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What Happen Pgi? Why Did You Change? Please Would Like A Official Response.

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#81 Rhaythe

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Posted 09 May 2014 - 11:33 AM

View PostPeter2k, on 09 May 2014 - 11:32 AM, said:

I bet CW will be not only realy bugged, but also extremely dissappointing. Sigh

It will be the bare minimum on launch, with more features to be added. Of that I have zero doubt. Not saying that's a bad thing, but it's bound to disappoint some people.

Edited by Rhaythe, 09 May 2014 - 11:33 AM.


#82 Dymlos2003

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Posted 09 May 2014 - 11:35 AM

View PostRhaythe, on 09 May 2014 - 11:33 AM, said:

It will be the bare minimum on launch, with more features to be added. Of that I have zero doubt. Not saying that's a bad thing, but it's bound to disappoint some people.


Which is why I say PGI should hold off on CW.

#83 Rhaythe

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Posted 09 May 2014 - 11:36 AM

View PostDymlos2003, on 09 May 2014 - 11:35 AM, said:


Which is why I say PGI should hold off on CW.

Well, to be honest, unless PGI physically goes out and kidnaps people, drops them into the seat of an honest-to-god real mech a la "Last Starfighter", and has them battle to the death against Clan Wolf, someone's bound to complain. And even then, they'll probably gripe about not being able to see out the glass windows.

#84 Budor

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Posted 09 May 2014 - 11:40 AM

What i miss the most is the longer time to kill :D and i will never understand why forest colony got that "foggy" treatment pretty late in the games lifespan.

#85 Bishop Steiner

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Posted 09 May 2014 - 11:42 AM

View PostBudor, on 09 May 2014 - 11:40 AM, said:

What i miss the most is the longer time to kill :D and i will never understand why forest colony got that "foggy" treatment pretty late in the games lifespan.

come join us on Stock Mech Mondays...... the TTK is one of the things I really love about it!

#86 Athomahawk

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Posted 09 May 2014 - 12:05 PM

View PostGorgo7, on 09 May 2014 - 10:32 AM, said:

Yes Kyle...the good old days when EVERYTHING was better...or was it? You see one video and suddenly it was a lot better.
No XL engines.
6 variety's of mech instead of 24
4 maps
The air was cleaner, birds chirped...
..golly! Weren't the old days better with polio?


Posted Image

#87 Wildstreak

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Posted 09 May 2014 - 12:09 PM

OP, doubt you will get a response because of the Staff Abuse section at that link.

I do admit, the old grid squares on maps like Forest Colony were cool, smaller areas meant easier to find things reported to be in a square. Today, you get that on the big maps but not the small ones. Don't know why they changed the grid square size.

Love the 'magic shifting' of the Hunchback's position around 2:56.

Sound effects are nice, those are some fast SRMs.

That Awesome seems to move better than mine, different cockpit view also.

The Heat Vision you see had to go, the one where enemies show up blue. It was too good and had to be replaced.

#88 Why Run

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Posted 09 May 2014 - 12:13 PM

I miss the pre-armor buff period. Use to have to be careful or get splattered. Now, everything is a tank!

#89 BARBAR0SSA

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Posted 09 May 2014 - 12:13 PM

Yeah If they showed the splatcats in action you'd understand why it was changed.

Dual Guass vs Dual SRM....who saw who first was a common match up.

#90 Agent of Change

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Posted 09 May 2014 - 12:14 PM

View PostMerchant, on 09 May 2014 - 12:09 PM, said:

OP, doubt you will get a response because of the Staff Abuse section at that link.



I do love that addressing a discussion thread directly to the Developers of the game upon whose forum we are in is a blanket violation of the ToS. Gotta love that desire to communicate.

#91 Mcgral18

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Posted 09 May 2014 - 12:16 PM

View Postshad0w4life, on 09 May 2014 - 12:13 PM, said:

Yeah If they showed the splatcats in action you'd understand why it was changed.

Dual Guass vs Dual SRM....who saw who first was a common match up.


