Heavy Gear Assault is the first next-generation mech game for Windows, Mac and Linux. Featuring fully destructible environments and Gears, episodic single player missions, robust multiplayer mech sports and dynamic gun-and-melee combat that puts players in control of their pilot, Heavy Gear Assault pushes the boundaries of mech games as only Unreal Engine 4 makes possible.
Building on the acclaimed Heavy Gear PC games by Activision and the award-winning science-fiction Heavy Gear Universe by Dream Pod 9, Heavy Gear Assault features:
MULTIPLAYER MECH SPORTS -- Compete in tournaments and organized matches for fame and fortune. Spectate and sponsor other players. Vote on performances. Put bounties on poor sports, pay their enemies to take them out.
SINGLEPLAYER WAR EPISODES -- Engage in battles and skirmishes pulled directly from Heavy Gear’s war-torn history. These offline military missions are told in episodes built around the series’ deep lore.
DYNAMIC COMBAT -- Rip apart the arena with fully destructible terrain. Blow an opponents limb off and use their weapon against them. Pull the trigger at range or melee up close. Play as your pilot and move freely in and out of Gears.
CUSTOMIZATION -- Stealth or armor? Guns or melee? The choice is yours. Customize your weapons or powerplant, sensors or CPU. Fine-tune your performance, and hire a support staff to keep your Gear in the fight.
SOCIAL INTERACTION -- Create a profile and cultivate your fan base. Stream your matches and highlights to your favorite social media site. Rate players and spectators on their sportsmanship, teamwork, cooperation and style.
FREE-TO-CHOOSE -- Hate F2P? Opt out with a one-time-payment Opt-Out Bundle. Love F2P? Get started for free and buy only what you want. Sign up for Premium membership to access our Mission Editor and host your own server. (Click for more info)
UNREAL ENGINE 4 -- Battle for dominance in photo-realistically beautiful arenas. Enjoy performance that scales to high- and low-spec PCs. Watch fully destructible environments and Gears rip apart, changing the shape of the fight.
Singleplayer: Episodic War Stories Heavy Gear fans asked for singleplayer — and we listened. In addition to a robust multiplayer suite, the base game of Heavy Gear Assault will include singleplayer story episodes that take the player back to famous battles in Heavy Gear history. These offline episodes will draw upon the rich lore of the series’ universe and drop players in challenging situations that put their mech piloting skills and battlefield strategies to the ultimate test.
With more episodes to come as we reach higher stretch goals, the first episode involves the initial contact with Earth's Colonial Expeditionary Force (CEF) and sets the stage for Terra Nova's bid for independence. Bitter enemies will unite to repel the CEF in what will be known as the War of the Alliance. This gripping first episode will be told through the eyes of military veterans turned duelists.
Multiplayer: Champions Born in Chrome Heavy Gear Assault immerses you in a gritty, futuristic mech combat by allowing you to control the pilot of your Gears and compete for glory and honor in the Khayr ad-Din arena circuit. Fight with style and skill to build your reputation. Bragging rights await you -- should you rise victorious. Team and 1-on-1 multiplayer game types that sit firmly at the forefront of our production schedule include:
- Deathmatch (Team or 1-on-1) - Close Sparring (melee weapons only) - Capture the Flag (North & South faction styles) - Deathrace (for pink slips, if you dare!) - Team Deathrace - Stalker & Prey - King of the Hill - Honor Duel
Stream live footage of your matches to viewers on their PC, console or mobile platforms. Share your exploits with friends and fans on your favorite social media page and revel in the glory. Even sponsor your favorite players with in-game currency and put bounties on the heads of combatants who show poor sportsmanship.
Gametypes
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Deathmatch Simple player versus player 1-on-1 or multiple player free for all – points gained and winner established by the amount of damage dealt with small bonuses for kills. Kills awarded to person who did most damage to player overall (if they’d done damage recently). Small bonus for being the last man standing.
Team Deathmatch As above, but damage totals and kill awards determined by whole team, not individual player.
