Developer Q&A 1
#61
Posted 16 November 2011 - 04:09 PM
At the same time, I do wish that they consider the group fire/weapon spread/COF issue and debates a bit more. I'm fine either way, I'll just adapt but its no lie that it is a major issue for all the earlier MW games. Since one of the key points of them rebooting MW is to address the key problems of the earlier games, I believe it would be a mistake if some of the glaring problems are not addressed.
#62
Posted 16 November 2011 - 04:12 PM
Keep up the good work!
Looking forward to the first playable release.
#63
Posted 16 November 2011 - 04:13 PM
Edited by Adridos, 16 November 2011 - 04:14 PM.
#65
Posted 16 November 2011 - 04:21 PM
#66
Posted 16 November 2011 - 04:22 PM
*cough*Still no word on*cough*Shadow Hawk?*cough* I should really go to bed, it's late and it's so cold here.
#67
Posted 16 November 2011 - 04:27 PM
Paul Inouye, on 16 November 2011 - 04:09 PM, said:
As a programmer who has dealt with project managers I need to ask: How is this different than the normal actions of a Producer?
Adridos, on 16 November 2011 - 03:04 PM, said:
What more would you like?
I just hope we just get hula girls for our 'Mechs. I dunno how they feel about that.
#68
Posted 16 November 2011 - 04:27 PM
#69
Posted 16 November 2011 - 04:29 PM
Adridos, on 16 November 2011 - 03:22 PM, said:
Yes, knowing the name of the next battlemech would be great, but the concepts are made by a community member, so we have to give him some time to draw those things. It's not like he has hundreds of pictures and the actual mech list and he just wants to toy with us.
I for instance hope for a Shadow Hawk, because it looks nice, has good firepower and is from my preffered class - mediums, but I doubt it will be implemented.
Yeah, I would like to see both the Shadow Hawk and the Pheonix Hawk .
#70
Posted 16 November 2011 - 04:39 PM
In talking with my XO this evening, as he was getting off work, he told me he likes a lot of what he's seen here. Since I respect his judgement a great deal, I will assume he saw mo' betta than I did, and will try to look at things more positively.
#72
Posted 16 November 2011 - 05:39 PM
Belial, on 16 November 2011 - 03:09 PM, said:
Sorry for double post. I'd like to know why? Seems like a hasty decision this early on.
Its nothing against the developers or what they are trying to do. But I am not into the Activision/Microprose Mechwarrior 2+ games. They were crap when compared to the Battletech table top game system. They were survival of the spam fire fest. Mechwarrior 2 key to success was a mech with as many Med Pulse Lasers as you could mount, because heavy hitters, ERPPCs, AC20Ultra and such did nothing. Then Mechwarrior Mercenaries, again Jenner with nothing but 4 Med Pulse Lasers and more armour was king of the battlefield. I literally ran through the WHOLE game with that one mech.
But Multiplayer Battletech:Solaris or 3025, and Mechwarrior 1 all followed the Battletech rules well. They changed some things in favor of playability but they didnt change the game into EZ mode for the ADD generation.
#73
Posted 16 November 2011 - 06:10 PM
I'm particularly looking forward to what they get done with electronics and electronic warfare. That aspect has been sorely neglected in all BT-related titles.
@ Hodo:
What's ironic about your post is that you complain about a Jenner with four MPLs owning all in Mw2 and then extoll MPBT: 3025.
Dude, did you play that beta?
Because the Jenner with four MLs owned all and it was nothing but a race to get the Hunchback with all of the MLs. No one ever used the HBK-4G (the one with the AC-20).
That game was a perfect example of how the TT rules fail in a video game. Kesmai's only solution was just to introduce a RNG-based weapon spread but all that did was tick people off because they were no longer able to hit what they were actually aiming at.
Edited by Cavadus, 16 November 2011 - 06:29 PM.
#74
Posted 16 November 2011 - 06:43 PM
I honestly like what Hodo's saying, and I actually like and support the ideas he has. Again, I do not believe he is advocating an absolute slavish devotion to the tabletop, but toward making the game more akin, more 'feel' to the tabletop, rather than a point-and-shoot kill fest that, again, requires zero skill to execute.
#75
Posted 16 November 2011 - 07:00 PM
Kay Wolf, on 16 November 2011 - 06:43 PM, said:
Random Number Generator. It's used as a shortcut/simplification to simulate something when people don't want to go through all of the work of constructing an accurate model.
Not to say that it isn't acceptable in some cases. In the boardgame it obviously works fine because going through hugely complex ballistic calculations every single turn would make the game far too complex and time consuming.
Edited by Cavadus, 16 November 2011 - 07:02 PM.
#76
Posted 16 November 2011 - 07:22 PM
Hodo, on 16 November 2011 - 05:39 PM, said:
Its nothing against the developers or what they are trying to do. But I am not into the Activision/Microprose Mechwarrior 2+ games. They were crap when compared to the Battletech table top game system. They were survival of the spam fire fest. Mechwarrior 2 key to success was a mech with as many Med Pulse Lasers as you could mount, because heavy hitters, ERPPCs, AC20Ultra and such did nothing. Then Mechwarrior Mercenaries, again Jenner with nothing but 4 Med Pulse Lasers and more armour was king of the battlefield. I literally ran through the WHOLE game with that one mech.
But Multiplayer Battletech:Solaris or 3025, and Mechwarrior 1 all followed the Battletech rules well. They changed some things in favor of playability but they didnt change the game into EZ mode for the ADD generation.
I made a visual chart to make this same point:
#77
Posted 16 November 2011 - 07:26 PM
And the goofy comment here and there gave me some good laughs too.
My favorite was this one:
[MATT N] I remember that trailer and I don’t think there was a Warhammer in there... I think it was an Urban Mech. Man I love those trash cans.
[PAUL] And you guys think I should be medicated?!?
I'm still laughing from that and other such comments.
#78
Posted 16 November 2011 - 07:47 PM
Edited by Kell Aset, 16 November 2011 - 08:05 PM.
#79
Posted 16 November 2011 - 08:05 PM
#80
Posted 16 November 2011 - 08:30 PM
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