Starhawk - Public Multiplayer Beta Thead - Ends March 27

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CerebralTiger

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Starhawk Public BETA Update 1.2.2

Friday, January 20, 2012 at 12:40PM

Today's 1.2.2 update for the Starhawk Private BETA was deployed during the rescheduled server maintenance at 4pm Central and contained a large number of changes:


  • Homing Missiles and Swarm Lasers now begin homing far more quickly.
  • All 4 speeds have been greatly increased for Normal & Advanced flight modes.
  • Advanced flight afterburner now requires a double-tap of R2.
  • Advanced flight now has high-engine speed on press-and-hold of R2.
  • Afterburner speed for Arcade mode has been reduced slightly.
  • Increased Swarm Laser targeting range & reticle box.
  • Hawk Flare cool-down time has been lengthened.
  • Hawks now decelerate far more quickly when transforming from flight to mech mode.
  • Lowered the Hawk Mech stomp attack camera.
  • Camera in Arcade flight mode has been pulled a bit further back.
  • Missile Scrub values for "canned" dodges have been slightly increased.
  • Hawk off-screen target tracking time has been increased slightly.
  • Sniper Rifle aim assist while scoped has been increased slightly.
  • Increased firing time for Razorback turret before over-heat.
As you can see we've made a large number of changes with this update mostly focused on flight gameplay. Listed below is a bit more detail on the changes and why we made them:
Flight Speed Adjustment:
A common discussion among the BETA Testers in the Starhawk community has been that the Hawk felt slow & sluggish. And with our recent re-instatement of Classic Warhawk Arcade mode, we felt that we needed to bring the speeds of Normal and Advanced flight up considerably. While doing so, we reduced the speed of Arcade mode afterburner by a bit (still very, very fast) to make sure that all 3 flight modes were truly unified with regard to speed.
We have also re-enabled double-tap of R2 on Advanced flight mode to trigger afterburner while a simple press-and-hold or R2 will engage high-engine speed. This was to give advanced pilots more control on their turning radius while dogfighting much like we did in Warhawk. Please also note that the double-tap for afterburner is still intact for Arcade flight mode.
Missile Homing and Trajectory:
Another issue plaguing the air gameplay in the Starhawk BETA has been that Homing Missiles and Swarm Lasers were not tracking their targets quickly enough. This resulted in a number of unsavory consequences. First, defending pilots had a lot of time to maneuver and scrub missiles and in some cases, pilots were almost un-killable with missiles. Secondly, Swarm Laser salvos and Homing Missiles would often look like they weren't tracking their targets at all because of how long they would stay in straight flight before their homing systems would kick-in. Today's update sees a radical change by fully eliminating the homing delay on Swarm Lasers and reducing the homing delay on Homing missiles down to 0.2 seconds.
It should be noted that while we did make a small alteration to the missile scrubbing with this update, the almost complete removal of the homing delay has made a massive impact on the dodging and air gameplay of dogfights -- making it more challenging. That said, we will continue to monitor the gameplay and combat analytics and see if further updates are required.
Hawk Transform Deceleration:
Landing the Hawk exactly where you wanted was very difficult due to the momentum of the Hawk when it transforms and often resulted in player frustration. Today's change is intended to help that by making the Hawk decelerate *FAR* more quickly when transforming. With today's update, the Hawk will come to a nearly immediate stop when transforming with only a tiny amount of drift.
Please also be aware that this change largely impacts deceleration forward/backwards and side to side. There is still far more momentum in the upward direction than we are happy with and we will be addressing that in a future update.
Camera Adjustment in Arcade Flight:
Today's update brings an alteration to the Arcade flight camera intended to help reduce the amount of screen space the Hawk consumes. In the first deployment of Arcade flight, the Hawk was often causing large obstructions and resulting in a loss of combat awareness.
MISC. Weapon Updates:
The 1.2.2 update also contains a variety of other weapons updates:
Sniper rifle has received a slight increase in aim assist while in scoped mode and scoped mode *ONLY*. "No-scoping" is still 100% player skill.
The Hawk flares now take longer to recharge in an attempt to help increase the combat effectiveness of missiles while dogfighting. For players new to Starhawk, Flares are deployed by pressing R3 and scrub *ALL* missiles currently locked-on your Hawk.
The range at which Hawk pilots can begin aquiring lock with Swarm Lasers has been increased. In addition, the Swarm Laser targeting box -- the region around the on-screen reticle where locks can occur -- has been slightly increased.
Razorback turrets can now handle far longer periods of sustained fire before over-heating.
The Hawk's off-screen target tracker has been updated to track the designated target for a slighting longer amount of time. For players that are new to Starhawk, the target tracker is the faint circle in the HUD that is drawn on the last aircraft you hit with your Hawk's MG. This will aid you in tracking enemy pilots during intense dogfights. Furthermore, if that pilot flies off-screen, you will see a white arrow point in the direction you need to turn to re-aquire your enemy. However, if your enemy stays out of your view *OR* out of Line-of-Sight for a period of time, you will loose your target tracker and will have to re-engage.
http://www.lightboxinteractive.com/...012/1/20/starhawk-public-beta-update-122.html



After many, many months of hard work we are happy to announce that the Starhawk Private Beta will be live on PSN beginning Tuesday, November 22nd! As you may have read in Dylan’s last PlayStation.Blog post, a selected a number of loyal Warhawk players who have opted-in to receive PlayStation emails will will receive Private Beta keys, so if you played Warhawk there’s a chance that you’ll have a voucher invitation in your email in the upcoming weeks! If you don’t get on day one, don’t get discouraged: our Private Beta will be “slow rolled.” That means that we’ll slowly add more fans and features as the Private Beta progresses.

