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Town Hall Meeting On Twitch.tv With Russ Bullock - Archive On Youtube


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#1 InnerSphereNews

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Posted 23 June 2015 - 10:55 AM

YOU TUBE ARCHIVE





WHEN: Thursday June 25th, 6 PM PST / 9 PM EST / 2 AM UTC

WHERE: http://twitch.tv/NGNGtv

It's time for another Town Hall meeting with Russ Bullock, President of Piranha Games!
Topics will include Community Warfare Phase 3, Map Updates, Game Modes and Quirks.


If you have questions, post them in this thread and as always we'll get to as many as we can!

See you there!



#2 Rogue Jedi

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Posted 23 June 2015 - 11:02 AM

will we see Clan Battlemechs (as in not Omnimechs, for example the Kodiac or the IIC Mechs) any time soon?

#3 Jman5

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Posted 23 June 2015 - 11:05 AM

I use a lot more ammo per mech in community warfare than the regular game mode. Is there any chance we could see some CW-specific adjustments to ammo so that they are better balanced with energy weapons?

#4 BigBadVlad

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Posted 23 June 2015 - 11:07 AM

With CW in the state that it is currently, are there any ideas being thrown around for improving the experience for the non-unit players? As in the non larger pre-made team players?

Organised play typically trumps over anything else more often than not. Having a plan, sticking to it and being able to execute your plan better than the other teams plan is what usually wins a CW match. This kind of organisation can happen with PUG groups in CW but it is probably something like 1 in 3 at best, more like 1 in 5 or 6 I would guess. Possibly create a CW player match up that works like the public queue? Random IS players vs. random Clan players?

Second question: Any thoughts to tweaking the CW maps to be utilized for Public play? Seems like it shouldn't be too difficult, at least in Assault and Skirmish modes? Would help breathe some more life into the Public queue play.

Edited by BigBadVlad, 23 June 2015 - 11:11 AM.


#5 Star Wolves Admin Account

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Posted 23 June 2015 - 11:08 AM

Questions from the Star Wolves:

1) Will you please consider alphabetizing the member list for units? Star Wolves has over 450 members all of which appear in a random order which makes it difficult to find anyone. Likewise a sort option based upon last login would be useful as well.

2) When will you enable to ability to transfer funds from one unit's coffers to another? The current work around of having people leave the unit to transfer funds is annoying.

3) By moving the generators to a central location most of Community Warfare's strategic variability has been removed. Would you consider instead keep the wall guards around the generators and perhaps adding some stronger short range turrets while moving the generators back to where they were when things were more enjoyable. Likewise people hiding in the dropzone during counter attack mode is a major problem.

Edited by Blueduck, 23 June 2015 - 04:53 PM.


#6 AdamBaines

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Posted 23 June 2015 - 11:13 AM

Steam Update?

#7 SerEdvard

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Posted 23 June 2015 - 11:13 AM

I was very excited when Russ tweeted that a new asymmetric assault game mode was being looked into for the public queue. I think that new game modes are a great way spice up public play and add some much needed depth and variety. Can Russ give any more details about asymmetric assault development, such as status and concepts?

Also, any chance we'll see assault become a two-round match where the team's switch sides and see who can pull off a better assault, a la Left 4 Dead or college football overtime?

Thanks!

PS - I posted my concepts for an asymmetric assault on /r/OutreachHPG: http://www.reddit.co...oncept/.compact

#8 Igor Kozyrev

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Posted 23 June 2015 - 11:14 AM

Hello!

Many players know for a fact, that actual cockpit you're sitting in is disproportional to the mech's size. This makes maps look smaller than they are and mechs appear not like huge battle machines, but like "costumes". Overall proportions do not feel right.

Was that a deliberate feature? Why did you decide to do it that way? Is it possible to add an option to scale down cockpit to improve the feel of immersion?

*not a natural english speaker, i'll try to edit this later. Feel free to formulate my question properly.

Edited by Igor Kozyrev, 25 June 2015 - 12:59 PM.


#9 oktocat

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Posted 23 June 2015 - 11:14 AM

Do you have any news on new weapons, 'mech packs, and AI being featured in CW and/or new game modes?

Also, what about new quirks? For example, a mech might have 20 or 30 percent more sensor range than standard based on lore, kind of like the atlas with its collapsible sensor disc?

Edited by oktocat, 23 June 2015 - 04:06 PM.


#10 Kael Posavatz

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Posted 23 June 2015 - 11:24 AM

Why is there a price disparity in cockpit items with regards to certain faction content?

