How many are there?
Smurfy isn't updated yet and I'd really like to know.
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- Age 22 years old
- Birthday October 25, 1990
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Topics I've Started
Hero Highlander's Left Arm Actuators
02 April 2013 - 11:36 AM
How To Have Fun In 8V8's
25 February 2013 - 07:08 PM
Well, ok I lied. 8 v 8's are insanely fun. But here's a shoutout to Ghost Warrior Brigade and the awesome duels we've had with each other over the past couple of nights. Both sides have videos recorded, so this isn't the only one. Just hope more 8 mans out there decide to join in the fun.
Protocol
-Declare your unit names, and intention on dueling
-Pick an agreeable Location
-Both teams line up on opposite edges of dueling area
-Select one member on each side to duel, both pilots being stationary in front on their lines
-At the end of a countdown, both players engage
-*optional* at one minute left, agree if you want to finish off the game timer with a solaris style free for all or team battle.
-Profit.
Enjoy.
Protocol
-Declare your unit names, and intention on dueling
-Pick an agreeable Location
-Both teams line up on opposite edges of dueling area
-Select one member on each side to duel, both pilots being stationary in front on their lines
-At the end of a countdown, both players engage
-*optional* at one minute left, agree if you want to finish off the game timer with a solaris style free for all or team battle.
-Profit.
Enjoy.
Bored Waiting For The New Patch?
05 February 2013 - 03:37 AM
Well, I think I got something to keep you guys entertained for a while. I started a new series for The Remnant, with a couple of gameplay videos.
Enjoy.
http://www.youtube.c...feature=mh_lolz
Enjoy.
http://www.youtube.c...feature=mh_lolz
Very Excited To See The Next Few Months
17 January 2013 - 02:23 AM
First, let me quote Russ again to give those who are unaware some more context.
Which from what I understand is, they'll soon be employing most* of the guys who have done this...
Very good news for us who have been waiting for content, and game features to become more and more fleshed out.
Secondly, what we can expect from now until the end of February
Net Code improvements
Weapon Balancing on Heat, SSRMs, MGuns, Flamers and PPC side Effects
Updates on SSRMs!
Took me 5 volleys to kill an ATLAS 7-D straight in the back.
This is definitely incorrect. It should take 2x 5xSRM6 to kill a vanilla ATLAS 7-D in the back.
After debugging we may have found an issue.
I'll keep you posted in Command Chair next week.
Also I incorrectly stated that Missiles always do just FULL damage, but this is incorrect. Looking at my old code and this being by design ; the percentage of damage done to the component is the percentage the explosion engulfs. But because we use bounding boxes around components for this calculation they sometimes overlap resulting in possibly dealing more damage than the explosion is set to do. (up to 20% or so but depends how the mech is built)
Moar Content, Improved UI, better matchmaking, etc.
Updates regarding state of Equipment (ECM primarily)
Here is a very interesting video of actual weapon balance/testing happening. Anyone remember in MW2, the tracking missile cam?
I know for a fact that there are a lot of you who do not pay attention to announcements. This is what we can look forward to within the next month. Now that we do have some type of update regarding the state of electronic warfare and equipment, this game is going to be much different very soon.
Russ Bullock said:
At GDC 2012 I met with the mod leadership which of course happens to work at Crytek so we see each other pretty much every trade show, great guy. At this GDC in casual unscripted conversation I asked him "why are we splitting the community at this point?" We both realized that the MWLL community was small and it really wasn't competing with MWO but still each time a feature was added to MWLL that was in MWO it felt as though we were doubling up effort to restore this great brand.
I expressed that we were not trying to shut anyone down but asked him how we might meld the two communities better and even look to possibly hire on any great talent what was in that project. ( Hey MWLL guys send in those resumes ) For a long time the IP was in the wind and MWLL is one of those games that really kept MW on peoples minds so the project and the individuals have our utmost respect.
We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.
Now today's news comes and I can only assume that this last patch represents the final features from that presentation they gave me. I will reach out to my MWLL contact and confirm that this is true and have a conversation, if there are any updates we will let you know.
Again there was no combative relationship between MWO and MWLL, nor was there a cease and desist letter given.
Thanks.
I expressed that we were not trying to shut anyone down but asked him how we might meld the two communities better and even look to possibly hire on any great talent what was in that project. ( Hey MWLL guys send in those resumes ) For a long time the IP was in the wind and MWLL is one of those games that really kept MW on peoples minds so the project and the individuals have our utmost respect.
We discussed this topic for a little while but again it was friendly and there was no threats of shutting the mod down just more of a sense of "Why are we doubling up efforts here?". After the show he contacted me expressing that they really wanted to finish what they started with MWLL and had a set of features that they would like to get done and asked if that was okay with PGI. They presented a very professional plan on the remaining work they wanted to complete and stated after that it would be time to stop production on MWLL. I thanked them for the plan and said that it all sounded great.
