

Kong Kast Podcast
#141
Posted 03 July 2013 - 05:24 PM
#142
Posted 06 July 2013 - 05:14 PM
Edited by Vassago Rain, 10 July 2013 - 03:57 AM.
#143
Posted 07 July 2013 - 08:37 PM
Kong Kast #7
That Was Our Position at the Time
76 minutes
Project Phoenix
New Streak SRM Flight Pattern
Homing in on the skeleton of destroyed components
Movement Behavior Changes
Mech Pinning
The Launch Date
Community Warfare in “Phases” not a guarantee for Launch
Ask the Developers #41
Bryan’s Response On Third Person
Content/Features Missing in Action (Closed Beta/Early Open Era)
Gyro Hits
Ammo Explosion sound effect + Visual
AC20 Reload Sound
Working Cockpit Monitors
Metal texture on the Mechs.
Old Damage Meshes.
Draw Distance
Atlas Eye Glow
Laser Lines
Melting Armor
Useful Brawling Weapons (where are my SRMS?)
Mech Scaling
Gauss Visual Effect
PPC visual Effect
Forgotten Promises
DX11 (September 2012)
AMS Toggle
Gifting to other players
Cockpit damage.
Promise not to add Third Person
Promise not to add Coolant
New User Experience (October 2012)
Decals
Music
Dropship Mutator (TBD October 16, 2012)
“The Real Conquest Mode”
HTAL
Overhaul to the radar system.
Alternate ammo types
MASC
Collisions & Knockdown
Private Matchmaking
Critical Hits Revamp
Destructible Props
Game Voice macros
Ability to change your Pilot Name
Magnetic Anomaly Detector Vision Mode
Jettison Ammo
Reconnect after Disconnect
Improvement to 4x Zoom
Command Console Functionality
More variants of existing Mechs.
Crouch Function
Track IR Support
SLI/Crossfire Support
Live Streaming
Edited by LaserAngel, 07 July 2013 - 08:38 PM.
#144
Posted 08 July 2013 - 11:11 AM
I hope that when pgi finally get their test server up, weapon balance will move much more quickly, because now it's just insanely slow. I mean what the **** are they doing?
Edited by Snowcrow, 08 July 2013 - 11:12 AM.
#145
Posted 08 July 2013 - 05:28 PM
A lot of the graphic issues seem to be stemming from PGI having issues with the Cryengine. If someone could follow up on that idea for contacting someone at CryTek that would make an excellent Kong Kast. Or someone could reach out to Dan Tracy at Star Citizen and ask about the type of abuse PGI is putting the cryengine through.
#146
Posted 09 July 2013 - 02:19 AM
If this didn't have the mechwarrior name attached to it I would have been gone long ago.
Also have to ask... where does this DHB correlation to the testing crew come from? I am sure a bunch of units have members in that? I certainly am not in it.

#147
Posted 09 July 2013 - 05:03 AM

#148
Posted 09 July 2013 - 06:25 PM
We put in a lot of work into finding all those old posts, notes, and even in the KONG ARCHIVES of Closed Beta information.
A lot of our members come from a Battletech background and understand this is the first "multiplayer" oriented MechWarrior game. We're burned out but still we want this to be a great game for everyone.
#149
Posted 09 July 2013 - 07:03 PM
LaserAngel, on 09 July 2013 - 06:25 PM, said:
We put in a lot of work into finding all those old posts, notes, and even in the KONG ARCHIVES of Closed Beta information.
A lot of our members come from a Battletech background and understand this is the first "multiplayer" oriented MechWarrior game. We're burned out but still we want this to be a great game for everyone.
It's really easy to forget all the past stuff that was promised... but then you see/hear it all again and you are like, yea... what DID happen to that?
#150
Posted 09 July 2013 - 10:55 PM
I hope they're still up in two weeks. It appears we have the Heavy Gear Developers on again this Saturday July 13 at 7 PM EDT (-4 UTC).
#151
Posted 10 July 2013 - 09:18 AM
LaserAngel, on 09 July 2013 - 06:25 PM, said:
We put in a lot of work into finding all those old posts, notes, and even in the KONG ARCHIVES of Closed Beta information.
A lot of our members come from a Battletech background and understand this is the first "multiplayer" oriented MechWarrior game. We're burned out but still we want this to be a great game for everyone.
Would have been great to have a link to each of the documents/screenshots/patch notes for all the missing/removed features. But at that point it's less making podcast and more making an effigy for a bonfire.
#152
Posted 10 July 2013 - 11:28 AM
Super Mono, on 10 July 2013 - 09:18 AM, said:
#155
Posted 12 July 2013 - 06:27 PM
#156
Posted 12 July 2013 - 10:23 PM
StandingCow, on 09 July 2013 - 02:19 AM, said:
Also have to ask... where does this DHB correlation to the testing crew come from? I am sure a bunch of units have members in that? I certainly am not in it.

alright check it.
Let me tell you this in closin
I know we might seem imposin
But trust me if we're ever in your forum section.
Believe me it's for your own protection.
Cause we see things that you need not see,
And we be places that you need not be.
So go with your opinion.
Forget that conversion cr*p.
Show love to the black mech.
Cuz that's the Mech in,
That's the Mech in...
#157
Posted 15 July 2013 - 08:47 PM
Heavy Gear Interview #2
63 minutes
Show Notes:
https://docs.google....NiFR-ru9A-BsU0/
We'll be back to our regularly scheduled MechWarrior: Online episode next week.
Next Episode: "Show Me on the Developer Blog Where PGI Hurt You"
#158
Posted 15 July 2013 - 08:58 PM
LaserAngel, on 09 July 2013 - 06:25 PM, said:
We put in a lot of work into finding all those old posts, notes, and even in the KONG ARCHIVES of Closed Beta information.
A lot of our members come from a Battletech background and understand this is the first "multiplayer" oriented MechWarrior game. We're burned out but still we want this to be a great game for everyone.
TBH I'm fine with longer episodes but then again I regularly listen to really long *** podcasts like the typically 3 hour giantbombcast and sort of find myself thinking "what? Only an hour long?" but that might just be me.
#159
Posted 20 July 2013 - 04:30 PM
#160
Posted 22 July 2013 - 07:48 AM
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