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Ask The Devs 36 - Answers!


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#221 Kaldor

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Posted 24 April 2013 - 12:38 PM

Where is Xfire and SLi support?

#222 anonymous161

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Posted 24 April 2013 - 01:34 PM

Heres a great question... Why the F is every patch breaking the game more? the game is pretty much unplayable now. Before I enjoyed the game slightly more because it at least looked fine and didn't boot me hardly ever now the game is looking grahically worse and worse and running worse....Damn just forget releasing the game it's going back to it's pre alpha roots and even that I bet worked better than this so called bs beta!

#223 Soy

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Posted 24 April 2013 - 06:22 PM

View PostJakob Knight, on 24 April 2013 - 02:17 AM, said:


And do you even know the disadvantages of 'poptarting' as you call it?

Do you even bother to figure it out, or just sit there slack-jawed and then cry that it's OP?

Poptarting is a -tactic-, not an advantage, and can be removed by counter-tactics. It's also very situation-dependent. Note also that non-jumping mechs can do a form of poptarting, but no one seems to notice this.

Jump jets were always, first and foremost, supposed to be terrain-avoidance items, but there is no terrain that provides any need for this in the game. Thus, people are better off not taking jump jets 95 percent of the time, rather than it being a valuable capability in a battlemech (certainly supposed to be better than ECM, yet ECM is more useful currently).


Disregarding your semantics, I never said it was op - just amazed that you talk about the utility of JJs in multiple posts and never mention poptarting. Mind blowing.

#224 X1Viper

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Posted 25 April 2013 - 01:32 AM

"No. No plans. No ETA. No work done. Perhaps. Maybe. Months from now."

No details, little progress, no bug fixes we desperately need, no change of plans to accommodate the community's concerns or desires. Just a bunch of one line, bare minimum responses and a metric ton of NOPE. Very disheartening. You can tell they're just harried, under siege, and aren't that passionate about making an exciting game.

It's still fun, I'll still play it, and I thank them for making it, but this game is drowning in all the things it COULD be but isn't. :(

#225 cyberFluke

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Posted 28 April 2013 - 11:52 AM

View PostX1Viper, on 25 April 2013 - 01:32 AM, said:

"No. No plans. No ETA. No work done. Perhaps. Maybe. Months from now."

...

It's still fun, I'll still play it, and I thank them for making it, but this game is drowning in all the things it COULD be but isn't. :D


It's still amusing for a while, I'll still play it a little, but I don't thank them for making it, as this game is drowning in all the things it WAS PROMISED TO BE (On their own site, in their own words, in order to sell founders packages) but isn't.

Fixed that for ya.

Unfortunately, rather than giving the MechWarrior Universe another lease of life, which many of us hoped for, they're doing their level best to cash in, or completely sold out at day one and kept quiet. This will very likely be the last we see of the MW franchise.

Silver Lining: Makes room in the games market for a game which does *simulate* large walking machines doing battle, rather than pale, watered down, arcade game designed to appeal to as wide a market as possible to make the fattest profit possible.

What PGI have failed to take into account is the bad publicity this can potentially generate when the state of the game becomes apparent upon announcement of "release". The business part of my brain understands the risk they're taking and why. The gamer and artist in me is thoroughly sickened over the apparent ****** of IP and fans for cash.

#226 Nihtgenga

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Posted 28 April 2013 - 01:47 PM

View PostcyberFluke, on 28 April 2013 - 11:52 AM, said:


It's still amusing for a while, I'll still play it a little, but I don't thank them for making it, as this game is drowning in all the things it WAS PROMISED TO BE (On their own site, in their own words, in order to sell founders packages) but isn't.
(...)
What PGI have failed to take into account is the bad publicity this can potentially generate when the state of the game becomes apparent upon announcement of "release". The business part of my brain understands the risk they're taking and why. The gamer and artist in me is thoroughly sickened over the apparent ****** of IP and fans for cash.
QFT. Not much to add, except that this gamer part in the people is the part that PGI needs to convince for selling their final game to. Whatever this "final" will then be.

#227 SuMMoN

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Posted 29 April 2013 - 11:24 AM

TBH, I don't care about poptarting, its only a problem because of lack of team work brought on by no VOIP. and the command structure is a joke. mostly thou I wants a rear view option. if my sisters Toyota has a back up cam, why cant a 3050 mech. show me numbers not colors on the damage schematic worthless right now. the hit boxes are stupid big/easy, im like well over 50% on some weapons and im not even trying. we need more stuff to spend cb on, types of ammo cosmetic items or command options. and I want the end of match break down back for c-bills and damage.