Now today's news comes and I can only assume that this last patch represents the final features from that presentation they gave me. I will reach out to my MWLL contact and confirm that this is true and have a conversation, if there are any updates we will let you know.
Again there was no combative relationship between MWO and MWLL, nor was there a cease and desist letter given.
Thanks.
Which from what I understand is, they'll soon be employing most* of the guys who have done this...
Very good news for us who have been waiting for content, and game features to become more and more fleshed out.
Secondly, what we can expect from now until the end of February
Net Code improvements
Matthew Craig said:
Internally work has already started on the next, harder, yet much anticipated phase which is to implement correct ‘State Re-winding’ for those not familiar with the term State Re-winding means that when you shoot at a Mech rather than check the shot against the Mechs current hit box location we rewind the Mechs state to the time in the past when the shot was fired and check the shot against the hit box position at that time.
We anticipate having this running in internal testing in a few weeks’ time, and then obviously it will be dependent on testing the time beyond that to get it onto production. We know that for some of you the lag shield issue can’t be resolved soon enough especially with the new Spider Mech
We anticipate having this running in internal testing in a few weeks’ time, and then obviously it will be dependent on testing the time beyond that to get it onto production. We know that for some of you the lag shield issue can’t be resolved soon enough especially with the new Spider Mech
Weapon Balancing on Heat, SSRMs, MGuns, Flamers and PPC side Effects
Paul Inouye said:
The PPC, Large PULSE Laser, ER-Large Laser, and ER-PPCs also seem to be generating a bit too much heat and like above, I've found new numbers that seem to work and have those going into test as well. I am expecting these changes to appear early to mid January
The critical hit system has been addressed in terms of new functionality. This allows me to properly tune the effects of both the Machine Gun and the Flamer. Where does it currently sit? It's on my lap and I'm looking into it to see if it's working as intended.
We are very aware of what the streaks are doing at the moment. They ARE going to be nerfed. How is still under internal discussion/testing at the moment.We are trying to look into ways of reducing efficiency when you try to boat these systems.
The critical hit system has been addressed in terms of new functionality. This allows me to properly tune the effects of both the Machine Gun and the Flamer. Where does it currently sit? It's on my lap and I'm looking into it to see if it's working as intended.
We are very aware of what the streaks are doing at the moment. They ARE going to be nerfed. How is still under internal discussion/testing at the moment.We are trying to look into ways of reducing efficiency when you try to boat these systems.
Updates on SSRMs!
Thomas Dziegielewski, on 18 January 2013 - 04:13 PM, said:
Took me 5 volleys to kill an ATLAS 7-D straight in the back.
This is definitely incorrect. It should take 2x 5xSRM6 to kill a vanilla ATLAS 7-D in the back.
After debugging we may have found an issue.
I'll keep you posted in Command Chair next week.
Also I incorrectly stated that Missiles always do just FULL damage, but this is incorrect. Looking at my old code and this being by design ; the percentage of damage done to the component is the percentage the explosion engulfs. But because we use bounding boxes around components for this calculation they sometimes overlap resulting in possibly dealing more damage than the explosion is set to do. (up to 20% or so but depends how the mech is built)
Moar Content, Improved UI, better matchmaking, etc.
Bryan Ekman said:
End of Round Summary Screen
Target Date: January 15th - 95%
Status: In development.
Notes: General graphical improvement to several in game menus.
Matchmaking Phase 3
Target Date: Mid January
Status: In Development
Notes: Work is mostly complete. A period of testing will commence shortly.
Combat Score
Target Date: January
Status: Design Complete
Notes: Combat Score compliments the new matchmaking system and will be used in scoreboards to rank players. This is an aggregate scoring system.
Statistics
Target Date: Early February
Status: Design Done
Notes: Early work done. Some statistics being collected already. FE/Web work and remaining statistics tracking to be started shortly.
Achievements
Target Date: Mid-Late February
Status: In Design
Notes: Part of New User Experience
UI Breadcrumbs
Target Date: Mid February
Status: In Design
Notes: Support new user flow by allowing us to lock out portions of the HUD.
New User Flow 1.0
Target Date: Mid February
Status: In Design
Notes: Requires Matchmaking, Stats, Achievements, UI Breadcumbs
February 19th
Target Date: January 15th - 95%
Status: In development.
Notes: General graphical improvement to several in game menus.
Matchmaking Phase 3
Target Date: Mid January
Status: In Development
Notes: Work is mostly complete. A period of testing will commence shortly.
Combat Score
Target Date: January
Status: Design Complete
Notes: Combat Score compliments the new matchmaking system and will be used in scoreboards to rank players. This is an aggregate scoring system.
