HAWKEN Guide

Co-op Bot Destruction (CBD), Info and help for HAWKEN

Co-op Bot Destruction (CBD), Info and help

Overview

My opinions on how to finish Co-op Bot Destruction. I have finished many matches and here is some information to help you.

First things

This is my first guide, i hope you find it helpful. I have finished many Co-op Bot Destruction on both maps. i am here to give my knowledge. Alot of the information here is my opinion.

Ok This is Co-op Bot Destruction or CBD for short. In this game mode your on a team of 4 fighting against waves of AI controlled Bots. As the waves increase the number of bots increases and every 5th wave a boss comes, at 20 two bosses, and at 25 three bosses.

In this guide i will try to go over what i do to win, my thoughts on the classes of mechs, the 2 maps and game play tips.

General Game Play Tips

  • Wait for 4 Players. The AI is useless, they run around aimlessly and never revive.
  • Say Hello and try to go over your plan in the pre-game lobby. Make sure everyone is there before starting. Make sure people understand to stick together. If possible find out what everyone is bringing.
  • You only need to hit E to revive, so mash it until you start to revive works well.
  • Stick together. If you wonder away from the group 2 things will most likely happen.
    1). You will die. Then only 3 people will be left, If someone comes to revive you, they are leaving the group too and might die, either way the group has been split. Not a good idea.
    2). The area you were watching is now open and if your allies dont notice you have left they might die.
  • Pay attention to your surroundings. Dont cut off allies, make sure everyway is being watched. Countless times have i seen players jump or walk infront of allies as they shoot a splash weapon, only shoot themselfs.
  • Pick a way to look and stick with it. Have 2 people look 1 way and 2 people look the other. I will go over my prefered spots on each map in the Maps section, But alot of times i have seen people go back and forth between 2 ways, jumping infront of other players and the way they started to watch gets overrun.
  • Hide behind corners and let the bots come to you. Alot of guns do more damage at close range or have not so great accuracy, so closer is better for most mechs. If you wait they will come.
  • Kill everything then go after the boss. Everything is doing damage to you, the normal bots will die faster and there for less damage output by the bot team.
  • The AI seem to target the lowest armored player they can find. This is why A-Class have the lowest armor, so watch out. Bosses follow that rule to an extreme, pushing past any mech in their way to get the lowest armored player.
  • Score and kills dont really matter, you are on a team. Jumping around taking great risk to get that extra kill doesnt help the team and might leave you hurt or dead. There is no reward to the person with the highest score or most kills. I dont even think getting MVP in this mode counts towards the MVP service metal.

EU is this mode

EU or Energy Units is used in this game mode to upgrade your Mech.
Every enemy drops EU, the small drones do and the Bot mechs do. Even the bombs do. If one person picks it up everyone gets the same amount.
Unlike Siege mode, all mechs hold the same amount of EU, 300. So class of mech does not affect if you can store more before having to spend, even though it is best to spend when you can, even mid wave.
4 on the keyboard is Weapon damage. Each upgrade is 2% more damage.
5 on the keyboard is Armor Upgrade. Each upgrade is 25 more armor.
6 on the keyboard is Heat. Each upgrade is 5%. This one is alittle less straight foward but from what i can tell its your weapons that just produce less heat. In the Incinerator for example, It takes longer to overheat but your Saare still removes the same amount of heat from the bar. Same for the Assault and coolant.
Each time you upgrade it will cost more.
First upgrade is 10, Second 20, all the way up to tenth 100, But at eleventh and higher is only 100.

My normal EU spending is
first 2 go towards heat
then 1 in weapon, armor, heat, weapon, armor, heat, repeat until heat hits 40% or 50% depending on much issue i am having with heat.
Then i just go weapon, armor, weapon armor, repeat until you get weapon to 30%.
The rest in to armor.

That is all my opinion, BUT countless times have i been in a game where someone is boasting about having 50%+ damage and they are always the first to die, meaning all that EU spent into damage was wasted. A Tech can only heal so fast, you can only dodge behind allies so fast, most bosses just walk past other teammates to kill you. Its not the best of ideas.

