacher can do an upwards of 144 burst in close range, and its secondary packs a punch if and only if you land all of your shots. Protip: target the feet for a chance at mine damage in-case you miss. Against air targets, be patient and wait for key movement patterns that the enemy might make. Against unpredictable targets, just run. You will lose in a straight up engagement against most direct-assault mechs unless you:
  • have a distinct health advantage
  • perfectly land all of your shots
  • get the surprise attack (thereby causing a health advantage)
  • potato

I recommend engaging the enemy from mid-range with the charged the Breacher. Feel free to lay down EOC-P mines (your secondary weapon) in between Breacher shots for max effectiveness. Be sure to avoid damage as much as possible, and don't ever be afraid to disengage. As you're boosting away, take short breaks and line the trail behind you with EOC-P mines.

The reason why the Predator falls short in a direct engagement is because its secondary weapon lacks both burst and reliability. TOWs and GLs hit for considerable damage (125 each) and have an air-burst mechanic that contributes to their reliability. Is your shot off by just a smidge? Air-burst to secure the damage. The EOC-P doesn't have air burst and only deals 55 damage per direct hit. Though to be fair, it does have a faster firing rate. All-in-all, you have to be far more accurate with the weapon to deal the same amount of dps as a TOW or GL. If you maximize its effectiveness, you're actually doing slightly more. It also has the trap capability, which doesn't really make up for its direct-combat flaws.

I really want the devs to buff the EOC-P projectile speed or reduce its heat buildup to give the Pred a bit of a combat buff. I hate the passive playstyle.
The Raider
This section was last updated on: Dec 13, 2015.

With an enhanced T32 Bolt and MIRV shotgun, the Raider is capable of putting out considerable burst damage.

The MIRV shotgun deals 168 damage on direct hit. The T-32 deals 135 damage (with a full charge) on direct hit. Combine those two weapons to maximize your burst potential, and lay waste to A and B classes. Mind the long cooldown on the MIRV, though. While it does more damage than Grenade Launchers / TOW's, it has a 3.75s cooldown, which is 50% / 66% longer (respectively) than the aforementioned secondaries.

Corner play is important as a Raider. Try to avoid engaging out in the open unless you have a direct advantage, and maximize your burst.

As a Raider, your biggest weaknesses are remote detonation weapons like the TOW and Grenade Launcher. Since the Raider doesn't have any remote detonation weaponry of its own, you have to rely on direct hits with the MIRV or splash damage from the KLA. Be wary of the health differences between you and your target. If your target has a significant health advantage (B-class or C-class), play very cautiously unless there's a skill differential in your favor. If you're fighting an A-class, position yourself appropriately and engage with your ability when they're in range. If you manage to land a KLA from behind cover, and you haven't taken much damage yourself, engage them.
Mechs and their weapons
In the previous section, I detailed the mech tier list and outlined the current most useful mechs in Hawken. Here, I'll elaborate a bit and suggest optimal weapon setups for each mech on that list.

Obligatory: Link to current weapon statistics[docs.google.com]

Infiltrator: Relatively high skill ceiling
EOC or Heat Cannon are the best weapons on this mech. You can get away with the Assault Rifle, but you're better off in a Berserker if you want to use sustained weapons (higher health pool, faster air speed, and the damage ability make it a better choice). The EOC Repeater tends to be a difficult weapon for new players, mainly because of its low DPS and relatively slow projectile speed. On direct hit, its pucks do double damage (24 each compared to their mine damage of 12). You can fire 3 pucks or charge the weapon for 4-6 pucks. Section off areas with the mines, but beware pesky air targets. The low DPS of the weapon requires you to play save and avoid direct confrontation. Play the corner game.
Recommended maps: Uptown, Origin, Wreckage, Prosk, Facility

Scout: High skill ceiling. Low armor and fast speeds make this mech difficult. Recommended for experienced players.
Stick with the Flak Cannon, unless you really like the Heat Cannon. The Flak has a 112 damage burst, but is ineffective at range. Utilize your speed and burst effectively, and play around plenty of cover.
Recommended maps: Uptown, Origin, Wreckage, Prosk, Facility

Berserker: Great intro mech. Fast air speeds, powerful sustained weapons, and a great ability give this mech considerable power in all tiers of play.
Personally, I prefer the Submachine Cannon (SMC). The Point-D spinup time is disadvantageous because an optimal Berserker is always moving, dodging, and transitioning from air to ground states. The SMC also has a better heat-to-DPS ratio, effective range, and spread. The Assault Rifle can be better on long-range maps due to reduced spread and longer effective range, but it overheats more quickly and has ~10 DPS less than the SMC. It really comes down to a matter of preference.
Recommended maps: All