Close Sparring - variant Variant of base mode, but with no guns – only melee weapons. Scoring is done in the same fashion as the base match type with the exception of the gear type having an inverse relationship with points scored – a big gear that has an easier time of doing 100 damage with a vibroblade will earn less points than a little one that does 100 damage with a vibroblade: this is to encourage people to use the otherwise poorly matched gears (maybe use arm strength value to calculate this modifier). Not affected by weapons equipped.
Run and Gun - variant Another variant mode – no indirect weapons, only melee and direct-fire weapons (rifles and rocket type weapons). No bonuses for anyone in this mode (gears should be fairly equally disadvantaged here).
Honor Duel - variant Another variant mode on 1v1 or team v team, this mode everyone has to take the same weapon into combat, and only that weapon. An option is provided (and default) for simple weapons to be identical and provided by the arena, exotic weapons like lasers can’t be used in that mode (you have to bring your own). Defaults to standard weapons+vibrorapier
Block and Run – Capture the Flag (North style) Almost team deathmatch, as seen in most FPS games (2 flags, get the enemy flag to the flag in your base). No flag teleporting, have to take your flag home.
Block and Run – Capture the Flag (South style) Almost team deathmatch, this mode is like the capture the flag more common in real life – one flag in the center of the map must be collected, then taken to the enemy base. No flag teleporting either, but it wouldn’t help anyone here anyway.
Stalker and Prey One player is the Prey and unarmed, the other is the Stalker and is armed. The game is played in two halves-each taking a turn as stalker or prey, with points only awarded after both players have played both rounds. A time limit is set, during which the stalker must find and disable the prey. Over time, the points shift from the stalker to the prey until either they run out (and the prey wins) or the stalker disables the prey and the current balance on the score bar is awarded to each player. The prey can earn bonus points by knocking down the stalker, this doesn’t change the score/timer bar and is additional points. At the end of both rounds scores are tallied and a winner declared.
Lone Wolf In this mode, the Wolf gets to pick standard weaponry and the stalkers (enough to double the threat rating of the Wolf) only bring in a single melee weapon. The Wolf enters the field first, and has 30 seconds to move to a position – the stalkers are then allowed entry to the field. Points are awarded to the stalkers for dealing damage to the Wolf, and points are awarded to the Wolf for damaging the stalkers in return (bonuses for knocking them down or disabling them).
The entrance everyone came in is the only exit, and the Wolf must make it back out of there in order to keep their points – if the wolf is disabled without escaping the points they earned are simply lost. If they do escape, the reward for the stalkers is significantly reduced. The pot for the Wolf is determined by the damage they dealt (modified by threat rating, picking on weaker opponents yields less ponits).
If the stalkers disable the Wolf, points are distributed with a bonus for damage dealt and a penalty for damage taken, the pot is determined by the threat rating of the Wolf and divided amongst the stalkers based on their scores. (this makes the defending task less penalized score-wise than if it was just damage based)
Deathrace - Stretch Individual players race around a track. Most points given for final placing, bonus points given for dealing damage to people modified by overall position (so if you’re jockeying for first place and fighting a lot you’ll both rack up a lot of bonus points, though only enough to switch first/second place if the first placer doesn’t fight back much). Dealing damage to someone more than 2 places behind you earns a penalty rather than a bonus, increasing toward the back of the group. Going backwards around the track is not a viable strategy to win, as the bonus points aren’t significant enough to make that much difference, but they might push you half-way up the board if there’s no fighting by the people above you.
The race finishes 30 seconds after the first racer crosses the finish line. Racers that cross the finish line have their weapons disabled but are free to try to block other players with their gear. Score balances determine share of the pot.
Team Deathrace - Stretch Players race around a track like in the above example – this time, however, there’s an advantage to be had in having a team-mate or two hold back or go the wrong way around the track in big gears in order to slow down the opposing teams leading racers – there’s a race to be as far back as possible by these ‘blockers’ so that if the leading racers hit them they incur the maximum amount of penalty points, as well as scoring for themselves the most points for their team.
The race finishes 30 seconds after the first racer crosses like in the last example, though this time the weapons stay live which creates a brawl at the finish line while people fight to help their teammates finish. Scoring/penalties are added across the whole team to determine the winner.
