Ask The Devs 24!
#241
Posted 12 November 2012 - 10:32 AM
#242
Posted 12 November 2012 - 10:32 AM
Sorry for my bad English. I hope you can understand my question.
#243
Posted 12 November 2012 - 10:34 AM
1: Solaris Battle Arena? I feel the ability to make a few bets would add some spiciness to the game.
2: Any future plans for Implementation of multi tiered drops? IE- Dropping a lance to perform specific missions which may take the group across multiple maps to complete it. Maybe limited repairs available etc?
thank you,
#244
Posted 12 November 2012 - 10:37 AM
The question is why have you selected the current group of Battlemechs versus other ones we could have had put in?
There are I think at least, more iconic and better mechs for our map set. Battlemechs like the "Orion, Zeus, Bushwacker, Locust, Panther, Vindicator, Victor, Quickdraw, and Cyclops". Why not choose some of those mechs against what we already have?
#245
Posted 12 November 2012 - 10:42 AM
#246
Posted 12 November 2012 - 11:03 AM
Things like enemy sported with the grid ref, or calling for help or fire support on their target etc. This might help a lot with coordination with random groups.
#247
Posted 12 November 2012 - 11:15 AM
Nightsclaw, on 12 November 2012 - 11:03 AM, said:
Things like enemy sported with the grid ref, or calling for help or fire support on their target etc. This might help a lot with coordination with random groups.
+10 to this question, i second it^^ that would do 2 jobs: help random players coordinate, and enhance immersion/ intension^^ i always liked those speech messages in games like battlefield
a simple "yes, we will add this in 5 years" would be great
Edited by Adrienne Vorton, 12 November 2012 - 11:17 AM.
#248
Posted 12 November 2012 - 11:15 AM
Q2. Machine Guns... Can we please get some direction on if they will be addressed soonish?
#249
Posted 12 November 2012 - 11:53 AM
#250
Posted 12 November 2012 - 11:57 AM
Elder Thorn, on 09 November 2012 - 05:30 PM, said:
I am not talking about showing more stuts, but maybe get a fullscreen version (or at least, fixed window at full resolution, i'd actually prefer that) and for example having a general chat for everyone and more accessible private chats / group chats and so on?
Yes - a rework of that whole system is coming early next year (Jan/Feb). I expect this to be centered around the actual game 'launch'.
#251
Posted 12 November 2012 - 12:01 PM
I know there exists some cool concept art for the Jenner, but sadly this picture has never been posted "clean" on the website. Would it be possible to expand the concept art section of the MWO homepage? Even beyond the Jenner, I am sure there are loads of cool sketches and drawings that are not yet posted there!
#252
Posted 12 November 2012 - 12:02 PM
WardenWolf, on 09 November 2012 - 09:20 AM, said:
Gauss does not need to be nerfed. What *should* happen, and I've said this before, is to prevent the Cat K2 from mounting two of them as it can now. The canon mechs which can mount two Gauss, at least those announced for this game so far, all have reasonable disadvantages to off-set the presence of two such powerful weapons. The Cat K2, by having them both in the torso, is not really fairly balanced against those other mechs or in general.
Actually Gauss Cats are balanced when you consider they are in genral slow... Moving at maybe 58KPH tops. Not to mention that they are paper, a couple good hits on the torso and they drop fast.
#253
Posted 12 November 2012 - 12:05 PM
Tombstoner, on 12 November 2012 - 09:16 AM, said:
basically where are the missing weapons.... ac15, gauss10?
What i am proposing is making gauss not a single weapon but a specific category. one that embodies the properties of low heat generation, single slug concentrated direct fire damage.
For Auto-cannons let them fire a stream of multiple shots 5-6, this would convert auto cannons into a slashing weapon much like lasers. i love the sound auto cannons make great job adds a lot of enjoyment for me.
Single shot
all or nothing
low heat / with ammo
gauss - 2 this is the current ac-2
gauss - 5
gauss - 10
gauss - 15
gauss - 20
Multi shot tracers
distributed damage
low heat / with ammo
AC-2 current machine gun
AC-5
AC-10
AC-15
AC-20
This design concept can be carried over to energy weapons and fleshed out
Single shot
all or nothing
high heat - no ammo
PPC-2
PPC-5
PPC-10
PPC-15
PPC-20
Multi shot - beam
distributed damage
high heat / no ammo
small laser - 2
medium laser - 5
large laser - 10
huge laser - 15
WTF laser - 20
Next is ER for energy weapons and ultra variants for gauss and auto cannons
energy weapons get longer ranges with higher heat
ammo weapons get higher fire rates with jamming
There are already different versions of Gauss and PPCs in canon, as well as new lasers. Go read Sarna. They just don't show up for another 10-20 years in the timeline.
I completely agree with the burst fire change to autocannons, right now they are all just weaker versions of gauss.
#254
Posted 12 November 2012 - 12:06 PM
Sable Hawk, on 11 November 2012 - 09:05 AM, said:
Seems like a simple enough fix to me...
I won't mind facing the Gauss Kitty if I had a fighting chance.. but now the K2 can strip away an Assault's core before the Assault can really even take out one of the Gauss, let alone both of them. Put them in the arms and the K2 becomes vulnerable again. Still packs one heck of a wallop, but not the unrivaled menace it is today.
Why give the K2 another set of hardpoints when there is already scheduled to be a mech with the same tonnage and that exact layout (JagerMech)? Just restrict weapons to 2 sizes of hardpoints, which fixes a *lot* of borderline OP / boating configs, and be done with it
#255
Posted 12 November 2012 - 12:09 PM
Edited by Seth, 12 November 2012 - 12:09 PM.
#257
Posted 12 November 2012 - 12:29 PM
#258
Posted 12 November 2012 - 02:03 PM
#259
Posted 12 November 2012 - 02:11 PM
#260
Posted 12 November 2012 - 02:56 PM
Metrocube, on 12 November 2012 - 02:11 PM, said:
battletech rules... and internal structure is not like armor, it´s a fixed value for a certain weightclass, not XX points per ZZ tons armor... a 65 tons mech will always have the same structural points as another 65 tons mech, other than armor which varies depending how many tons you put on it...
the structure is like the frame of a car... the basis for everything to put in and on it...
standard structure weighs mechtonnage/10... endosteel half that much, rounded up...
i you wanna see how the "structure points" are determined, see this link and jump to page 47...
http://de.scribd.com...5103-TechManual
Edited by Adrienne Vorton, 12 November 2012 - 03:09 PM.
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