I'm happy to see a lot of changes being done to weapon balancing and to see that the developers are really focussing on that part of the game at the moment. In my opinion, it's the second most important thing after the game modes, but as PGI has decided not to make any major changes to the game modes, I guess this is the best thing that could happen at this point.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
Adridos: What is the team's stance on the issue of "entry requirements" being raised?
Currently, for a mech to be usable, it needs to get upgraded by DHS, ES and have all it's efficiences skilled up, otherwise it is gimping itself in the match. There are already mentions of expanded pilot trees, epics and such and it may very well become a serious issue. Thus I would like to know the official stance on this.
A: This is entirely subjective. It depends at which level you play at. From my 1 in hundreds of thousands of player view, I can roll into a match with a stock Mech and be very competitive, and get lots of enjoyment. I may not be able to compete for 1st place all the time, but I can usually place in the top 8 no sweat. Your skill and Elo rating will definitely drive the level of competitive play you will face, and therefore the requirement to bring a more efficient, upgraded `Mech to the match. This is working as intended, and plays nicely in with how a player’s skill and inventory evolve over time.
This seems like a strange thing to say, as others have already pointed out. What does "subjective" mean in this context? But it's
working as intended, I guess that answers the question.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
9erRed: Will future graphical and engine improvements allow for true cover from view, and provide some disruption of fire?
A: We have true cover currently, with exception of some destructible objects like trees.
I don't understand this. Doesn't true cover mean that "if there's a line between the gun and your target without cover, you can hit your target"?
Because if that's what it means, then the game doesn't have true cover. This has already been mentioned in regards to the buildings on River City, but even the hills in Caustic Valley will block shots outside their actual dimensions.
Bryan Ekman, on 17 May 2013 - 12:00 PM, said:
TexAss: Why don't we get capture assist bonuses in Conquest?
A: You’re not capturing a base. You’re accumulating resources.
Mr. Ekman, I'm guessing you were pretty tired and/or fed up at this point. It's a thankless job, I get it. But surely you can see that this answer may be seen as a bit... dismissive, or even snappy. Obviously, the guy knows that you're not capturing a base, that's not a real answer. Are you expecting TexAss to follow up next week with "Why don't we get Accumulating Resources bonuses in Conquest"?
The implication of the question - you're a smart man, you must already know this - is the following:
"If you're rewarding players for reaching alternate victory conditions in one game mode, why aren't you doing it in the other? Especially given that Conquest seems to have been designed specifically for gathering resources, as opposed to killing enemy players, it seems counter-intuitive that this game mode doesn't actually reward players who are gathering resources."
Nicholas Carlyle, on 17 May 2013 - 05:27 PM, said:
That capture time answer was lame. I'd really like to see more info released on that metric.
You cannot tell me that having the SAME exact amount of time to capture on Alpine and on River City is working.
You can literally see both caps in River City from the start. How could you possibly balance that using the same timer?
I mean does anyone here have the balls to tell me that makes sense?
Well, a lot of the answers basically mean "We're happy with it, and we don't feel the need to explain ourselves [again]."
I guess we just have to accept that.
Edited by Alistair Winter, 17 May 2013 - 05:42 PM.