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Creative Developer Update – Summer Edition With Special Guest Paul Inouye


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#381 AntharPrime

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Posted 27 July 2013 - 06:56 PM

View PostThunder Child, on 27 July 2013 - 05:05 PM, said:

Well, there was some information in there, I'll give them that. Good to see that they are looking at giving mediums and lights some love. Not so good to see that they are still trying to cram 3PV down our throats, despite the massive outcry against it. Was it 4? Or maybe 5 Polls that were locked and buried because the negative opinion towards 3PV was so strong.


I think that there was also well over 100 pages of members expressing their opposition to 3PV and well over 150 pages when they announced that they would make faction play available only to paying members (that was the nasty one that got GD closed and this current cluster mess of a forum made).

#382 Grimmnyr

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Posted 27 July 2013 - 07:16 PM

View PostButane9000, on 27 July 2013 - 11:23 AM, said:

They could also make the pilot skill trees more unique on a per chassis/variant style. Such as:

Centurion Basics (across the board)
- Increase heat dissipation - 1,000 XP (what it is now)
- Increase heat threshold - 1,000 XP (what it is now)
- Increase torso twist radius - 2,500 XP (what it is now)
- Increase torso movement speed - 2,500 XP (what it is now)
- increase arm movement range - 3,000 XP (what it is now)
- Increase acceleration/deceleration speed - 5,000 XP (combine the 2 currently separate efficiencies)

Centurion CN9-A basics
- Reduce damage to right arm by 5% and left arm by 10% - 7,500 XP
- Increase ballistic ammunition carried per ton by 10% (rounded down) 7,500 XP

Centurion CN9-AL basics
- Reduce heat generation from right arm mounted energy weapons by 5% - 7,500 XP
- Reduce damage to left arm by 15% - 7,500 XP

Centurion CN9-D basics
- Improve mech turning rate by 7.5% - 7,500 XP
- Improve mech movement speed by 5% - 7,500 XP

Centurion Elites (across the board)
- Increase movement speed by 5% - 7,500 XP

Centurion CN9-A Elites
- Reduce damage to right arm by additional 5% and left arm by additional 10% - 15,000 XP
- Increase ballistic ammunition carried by additional 5% (rounded up instead of down) - 15,000 XP
- Increase effectiveness of target info gathering module by 5% - 12,500 XP

Centurion CN9-AL Elites
- Reduce heat generated by right arm mounted weapons by an additional 10% - 15,000 XP
- Reduce damage to left arm by additional 15% - 15,000 XP
- increase effectiveness of sensor range module by 5% - 12,500 XP

Centurion CN9-D Elites
- Increase mech turning rate by additonal 7.5% - 15,000 XP
- Increase mech movement speed by additional 5% - 15,000 XP
- Increase effectiveness of capture accelerator by 5% - 12,500 XP

Centurion Master (across the board)
- Add additional module slot - 21,500 XP

This way every variant has to have the same amount of experience but each variant has their own unique quirks.


That is a good idea. I would love to see a greater level of individuality for each mech / pilot.

#383 101011

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Posted 27 July 2013 - 07:27 PM

View PostEd Steele, on 27 July 2013 - 06:36 PM, said:

Also, these mechs are 3050 technology, a mech upgraded with the appropriate sensors should very much be able to sense that a mech is behind it, especially a mech that does not equip ECM.

Let's take Canyon for example: today, I was flanking around in my BJ to hit the main enemy force in the rear. When I was 300-400 meters away, a quad-PPC STK turned around and ripped off my right side torso in one salvo, halving my firepower (6 ML down to 3) Before I did any meaningful damage, a second salvo stripped me of weapons and crippled me. There's a slight balance issue here: that build is meant to come up behind 'Mechs and rip their rear armor to shreds, which is hard to do when they can sense you from so far away. Canon is nice, but balance is even more so.

#384 CeeKay Boques

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Posted 27 July 2013 - 07:34 PM

View Post101011, on 27 July 2013 - 07:27 PM, said:

Let's take Canyon for example: today, I was flanking around in my BJ to hit the main enemy force in the rear. When I was 300-400 meters away, a quad-PPC STK turned around and ripped off my right side torso in one salvo, halving my firepower (6 ML down to 3) Before I did any meaningful damage, a second salvo stripped me of weapons and crippled me. There's a slight balance issue here: that build is meant to come up behind 'Mechs and rip their rear armor to shreds, which is hard to do when they can sense you from so far away. Canon is nice, but balance is even more so.


