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Dev Vlog #4


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#141 RabbitHRF

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Posted 30 May 2014 - 03:48 PM

Leave the A/C's alone they are perfect the way they are!!! When you start nerfing everything for Balance sake you drive hardcore Mechwarrior fans away! When you get hit by an A/C 20 at long range you should say " Oh ****" and want to hide!
Not call for the nerf tampon cause you just got rocked! Some gamers who call for nerfs need to grow a pair! An A/C is a cannon not a machine gun! Deal with it!!!!!!!!!! ;)

#142 Imperius

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Posted 30 May 2014 - 04:38 PM

View PostRabbitHRF, on 30 May 2014 - 03:48 PM, said:

Leave the A/C's alone they are perfect the way they are!!! When you start nerfing everything for Balance sake you drive hardcore Mechwarrior fans away! When you get hit by an A/C 20 at long range you should say " Oh ****" and want to hide!
Not call for the nerf tampon cause you just got rocked! Some gamers who call for nerfs need to grow a pair! An A/C is a cannon not a machine gun! Deal with it!!!!!!!!!! ;)


You're a certain kind of special aren't you? I bet you think LRM's are OP too... Right?

#143 BLOOD WOLF

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Posted 30 May 2014 - 04:42 PM

Who are the hardcore mechwarrior fans?. I have my Facebook half decorated with clan wolf logos 90 percent of the time.

#144 Imperius

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Posted 30 May 2014 - 05:46 PM

Anyone who gave PGI money in faith that they would not tarnish Battletech.

I'm not implying anything other than that people who just throw money at all things battletech would be "hardcore" fans.

Edited by Imperius, 30 May 2014 - 05:47 PM.


#145 Cimarb

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Posted 30 May 2014 - 05:48 PM

View PostImperius, on 30 May 2014 - 02:32 PM, said:

Here ya go they will tell us next week.
http://twitter.com/...502883351408640

Awesome, thanks for the link Imp! I asked on Twitter earlier this week and was waiting for an answer - apparently I wasn't the only one!

#146 Cimarb

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Posted 30 May 2014 - 05:51 PM

View PostImperius, on 30 May 2014 - 05:46 PM, said:

Anyone who gave PGI money in faith that they would not tarnish Battletech.

I'm not implying anything other than that people who just throw money at all things battletech would be "hardcore" fans.

I wouldn't consider myself a hardcore fan, but I have spent quite a bit of money on this game over the last year or so. I also spent a lot of money on WoW over the years I played it, but would never have considered myself hardcore there either.

I think dedication matters a lot more than money. Any fool with daddy's wallet can throw tons of money at a game, while even the poorest fool can spend whole days playing non-stop. I think the poor guy is far more hardcore than the rich kid under these circumstances.

#147 Imperius

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Posted 30 May 2014 - 06:07 PM

I think you missed my point of Blind Faith... Also there isn't many kids with daddy's wallet when it was in closed beta :)

#148 Cimarb

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Posted 30 May 2014 - 06:21 PM

View PostImperius, on 30 May 2014 - 06:07 PM, said:

I think you missed my point of Blind Faith... Also there isn't many kids with daddy's wallet when it was in closed beta :)

I honestly didn't understand that first sentence of yours, lol. I'm sure there were more in closed beta than you think.

#149 Jakob Knight

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Posted 30 May 2014 - 07:28 PM

View PostLightfoot, on 29 May 2014 - 10:39 AM, said:

Target Loss Module:

What if I have BAP, Adv. Target Decay, and Adv. Extended Sensors? Does the Target Loss mod still make them instantly blink out? What if I had them TAG-ed as well? What's the counter to the counter or is it just an "I Win" module?


I think the description given for the module is pretty self-explanatory. The module completely removes any and all decay from the mounting mech at all times. Any and all effects that increase or decrease target decay become null and void, as there -is- no decay to affect. A mech with an Advanced Target Decay module is just as crippled by this as a mech without one, and if the mounting unit has ECM, the mech pretty much becomes LRM-proof except in direct-fire conditions at short ranges....exactly the situation the Devs put in the minimum range artificial effect to ensure LRM units to -NOT- try to fight in. And, given how easy it is to use terrain to break missile tracking and impact at the current time, it doesn't take a rocket scientist to realize this will kill any viable use of these weapons. It's also rather telling that the 'absolute effect' 'magic' equipment in the game such as ECM (which works no matter what the range and overcomes everything unless so close it doesn't matter anymore) and this new module (eliminates -all- Decay, no matter how big or small) is all aimed squarely at LRMs, while the equipment meant for LRMs is all marginal-percentage based (increase Decay time by a small percentage, decrease lock time by a small percentage, increase concentration by a small percentage.....).

We can only hope the Devs will include an Orbital Tracking Module when this comes out to allow LRM units to track any unit they have locked onto regardless of terrain or line-of-sight to balance out this, but I have to conclude they simply don't want LRMs in their game anymore and need to do soft-eliminations like this to so cripple them that players will either stop using them, or be non-factors on the battlefield if they do. In effect, they are punishing anyone who takes LRMs and tries to fight with them at long range, and anyone who takes LRMs and tries to fight with them at short range as well.