And now the dual gauss wins every time. The only issue with SRMs was splash. 15 damage per missile? Not unheard of.

It it was just 2.5, there might be competition with the PPFLD, and a reason to close that distance to under 200M. As it stands, the PPFLD has a solid chance of winning at sub 200M. That shouldn't be the case.


The game was certainly more amusing back then. Even with collisions. Gausskitties and Boomkitties were subject to tackles from my jenner...and it was fun.

#92 Agent of Change

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Posted 09 May 2014 - 12:19 PM

View PostMcgral18, on 09 May 2014 - 12:16 PM, said:


And now the dual gauss wins every time. The only issue with SRMs was splash. 15 damage per missile? Not unheard of.

It it was just 2.5, there might be competition with the PPFLD, and a reason to close that distance to under 200M. As it stands, the PPFLD has a solid chance of winning at sub 200M. That shouldn't be the case.


The game was certainly more amusing back then. Even with collisions. Gausskitties and Boomkitties were subject to tackles from my jenner...and it was fun.


Oh yeah, collisions. Are they still ignoring/doing away with any questions about that these days?

#93 Dakkath

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Posted 09 May 2014 - 12:20 PM

ahh, the good ol' days of CB. I miss the gameplay from back then. I don't miss the bugs and balance issues.

But man that was fun times.

#94 Kyle Wright

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Posted 09 May 2014 - 12:21 PM

View PostMerchant, on 09 May 2014 - 12:09 PM, said:

OP, doubt you will get a response because of the Staff Abuse section at that link.

I do admit, the old grid squares on maps like Forest Colony were cool, smaller areas meant easier to find things reported to be in a square. Today, you get that on the big maps but not the small ones. Don't know why they changed the grid square size.

Love the 'magic shifting' of the Hunchback's position around 2:56.

Sound effects are nice, those are some fast SRMs.

That Awesome seems to move better than mine, different cockpit view also.

The Heat Vision you see had to go, the one where enemies show up blue. It was too good and had to be replaced.

I dont see how i am causing a issue. Im not talking poorly about PGI in any shape or form. I just want to know if they just got so over worked that they lost sight of their aspirations? Or more or less why they chose to go the way they did.

#95 Rhaythe

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Posted 09 May 2014 - 12:22 PM

(Because this was fun to write)

TUTORIAL ONE. MAP: Forest Colony Snow

COMPUTER: Reactor: ONLINE. Sensors: ONLINE. Weapons: OFFLINE. Warning. Partial Systems Lockout Detected.

DEAD EYE: Good morning! Man, how about this dry heat, eh? Heh. Yeah, that's me in the big mech in front of you. I'm your babysitter today, kid. Someone paid me a fat wad of c-bills because they think you need a refresher course. I'm warning you, though. Shoot me once, kid, and I swear to god... Just don't do it.

COMPUTER: Gyros: ONLINE.

DEAD EYE: I just enabled your mech's gyros. This will let you turn your mech's upper torso around. Go ahead, give it a try. You'll notice your Centurion can only turn so far in any direction. You're a bipedal mech, not a tank. So get used to the range.

SYSTEM EVENT: Invert mouse popups

DEAD EYE: Now, we need... or rather, you need to do some walkin' today, kid, so I'm going to reenable your mech's mobility. Don't trip and fall over, all right? You have no idea how much it costs to repaint those things.

COMPUTER: Navigation: ONLINE.

SYSTEM EVENT: Movement tutorial pop-ups

DEAD EYE: There ya go, kid. Now you're moving around. You look like a drunken Lyran on Liberation Day, but some practice, and you'll be walking as straight as a toddler in no time.

COMPUTER: Nav Point Alpha: MARKED.

DEAD EYE: I just gave your system a new nav point. Head there. Once you get to Nav Alpha, we'll talk about giving you full control of your mech. I sure as hell ain't turning your weapons on while you're standing right in front of me...

SYSTEM EVENT: More movement tutorial

COMPUTER: Nav Point Alpha: REACHED.