Yes, but you didn't have a scout, or a friend say "Hey, avoid that long range guy in e7 until we get there."... I mean team work can fix some of these things. 2 Jenners on a PPC stalker can end him... is that fair? You bet.

#385 Aesthir

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Posted 27 July 2013 - 07:45 PM

View PostJungle Rhino, on 27 July 2013 - 03:52 PM, said:

Your P2W GXP modules are breaking core gameplay elements. Coolshot needs to go, and seismic needs to scale relative to the chassis carrying it vs the chassis they are trying to detect. i.e. an Atlas stomping around at full speed should never know if there is a spider sneaking up behind him.


Vitriol aside, the GXP modules are pretty P2W. Heck, I've been playing since last year and I still don't have enough GXP to get anything worth buying.

They're already nerfing Seismic Sensor into the dirt, though. I think they're going about it in the wrong way. They're nerfing the range down to 200m, which is about the distance that the little arrow representing your own mech covers on the map. So you'd never be able to tell if it was working (unless we can change the minimap scale in the future). And paying the extra GXP for a 20m range upgrade (from 180m to 200m) is just stupid.

What really ought to be done is the sensor should be affected by your move speed relative to your chassis weight and the target's move speed relative to the chassis weight. If you have the sensor equipped and you're stomping around at max speed, you should interfere with your own sensor a bit. And if you're a light trying to peck at an assault and you think he's got a seismic, you need to decide whether to keep your speed or slow the hell down.

#386 Elizander

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Posted 27 July 2013 - 10:53 PM

View PostDirePhoenix, on 27 July 2013 - 04:03 PM, said:

[/size]
There are further changes scheduled to be made to seismic sensor. Nothing in this game is complete or static. Consider everything here to be early iterations until September.

You're also sacrificing a bit more than most assaults to push those 80tons at 90kph, and therefore probably not performing typical assault roles well when you're trying to make that Awesome dance like a Commando.


It's working quite well for an assault. 500 damage isn't that hard to get. Running figure 8's around 4 enemies still lets you get off 250 damage in a suicide run and if you actually play with your team it's much higher. Thanks to the SRM damage buff it's not really underperforming in any way since you can bring 3 SRM6+A.

Sure it's easier to get 500+ damage on a D-DC in point blank range but you're gonna have to wait for the enemy to come to you and I've had games on large maps where my PB was the fastest mech on my team. Scaring ravens and jenners off cap points solo is quite easy when you are 80 tons. ;)

Also I believe the winner of the Assault Awesome challenge was a PB who averaged 500 and had games where he did more than 1,200 with something that is just slightly slower but still very fast. :lol:

Back to the topic though:

I think that some of the extra tasks/rewards can trickle up to assaults and heavies, but more focus should be placed on plays for Medium mechs and light mechs. These should focus on good play and teamwork rather than kills and suicide runs those these are always subjective things. Overall, these should encourage people to play better and not game the system.

On another note, I personally have high expectations of the quality of 3PV and how it will minimize advantages over 1PV so I hope it turns out well in the end.

Edited by Elizander, 27 July 2013 - 11:30 PM.


#387 sirius89

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Posted 28 July 2013 - 04:23 AM

So,it's cool that a new Engine Update and DX11 is coming but come on,at least tell us what it's going to contain. ;)
Will it bring the glorious mech models from closed beta back? :lol:

#388 Farix

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Posted 28 July 2013 - 05:10 AM

View Postsirius89, on 28 July 2013 - 04:23 AM, said:

So,it's cool that a new Engine Update and DX11 is coming but come on,at least tell us what it's going to contain. ;)
Will it bring the glorious mech models from closed beta back? :lol:


The engine update is from CryEngine 3.4.1 (or was it 3.4.3?) to 3.4.5. (Paul confirmed this on the BAGrs twitch stream Friday night.) DirectX 11 simply allows the GPU to do more of the work in rendering frames.

Anyways, here are the release note for CryEngine 3.4.4 and 3.4.5.

Edited by Farix, 28 July 2013 - 05:28 AM.