Technician: Low armor, but an invaluable mech if you know how to stay alive.
I love the redox on the Tech. Each time you shoot your enemy, a debuff stacks causing them to take 5% more damage (max of 3 stacks, 15% increased damage taken). Coupled with proper team organization, this can lead to deadly followups from allies. The Redox has an AOE, so be careful not to damage yourself by shooting it too close. This can be tricky, especially if an ally that you're healing steps in front of you. I wouldn't recommend using the Technician's offensive helix deconstructor unless all of your allies are dead and you don't have a choice. Stick to healing!
Recommended maps: All

Reaper: Great with the Slug, harder to use with the AM-SAR.
The Reaper's best weapons are the AM-SAR and Slug Rifle. The Hawkins-RPR has the same DPS as the Assault Rifle, with a higher effective range, but pales in comparison to the AM-SAR and Slug Rifle. I primarily use the Slug Rifle for the corner play and burst damage, but the AM-SAR is more viable if you can accurately land all of your shots.
Recommended maps: Origin, Last Eco, Prosk, Bunker, Frontline, Facility, Bazaar

Assault/CR-T: Possibly the best intro mechs for newcomers. Well-rounded, decent armor, and powerful weapons.
Slow speeds and less manueverability make the SMC and Point-D Vulcan the best choice on these mechs. Get in close, utilize your high armor value, and stick to high DPS weapons. While not an A-class, you can still maneuver pretty effectively on both the Assault and the CR-T. I'd recommend the SMC, but the Point-D works as well. On long-range maps, the Assault Rifle will reward high accuracy, but at the cost of more heat generated.
Recommended maps: All

Sharpshooter
Like the Reaper, the Slug Rifle and AM-SAR are effective on this mech. The SA-Hawkins is also pretty effective, but has less DPS than the AM-SAR. I'd recommend sticking with the Slug Rifle because of its burst potential.
Recommended maps: Origin, Last Eco, Prosk, Bunker, Frontline, Facility, Bazaar

Grenadier: Very high skill ceiling due to its slow speeds and arcing weaponry. Not viable on a lot of maps, so play wisely.
Rev-GL: Arcing grenades around corners and leading shots are requirements with this weapon, but a skilled Grenadier can impact any stalemate. Try to stay near your allies, as a lone Grenadier is generally easy pickings for any air mech. This is due to the Rev-GL's arcing projectile, which makes using the weapon difficult against fast air targets. The Point-D Vulcan is also a great choice for this mech. Utilizing the damage boost effectively, you'll have a massive advantage against any other mech. Since your maneuverability is compromised in this mech, be mindful of EMPs.
Recommended maps: Uptown, Origin, Wreckage

Brawler: Slow speeds, but high armor and a very powerful primary make this mech formidable in the right hands. Currently a staple in any organized team composition.
Flak Cannon is the best bet on this mech. Don't bother with the SA-Hawkins or Point-D. Get in close, stay in close, and try not to get caught out in the open.
Recommended maps: Uptown, Origin, Wreckage

Rocketeer: Low skill cap, and very effective for new players.
Seeker Rocketeer is currently the best variant, out of all of the available weapons. The Seeker is an auto-tracking weapon that deals 54 damage with each hit. Spam the ♥♥♥♥ out of it and bombard your foes with lock-on missiles. Beware close-range engagements, as the Seeker can be easily dodged in CQC.
Recommended maps: Last Eco, Frontline, Facility, Bunker, Bazaar



The Bruiser and Rocketeer - Hellfire Missiles
*Section completion pending*

If you're still reading, thank you. I aim to help as much as I can with the new player experience, and I encourage you to ask questions in the comments. This section will be dedicated to the Bruiser and Rocketeer, which are the only mechs in the game with the Hellfire Missiles secondary weapon.

In the previous "mech tier list" section, I outlined the current "strong" mechs in the current state of the game. Many were confused as to why Bruiser and Rocketeer didn't make that list.

Before I discuss each mech, I'll be outlining their weapons. The Bruiser can equip the same primary weapons as the CR-T recruit, those being the Assault Rifle, SMC, and Point-D Vulcan. It has the second-fastest air dynamics in the game, with a horizontal flight speed of roughly 19m/s. Its secondary weapon is the Hellfire Missile Launcher. Through use of the weapon utility button (mouse 3 by default key bindings), the player can lock onto a target before firing the salvo, causing the missiles to home in on their target.

The Rocketeer has access to the following primary weapons: Seeker, HEAT Cannon, and EOC Repeater. Its secondary weapon is the same as the Bruiser's.

Hawken is relatively fast, from a movement perspective, compared to the typical modern FPS. As such, lock-on weaponry like the Hellfire Missiles often seems appealing to new players. While they may be more effective for a new player that has trouble aiming other weapons like TOW's or Grenade Launcers, their skill-ceiling is relatively low. The Hellfires are easily outclassed in mid-to-high tier lobbies, barring horrendous maps like Last Eco and Bunker, where a lack of available cover is problematic.