Statistics
Target Date: Early February
Status: Design Done
Notes: Early work done. Some statistics being collected already. FE/Web work and remaining statistics tracking to be started shortly.
Achievements
Target Date: Mid-Late February
Status: In Design
Notes: Part of New User Experience
UI Breadcrumbs
Target Date: Mid February
Status: In Design
Notes: Support new user flow by allowing us to lock out portions of the HUD.
New User Flow 1.0
Target Date: Mid February
Status: In Design
Notes: Requires Matchmaking, Stats, Achievements, UI Breadcumbs
February 19th
- Trebuchet
- Alpine Map (95% chance) - Moved ahead of Desert
Updates regarding state of Equipment (ECM primarily)
Garth Erlam said:
This'll be my last post on the subject, as Paul mentioned what we're doing in regards to speaking to the changes.
ECM being used on all ECM-able Mechs does show that it is overly powerful. The reason no changes have been made is it takes time to figure out what, exactly, is making that the reason. Is it the lock prevention? The 'cloak'? The range it works at? The weight? Crit space? Variants that use it? That it makes LRMs incapable of lock? SSRMs?
So while I'd love to tell you what changes we've made, none are in stone and until I have something to tell you that won't be wrong as of 9am the next day, I will.
I hope you all understand, we don't do this to be cruel, we do it because there is, quite literally, nothing of use to tell you yet, beyond that we've gathered our data, your suggestions, and are going through testing them now.
ECM being used on all ECM-able Mechs does show that it is overly powerful. The reason no changes have been made is it takes time to figure out what, exactly, is making that the reason. Is it the lock prevention? The 'cloak'? The range it works at? The weight? Crit space? Variants that use it? That it makes LRMs incapable of lock? SSRMs?
So while I'd love to tell you what changes we've made, none are in stone and until I have something to tell you that won't be wrong as of 9am the next day, I will.
I hope you all understand, we don't do this to be cruel, we do it because there is, quite literally, nothing of use to tell you yet, beyond that we've gathered our data, your suggestions, and are going through testing them now.
Here is a very interesting video of actual weapon balance/testing happening. Anyone remember in MW2, the tracking missile cam?
I know for a fact that there are a lot of you who do not pay attention to announcements. This is what we can look forward to within the next month. Now that we do have some type of update regarding the state of electronic warfare and equipment, this game is going to be much different very soon.
Change The Mechanic Of Pulse Lasers!
14 January 2013 - 03:28 PM
Here is my biggest issue with LPL
In past MechWarrior games, Pulse Lasers have always had a different firing mechanic than the normal Beam Lasers.
In MW:O, they are literally the same thing, except heavier, less range and a shorter beam duration.
As it stands, Pulse Lasers are only worth taking if you have a few extra tons and you want a little bit more damage from your current Medium Lasers. Small Pulse and Large Pulse are grossly underpowered. Granted, you can still do decent damage with either over time, but the cost to heat and huge lack of range on the Large Pulse for the cost of 7 tons is never worth taking over a normal Large Beam Laser due to its significantly less heat, more range and less tonnage.
Now, PGI has stated they are looking over heat values for the PPC, ERPPC, ER Large Laser, and Large Pulse Laser. But one suggestion hinted they may do to the ER Large Laser is reduce the beam duration to make it more accurate at range and reduce its heat. Regardless what they do to the Large Pulse Laser at that point, the ER Large Laser will be 100% better in all regards. It will weigh 2 tons less, produce similar heat and have more than double its effective range!
So here is what I'm suggesting they do, radically change the mechanic of the Pulse Lasers entirely.
Lets get some facts straight so when I attempt to explain the proposed changes its more easier to understand.
Large Pulse Lasers right now in game have the same exact fire mechanic as normal beam lasers do. The only difference is a different sound and beam animation with a shorter duration. Whoop-dee-doo
For the record, how both versions of lasers work is they deal a miniscule amount of damage and fire like 30 or so times to give the allusion that its a continuous burn damage. See below pictures for clarity.
Medium Laser burn

Pulse Laser burn

As you can see from the screen shots, the damage spread and fire mechanic is exactly the same, albeit the pulse lasers perform that action over .75 seconds as opposed to over 1 for a normal beam (Small Lasers are .75 while sPulse are .5). While on paper this provides that mPulse can deliver a much higher damage over time, but it still makes the weapons very unappealing, especially when dealing with the Large Laser family.
In Canon, the advantage Pulse Lasers have over standard Beam Lasers are higher accuracy and are described as almost "laser machine guns". I think they also received like a +1 hit modifier (I don't play TT, so the best I can say is that they are easier to aim with). So, my proposed changes to Pulse Lasers are to instead hold the spirit of the canon described weapon and do exactly that!