#228 Zerberus

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Posted 29 April 2013 - 03:32 PM

View PostBlueSanta, on 19 April 2013 - 06:18 PM, said:

It is AMAZING that you still care so little about voice comms, a STAPLE of multiplayer games, and prefer to say the new player experience sucks because they don't have third person. Seriously, I just have no idea how that is your logical thought process.

I guess Valve had no idea what they were doing with Counter-Strike...10 years ago.


FTR, Valve in no way deveolped Counterstrike until they purchased it at beta 9.9999/ Rls 1.0, a single person known as Gooseman did. Valve just got lucky it was a HL mod and a not a Quake II mod, that`s all. :)

Side note, I thinik I still have beta 0.8 flying around here on a ZIP disk somewhere......

Edited by Zerberus, 29 April 2013 - 03:33 PM.


#229 LordDante

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Posted 29 April 2013 - 10:05 PM

View Postpesco, on 20 April 2013 - 06:22 AM, said:

. When in fact it would be pretty easy to make it useful and solve another problem (socialization, player bonding) by letting random drops stay with the same team over multiple matches. Simple


best idea i read in a Long time !!!

#230 Ahasver

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Posted 30 April 2013 - 05:07 AM

View PostLordDante, on 29 April 2013 - 10:05 PM, said:

best idea i read in a Long time !!!


Please with the option to click: "stay with Team"

#231 Rebas Kradd

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Posted 30 April 2013 - 09:39 AM

View PostX1Viper, on 25 April 2013 - 01:32 AM, said:

You can tell they're just harried, under siege...

Yeah, by posts like this.

#232 Detrimus

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Posted 30 April 2013 - 10:55 AM

I must say, I'm extremely disappointed that smaller match sizes i.e. 4v4 aren't going to be implemented. I'm not a big fan of 8v8, let alone 12v12 (mandatory) when it comes around. It's hard enough to get 8 people on the same page in a pug, can't even imagine what a terrible mess 12v12 will be.

#233 Kraven Kor

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Posted 30 April 2013 - 11:39 AM

View Postshintakie, on 19 April 2013 - 04:14 PM, said:


Just turn it into a drinkin game.

Every time "No ETA" is said, take a drink.
Every time "No plans" is said, take a drink.
Every time they repeat the answer for a question they already answered in a earlier ATD, take a drink. If they answer the same question twice or more in the same ATD, take 2 drinks for every repeat.
Every time they blatantly make somethin up (6 MG spiders, 3 second Jenners, nobody sayin collisions would be back soon), take a drink.


My liver just jumped out of my body, flipped me off, and stormed out. It has now filed suit for emancipation and financial damages.

@#$% you. :P

#234 Sug

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Posted 01 May 2013 - 08:29 AM

View PostWintersdark, on 19 April 2013 - 04:12 PM, said:

They've got to design the system in such a way that being on a losing faction isn't terribly depressing.


They can just make is so underpopulated/weak factions get some sort of bonus to xp/cbills earned. Or even a way to earn MC if things get really bad.

#235 Tesunie

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Posted 01 May 2013 - 10:15 AM

I'll add my 2 c-bills to the ongoing discussion:


Machine guns: Read their description, even in TT. It clearly says its an antipersonel weapon, not antimech or armor. Yes, in TT they do 2 damage, but they gain extra damage against infantry. Last I recall, they were saying npc infantry and tanks might be added into the game. If it does, than they probably would be fine as is. In its current stat, it is very situational and not for direct damage against mechs. If we are to see only mechs in this game, then they probably should be right under a small laser for damage. (Do also recall with TT that missiles such as LRMs hit instantly, and wont miss completely from targets moving under cover or ECM making the lock impossible. This game already is different from TT, though heavily referenced to TT.)

Pop Tarting: Not a real "problem". I find most pop tarts are easy targets if you close in with them by using terrain. They are easy to kill and I've even seen one kill themselves by jumping up and landing hard too often. Also see them try this out in the open. If you track them, the pop tarting doesn't do them any favors. Its a tactic, learn some counter tactics and work with your team. Providing information on enemy mech locations, particularly on sniper and pop tart positions. I find I can normally relay information to my team with a quick duck behind cover and a working map. Honestly, I have not seen as much of this "out of control" tactic as others seem to be reporting, but when I do come across it, I seem capable enough to handle it with my team.

Jumpjets: Are suppose to add tactical advantages, including the apparently "op" pop tarting. Honestly, I'm looking forwards to them having some good ploys and positions that are easier to get to with jj. Jumping is good, but for the most part right now, they don't have a ton of uses for their weight and heat. As a side thought, it might make an interesting dilemma, jumpjets or ECM. Which do you choose. Right now, I feel Jumpjets are barely even needed and don't have any mechs with them right now, but they can be useful still.