More than 2 teams can race at the same time in random matchmaking (team player numbers must match), but only 2 teams at a time in organized racing (to prevent a third team from favoring a side).
Restricted Model Deathrace - variant A type of deathrace, in this mode all racers must use only one type of gear (or its other faction equivalent), but bring their own to the match (they’re not standardized). This mode also allows for weapon restrictions.
King of the Hill A standard FPS mode. Game variables include points for controlling, uncontested control, moving hill, and any modifiers while on/off hill (eg. people on the hill can only use melee weapons to defend or assault it, people outside can shoot in).
Mobile Integration Heavy Gear Assault players will be able to access certain game features from their Android or iOS mobile devices, such as spectating and sponsoring other players' matches, maintaining and customizing their team and Gears, shop for equipment, share their exploits and much more. Players can therefore interact and participate in Heavy Gear Assault even though they are away from their gaming platforms. With our mobile app, you will never be too far from the action.
Gear and customization A Heavy Gear is a humanoid, one-man combat vehicle -- a fusion of the flexibility of an infantry soldier and the firepower and armor of a modern day tank, all with a dizzying array of customization options. Performance customization involves the balancing of weight, power, speed, armor and weapons to fine-tune your Gear’s performance and gain a competitive edge. Visualization customization allows you to stand out from the crowd or camouflage in the battlefield. In fact, every item installed on a Gear has an impact on overall performance and visual appeal.
A typical medium Gear loadout might include: - 2 machine guns attached internally, for suppression and damaging sensors more than for straight damage - 1 medium 30mm autocannon held in the hands - 2 rocket pods on the left and right shoulders - 1 vibroknife mounted on the fuel tank to deal with opponents who try to close in beyond optimal engagement ranges - 1 guided mortar system mounted to the engine to deal with enemies who want to stay behind cover
Whether you eviscerate your enemy with relentless firepower or put a precision VibroKatana blade in their back, be sure to do it with style. After all, that's what your fans paid to see. Click for more info
Main difference I get from all the interview is that unlike all the mech games on the market and in development, Heavy Gear Assault is more like Blood Bowl than Mechwarrior.
Besides customising and piloting a mech and fighting in arena, players also can spend money on hiring cheerleaders and repair crew, maintain fans and put a bounty on other players that they don't like to influence the outcome of a match.
From the interview, it is also mentioned that players can get involved in a high stake match where the mech will be destroyed completely when players are killed and they will have to start from scratch again.
Does not sound interesting nor different from any other mecha MMO in the market today. While most are pay-to-win, at least you don't need to pay for their development.
Sound like the mp will be main focus and pay-to-win too. Single player going to sucks balls and the story will be bland as cardboard based on the description.
Does not sound interesting nor different from any other mecha MMO in the market today. While most are pay-to-win, at least you don't need to pay for their development.
Sound like the mp will be main focus and pay-to-win too. Single player going to sucks balls and the story will be bland as cardboard based on the description.
I don't know how you get the idea that thegame is pay to win because the way I can see is that you just get access to things you wanted faster if you pay and unlike those developers out there, this game's developer do not rely on a publisher that dictates how their game should run.
And there are even less info about how the single player will be except for a few sentence vaguely describing the settings, so again I don't know how you get the idea it is going to be bland.
The difference this game offers compared to other mech games on the market is that it is more of a simulation of what it is like if you are the guy manager/pilot of a mech fighting in an arena instead of a war game like all the mech games currently on the market and in development. No other games requires you to manage your crew, your cheerleader, cater to your fans and do some match rigging by putting a bounty on others competing in the fight. The game is kind of like what you are expected to manage and do if you are Hugh Jackman in the film Real Steel, that is why I am saying this is more like Blood Bowl than Mechwarrior. Add in the destructible environment and the lore of Heavy Gear over 20 years, the game got a lot of potential
The only bad I can see from their campaign is that they are asking for funds too early in their development stage where they don't even have a proper prototype to show people how their completed product actually looks like. I looked everywhere and all I got are early builds that is so bare boned and rough that it is more like a proof of concept more than anything.