Change how the Pulse Lasers fire mechanic works! Its not a horribly radical change. For instance, those of you who have used the Large Pulse Laser before know that crazy dub-step pulsing sound. Wub-Wub-Wub-Wub-Wub. Sounds pretty badass. Hell the animation even flashes like 5 or so times, and the damage of the weapon totals 10? Well, what I'm saying is, lets hold true to the spirit of the weapon in canon, and reflect that animation. Make it actually work like its described in Canon and how the animation looks in game.
Here is how it would work. For the Large Pulse Laser, break the fire beam down into 5 different bursts of upfront direct damage dealing 2 damage each. These bursts all take place over that .75 second duration. There! Done! Its that easy. The laser now feels like a "laser machine gun", it acts how its animation works, and it gains that nebulous +1 accuracy modifier that made it so appealing in the TT. Apply the same logic to the Medium and Small Pulse Laser. The Medium would fire ~4 bursts of 1.25 damage (to total the current 6 damage) over the .75, and the Small Pulse would deliver ~3 bursts dealing 1 damage (to total the 3 current damage).
Sure the Large Pulse Laser could use a range buff, and the Dev's have already stated they would look at the heat values, but this change would make it a MUCH more appealing choice and make the Pulse Lasers feel much more unique, too!
In past MechWarrior games, Pulse Lasers have always had a different firing mechanic than the normal Beam Lasers.
In MW:O, they are literally the same thing, except heavier, less range and a shorter beam duration.
As it stands, Pulse Lasers are only worth taking if you have a few extra tons and you want a little bit more damage from your current Medium Lasers. Small Pulse and Large Pulse are grossly underpowered. Granted, you can still do decent damage with either over time, but the cost to heat and huge lack of range on the Large Pulse for the cost of 7 tons is never worth taking over a normal Large Beam Laser due to its significantly less heat, more range and less tonnage.
Now, PGI has stated they are looking over heat values for the PPC, ERPPC, ER Large Laser, and Large Pulse Laser. But one suggestion hinted they may do to the ER Large Laser is reduce the beam duration to make it more accurate at range and reduce its heat. Regardless what they do to the Large Pulse Laser at that point, the ER Large Laser will be 100% better in all regards. It will weigh 2 tons less, produce similar heat and have more than double its effective range!
So here is what I'm suggesting they do, radically change the mechanic of the Pulse Lasers entirely.
Lets get some facts straight so when I attempt to explain the proposed changes its more easier to understand.
Large Pulse Lasers right now in game have the same exact fire mechanic as normal beam lasers do. The only difference is a different sound and beam animation with a shorter duration. Whoop-dee-doo
For the record, how both versions of lasers work is they deal a miniscule amount of damage and fire like 30 or so times to give the allusion that its a continuous burn damage. See below pictures for clarity.
Medium Laser burn

Pulse Laser burn

As you can see from the screen shots, the damage spread and fire mechanic is exactly the same, albeit the pulse lasers perform that action over .75 seconds as opposed to over 1 for a normal beam (Small Lasers are .75 while sPulse are .5). While on paper this provides that mPulse can deliver a much higher damage over time, but it still makes the weapons very unappealing, especially when dealing with the Large Laser family.
In Canon, the advantage Pulse Lasers have over standard Beam Lasers are higher accuracy and are described as almost "laser machine guns". I think they also received like a +1 hit modifier (I don't play TT, so the best I can say is that they are easier to aim with). So, my proposed changes to Pulse Lasers are to instead hold the spirit of the canon described weapon and do exactly that!
Change how the Pulse Lasers fire mechanic works! Its not a horribly radical change. For instance, those of you who have used the Large Pulse Laser before know that crazy dub-step pulsing sound. Wub-Wub-Wub-Wub-Wub. Sounds pretty badass. Hell the animation even flashes like 5 or so times, and the damage of the weapon totals 10? Well, what I'm saying is, lets hold true to the spirit of the weapon in canon, and reflect that animation. Make it actually work like its described in Canon and how the animation looks in game.
Here is how it would work. For the Large Pulse Laser, break the fire beam down into 5 different bursts of upfront direct damage dealing 2 damage each. These bursts all take place over that .75 second duration. There! Done! Its that easy. The laser now feels like a "laser machine gun", it acts how its animation works, and it gains that nebulous +1 accuracy modifier that made it so appealing in the TT. Apply the same logic to the Medium and Small Pulse Laser. The Medium would fire ~4 bursts of 1.25 damage (to total the current 6 damage) over the .75, and the Small Pulse would deliver ~3 bursts dealing 1 damage (to total the 3 current damage).
Sure the Large Pulse Laser could use a range buff, and the Dev's have already stated they would look at the heat values, but this change would make it a MUCH more appealing choice and make the Pulse Lasers feel much more unique, too!

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