Spider 5K: I heard a continual plea to present a reason for this mech. Here's a few: mock Urbanmech. Jumping Hollander. Fast LBXAC10 platform. Dual AC2 with jump platform for sniping (or that op pop tart). Large laser fast jump mech (sniper, scout, pop tart). Just because its a light mech does not mean it needs to be fast. A Gauss version with jump could stay near a heavier mech and provide support. Could even maybe pop tart from behind the larger mech. While everyone shoots the more threatening target, the little Spider "Hollander" could be picking at pin point spots. An AC10 version could have a bit more speed with a decent weapon. A Guass version could also have TAG to encourage a long rang support/sniper. Even the fast 4 mg version could scout, or run near a heavier mech and when they see armor breached, take out and remove basically any crits in that section, reducing incoming damage to his friend by removing weapons, or even getting an ammo explosion...

Cicada 3C: Another "poor" preforming mech that "wasn't created equal". Is it the best mech platform to work with? I'll admit that the other chassis are easier and probably better, but I've still had a lot of fun with this mech. I found that a set up with an ERPPC and UAC5 wasnt bad. I've heard of an LBXAC10 version being fairly brutal. Then I have my "Hollander 2" with a gauss rifle and med laser that's been working well.


I'm feeling a lot of you, in your pursuit of buffed machine guns, have neglected or ignored a lot of possibilities that could happen with these ballistic light mechs. Would a machine gun buff help them, especially in their default configurations? Yes. Do I agree machine guns could use a buff? Sure. Probably. Do we need a machine gun buff for the game to work and/or be fun? Not really. Personally, I think I'd prefer to see missiles get tweaked and refined first, seen as missiles effect more of the game play than machine guns do.

#236 IKreossI

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Posted 01 May 2013 - 10:42 AM

If the game crashes, is there a way to get back into the battle?

#237 Tesunie

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Posted 01 May 2013 - 12:18 PM

View PostIKreossI, on 01 May 2013 - 10:42 AM, said:

If the game crashes, is there a way to get back into the battle?


Not at this time. It is a feature they are working on currently.

#238 101011

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Posted 01 May 2013 - 01:40 PM

View PostTesunie, on 01 May 2013 - 10:15 AM, said:

Spider 5K: I heard a continual plea to present a reason for this mech. Here's a few: mock Urbanmech. Jumping Hollander. Fast LBXAC10 platform. Dual AC2 with jump platform for sniping (or that op pop tart). Large laser fast jump mech (sniper, scout, pop tart). Just because its a light mech does not mean it needs to be fast. A Gauss version with jump could stay near a heavier mech and provide support. Could even maybe pop tart from behind the larger mech. While everyone shoots the more threatening target


Sorry? I always shoot lights first, because they move so darn fast. People will assume that the "Hollander" is fast and shoot at it, and it will be crushed like an ant. Lights have to be fast, that's why the Urbanmech is so laughable. And I won't go into detail now, but it has been said many times: MG's were in TT before infantry.

Edited by 101011, 01 May 2013 - 01:40 PM.


#239 Tesunie

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Posted 01 May 2013 - 05:45 PM

View Post101011, on 01 May 2013 - 01:40 PM, said:


Sorry? I always shoot lights first, because they move so darn fast. People will assume that the "Hollander" is fast and shoot at it, and it will be crushed like an ant. Lights have to be fast, that's why the Urbanmech is so laughable. And I won't go into detail now, but it has been said many times: MG's were in TT before infantry.


Sorry, but most people shoot the Atlas when confronted with that or a light hiding in his shadow. Or better yet, I wont be out in the open, but instead behind a rock, using my smaller size. Also, most people don't shoot at a spider when something larger and more threatening is nearby, even with the slower speed. My "Hollander 2" does fine and doesn't even move past 100 kph. I do well with that as long as I stay near a larger mech. When I go on my own, I typically die.

A lot of mechs are all about how they are played, not just what they are. I can play a slow light fine. You might not. Just like any loadout, it all depends upon who plays it, how they play it, and if they can play it well. What works for some people might not work for others. It's all up to preference and personal tastes.

#240 ICEFANG13

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Posted 01 May 2013 - 05:57 PM

No its not, using a slow light is how you get killed. You're saying I should use an assault with 2/3rd armor? A light can work it at 100 true, so can mediums, and people laugh at those and don't hate them with extreme prejudice and can actually take some damage.

Show me the Spider build with a Gauss on it.





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