Edited by Jakob Knight, 30 May 2014 - 07:35 PM.


#150 Ward Serpentine

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Posted 30 May 2014 - 07:51 PM

For the public test server, try running it for a full 24 or 48 hours (over a weekend maybe). Give players more of a chance to get in and play to give you a bigger pool for stats. Some of us only play on nights and weekends and it doesn't give players an incentive to install two clients.

#151 Smelly

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Posted 31 May 2014 - 01:33 AM

Now that we know what the Unique Modules and Warhorns are. Can you please consider giving some of the lower tier clan packages some clan package only bonus content. It just cuts off at the puma package and I don't think people should have to pay 150 dollars just to get some of the unique ingame stuff. Not asking for much just think you should make the following changes.

Ryoken Package - Add 1 Unique Module
Puma Package - Add 1 Unique Module
Daishi Package - Add 1 Unique Module + Add 4 Warhorns
Thor Package - Add 3 Warhorns
Black Hawk Package - Add 2 Warhorns
Uller Package - Add 1 Warhorn

#152 Snowcrow

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Posted 31 May 2014 - 04:33 AM

Thanks for the update. I really like where this game is headed.

#153 Tezcatli

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Posted 31 May 2014 - 09:09 AM

It would help get more people into the PTR. If there was some kind of information about it in the game client. There's a lot more people who don't visit the forums that simply play the game. But if you advertise in an advance and everyday up to a PTR. You might get more people trying it out.

#154 SiorAlpin Wolf

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Posted 31 May 2014 - 10:16 AM

Hi,

When are we going to see the meta content of the game as described way back in beta, instead of this constant battle ground with no end goal. Same maps, same mechs rinse and repeat?

I would love to invest more coin into the game but not in its current state where there is no sense of accomplishment or achievement, the achievement system you have is fine although mundane it doesnt give the desire to keep playing.

After taking a long break from the game and a few patches to apply i thought that the game was moving forward only to be dissapointed by the lack of actual game progression, i just hope there is something nice n juicy around the corner.

#155 Armored Yokai

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Posted 31 May 2014 - 07:20 PM

View PostNikolai Lubkiewicz, on 30 May 2014 - 12:08 PM, said:

Since we got a few people asking about the badges and titles, I asked around and am happy to reveal some of the following info...

Clan Collection owners will receive a badge for each Mech included in their Collection.
They will get titles to reflect the included Collection Mech names as well.

As an added bonus, Gold Mech packs will get a Gold badge and title version.

Will alacarte get the same?

#156 Void Angel

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Posted 31 May 2014 - 08:11 PM

PLEASE do not make the anti-target decay module a hard counter for the Advanced Target Decay. They need to offset each other; make the Anti Decay module set the base target decay time to zero, and have Advanced Decay increase it as normal - or just split the difference.

Anti-decay sounds like a godsend for non-ecm light scouts - but it's also a godsend for every hilcrest sniper and his Clanner uncle who hate being shot by LRMs.

#157 Werewolf486 ScorpS

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Posted 01 June 2014 - 06:57 AM

View PostVoid Angel, on 31 May 2014 - 08:11 PM, said:

PLEASE do not make the anti-target decay module a hard counter for the Advanced Target Decay. They need to offset each other; make the Anti Decay module set the base target decay time to zero, and have Advanced Decay increase it as normal - or just split the difference.

Anti-decay sounds like a godsend for non-ecm light scouts - but it's also a godsend for every hilcrest sniper and his Clanner uncle who hate being shot by LRMs.


How is this Anti-Decay module not a Poptarters dream for countering LRM? I thought PGI was trying to move away from the poptart meta, not make it easier? PAUL I think this is a mistake!!

Edited by Werewolf486, 01 June 2014 - 09:41 AM.


#158 Void Angel

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Posted 01 June 2014 - 12:13 PM

Poptarts don't need to counter LRM as much - they just find cover that's tall enough to block the stream, or rely on lateral motion to break the lock after they jump. If they're really feeling frolicksome, they can shut down just after jumping to break the lock - it's annoying, but effective in most situations.

My concern is that the Anti-Decay module as described would hard-counter a module that's essential for LRMs - no counterplay, just "haha, sorry you wasted your module slot, sucker!" It seems like it needs more limitations - perhaps introduced as part of a role-oriented module system, so that only scout role 'mechs could take it. Something like that.

#159 Chaosity

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Posted 01 June 2014 - 04:08 PM

This sounds like people who use LRMs as they were >NOT< intended to be used... as direct fire weapons rather than support weapons. ie. People who are afraid of face to face combat... who hide and are scared to death of being seen and actually being shot at by real direct fire weapons. LRMs are over balanced and need to be nerfed. If not nerfed then they need to be countered in other ways. I think the anti-decay module is a GREAT idea.

#160 Void Angel

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Posted 01 June 2014 - 04:18 PM

LRMs are not overpowered right now - the ease with which they can be avoided coupled with the dominance of long-range weapons in the game (those same "real direct-fire weapons" that beat LRMs in direct combat) makes them actually somewhat difficult to use effectively. If you tell me "oh sure, just lock on and fire," I'll know you're not an LRM pilot of any note.





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