The 3 Classes of Mechs

  • A-CLASS

    The light mechs in my opinion dont really have a place in this mode, Tech is the exception, I am going over the Tech later in its own section. The reason i dont like them is they dont do more damage then mechs with the same weapons, sure they are faster but that also means less armor. In this mode dodging and moving around doesnt really happen as the enemies out number you so much.
    I have finished several games when players bring A-Class mechs, i always feel they die first or have to run and repair more meaning less DPS on field. I have finished all 25 waves with 3 A-Class, one was a Tech (me). I dont recall the other 2 A-Class but the 3rd was a C-Class. People who know how their A-Class works can do very well. You just have to understand dont run away or you will most likely die and dont get infront of splash weapons because that is a shot wasted or a mech hurting itself now. That said i have also finished matches with AI using A-Class mechs.

  • B-CLASS

    These are good choices. Fair armor, Fred and Assault are good choices for thier coolant ablilty. This ability lets you keep firing with out overheating, meaning less EU spent into Heat. They dont have as much armor as C-Class but the Bs do have abilites that isnt just turret mode.

  • C-CLASS

    The C-Classes are probably the best suited for this game mode. They have the highest armor, the turret mode gives them damage reduction from the front. From my experience the best strategy is find a corner or hallway and sit, let the enemies come to you, which these mechs excel at. I know the Incinerator does not have turret mode, it will have its own section.

The Incinerator

I believe this to be a the best mech in CBD, If you know what you are doing you never overheat and never stop shooting, also you take heat from others meaning they can spend less EU on heat.

–B3-AR: BBY – I think this is the best weapon choice. Constant damage, direct fire.
–B3-AR: PPA – I dont like it, the Spin up time is very long and the heat is VERY hard to manage.
–B3-AR: M4MA – It has splash and good heat gen but its hard to aim. You can shoot the alternate saare launcher fire mode with this constantly but i dont feel it makes up for the slow fire rate and the fact Bots do not seem to have heat. Side note, have only splash weapons isnt always a good thing.
–SAARE Launcher – This is the only way to drop your heat, you drain your heat faster then you can gain it with all but the PPA, M4MA with the secondary mode, BBY with the main fire mode, I use the BBY and switch fire modes when needed.
–Heat Dispersion – This ability is not really useful in my opinion, i only use it if i am EMP’ed as it is the only damage output you can do.

Game play tips
-Get to 30% weapon damage
Everything else in Armor
-Shoot constantly
-Dont forget to shoot your Saare Launcher as it is the only way to cool off.
-More people around you producing heat, the more heat you gain, allowing you to shoot the Saare Launcher more.
-Dont be afraid to shoot yourself with the Saare Launcher’s main fire, Mostly only boss is what i shoot, they can get stuck on you and its better to not overheat. Yes you could use Heat Dispersion but it leaves you very open, you cant move, your spin up has stopped, and you have 0 heat. Not a good option in my opinion.

The Technician

The Technician is helpful but not required. The big issue with it is ALOT of players seem to think they need to run off and deal damage or maybe they get bored with healing. I dont know, i just know it is VERY RARE to find a Tech, even rarer to find a good Tech.
You only ever need 1 Tech, more then that is just not a good idea, DPS drops to much.
If an Incinerator is around you can heal and gain 0 heat.

–Redox-02 – This has a spalsh effect, it does low damage but enemies hit (and you) take extra damage for a short time, which stacks up to 3 times according to offical site.
–Hawkins-RPR – This is a direct fire weapon, good damage low heat, good accuracy. You should not be trying to deal damage, so i would not select this weapon. If you MUST deal damage, this weapon for the lower heat is the better option.
–Helix Repair Torch – The entire reason you selected this mech. This allows you to heal ally mechs. You should never be using the alternate mode on this gun, you heal yourself while healing allies, if all allies are dead then you can heal deployable items also.

Game play tips
-My normal EU spending is
Heat is about 40% (10% if Incinerator)
Weapon 30% It is believed by me and every where else i have read that more weapon equals more heal.
Armor Everything else.
I normally get heat up alittle faster then the rest then try to evenly bring up Armor and Weapon.
-Stay behind corners and cover, let the others get shot while you stay back and repair.
-Just HEAL

Internals

Internals

You can have 6 slots to fill. Each Internal has a slot size.
You can not have 2 of the same type of internals. No Basic Failsafe and Failsafe. One or the other. Also buying the Basic Failsafe does not reduce the cost of the Failsafe. This is true for advance internals aswell.

