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Answer From Paul:
[color=#959595]Hit Detection – It is imperative that this improves for launch. Not only does it affect how the game plays right now but it also creates issues with weapon balancing.[/color]
[color=#959595]New User Experience – An upcoming tutorial is about to hit our testing builds and we will be pushing this out as soon as possible.[/color]
[color=#959595]Game Balance – There are still a number of Mechs and weapons that need to be looked at prior to launch.[/color]
Glad to hear it, especially hit detection and the new user experience.
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Answer from Paul:[color=#959595] We currently have the ability to do this on a global scale (i.e. all Mechs are affected by the same multiplier.) However, it wouldn’t be pertinent to set this number yet as we are still waiting on HSR improvements. Depending on the amount of time HSR fixes will require, we MAY bump IS health by a small percentage to hold us over until the majority of HSR issues are dealt with. We are going to be looking at this on 2 levels. We need to make sure we don’t end up with a bunch of Mechs running around with no weapons/ammo and we need to make sure we don’t make the armor destruction time shorter than the IS destruction time.[/color]
Glad to hear that's something you are looking at... and it makes sense to wait for the HSR fixes, since only then would you have reliable data to determine what improvements would be needed.
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Answer from David: [color=#959595]The Awesome is a Mech that we need to take a look at. Recently, we’ve started a new pass looking at improving the balance between the Mechs. (Look for improvements to Medium Mechs coming in the August 20[/color][color=#959595]th[/color][color=#959595] patch.) As we do this, we’ll be sure to take a look at the Awesome. This will involve, first of all, making sure that there’s nothing weird or buggy about the hit boxes, and then seeing what we can do to improve the Mech. Exactly what form those improvements come in will remain to be seen.[/color]
I'm personally hoping for chassis-specific quirks in this case, for example if the Awesome had a higher "max alpha" value for PPCs. If the awesome was the one mech that could load 3 PPCs without heat penalties, it would definitely make it more interesting (and its inherent flaws would compensate for that advantage), and keep it "faithful" to its canon "mystique".
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Answer from Paul:[color=#959595] The assumption that we think the 2PPC+Gauss is a lesser problem than any of the other high alpha builds, is incorrect. We have looked at what we can do with the build in question and have come up with a plan to de-sync the firing times of PPC and Gauss and keeping the Gauss as a primary long-range weapon. More information on this will be made available as soon as we get the feature ready to test.[/color]
Excellent news! Glad to hear you guys are aware of the issue and are working on.
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Answer from Brian W and Karl:[color=#959595] A replay system is one of those features that has long been on our list of things to do. Unfortunately there are many challenges that we still need to address, such as the size of the replay file, building a system that can read in a replay and play back the file correctly, future integration with AI and scripted bots, and the ability to efficiently scrub the replay file. We currently have no time frame for when this feature will be released due to the amount of work involved, and our current commitments to essential launch and post-launch features that are considered higher priority.[/color]
I'd definitely love to see this, especially if we could freely use some spectator camera while watching replays.
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Answer by Paul: [color=#959595]By the time you’re reading this, 12v12 is live as are the new timing values for capturing a base. Base captures take a lot longer to happen and that will give defending teams more time to return to base. Conversely, if a team plans on winning by capture, they’re going to have to plan this quite a bit earlier on in the match. Since the process of capture is much longer, the fast cap is no longer an issue if you have people watching the base capture notification.[/color]
Personally I liked the new 12v12 capping delay. It is a significant change, but capping is still very viable, and on the larger maps most conquest games end through points rather than wiping the team, which does make conquest more relevant IMO.
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Answer from Paul:[color=#959595] Yes it is still in the works. What is required is our tonnage limit system to be implemented so we don’t have to do crazy stuff in the match making system to get groups assembled. The tonnage limit system will put Mech balance in the hands of the player and the match maker then only has to worry about Elo and team player counts. With this system in place, players will be able to launch in groups of 1-12 inclusively. I cannot give a time estimate on this yet. My GUESS would be shortly after launch.[/color]
I'd love to hear more about the tonnage limit system, and how it will be implemented. Either way, I'm very happy that there will be a tonnage limit system at all.
Thank you.