#389 Warge

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Posted 28 July 2013 - 06:17 AM

View PostTechnoviking, on 27 July 2013 - 07:34 PM, said:

2 Jenners on a PPC stalker can end him... is that fair?

Let's first hit boxes be fixed.

#390 Wriath

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Posted 28 July 2013 - 06:34 AM

View PostWarge, on 28 July 2013 - 06:17 AM, said:

Let's first hit boxes be fixed.

Jenners are some of the easiest to hit light mechs at this point, what game have you been playing?

#391 Warge

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Posted 28 July 2013 - 07:10 AM

View PostWriath, on 28 July 2013 - 06:34 AM, said:

Jenners are some of the easiest to hit light mechs at this point,

I know but even Jenners don't register all hits.

#392 Wriath

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Posted 28 July 2013 - 07:19 AM

Yeah, good point, I even miss bigger slower stuff on occasion that I shouldn't.

#393 Corvus Antaka

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Posted 28 July 2013 - 07:54 AM

View PostLefteye, on 26 July 2013 - 04:04 AM, said:

Having fun. The game is amazing regardless of anything. I've played Counterstrike, and million other Deathmatch games before that, for years and I never thought the game sucked because it didn't have "Community Warfare". We had Clan Wars, we organized our own touraments, and it was a blast.

Do I want Community Warfare in MWO? HELL YEAH!
Is the game "not fun" until we get it? No, it is not. The core gameplay is frackin amazing and that's all that matters. If that is not enough for you, cool, I respect that, but don't try to convince other people that the way they are having fun is wrong.


Exactly this.

imho if PGI can not deliver CW for September, they could give us private matches by then so the community can run some tournaments until CW is finished and ready to go.

#394 iHover

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Posted 28 July 2013 - 08:23 AM

Yes , get us a lobby and the means to create our own meta gaming experience! Lobby system and the ability to setup our own drops!This would do sooo much for this game, We could train our cadets coming in to the game and setup our own drops that are not 8 atlas vs a balanced lance. No more failed sync drops. Stop wasting your time monkey patching with ill conceived patches like the magic heat scale and wasting resources with fetchers that the community doesnt want like 3PF and get this done!

#395 Cappy

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Posted 28 July 2013 - 12:58 PM

View PostVagGR, on 25 July 2013 - 02:07 PM, said:

keep wasting your time and resources on something a few whiners are screaming against...


Fixed.

#396 shotokan5

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Posted 29 July 2013 - 05:01 AM

I was very pleased to see that progress is being made. I million is nice but don't think they don't look at numbers playing. All I want is my joystick radical fixed and DX11 keep working hard the RCMP are watching your progress and beer sales will be cut off if enough progress is not being made. Jees, Rome was not built in a day, what else you want the more time they take the better the game will be. Have some faith.

#397 Vespere Dax

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Posted 29 July 2013 - 08:55 AM

Hehe,
Thanks for the update. I found it a little humorous when the said the team is split in two. One developing content and one fine dealing with bugs and tuning.
So...what he's saying..one team breaks the game while the other one fixes the mess the other team created.

=p. Hehe!

#398 Qualtain

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Posted 29 July 2013 - 09:17 AM

View PostZyllos, on 25 July 2013 - 01:49 PM, said:




I find these two statements at odds with each other.

Why go through the trouble of attempting to fix the Light/Medium roles when tonnage limits are what is needed and already being developed?

I forsee a rocky road ahead from this point on based on the information I am seeing, the already implemented mechanics and content, and the community's expectations of what we wanted out of MWO.


because they still need to make people want to play the smaller mechs. The reason they took out weight balancing in the first place.

#399 PainGod30

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Posted 29 July 2013 - 04:03 PM

Well PGI I have to say I'm actually quite excited to read all this, except the 3pv part of course. I like the idea about adding quirks/incentives for playing lights and mediums. I also like hearing that you're adding in weight balancing. Now I just hope it translates into the game well and I look forward to seeing these ideas in action. I'm excited for tomorrows update and for August! You've given a grizzled vet some hope today!

#400 Desdain

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Posted 29 July 2013 - 05:25 PM

View Posthammerreborn, on 26 July 2013 - 09:46 AM, said:


And it has swung my way plenty of times, and I would be more than happy to take another hit if it meant never seeing these stupid sigs again by the try hard rage harder squads.

I agree. Those sigs are just intolerable.





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