Making a game is hard work, but it’s also a lot of fun! To show you what I mean, check out this new Behind the Scenes video to give you an inside look at the SCEA Santa Monica/LightBox Interactive working life! We really, really appreciate the Warhawk faithful joining us in our Beta efforts. Hopefully this video will give you all some insight into our day to day lives. You Warheads are always at the forefront of our thoughts, as you will see.

For those of you that get Private Beta access very early, you can expect to play Capture the Flag on a couple of maps to your heart’s content. You’ll be able to find games via our Matchmaker system or choose your own game server via our Game Lists. We’ve kept the initial roll out pretty tight as we exercise the systems, but we’ll open the kimono inch by inch so keep playing to see what we have in store for you.

We Want Your Feedback!

Please bang on the Private Beta and help us make Starhawk the greatest possible game. We’ll do our best to avoid hiccups, but you may see some bugs or other unintended gremlins — it’s all part of the process. We ask those of you that play in the Private Beta to participate in the Starhawk Private Beta Forum located here(note: If you’re accepted into the Private Beta, you’ll notice a “Beta Central” section here). This forum is set up to help us collect feedback, bugs, feature requests, etc. Keep it clean, respectful, and specific so that we can try to address your issues. You’ll need to log in with your PSN account and choose the “PSN Beta” tab under your log-in name. If you aren’t in the Beta, you won’t be allowed access to this forum so please be patient.

How to Gain Access to the Starhawk Private Beta

We’ll be looking to unlock the door for registered players later on in the Private Beta. Fans that want to get in but may not get an invite can increase their chances by registering on the official site. Remember, we can’t send you Private Beta keys unless you have opted-in to receive them. Check out this Beta FAQ page for more info. We’ll also be working with great partners like G4, IGN, GameSpot, GameTrailers, 1UP, Kotaku, WIRED, USA Today, CNET, Maxim, and TIME (just to name a few) to make sure there are even more chances for you to get into the Private Beta. Even our community manager, HawkStar Jay, has a handful he’s itching to give away, so stay tuned for more details!

Finally, if you have a Starhawk Public Beta voucher from UNCHARTED 3, you are guaranteed access in early 2012. We’ll have even more features, game modes, guns, weapons, and general goodness to show during that next Beta phase.

Congratulations to those of you fans that got (or will get) an invite, we love your enthusiasm and loyalty. We don’t think of a Private Beta as a privilege for you. You’re doing us a favor and helping to create Starhawk…and we thank you.

Warheads….have fun! Everyone else, stay tuned! We’ve got a lot more in our bag o’ tricks!
http://blog.us.playstation.com/2011/11/18/starhawk-private-beta-begins-rolling-out-tuesday/

Also, here's a video showing Lightbox Interactive's journey from Warhawk to Starhawk




I had better get a code, Sony!
 
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TrueCoolGuy

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You gotta go to your PS3 and go to Account Information and activate Notifications from Sony and 3rd party members. This is the only way to get in to the beta, atleast to my knowledge. WarHawk Fans will get in 1st, the rest later on. More players will be added as the beta goes on, so if you dont get it in a few days, your not actually out of the beta, there is still a chance. This is basically a shot in the dark for me, I havent played Warhawk at all so I dont have good chances of getting in the beta, but today is my lucky day. So i'll give it a shot

The guy who created the thread on the PS main site, gave away a code to a certain person on the comments section but it got redeemed by another guy. lol some lucky guy got a free pass to the beta xD
 

manigamer

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well i have already registered but no mail here ! tho ive got that starhawk voucher with my UC3 CE ! time to use that i guess now :)
 

CerebralTiger

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Some random off-screens I took while playing last night.





This is battlefield done right, folks. The RTS elements make it all the more deeper.
 

CerebralTiger

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lol I'm not even sure if private betas can be shared.

More detailed analysis CT?
Imagine if someone took a futuristic Battlefield game and combined it with a Starcraft/DOTA hybrid of sorts. That's probably the best description for this game.

Currently, the beta only offers small sized maps that support 16 players max. But seriously, if these maps are small, I can only wonder what large maps must be like lol. The only game type available at the moment is 'Capture the flag', which is self-explanatory. However, in order to gain advantage over the other team, you need to build structures that can deploy vehicles and strengthen your defense. Turrets, barracks, bunkers can be built anywhere around your base area, and you can fortify your defenses as you would in an RTS game. In order to build these structures, you need to accumulate blue orbs that you absorb from some energy reactor situated at your base.