Their lackluster performance is due to the following factors:

1. They can be dodged by experienced players. I've found that dodging the missiles in A and B mechs is a breeze. Dodging missiles in C's is a little bit more difficult due to their shorter dodge length, but it's still possible.


2. Their DPS is relatively low, and requires a lock-on for full damage.

Let's review the stats.
Each individual missile does 18.5 damage. The entire salvo consists of 6 missiles, with a cooldown of 3.25 seconds. They have a maximum burst potential of 111 damage. The 3.25 second cooldown does not include lock-on time, and the user cannot lock onto targets while the weapon is on cooldown. Therefore, unless you're dumbfiring, the reload timer is realistically 3.5 seconds.

The TOW missile has a maximum burst damage of 125, with a refire rate of 2.25s. That's almost a 50% faster fire rate with 10% more damage! Additionally, the TOW can be remote-detonated, whereas the Hellfires cannot.

3. Due to their lock-on nature, the Hellfire missiles are sub-par at close range. They need space to track properly.

4. The locking mechanism alerts locked-opponents with an audible beep. Not very useful when you want to surprise an enemy with a burst of damage.

Despite their shortcomings, they still have application! However, I do not recommend dedication to the Hellfire Missiles if you are new to the game. Learn the more optimal alternatives first, like the TOW and GL.

*Section completion pending*
The most useful items
I won't sugar coat it, most of the internals and items are complete ♥♥♥♥♥♥♥.

♥♥♥♥-tier items:
Hologram may look (HAHA) appealing but it doesn't really do anything against smarter players. It stands still, pans the camera, and that's it. If there's one trait inherent to experienced players that immediately distinguishes them from noobs, it's that they never stop moving (unless they're reparing). Remember, kids, a mech that is stopped is gon' get popped.

The Barricade is ♥♥♥♥♥♥♥ lolzy, and will most likely mess with your allies to a larger degree than it hurts your enemies, and the turrets are so easy to destroy that they're not even worth mentioning. Too late.

The Heat Charge has a giant red aura, making it pitifully easy to avoid, but it still has its uses in area denial. I still wouldn't recommend it over other alternatives.


Viable items:
That leaves us with the Repair Charge, Portable Scanner, Radar Scrambler, Detonator, HE Charge, and Shield.

Personally, I prefer defensive items over the offensive items. The Detonator only deals 60 damage on impact, and while it may seem like a lot, it's comparable to one Slug Rifle round or roughly 3 AR rounds. Not worth it, imo, but go for it if you want that tiny bit of extra damage. The HE Charge is like the detonator, except it's a grenade. Currently, the HE Charge doesn't have remote detonation like the detonator, but that's changing with the next patch.

Despite taking 2 seconds to activate (compared to its instant activation last patch), the repair charge is still incredibly viable. Dropping the charge gives you a health orb that heals for 170 damage. Pretty neat if you need a quick repair. Just keep in mind that it takes 2 seconds to activate, so it's not an instant life-saver like it used to be.

The Shield is a deployable 450 damage, well, shield that absorbs damage from both the inside and outside of its radius. If you're inside, you're protected, but if you fire you'll hit the inner wall. Mechs, however, can pass through it at will. It's great for creating a protective wall, and can be an effective life-saver in a pinch.

The portable scanner is currently the most overpowered item in the entire game. Dropping it activates a beacon that reveals all enemies within its effective range. It places them on your radar, even if they're walking or standing still (which normally do not flag the mech on the radar). The item is so stupidly overpowered, that it's banned in competitive play until they developers decide to change it!

The Radar Scrambler is like the Portable Scanner, except not ♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥♥. It adds a bunch of moving dots to enemy radars in range, making it more difficult (but not impossible) for them to read their radar.

The EMP is great if used properly, but beware its obscenely ♥♥♥♥♥♥♥ large radius.

My recommended loadout: MK II Repair Charge, MK II Radar Scrambler.

If you're feeling scummy, go for the Portable Scanner, but don't ♥♥♥♥♥♥♥ whine to me when it gets nerfed into uselessness. <3

If anything, use the Portable Scanner to develop better radar awareness.

Note: Buying a MK I item doesn't reduce the price of the MK II variant of the same item. Wait until you are able to purchase MK II items before you buy anything. Trust me, you'll save money.
The most useful internals
Due to the large amount of internals, I won't be explaining each one at this time. I'll list the viable ones and then leave the rest up to your discretion.

Viable Internals:

Air Compressor - this internal allows you to dodge in mid-air (though it uses fuel). You can dodge out of jump-pads to fake an ascent, hover and maneuver to trick opponents in close range, and more! I run the Air Compressor on all of my A-mechs.