  • Air 180: you shouldnt be jumping around enought to use this.
  • Compiste Armor: I dont know if you have to just respawn or get revived for this to kick in. Either way its not a good idea to bank on death bonus.
  • Basic Deflectors and Deflectors: If you must bring an A-Class and you dodge around alot this would be a good option. I use it on my Tech and i use the 2 slot Deflector.
  • Basic Failsafe and Failsafe: If you use a slash weapon this is a must have in my opinion. If your not shooting your splash weapon then your doing less DPS. If you kill a mech bot with your splash at point blank, sure you hurt your self but they will drop a armor orb.
  • Shock Coil: In this mode you really dont take alot if any fall damage.
  • Basic Extractor and Extractor: These are very handy in my opinion. With out a Tech this the main way to heal for me is to grab armor orbs. The faster you grab them, the faster you heal. I use the 2 slot extractor on almost all my mechs.
  • Basic and Advanced Reconstructor: Alot of people like these internals. They slowly repair you over time. You have to be out of combat though. I dont think your out of combat long enough that these items would really kick in.
  • Basic Fuel Converter and Fuel Converter: I dont boost around alot in this mode. I stick to an area and hold up. The dodge doesnt drain you fuel enough to really notice and boosting foward just lowers your guns. Only the Raider ability prevents that.
  • Basic Power Surger and Power Surger: Running speed after a kill isnt bad. But i feel there are better internals.
  • Repair Kit and Advanced Repair Kit: These items make the armor orbs, you pick up off fallen mechs, give you a percentage more armor. If your banking on orbs to heal you this is a good idea. It combos great with the Extractor internal.
  • Armor Fusor and Advanced Armor Fusor: These items give you a heal over time after killing an enemy mech. Now i do not know it the drones trigger this, but i do know its effects dont stack just restart. These are more of a siege game mode internal in my eyes.
  • Evasive Device: This isnt bad of you need that extra boost to get behind cover. Might not be a bad choice for A-class or B-Class if you must take cover. i feel there are better internals though.
  • Air Compressor: Besides jumping up to shoot over an ally, i dont think being in the air is helpful.
  • Replinisher: Not a bad choice for Coolant, Powershot, Ballistic Barrage Damage Absorb, Amplification, and Blitz mode (if you like moving fast) are all effects you either want on constantly or be able to activate when ever you want.

    Ok i think thats all of the Internals. Now my normal set up is –
    Extractor (2Slots), Repair Kit (2Slots), and Failsafe (2Slots). I bank alot on getting the orbs from fallen mechs. I really only run mechs with Splash damage in CBD.
    My Tech runs with Basic Extractor (1Slot), Deflectors (2Slots), and the Replenisher (3Slots).

Items

Items

You have 6 slots to fill with items. Each Item has a slow size. Mk-I is 2 slots, Mk-II is 3 slots, and Mk-III is 4 slots.
Each item has a Mk-I, Mk-II, and Mk-III variant. Buying the Mk-I does not reduce the cost of the Mk-II or Mk-III.
In this game mode Items you do not only have X use(s) of your item(s) then your out until you die. In this game mode they recharge at the start of each wave, so you can keep using them.
Like the Internals you can not have the same type of Item twice. so no Blockade Mk-I and Blockade Mk-III.

  • Item Regenerator: I have not used this before, it helps set items down faster. Might be worth looking at if you have a free slot.
  • Blockade: Creates a sizable wall. Nothing can pass though this. This is of in a pinch. It seems to have more health then a shield, but only blocks 1 way, the way your facing when you use it. It comes with the Tech which is the only mech i use it on. I throw it down to revive only.
  • Detonator: Launches a slow missle. An Extra damage item.You can hit the launch button again to set it off mid flight.
  • Shield: Creates a dome that nothing but mechs can pass through. Its good in a pinch. Throw it down and repair or revive someone.
  • H.E. Charge: Lobs a grenade. An Extra damage item. It arcs and bounches just like the grenade. you can hit the use button again to set it off at any point.
  • Hologram: Places a decoy of your self that “tricks” the enemy. Bullets go through it, the Ai isnt tricked for long. Not worth it in my opinion.
  • R Turret: Sets a Rocket turret down. It does shoot but it also blocks shots, ally and enemy alike, so be mindful of placement. I dont like the turrets. I feel they die to fast to be all that useful. Out of the 2 turrets this one has splash so alittle more helpful.
  • Repair Charge: Sets an armor orb down. This is what i feel is most useful. With out a Tech you best bet is to grab armor orbs to heal, with this item you dont have to kill anything, you can just drop it yourself. If your a back line mech it is also helpful to the C-Class turret mode taking all the fire, simply aim at them and set it down. Share the love!
  • Portable Scanner: Sets down a radar scanner. Puts the AI on the map in your area. I dont ever recall not having the enemy on radar once they are in range in this mode.
  • MG Turret: Places a machinegun turret down. It does shoot but also blocks shots, ally and enemy alike, so be mindful of placement. I dont like the turrets. I feel they die to fast to be all the useful.
  • EMP: Lobs out an EMP top-like grenade. Out of all the effects (EMP, Heat, ISM and Radar Scramble.) the EMP seems to work on the AI. It goes a distance and then goes off unless it hits a mech first. It has a fair sized radius, so be careful of allies and yourself.
  • Radar Scrambler: Sets down a radar scrambler. I dont know how well this works on AI, it seems like it doesnt.
  • ISM Disruptor: Lobs a Top-like grenade. It distorts vision on all mechs in its radius when it goes off. I have never used this item, but the bosses and players have used it on me a few times. It doesnt seem to slow the AI down.
  • Heat Charge: Softly lobs a disc to the ground. A dome of red aura comes from the disc, heating any mech that steps inside. AI mechs walk though it freely it seems. If any player walks inside their mech heats up and the dome will go away after it has given out so much heat. I use it on my Incinerator when i want to shoot bigger Saare shots.