Ground combat has seen a significant improvement from the arcade-ish feel in the original Warhawk. Now it feels like a proper over-the-shoulder 3rd person shooter. Aerial combat is still the highlight of this game, though. In addition to the Hawks, which can now transform into mechs, you also get jetpacks. Jetpacks control a lot better than the ones from the Warhawk DLC. The Hawks themselves move slower and the fight controls are a bit awkward. Thankfully, it does retain the quick dodge/roll mechanism found in the original. Unfortunately, the Hawks are in their most vulnerable state when they're in mech mode. One well-placed shot from a rocket launcher can destroy it.

The melee knife is immensely overpowered. I saw people taking out turrets with it, which is kind of lol-worthy. I've reported a couple of issues to the devs on the beta forums:

- weapon change animations take too long
- the overpowered melee I mentioned above (1 hit kills need to go)
- Hawks feel stiff in general, as I've already mentioned
- uneven frame rate (not sure if it's lag, but others have reported it as well - Warhawk was 30 fps locked for the most part)
- It takes 6 energy bars to build a Hawk structure. This needs to be brought down to 4 or 5. As it stands, there are hardly any Hawks in the air, since it takes too long to accumulate 6 bars. Dogfights are this game's forte, so the skies need to be filled with as many planes as possible.

Most of the people want the Hawks to behave like they did in Warhawk. The devs have taken notice and are saying they're going to do something about it real soon. The game updates to a new version every day, so let's see when these changes will actually be implemented. A party/clan system is also in the works.
 
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Omyakha

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This is a very ambitious game, RTS elements in an online TPS is something unheard of.The only game that somewhat resembles this is maybe Brutal Legend. Very, very ambitious.

For starters, fans of conventional shooters are immediately going to be turned off by the RTS elements. The RTS aspect adds a surprising amount depth to the gameplay though it made the currently available mode (CTF) impossibly hard to do.

The Battlefield games tout themselves as having an ever-changing battlefield but this game actually does that. You build a structure and comes crashing down from skies. I don't know how that sounds but it sure as hell looks cool.

Visually it is quite impressive to look at but I suspect it runs at a bit of a low res. Not Resistance low but in the whereabouts. It doesn't cause any problems though as it's pretty easy to spot people/vehicles/structures from a distance.

I only saw about two to three different types of transportation devices - Jetpacks, Razorbacks (the conventional jeep) and the hawks. Like CT mentioned, the Hawks can transform from Mech to Jet with the press of a button, this allows for some really varied combat. They handle really well but it's hard to aim accurately without crashing into something but that could just be me. They're not much right now though, I saw a lot of nerfs being applied in the most recent update to them. Also the great thing thing about these vehicles, you don't have to wait for them to respawn or anything, provided you have the resources you can use whatever you want.

I hadn't played the first game so I had no idea what to expect but this is well beyond any expectations I had. It put BF3 to shame from an innovation standpoint. I don't see myself playing this much without friends though, it's just not that type of game.

How many games let you destroy jeeps full of people with your respawn pod though

 

CerebralTiger

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1.0.9 was released:

Today's 1.0.9 update for the Starhawk Private BETA was deployed during the server maintenance at 4pm Central and contained the following changes:

* All vehicle construction times are reduced to 3 seconds.
* Moved flag position to the centers of each base in the small Space map.
* Fixed bug that prevented CTF games from properly triggering the "Flags Revealed" state.
* Fixed ladder exploit in small Space map.
* Fixed pre-game CTF exploit.



Here are a few more details regarding the Starhawk Private BETA 1.0.9 Update:

Much Faster Vehicle Construction Times:
This change is intended to greatly increase the usage of Razorback 4x4s, JetPacks and Hawks as well as help players construct new vehicles without feeling compelled to build entire structures just for the default vehicle that it spawns. As a point of reference, the Hawk construction time used to be 30 seconds and now it is only 3 seconds. It should also be noted that, at least for now, all vehicles have the same 3 second construction time.

New Flag Position in Small Space Map:
Players had been using defensive building strategies to protect the flag that relied on the non-buildable railing just behind the flag base. This resulted in layouts that were awkward for troops to traverse. To fix this, we have moved the flags to the centers of each of the team's bases to help minimize awkward defensive layouts.

Bug Fix for "Flags Revealed" State in CTF:
After both flags have been in-play for 120 seconds, the flags are fully displayed on the map. Furthermore, returning you team's flag can be achieved by killing the flag carrier and simply touching your team's flag rather than having to camp by it until it is returned. There was a bug that sometimes resulted in this state not being triggered in CTF games.

Fixed Two Exploits:
Due to the great work of our Starhawk BETA Testers, we were able to get video of 2 unsavory exploits. Both of which are fixed in the 1.0.9 Update!


Also, an un-official strategy primer for those new to the Hawk series:

http://fullfrontalgaming.blogspot.com/
 
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