Advanced Armor Fusor - This internal restores a portion of your armor over a 20 second duration, and activates when you acquire a kill or assist on an enemy mech. The current repair rate of the Advanced Armor Fusor is 20% of your maximum health back over 20 seconds for a kill, and 13.5% over 20 seconds for an assist. Obviously, this internal is more beneficial for B's and C's due to their larger health pools.

Basic Extractor/Extractor - Increases the rate at which you absorb health orbs by 15%/30%, respectively. Very useful.

Deflectors - Reduces damage taken by 20% while you're boosting or dodging. It's incredibly useful on A's and some B's, mainly due to their fast boost speeds and low dodge cooldowns.

Failsafe - Reduces damage from your own explosive weapons by 40%. Incredibly useful on mechs like the Infiltrator and Grenadier that boast explosive weapons. I also use it on the Brawler. Given the recent nerf, I only use it on the heavier mechs like the Grenadier and Incinerator.

To see a list of my current mech builds, click here[docs.google.com]! It's not porn, I promise.


If you disagree with my list, I encourage you to ask questions in the comments section of the guide! Balthor has done just that, kind of.

Statement from Balthor regarding the Advanced Reconstructor: "Uh you definitely got some thing very wrong... an advanced reconstructor is a MUST for anyone from starters to pros
Other than that, its a pretty good guide, well-written and very useful overall. Keep up the good work!"

My response:
Balthor, keep in mind that I'm judging this guide based on experience in competitive play. I've been playing in organized scrims since months before the party feature was even released.

Regarding the reduction in viability of recent internals, I've gone ahead and re-assessed the Advanced Reconstructor. It's very useful on fast mechs like the Scout that can control distance.


The Advanced Reconstructor isn’t viable in competitive play, and may give new players a false representation of how important the repair feature is. The Advanced Reconstructor takes 3 slots, and is altogether useless in combat and for 10 seconds after taking or dealing damage. It heals 25 health per second after you've been out of combat for 10 seconds. Chances are, the player can hold C and repair to full health much quicker than waiting 10 seconds for a reconstructor to kick in and start healing. This means that if you're in a B or C mech, you'd need to wait an additional 20 seconds to get back up to full health from very little. And if you deal or take damage during this time, the 10 second flag for the reconstructor has to count up all over again.

Equivalent repairing (by holding C) heals the player in 10 seconds or less. Even an A mech will take a full 20 seconds to heal up using this device. Compared to internals that actually benefit you in combat, the reconstructor falls short. I'd rather have an Air Compressor and an Extractor.

The reconstructor encourages passive play, which is a major problem in objective and team-based modes. Repairing is meant to be a heal so that you can get back into combat and fight, not sit away from the battle for 30 seconds, only to return to combat after your teammates have already died. There is only one player I can think of that uses the advanced reconstructor in competitive play, and he rarely tops the charts. There are simply better options, which I've listed in this section. Internals that provide active benefits in combat are a much better choice.
Movement
I'm still working on refining my movement guide. For now, take a look at this instructional video created by a Closed Beta player! Shoutout to WolfyFTW!

What's next?
Updated: December 19th, 2015

With the conclusion of TPG Season 3, I'll be taking a break from Hawken. If a major update happens, I may revisit the game. For now, I'll be playing other games. Catch me streaming at http://www.twitch.tv/mrxacius

Thanks for reading!
Videos Guides (kind of!)
Earlier in the guide, I mentioned that I'd be adding videos to demonstrate gameplay with specific mechs. Here is the first video, detailing the Sharpshooter!

http://www.twitch.tv/mrxacius/c/4044500
138 Comments
GROND 3 Jul, 2023 @ 10:02pm 
I appreciate this guide, very helpful













;(
staku 2 Oct, 2020 @ 5:57am 
rip
swag 2 Jun, 2020 @ 1:47pm 
So sad to see this game go.. It was one of the greats,,,
Xacius  [author] 20 Jul, 2016 @ 8:35pm 
The Papa Bear is the best gun on the incin. The others really aren't worth using imo.
Steel the Kyōkotsu 26 May, 2016 @ 10:31pm 
Incinerator is difficult to learn, but is a great alternative to the Grenadier for all-around usefulness.

Just don't use the Papa Bear gun unless it's Co-op Bot Destruction... and the Heat Charge is basically two free heavy SAARE Launcher shots.
Axius 7 Mar, 2016 @ 7:43pm 
Okay, thanks.
Xacius  [author] 7 Mar, 2016 @ 5:28pm 
The G2 Assault is a niche mech. There are normally much better options. The problem with the G2A is that all of its damage is achieved through sustained fire. Since it requires a direct line of sight, you're at a major disadvantage against weapons that deal all of their damage upfront. It's more of a "for fun" mech.
Axius 5 Mar, 2016 @ 7:39am 
Is the G-2 Assault also viable?
Xacius  [author] 19 Dec, 2015 @ 10:44pm 
Yeah: Play Assault