Number Of Mechs At Launch = # Of Mw4 Mechs At Launch
#21
Posted 13 June 2013 - 12:44 PM
Unless funding dries up, development slows from the current glacial pace, or things otherwise fail.
#22
Posted 13 June 2013 - 01:13 PM
Lee Ving, on 13 June 2013 - 12:44 PM, said:
Unless funding dries up, development slows from the current glacial pace, or things otherwise fail.
woah lets be positive we all want this game to be succesful
#23
Posted 13 June 2013 - 04:26 PM
#24
Posted 12 July 2013 - 09:08 AM
Maps will also keep streaming in. Agile games are a good thing.
#25
Posted 15 July 2013 - 07:11 AM
Tennex, on 13 June 2013 - 01:13 PM, said:
woah lets be positive we all want this game to be succesful
We do. In fact, we don't even need any more mechs or weapons right now. The only thing we do need is balance. As soon as (and hopefully really soon) this is fixed, the game will be fun again.
#26
Posted 15 July 2013 - 07:15 AM
Tennex, on 13 June 2013 - 08:35 AM, said:
For a preview of the style going into MWO timberwolf.
But ultimately the final concept art is decided by Dennis i think.
Little Outdated:
this is the pre - final cover... looks better i think:
Banshee and Wolfhound are finished too.
Edited by Karl Streiger, 15 July 2013 - 07:16 AM.
#27
Posted 15 July 2013 - 09:45 AM
General Taskeen, on 13 June 2013 - 06:30 AM, said:
On a more serious note: Content is one thing, a fully enjoyable balanced game on the other hand is another. Yeah, having more Mechs is cool, but the balance of the game has been a rollercoaster of a ride.
Although, I'm not saying MW4 was fully balanced by a long shot (it had some things balanced ok). I only played MW4 Single-Player, and MW3 and MW:LL Multiplayer. If MWO took all of what DID work for aspects of past Mech Warrior games, then it could shine.
But when they try out certain things to be "different" from other Mech games, like silly LB-X crit blasters, rather than taking what did work for LB-X already, or the entire ECM fiasco, it just really annoys me.
I know people hate it when someone says it's still in beta, but I think that rollercoaster of balance is acceptable in beta. I admit some issues could've been fixed faster. In fact I think they should've been bolder in making changes while in early beta. This would've caused even more of a rollercoaster, but would've made the balance better sooner.
I've been around since closed beta and I can tell you the balance has taken huge steps forward from the worst times (absolute bottom being right after ECM was introduced; but despite all the whining that nothing got ever done to it and the soft counters did nothing I think it's now balanced very well) The upcoming SRM boost will bring back splatcats and the whining that comes with it, but I think that will be very okay to balance out the PPC meta going on. When brawlers can actually do considerably more DPS up close than snipers can it will be much more balanced (40 alpha with 4s cooldown will feel very weak up close when the brawler does about 150 damage in that 4 seconds (Atlas: double LBX 3 shots, triple SRM6 2 shots + lasers).
Not saying there isn't work to be done, but compared to the time when you were intentionally gimping yourself if you didn't have ECM or splatcat the balance is very goot atm and clearly improving with upcoming patches. That being said I am one of those who think the upcoming heat stacking penalty is poor design (needless addition of complexity when it could've been done with existing mechanics), but nonetheless it will improve balance so it's better than nothing. It just worries me that this game seems to be trying to reach EVE when it comes to learning curve.
#28
Posted 15 July 2013 - 09:49 AM
Tennex, on 13 June 2013 - 07:39 AM, said:
i think for the clans to be a playable faction. it needs to have at least 4 mechs. so they are probably working on those right now.
i heard from russ in a podacast they already had one done (and that was the news a few months ago)
probably a timberwolf. lol if they had to make 1 clan mech what else would it be?
The Clan needs to be a full blow expansion, not just a dribble of mechs over time. When the clans come out they need to Full 16 mechs from the 3050 TRO.
#29
Posted 15 July 2013 - 10:25 AM
Viktor Drake, on 15 July 2013 - 09:49 AM, said:
The Clan needs to be a full blow expansion, not just a dribble of mechs over time. When the clans come out they need to Full 16 mechs from the 3050 TRO.
People should really stop thinking in terms of release and expansions. There will be a patch every couple of weeks that introduces more content. Occasionally there will be a patch that introduces a bit more content, but not in the scope of an expansion. I would expect more than just four clan mechs to begin with, but maybe not more than 8.
#30
Posted 15 July 2013 - 10:32 AM
Belorion, on 15 July 2013 - 10:25 AM, said:
People should really stop thinking in terms of release and expansions. There will be a patch every couple of weeks that introduces more content. Occasionally there will be a patch that introduces a bit more content, but not in the scope of an expansion. I would expect more than just four clan mechs to begin with, but maybe not more than 8.
I would expect that when they release them, it would be 4 mechs for the initial release( 1 fore each weight class), followed by one at a time in conjunction with an IS mech. Just makes the most sense to me in order to maximize profit potential.
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