DEAD EYE: All right, kid. If I'm going to give you full mech control, we'll need to cycle power. Do a full reboot. Go ahead and power down your mech.

SYSTEM EVENT: Power-off tutorial

DEAD EYE: There you go. You're powered down now, so if the enemy were close by, they wouldn't detect you. Normally, anyways. It's not a bad tactic, really. If half your mech is blown off and you want to get some prayer in before the hunters find you. Let's see here... okay. Your mech should be release. Go ahead and power up.

SYSTEM EVENT: Power-up tutorial

COMPUTER: Reactor: ONLINE. Sensors: ONLINE. Weapons: ONLINE. All systems nominal.

DEAD EYE: Good. You're up and running kid. I'm sending you another nav point. Head there. We got some work to do.

COMPUTER: Nav Point Beta: REACHED.

DEAD EYE: There should be an automated turret near your location. Don't worry, it's a medium laser turret. You're out of range. Go ahead and get a sensor lock on that turret now.

SYSTEM EVENT: Hit the R Key Tutorial

COMPUTER: New Target: ACQUIRED.

DEAD EYE: All right. Yeah, it's a medium laser turret. You'll notice the computer marked it as Target Alpha. The computer should automatically designate targets in the battlefield for you. It's a bad idea to fight alone, so this will help your allies know who it is you're trying to piss off. Now, your mech is equipped with Long Range Missiles. Hover your targetting reticle over the turret to lock on. Once you have tone, well... you know what to do.

SYSTEM EVENT: Targetting tutorial; launch LRM tutorial

COMPUTER: Enemy Target: DESTROYED

DEAD EYE: Nice work. Okay. Head to Nav Charlie. I see a couple more turrets on these satellite images, and they aren't going to shoot themselves.

COMPUTER: Nav Point Charlie: REACHED

DEAD EYE: Are you all right, kid? It looks like you took some missile fire from those turrets. I have no idea where they found some LRMs, but we can ask questions later. Try and keep to cover as best you can. You've got to get inside the minimum range of those LRMs.

SYSTEM EVENT: Minimum range tutorial; Keep to cover tutorial

DEAD EYE: All right, you're inside those LRM launcher's minimum range. Light'em up!

SYSTEM EVENT: Heat Management tutorial

DEAD EYE: There we go. Those launchers are toast. Good work, kid. We're done here. Go ahead and head back to base. I'm going to do one last sweep and make sure we're not missing anything.

#96 Name140704

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Posted 09 May 2014 - 12:25 PM

View PostNapes339, on 09 May 2014 - 09:59 AM, said:


Can't comment on the better game statement but the rest of your post makes me wish things could be like that now. A sniper should **** his robot pants if an SRM brawler mech caught him unaware or closed the distance wihtout being completely destoyed.

Isn't that the whole rock/paper/scissors balance type deal that should play out to some extent?

Rock<Paper, Paper<Scissors, VTR-DS > Rock, paper, Scisors, Everything.

#97 Bhael Fire

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Posted 09 May 2014 - 12:26 PM

View PostRhaythe, on 09 May 2014 - 12:22 PM, said:

(awesome sauce)


Nice! :)

#98 AgroAlba

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Posted 09 May 2014 - 12:29 PM

I forgot how absolutely amazing sounding and feeling the whole process of an ammunition explosion used to be.

#99 Bishop Steiner

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Posted 09 May 2014 - 12:49 PM

View PostAgroAntirrhopus, on 09 May 2014 - 12:29 PM, said:

I forgot how absolutely amazing sounding and feeling the whole process of an ammunition explosion used to be.

also loved the choking engine sputter as you went down. Immersion. It was OP, apparently, so Paul nerfed it.

#100 CeeKay Boques

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Posted 09 May 2014 - 12:54 PM

View PostWhy Run, on 09 May 2014 - 12:13 PM, said:

I miss the pre-armor buff period. Use to have to be careful or get splattered. Now, everything is a tank!


Wait, I thought the Time to Kill was too low. Now all my complaint markers are messed up.





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