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No Guts, No Galaxy Podcast: Goes live!
#621
Posted 24 January 2012 - 04:20 AM
#622
Posted 24 January 2012 - 05:24 AM
The first interview should obviously be our
If you guys can line up a dev, then the questions will come rolling in I'm sure.
![;)](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#623
Posted 24 January 2012 - 07:54 AM
#624
Posted 24 January 2012 - 02:00 PM
Paul Inouye, on 23 January 2012 - 10:32 PM, said:
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/blink.png)
Paul has been watching his lady put make-up on again. I think Matt Newman's Tiara in that photo was really Paul's.
![Posted Image](http://i.imgur.com/JE4fN.png)
Edited by CoffiNail, 24 January 2012 - 02:00 PM.
#625
Posted 25 January 2012 - 05:50 AM
#626
Posted 25 January 2012 - 10:37 AM
#627
Posted 25 January 2012 - 10:39 AM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/biggrin.png)
#629
Posted 25 January 2012 - 10:52 AM
#630
Posted 25 January 2012 - 11:04 AM
#631
Posted 25 January 2012 - 11:09 AM
>Also cant wait for us to start getting yelled at about our thoughts on the Centurion
Edited by Cattra Kell, 25 January 2012 - 11:09 AM.
#632
Posted 25 January 2012 - 11:10 AM
#633
Posted 25 January 2012 - 11:19 AM
I have a Clan based question. With them confiming the Clans and Zellbrigen eventually. They commented on the fact of if you ID that target as your target and take him out yourself, that you get more points. My question is, what are your thoughts on a 'claim target' button? One more command to bother with, or possibly useful. DCMS likes their one on one fights as well.
#634
Posted 25 January 2012 - 02:42 PM
Modules! We thought we'd answer all the modules questions (or at least most) in a single question, so here we go!
[PAUL]The module designs are created by the design team as a way to augment the piloting skill of a BattleMech without affecting the firepower or base rules of how a BattleMech operates. As to what the skills are, we are currently testing them out in gameplay. We want to ensure that these modules do not throw gameplay out of balance before releasing details on exactly what they do. Trollollololololllolllollololooooo!
______________________________________________________________________________________________________
So now we know some more about modules, lets pretend you are the developers at MWO. Would you use modules to address problems of P vs. P from past MWO games? (Min/Maxing, Jump Snipe mechs, or over powered Alpha strike…etc) It does not sound like this is there intention but lets pretend you wanted to look at this.
For example, to prevent players from focusing on massive damage Alpha strikes, and to encourage weapon variety, players would have to select a weapons module for their mech. The trade offs could be increase/decrease accuracy while limiting the number of weapons you can link in one weapon set. Players might be interested in high accuracy when moving but they can only fire 2 weapons at the same time or players can use 4 weapons simultaneously but have reduced stability making it harder to aim.
What problems in P vs. P would you try and address with modules if any?
Is there any module ideas you have had while day dreaming about MWO?
Edited by Ironchild, 25 January 2012 - 02:44 PM.
#635
Posted 25 January 2012 - 02:54 PM
#636
Posted 25 January 2012 - 03:07 PM
Also we are live in 5, meaning all questions under this are for episode 13.
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#637
Posted 25 January 2012 - 04:22 PM
Since most Wednesday suprises like new mechs and such do not actually give us that much new information to discuss maybe expanding into other BT areas a little. You have the computer games side well covered so maybe talking about stuff like the new sourcebooks, plots, TROs etc. or having someone tell us a bit about different game types such as the TT, and RPG games that many of us know little or nothing about.
Maybe something interesting from the BT universe histories (what was the first ever mech?).
#638
Posted 25 January 2012 - 04:26 PM
#639
Posted 25 January 2012 - 10:58 PM
![:)](https://static.mwomercs.com/forums/public/style_emoticons/default/smile.png)
#640
Posted 26 January 2012 - 06:59 AM
Dihm, on 25 January 2012 - 11:10 AM, said:
Palaeophile, reporting in, I love pelycosaurs
Question: What do you speculate that the command modules/abilities will bring to the battlefield? Is there anything that you think the commander should be able to do that hasn't been hinted at or seen in other games?
Also, less of a question, more of a statement, an odd piece of marketing material has appeared on the Mechwarrior:TC website you might have missed
http://www.mechwarriortc.com/img/2012_calendar.pdf
Might take a while to load (I only got about 8 pages in)
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