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2013 March Creative Director Update


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#201 Cassiano

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Posted 05 March 2013 - 08:55 AM

When the ETA goes out ?

#202 RANSARI

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Posted 05 March 2013 - 08:55 AM

Good lord, are you all like dense? This is why PGI doesn't listen a darn to the ECM threads.

Look, go read the bloody Command Chair brief on Consummable and save the QQ-ing for once you actually comprehend it.

Personally, I don't approve of Coolant Flush at all. Heat Management is a core skill for all mechwarriors, and if you're a douche who likes Facehugging people and shutting down in their faces, you deserve to be punished for being an overeager git.

That said, PGI is in the business of being profitable, and profit is what the F2P model is all about. It is in their interest to squeeze every last dollar amount of you, whether it's hero mechs, paint schemes, premium time, and now, consummables.

Now, in theory, consummables should NOT be broken as long as their number of uses is regulated properly. Paul said that the MC bought Coolant Flush Module cools you for 35%, but you can only use it ONCE and have to rebuy it again with MC! C-Bill bought Coolant Flush comes as two Modules which can be stacked together to give you the 35% advantage, and you can use it TWICE per match and restock it with C-Bills.

For once, the math actually adds up and it's the MC Whales who lose in this regard. So stop the crying and brush up on your reading comprehension.

#203 qki

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Posted 05 March 2013 - 08:59 AM

I gotta say, my first reaction to coolant flush was "hell no!!".

I guess it depends - if it's once per match, then it won't make much difference. I'd still rather it was a proper item (tonnage, crit space, possible kabloey). But when you think about it - mechs that run cool, don't need that. And if your mech dances the redline, a once-in-a-match cool me down button won't break it.

#204 Cassiano

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Posted 05 March 2013 - 08:59 AM

I cant wait to play as commander and rip some mechs with support strikes!!!!!!

Edited by Cassiano, 05 March 2013 - 09:13 AM.


#205 Footupyzz

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Posted 05 March 2013 - 11:07 AM

yeah thx ...new stuff that we can test and change of tactic's in playing my mech's...cool can't wait :lol:

And to the peeps in this forum....let us first find out what the new stuff, that they will implement in the game, does and what the effect will be.....one thing is sure we got a new game play with this stuff...change in tactic's and so on. Then start you comments :( B) ....and he welcome in the real world were a lot is promised :huh:

goodluck :ph34r:

Edited by Footupyazz, 05 March 2013 - 11:12 AM.


#206 Tank

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Posted 05 March 2013 - 11:13 AM

I'm actually very excited and dying to see new stuff. Nothing PWNs other player then pair of of fluffy dice in your cockpit. :lol:

I think raining airstrikes, flushing mech with beer and running with XL engine will be a madness as soon as RnR will return. :huh:

#207 Kergis Tsugan

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Posted 05 March 2013 - 12:15 PM

I don't have an issue with the devs introducing Coolant Pods into MWO. I do have a MASSIVE problem with the implementation though. As far as I've seen/understood the modules are more or less computer software enhancements that can aid a pilot with a range of functions. Up to this point Modules have NOT enhanced the actual mechanical functioning of a battlemech. If the coolant tanks are not made to be an actual physical piece instead of a module slot item, it will open up the door for whimsical modules that completely changes the performance/handling of a mech, thereby introducing a "pay to win" scenario.

As per http://www.sarna.net/wiki/Coolant_Pod Coolant tanks are supposed to be a 1 ton item that take up 1 crit slot per coolant tank. The coolant tanks in tabletop can be destroyed. Destruction of the tanks WILL cause damage to the internals of the effected mech. To make coolant tanks a modual completely negates the size and weight of the item AND renders the coolant tank invulnerable.

I understand that the devs might want to avoid destruction of these units because some people will spend the MC on it. If this is indeed the motivation then I foresee this game coming to an end quite unceremoniously within a year or two. I would dare say that a majority of players that intend to stick with this game and make it viable in the long term are more interested in continuity with Cannon and tabletop. In my opinion PGI should be more interested in creating a product that maintains the integrity of the MechWarrior series and less interested in hurting the feelings of loud and obnoxious children that don't ACTUALLY care about this title and the course it takes.

#208 Hammerhai

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Posted 05 March 2013 - 12:59 PM

Analog joystick turning definitely not implemented yet. Can we have an ETA or is that out of the patch?

#209 Hammerhai

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Posted 05 March 2013 - 01:12 PM

In fact none of the joystick features such as lock arms to torso seem to be implemented. Can someone clarify this or are the keys undocumented?