This whole kickstarter just doesnt feel right from the beginning. I am wondering, do they even have an alternative income from their pockets or investors? If so, who are the investors if any?
As the problem lies here is, a F2P game with single player running on UE4 only asking for 800k? A UE3 license cost a few 100k at least, so whats left to develop the game? From what it looks like, it could be that they just need the money to make a prototype, then, use it to pitch it to publishers which is even worse.
F2P in general has been giving me a very bad impression so far because F2P is just forcing bad designs into the gameplay, where you arent actually looking how to make the game fun like most one off games with DLCs but you have to also worry about how to keep a constant income coming in. You just cant make a fun game constantly thinking how to nickel and dime your players.
After the whole drama with Project Godus going F2P on mobile, I am surprised that they still insist of going with F2P as most kickstarter backers dislikes F2P with a passion. Backers pledges for kickstarter projects because they want a less nickel and dime business model that is similar to the games from the 90s. I'll pass as this will not be something that I want to see. A part of me actually feel glad that they arent doing so well because this will be a perfect example to set that F2P just doesnt work in crowd funding.
As much as I want a mech game, but after seeing Hawken and Mechwarrior Online became terrible F2Ps, I doubt Heavy Gear will be any better. Looks like I have to bend my back to EA's Titan Fall if I want to play a mech game or just play Blacklight Retribution.
This post has been edited by Cheesenium: Jun 13 2013, 02:13 PM
This whole kickstarter just doesnt feel right from the beginning. I am wondering, do they even have an alternative income from their pockets or investors? If so, who are the investors if any?
As the problem lies here is, a F2P game with single player running on UE4 only asking for 800k? A UE3 license cost a few 100k at least, so whats left to develop the game? From what it looks like, it could be that they just need the money to make a prototype, then, use it to pitch it to publishers which is even worse.
F2P in general has been giving me a very bad impression so far because F2P is just forcing bad designs into the gameplay, where you arent actually looking how to make the game fun like most one off games with DLCs but you have to also worry about how to keep a constant income coming in. You just cant make a fun game constantly thinking how to nickel and dime your players.
After the whole drama with Project Godus going F2P on mobile, I am surprised that they still insist of going with F2P as most kickstarter backers dislikes F2P with a passion. Backers pledges for kickstarter projects because they want a less nickel and dime business model that is similar to the games from the 90s. I'll pass as this will not be something that I want to see. A part of me actually feel glad that they arent doing so well because this will be a perfect example to set that F2P just doesnt work in crowd funding.
As much as I want a mech game, but after seeing Hawken and Mechwarrior Online became terrible F2Ps, I doubt Heavy Gear will be any better. Looks like I have to bend my back to EA's Titan Fall if I want to play a mech game or just play Blacklight Retribution.
A lot of these games on Kickstarter are actually done by the developers on their free time while working on another job to feed themselves and pay freelancers, take Grim Dawn for example, the Kickstarter campaign manage to provide them with about 500K funds but the actual development cost actually runs into millions. The developer already stated in the interview that they already approach publishers with their game before they decide to start a Kickstarter and no publisher is interested because they don't think the game will sell.
I can understand that. I am generally OK with F2P and pretty open to it because it is like a no condition, play all you like demo of the game, if a F2P game got a reasonable business model, I will generally support the game. On the other hand, if the F2P game is made as tedious possible to force people to pay like the recent Neverwinter, I stopped playing in 1 week.
There are good F2P business model out there, Blacklight: Retribution is one of the game with a reasonable business model and a lot more has came out in the last few years, too bad that F2P games reputation has been destroyed by those games that is made to milk the players as much as possible in the past. While this game may fail to achieve its target, it really does nothing to show that people hate the F2P business model, all it does is kill off the chance of the game ever getting released. Try searching Hex in Kickstarter, the game Kickstarter campaign ended recently, it is incredibly successful ending at 1.6mil and it is an F2P game that has even more potential to be a pay to win game. The situation of Kickstarter as of now is that if a game well known or the person representing the game is well known, it will be massively successful while those less known will struggle to even be half as successful.