That does it for items. I like the Repair Charge. It helps you, it can help allies. The Blockade or shield are good slot filler items. They can help you revive or repair in a pinch.

Consumables

Consumables

This is what your charges you may have seen while leveling up are used for.
You get to choose 3 Consumables. Each one takes a number of charges to activate.
by default you have Charged Beacon, Jump Starter, and Stasis field.

  • Charged Beacon: Charge cost 5, Instantly revives yourself. MUST BE USED BEFORE THE LAST ALLY FALLS
  • Jump Starter: Charge Cost 3, Instantly revives an ally if you are with in range. Helpful if you do not have the armor or an item to assist in reviving.
  • Extinguisher: Charge cost 1, A better version of the Coolant ability. Instant heat wipe and 10 seconds of heat free shooting.
  • Stasis Field: Charge cost 2, Gives your mech a 200 point shield for 20 seconds or until you take 200 points of damage. Which ever comes first. a good in the pinch moment to get that kill for armor orb or to maybe revive a down ally.
  • Battery Charge, Charge cost 1, Immune to EMP effects for 10 seconds after use. VERY useful in later waves when the EMP drones are just hitting you over and over again.
  • Modified Ammunition: charge cost 5, Weapon damage increases by 15% for 180 seconds (2 minutes). Good DPS buff, but i feel to costly.
  • Distraction Beacon: Charge cost, 2, Drops a hologram for 3 seconds and stealths the user for 10 seconds. Shooting breaks stealth. In a pinch to try and draw enemies away as you revive allies.
  • Emergency Kit: Charge cost 2, Repairs 200 armor instantly. Instant armor, whats not to like?
  • Emergency Pack: Charge Cost 2, Drops a charge that repairs 200 Armor to whoever picks it up. I have never used this so i do not know if it is instant or just a armor orb. If it is an armor orb and is effected by the repair kit, this could be very nice. Will do some testing and update after.

The Maps

Front Line

This is my prefered map.
A good area to sit is from spawn go left and there will be a ramp leading up, stay here, there is a spawn portal at the bottom of the ramp, and one that lands on this bridge, and one below. If you jump off there is a jump pad. Enemies use the jump pad and get stuck on it alot. this is the reason i like this spot. Bosses get stuck on the pad alot. Boss waves are 5 is a Scout, 10 is a Brawler, 15 is an Infiltrator, 20 is 2 Bruisers, and 25 is 2 Infiltrators and a Raider.

Facility

This map is less exciting to me.
from spawn if you go to the back right corner, this is where players like to sit. there is 1 spawn portal behind you in the corner, one over the bridge that can sometimes sometime jump over and land in this area. DO NOT GO DOWN IN TO THE PIT i can not stress this enough, i have nicknamed this “Pit o Death”. It does only appear to have 2 ways in, BUT they drop off from the bridge above and come down at the ramps at the same time. Trapping you down there as they rain from above. Boss waves are 5 is an Assault, 10 is a Reaper, 15 is a Brawler, 20 is 2 Assaults, and 25 is 2 Reapers and a Rocketeer.

Final Thoughts

I think that about covers it. I will add more if i think of more, or questions arrise.

All in all i enjoy this game mode i hope this guide helps others atleast win more constantly.

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