#210 Solidussnake

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Posted 05 March 2013 - 01:49 PM

Another month of disappointment. Still no clan information.

#211 Hammerhai

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Posted 05 March 2013 - 02:25 PM

@Thontor: I hope so.
Thx for the clarification, and thanks to the devs for making speed on this, which should help JS'ers enormously. Now it is fingers crossed ...

#212 Kraut Control

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Posted 06 March 2013 - 03:48 AM

God, I seriously hoped there'd be an ammo counter. How hard is it to implement this? I hate going through all of my parts to figure out how many I have.

#213 Thorqemada

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Posted 06 March 2013 - 05:40 AM

Minimum ammo requirements:
1 ton of ammo per 4 srm/ssrm tubes
1 ton of ammo per 5 lrm tubes
1 ton of ammo for all MGs
2 tons of ammo per ac2, ac5, uac5.
3 tons of ammo per ac10, lbx10, ac 20, Gauss

Adjust amount according to fieldtests (if you allways have half your ammo left put some away and vice versa).

PS: For X numbers of Guns the max ammo is usually 6 tons, if you need more you are making it wrong.

Edited by Thorqemada, 08 March 2013 - 05:26 AM.


#214 Corvus Antaka

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Posted 06 March 2013 - 09:19 AM

View PostSedant, on 05 March 2013 - 08:49 AM, said:

Why is everyone calling this a bad idea. I agree the thought of spending money on it is bad, but hell I will spend C-Bills for sure. Stalkers gonna get some loving with an extra Atlas smashing alpha strike no doubt. But here is why i think if it were only C-Bills we have a good idea on our hands.

http://www.sarna.net/wiki/Coolant_Pod


Id like to see this as well. Then have 2 options - 1 a cbill every match cost refill ie 10,000 cbills per refill, or an MC 1 time permenant refill option that costs say 1,000 MC but you never have to refill it again. imho a coolant pod is a much better and balanced idea than a coolant module.

#215 WVAnonymous

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Posted 06 March 2013 - 09:32 AM

I think anything consumable on the battlefield should be c-bill only, and there should be a "buy c-bills" button next to "buy MC".

It should always be pay to save time, not pay to win.

#216 WinningOne

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Posted 06 March 2013 - 04:36 PM

"Like [color="#b27204"]Alpine Peaks[/color], players will need to change their overall strategies, focusing on offense and defense, along with bringing in a balanced BattleMech build."

This, in my humble opinion, is a sentence about which which everyone playing this game should be required to write an essay demonstrating they understand its significance for gameplay.

#217 Ironspectre

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Posted 08 March 2013 - 04:45 AM

I like the Hanging stuff like the fuzzy dice although they don't look all that fuzzy, but where's my pin-up poster of Miss 3050??

#218 Todeskrieger

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Posted 11 March 2013 - 03:28 PM

i would appreciate if you would rather put more effort in making the game stable, than in adding new content. it´s really annoying with these constant crashes. and no - it´s not my pc which is buggy, i don´t experience crashes in the other games i play.

#219 Waverider

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Posted 12 March 2013 - 06:36 AM

View PostInnerSphereNews, on 04 March 2013 - 11:45 AM, said:


....
Players will now have more options with regards to how they pilot their BattleMechs. Several new control systems and improvement have been added including Throttle Decay (gas pedal vs set throttle), Arm Lock to torso, Set Point Throttle (10-100% throttle values in 10% increments), Face Torso, and Joystick Analog turning. Player will also be able to customize their key bindings via the Pause Menu during matches.
...


Joystick analog turning!!Good!! But we still need the PROPORTIONAL control of the torso. The way it is ow you are just emulating a mouse with the joystick - so most of the time we are at the dead center and unable to do precise corrections to the aim. The torso control MUST be proportional - it means that if I hold the joystick on 50% the torso will hold the 50% position, when I release the stick the torso should come back to the center. Why that? Because the worst precision on the joystick is at the center, If I can hold the position I will have a much more precise control of the aiming.

I'm not sure if the word "proportional" is the correct one in this case as my English is not so good.

#220 Treckin

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Posted 12 March 2013 - 06:50 AM

View PostSlater01, on 04 March 2013 - 01:09 PM, said:

Mechwarrior Cafe

MWO Closed Beta = Drinks
MWO Beta = Appies
MWO Live w/CW = Main Course
MWO Clan Invasion = Desert

Bill = 1 Year Waiting time & $120 bucks

Urban Spoon 3/5
*Customer Service was great, but Kitchen seemed under staffed.


100% win





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