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No Guts, No Galaxy Podcast: Goes live!


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#701 Jaggar Boo

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Posted 02 February 2012 - 03:46 PM

View PostPaul Inouye, on 02 February 2012 - 03:23 PM, said:

I'd like to file a formal cease and desist order on your paparazzi Cattra Kell always clicking on my profile and looking up my posts! I swear if I find him digging through my trash... somebody's gonna get hurt reeeel bahd!



He is a stalker. You need to watch out for him. He keeps sending me strange pictures.

#702 Blackfire1

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Posted 02 February 2012 - 04:08 PM

And a valuable lesson was learned. Never annoy a brony. Else you get Twlight Atlas. >.>

#703 Nathiel Surefire

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Posted 03 February 2012 - 04:09 PM

View PostBlackfire1, on 02 February 2012 - 04:08 PM, said:

And a valuable lesson was learned. Never annoy a brony. Else you get Twlight Atlas. >.>

Oh god, I still get shudders thinking about that link.

#704 Halfinax

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Posted 03 February 2012 - 07:54 PM

Okay DevBlog 3 suggested a triple layer of specialization for 'Mechs. 1) BattleMech tree, 2) Pilot Skill tree, 3) module unlock at intrevals withing the pilot skill tree.

DevBlog suggests only 2 layers of specialization for 'Mechs: 1) BattleMech tree, 2) Unlocked Modules.

Personally I found the first system much more interesting and allowing a great deal of role specialization, and in the second example I see it being more limiting. Instead of being able to have a Scout Hunter-Killer we just end up with Scout tier 1 and tier 2. Where one scout is just more effective at scouting over a less experienced scout.

Which do you prefer? A hyper specialized system as was suggested in DevBlog 3, but a more time more skill system was suggested in DevBlog 4.

Alternatively do you think this was just something that was poorly stated in one of the DevBlogs or was lost in translation from one Blog to the next?

I really hope there was just some lost translation from the incredible system allowing hyper-specialization from DB3 to DB4.

#705 Sean Lang

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Posted 04 February 2012 - 02:14 PM

I'll make sure Brandon gets all these notes taken!

#706 Cattra Kell

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Posted 05 February 2012 - 08:33 AM

View PostHalfinax, on 03 February 2012 - 07:54 PM, said:

Okay DevBlog 3 suggested a triple layer of specialization for 'Mechs. 1) BattleMech tree, 2) Pilot Skill tree, 3) module unlock at intrevals withing the pilot skill tree.

DevBlog suggests only 2 layers of specialization for 'Mechs: 1) BattleMech tree, 2) Unlocked Modules.

Personally I found the first system much more interesting and allowing a great deal of role specialization, and in the second example I see it being more limiting. Instead of being able to have a Scout Hunter-Killer we just end up with Scout tier 1 and tier 2. Where one scout is just more effective at scouting over a less experienced scout.

Which do you prefer? A hyper specialized system as was suggested in DevBlog 3, but a more time more skill system was suggested in DevBlog 4.

Alternatively do you think this was just something that was poorly stated in one of the DevBlogs or was lost in translation from one Blog to the next?

I really hope there was just some lost translation from the incredible system allowing hyper-specialization from DB3 to DB4.


Added


View PostSean Lang, on 04 February 2012 - 02:14 PM, said:

I'll make sure Brandon gets all these notes taken!


I always get the notes taken :)

#707 flyingdebris

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Posted 05 February 2012 - 03:41 PM

lol

you guys

i meant STALKER pants in the literal sense
Posted Image

also they just arrived,

and no, they don't fit, most expensive pants i ever bought and i can't even wear them without losing 20lbs :D

Edited by flyingdebris, 05 February 2012 - 03:43 PM.


#708 Sean Lang

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Posted 05 February 2012 - 04:29 PM

Believable story to say the least... but suspicious panda bear doesn't believe you!

