

Sneak Peek - Turrets
#101
Posted 04 January 2014 - 04:12 AM
It would seem that when the turrets are released into the game they will only be short range base defenders and will not be deployable or upgradable by players in any fashion. They will be base defenders in the revamped assault game mode.
My guess is that later down the line turrets will be added as a deployable, consumable module (like arty or uav or an airstrike) with armor and weaponry based on c-bill and MC cost.
As with all things in MWO the turrets will be balanced with different weapons and armor as PGI analyses the data on them and the user feedback.
For those of you that think PGI are wasting time and resources on frivolous things like these new turrets when they could be getting DX11 and UI 2.0 out sooner, well, that simply isn't the case. PGI is a team of only so many people. Those people don't all have the same skills (some are modelers, some are level designers, some are programmers). Even among people that could be labeled programmers there are distinctions to be made. As such, PGI only has a few people that have the skills to work on things like DX11 and UI 2.0, but they still have people that can do other things such as add new mechs or implement turrets. So, basically, PGI is working on things in the order that they determine is best for their product (MWO) and tasking their staff in ways that make their game more appealing or better in as quick a timeframe as makes sense for them.
#102
Posted 10 January 2014 - 07:41 PM
#103
Posted 12 January 2014 - 01:16 PM
Don't you guys at PGI have "content" that is a year overdue? Why the hell are you wasting time on this dreck when you are so overdue on the important stuff?
You have got to be fraking kidding me...
Not. One. Penny. More. Until PGI delivers what has been promised.
Edited by Lupus Aurelius, 12 January 2014 - 01:17 PM.
#104
Posted 13 January 2014 - 03:03 PM
Lupus Aurelius, on 12 January 2014 - 01:16 PM, said:
Don't you guys at PGI have "content" that is a year overdue? Why the hell are you wasting time on this dreck when you are so overdue on the important stuff?
You have got to be fraking kidding me...
Not. One. Penny. More. Until PGI delivers what has been promised.
Yeah!!! Not one penny more lol.
Yeah PGI, work for nothing just like every other hard working person!!! Oh hang on a sec, everyone else does get paid

PGI staff : I'm bettin you're all looking for jobs elsewhere lol. I guess MWO will simply cease to exist.
All good, there are some great careers out there in games that are actually fun

#105
Posted 13 January 2014 - 08:05 PM
Lupus Aurelius, on 12 January 2014 - 01:16 PM, said:
Don't you guys at PGI have "content" that is a year overdue? Why the hell are you wasting time on this dreck when you are so overdue on the important stuff?
You have got to be fraking kidding me...
Not. One. Penny. More. Until PGI delivers what has been promised.
Quote
Why don't you read other reasonable posts to see why you are wrong, instead of spitting ******* nonsense and cursing about new features whilst simultaneously proving that you have ZERO understanding of how games are developed, how employees are allocated, and how there are very few employees actually trained in multiple disciplines (art, engine programming, ui programming etc) and even if they could focus multi-skilled employees, they dont, because that's not how companies work, and you'd effectively be paying the same employee double for doing 2 jobs.
Do us all a favour and shut up.
#106
Posted 18 January 2014 - 03:13 AM
pbiggz, on 06 December 2013 - 02:15 PM, said:
I fixed that for you. Clearly you have very little understanding of how expensive advertising can be.
I assume when you refer to advertising you are expecting conventional methods such as television. But consider that 30 seconds of air time during prime hours can potentially cost upwards of $ 100,000 USD, multiply that by say, 5 per day, and you are spending upwards of 3 million dollars per week on advertising. Money that can and should be spent on the game, and not talking about the game.
Citation: http://www.adweek.co...sts-soar-132805
Research it more if you don't believe me, the numbers range from slightly below 100 000 to 1 million +.
My marketing professor told us repeatedly that advertising is critical to a product's success, but online advertising and social network advertising are FAR better ways of getting the message across, especially in the games industry. If you are not a multi-million dollar international game publisher like activision, blizzard, Micro$oft, or EA, then you shouldn't be bothering with TV spots, especially when avenues of communication such as twitter and facebook are FREE. Also, TV was invented in the 1920s, was created in 2006, so you tell me, with these FACTS i have provided you, which form of advertising is "outdated and stupid".
Also, there was actually very little ill will in this thread, and you have done nothing but bring it here, as you do with every other thread you seem to comment in. Is your purpose in life to try and make everyone else miserable? All you seem to do is drop into random threads, even where there is little to no heated debate of any kind and post inflammatory or otherwise heavily polarizing statements as if you enjoy seeing perfectly civilized threads descend into chaos, and somehow you turn that around to being PGI's fault. I shouldn't be surprised that you would take a joke made by Niko Snow, who has done an excellent job in the community, especially considering he has to deal with people like you, and turn it into an argument for an entire development studio's ineptitude.
And I was under the impression you were leaving. Or perhaps you were just out of
THIS - I never read it!

#107
Posted 19 January 2014 - 10:04 AM
Jay Kerensky, on 18 January 2014 - 03:13 AM, said:

sorry I don't know if you're insulting me or not.

I can TLDR it for you though. Conventional advertising costs A TON of money, social network advertising (twitter and facebook for example) costs nothing. PGI is making a F2P game, which is naturally, tight on funds, so naturally, using these newer methods of advertising both saves money and taps into a new market.
Edited by pbiggz, 19 January 2014 - 10:25 AM.
#110
Posted 20 January 2014 - 06:40 AM
#111
Posted 20 January 2014 - 04:10 PM
Ambuscade
#113
Posted 26 January 2014 - 01:09 AM
#114
Posted 27 January 2014 - 08:15 AM
Alcom Isst, on 26 January 2014 - 01:02 AM, said:
If we have weak small laser turrets just as light insurance, then there should be no control tower, that just makes them too weak.
If we have big fat calliopes with as much firepower as a heavy mech, then the simplest way to balance that is with a control tower.
#115
Posted 27 January 2014 - 08:53 AM
- You won’t have lights camping uncontended 200m away going pew pew destroying all the turrets; they will be forced to move around to avoid the LRMS, or move in closer and then move around to avoid the small lasers (which I’m assuming will have mediocre accuracy for a 125km/h+ object)
- Discourages slower, heavier mechs to approach the base since they are slower and would be receiving LRM damage quite easily.
- Because of this, you have lights that require to move around to avoid incoming damage, you have a deterrent for heavier mechs that carry more firepower. Both help reduce incoming damage to the turrets.
Edited by MoonUnitBeta, 27 January 2014 - 09:01 AM.
#116
Posted 27 January 2014 - 12:09 PM
MoonUnitBeta, on 27 January 2014 - 08:53 AM, said:
- You won’t have lights camping uncontended 200m away going pew pew destroying all the turrets; they will be forced to move around to avoid the LRMS, or move in closer and then move around to avoid the small lasers (which I’m assuming will have mediocre accuracy for a 125km/h+ object)
- Discourages slower, heavier mechs to approach the base since they are slower and would be receiving LRM damage quite easily.
- Because of this, you have lights that require to move around to avoid incoming damage, you have a deterrent for heavier mechs that carry more firepower. Both help reduce incoming damage to the turrets.
They already stated that turrets can easily have their loadouts changed, and those loadouts would be changed depending on balance, so I wouldn't be surprised if those small lasers and machine guns will give way to medium lasers.
#117
Posted 27 January 2014 - 01:03 PM
#118
Posted 05 February 2014 - 09:17 AM
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