Examples

1) IS-faction standing banners cost 250 MC while Clan-faction banners cost 500 MC

2) IS-faction hanging medallions cost 500 MC to Clan-faction hanging 750 MC

3) IS-faction warhorns cost 750 MC to Clan-faction warhorns cost 1000 MC

I ask because this disparity only affects faction-specific content, and only some faction-specific content. The Clan general warhorn (Daggerstar warhorn) and IS general warhorn (Cameron Star Warhorn) both cost 750 MC, and all of the Stained Glass hanging items are 750 MC irrespective of faction.

Edited by Kael 17, 23 June 2015 - 11:25 AM.


#11 Curccu

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Posted 23 June 2015 - 11:27 AM

Could all of our double heatsink using mechs have first 10 DHS as true double heatsinks (2.0 not 1.4) not just with engines 250+?
This would help small engined mechs like Locust, Mist Lynx, Kitfox etc. with heat a lot.

#12 signal

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Posted 23 June 2015 - 11:28 AM

After river city, do you feel that keeping framerate performance was difficult with the new additions? Do you think that after the first revamp, others will be easier to update?



edit: oh also, very importantly, since EU servers are coming, could you also start listing these event times in GMT as well? It's not a big deal, I'm just too lazy to do the numbers in my head sometimes.

Edited by signal, 24 June 2015 - 03:09 PM.


#13 LegoPirate

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Posted 23 June 2015 - 11:28 AM

according to the latest tournaments, the dragonslayer is one of the worst assault mechs in the game statistically speaking. are there any plans to give it some quirks to give it a place in the game?

#14 Heffay

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Posted 23 June 2015 - 11:29 AM

Is PGI working on anything else, other than MWO? The Weisman rumors have been running strong lately. As well as the big question about what happened to MW:T... :)

#15 LegoPirate

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Posted 23 June 2015 - 11:29 AM

there have been numerous complaints about jumpjets, and in particular class 1 jumpjets. are there any plans to revisit and revise jumpjets, since its still not beneficial to take more then 1 jumpjet?

#16 Sereglach

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Posted 23 June 2015 - 11:31 AM

As a question for the Town Hall, I cordially ask, again, when will the Flamer receive its reengineering? Once this is done can we expect Flamer based mechs (Blackjack 1X, the entire Firestarter line, and a few others) to receive Flamer based quirks? Thank you.

I am aware through the NGNG podcast that the Flamer was getting visual adjustments to prevent "flamer blindness" before the reengineering was completed. If there's no timetable on the complete reengineering, can we get an update on how the visual improvement is coming along? Thank you.

#17 LegoPirate

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Posted 23 June 2015 - 11:31 AM

any plans for clan hero mechs? if so how is the omnipod system gonna work with them?

#18 East Indy

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Posted 23 June 2015 - 11:31 AM

1. Recently you said on Twitter that you "personally" would love to see the group queue limited to 4 players in a party.

Although well-organized units have a point about the repetition of Community Warfare's game modes, and their desire to keep the game fresh by playing public, the influence of large parties on the experience of smaller ones -- especially those with a friend or two new to the game — remains strong and negative.

Do you have a plan to implement the limit of 4, while making Community Warfare attractive enough for these units to consider without a second thought when their evening roster fills to 5 and beyond?


2. IS ER and Clan weapon ranges: roughly following tabletop rules made sense when no one knew any better. Now we know better -- and it's led to specific, heavy and pretty easily circumvented nerfs to a couple OmniMechs in the face of a powerful and persistent meta. Is the ~50% advantage necessary in today's MWO?

#19 LegoPirate

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Posted 23 June 2015 - 11:32 AM

whats the eta for CW phase 3? burnout is a real problem with nothing to fight for.

Edited by LegoPirate, 23 June 2015 - 11:33 AM.


#20 Peiper

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Posted 23 June 2015 - 11:33 AM

One big thing missing from CW is the lack of meaning. Taking planets does nothing for a faction.

To make CW work, an economy must be added to the game including:

Perks for taking planets.
Reasons to fight for planets.
Perhaps bonuses to rewards for clans fighting underweight (batchalls).
Perhaps extra money for mercs defending planets if a faction gets below 10 planets?
Turrets and tanks for defense, VTOL's and arty batteries for offense?
Salvage rights.
Black markets.
Discounts on faction mechs or equipment when fighting for, or attaining certain loyalty in said faction.
Non-faction mechs cost more to buy and maintain. (Variants produced by different factions.)
The higher loyalty in a faction, the less repairs/rearm costs.

Faction loyalists get fixed paychecks like regular army.
Mercs only get paid when they succeed.
Clan and IS tech (cross faction) availability based on certain criteria.

Could we get some comments on the progress of the stuff written above?

Edited by Peiper, 23 June 2015 - 11:36 AM.






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