#709 flyingdebris

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Posted 05 February 2012 - 07:21 PM

okay. lets put this another way. what the heck kind of codespeak is "stalker store for stalker pants" anyway?

if i was gonna hint at something i'd find a better pun than that, give me some credit. :D

#710 CoffiNail

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Posted 05 February 2012 - 07:48 PM

I think he was refering to the Stalker BattleMech FD. Because I believe in a previous interview...

Quote

AI: I really want to redesign the Mechs with bizarre legs that seem to defy physics in some sense, like the Stalker or Black Python, in order to fix the problem.


So I think they were speculation a possible codewording for redo of the Stalker 'Mechs and the legs. This is of course just MY own speculation, on their speculation.

#711 Cattra Kell

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Posted 05 February 2012 - 08:21 PM

View Postflyingdebris, on 05 February 2012 - 07:21 PM, said:

okay. lets put this another way. what the heck kind of codespeak is "stalker store for stalker pants" anyway?

if i was gonna hint at something i'd find a better pun than that, give me some credit. :D


Its the same code I give to my friend when I say "Break out the Czech M10's, the sausage, and the Vodka Tovarishch!" and then promptly put on the Commissar hat and prepare for blowout.

Edited by Cattra Kell, 05 February 2012 - 08:22 PM.


#712 John Clavell

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Posted 06 February 2012 - 01:09 AM

One thing I'll add to what Phil says about being able to allow the Mech to function above it's design specification. So for example, like the 'Tank can only go so fast'. I'd agree with you Phil, however there seems to be something missing from the information which can greatly effect this. What if these abilities are not designed to take the functioning above the specification, but bring you up to the specification?

Example:

Hunchback max speed 64.8km. At Elite I you'd get a 3% bonus to Speed. Assuming these skills went beyond the specification the top speed would be 66.7 Km. However It could be that all Mechs come below specification. So the Hunchbacks base speed 62.8 Km + 3% takes it to 64.8Km. Now this is based off just Elite I, as I don't know what Elite II or beyond adds as a modifier.

Edited by John Clavell, 06 February 2012 - 01:13 AM.


#713 Dihm

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Posted 06 February 2012 - 06:41 AM

That was the same thought I had too John, but we were already running long on so many segments. :D

And I stand by my Raven and Awesome speculation!

#714 Cattra Kell

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Posted 06 February 2012 - 07:47 AM

View PostDihm, on 06 February 2012 - 06:41 AM, said:

That was the same thought I had too John, but we were already running long on so many segments. :D

And I stand by my Raven and Awesome speculation!


"The Awesome Awesome" has to be named by someone who buys an Awesome, just like how the Firefly must be named "Serenity"... let it be written!

#715 Dihm

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Posted 06 February 2012 - 07:55 AM

And anyone who pilots a Firestarter must blast said song by The Prodigy.

#716 CoffiNail

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Posted 06 February 2012 - 07:58 AM

My firestarter will have something like

Posted Image

with text of "Burn baby burn the flames are getting higher"

#717 Cattra Kell

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Posted 07 February 2012 - 05:50 AM

Just a reminder to get those questions in for tomorrows podcast. Also a heads up, due to the amount of questions being entered we must now pass over ones which we have talked about before in previous podcasts, we apologize for this but we are trying to cut time on the casts back from 2 hours to about 1 - 1:30 hours.

#718 Kaemon

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Posted 07 February 2012 - 10:13 AM

Nice work on #13, The 'Clear Skies 3' vid is awesome. Then I watched the Elbow vid for 'One Day Like This'.

Now I've seen 2 awesome things today.

#719 Sean Lang

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Posted 07 February 2012 - 01:29 PM

John,

Very good point, always good to get the other perspectives, and your totally right on the subject mater!

@Kaemon, I really did enjoy the clear skies, it would be great for this community to have tools for stuff like this as well!

#720 Cattra Kell

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Posted 08 February 2012 - 10:27 AM

Just a reminder now that the Dev Interview 4 is up that we are recording tonight with a LIVE audience. Hop on TS3 at around 8/9EST* (time is subject to change) and join us to listen into the discussion for tonight. As always, remember you can add your questions to the cast by posting here, our website or our facebook.





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