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Dev Vlog #4


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#241 IraqiWalker

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Posted 18 June 2014 - 07:07 PM

View PostCimarb, on 18 June 2014 - 08:38 AM, said:

Is it on purpose that polygon is the ONLY other camo pattern? I wanted to put my Crusader camo on my Warden mechs :P

Not sure to be honest. I honestly hope they let me use other camos.

#242 Tim East

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Posted 19 June 2014 - 02:15 AM

View PostKaldor, on 15 June 2014 - 09:37 PM, said:

I play regularly enough to keep tabs on whats going on, what works, and what doesnt. SRMs are still not what they should be. They need to be the absolute knockout punch for a brawler mech. They are not. Ive tested several mediums (Hunch SP, Cent, SHawk) trying to get to a place where I feel they are effective, and they are not. I keep an eye on what the top players are doing. Are they boating SRMs? Nope. They choose the most effective weapon for the job. SRMs are not it.


Well, I wouldn't necessarily say they're bad. When they work right, they're actually exactly what you wished for. I've been one-shot by people boating SRM6's. Thing is, they're really swingy in my experience. They can go from being the best close combat weapon ever imagined to the worst, sometimes within a single match. I'm not sure if it's some problem with how they hit, or how they do damage, or what, but I've seen them core mechs, then turn around and spray all over the place like LRMs. Or even miss entirely, though that's thankfully far less common than it once was. It made me pretty sad to see something like 48 SRMs pass right through a base defense turret without scratching it.

At any rate, while some problems like PPFLD long/extreme range sniping/jump-sniping, heat measurement/management systems, goofy mech sizes, odd collision detection and instant convergence can and do have a negative impact on this game, I've found that every patch improves something. The willingness of the developers to say, "No, this isn't good enough yet, we can do better," speaks volumes for the potential of this thing. Because they're willing to examine structures and rebuild the game when something doesn't work right, and they never really seem to stop, the game will always improve. In essence, the potential for change means that the game can evolve into what we as players ultimately desire, and this malleability will undoubtedly be shaped by the opinions expressed on the forum to the people creating the game for us.

So, I suppose that your opinion will be heard, counted, weighed against those of others, and either used, modified, or discarded. Don't feel like you don't have a voice, kay? We all do.

Edited by Tim East, 19 June 2014 - 02:17 AM.


#243 GentlemanBryan

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Posted 19 June 2014 - 11:45 AM

The DIRE WOLF is easily taken down. Is this by design or a known Issue?

Edited by MAVRICK64, 19 June 2014 - 11:45 AM.


#244 Cimarb

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Posted 19 June 2014 - 12:16 PM

View PostMAVRICK64, on 19 June 2014 - 11:45 AM, said:

The DIRE WOLF is easily taken down. Is this by design or a known Issue?

By operator error :)

#245 GentlemanBryan

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Posted 19 June 2014 - 12:21 PM

Not sure I understand your reply (by operator error). Are you part of the dev. team? If so, please reply with a professional comment - thanks...

Edited by MAVRICK64, 19 June 2014 - 12:22 PM.


#246 Cimarb

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Posted 19 June 2014 - 12:34 PM

View PostMAVRICK64, on 19 June 2014 - 12:21 PM, said:

Not sure I understand your reply (by operator error). Are you part of the dev. team? If so, please reply with a professional comment - thanks...

The Dire Wolf is no easier to take down than any other 100-ton mech. It is heavily armored but immensely slow. If you don't know how to torso twist and avoid damage, you will get cored out within 8-10 seconds just like any other mech.

Therefor, the issue with the Dire Wolf is operator error (your inexperience with it).

#247 IraqiWalker

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Posted 19 June 2014 - 12:44 PM

View PostMAVRICK64, on 19 June 2014 - 11:45 AM, said:

The DIRE WOLF is easily taken down. Is this by design or a known Issue?

It's how the mech is intended. It can bring LOTS of firepower, however it is very difficult and slow to maneuver. As such, if someone can circle it, and hit the rear armor, then yes. It's easy to take down.

His statement about operator error is perfectly correct. The pilots make mistakes, and the mech dies. A good direwolf pilot will not allow people to get behind them, and will try to always have friendlies nearby. One on one, a direwolf can be killed as soon as you can get behind it. If the pilot stops you from doing that, the D-Wolf probably wins.

They carry as much armor as an Atlas. However, their CT hitbox is very easy to hit, even from the side.

#248 GentlemanBryan

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Posted 19 June 2014 - 01:05 PM

Thanks for the reply (professionally) I should have clarified my question. Yes, it is an assault mech and will move slow, but the damage taken is more than the ATLAS - the damage taken is in front (not taken in the back). My question is what is the difference between the DIRE WOLF and ATLAS concerning hit points/damage.

#249 Cimarb

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Posted 19 June 2014 - 01:20 PM

View PostMAVRICK64, on 19 June 2014 - 01:05 PM, said:

Thanks for the reply (professionally) I should have clarified my question. Yes, it is an assault mech and will move slow, but the damage taken is more than the ATLAS - the damage taken is in front (not taken in the back). My question is what is the difference between the DIRE WOLF and ATLAS concerning hit points/damage.

The Atlas has a tall, huge center torso. The Dire Wolf has long, huge center torso.

The two mechs have the same amount of armor and internal structure, so the only difference is the hit box and pilot skill. Because the Dire Wolf is slower and generally uses more dakka-type weapons (where you are constantly firing straight ahead, as opposed to firing and twisting away like you can with front-loaded weapons), you tend to take much more concentrated damage in return.

You need to learn how to pick your fights - try to never fight more than one opponent at a time - and how to concentrate your own damage on the opponent so they are destroyed as quickly as possible. It takes skill, which is made through practice (i.e. Experience).

#250 GentlemanBryan

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Posted 19 June 2014 - 01:34 PM

Thanks for the reply. I agree with practice, practice and practice. The problem is it's slow (ATLAS 64 - DW 53) and takes up recourses (at least 2 mechs to protect you). Another problem is you cant drop with this mech/DW without having team work/team speak, so you cant drop this mech on the public server by yourself (sometimes I like dropping by myself).

#251 IraqiWalker

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Posted 19 June 2014 - 01:51 PM

View PostMAVRICK64, on 19 June 2014 - 01:34 PM, said:

Thanks for the reply. I agree with practice, practice and practice. The problem is it's slow (ATLAS 64 - DW 53) and takes up recourses (at least 2 mechs to protect you). Another problem is you cant drop with this mech/DW without having team work/team speak, so you cant drop this mech on the public server by yourself (sometimes I like dropping by myself).

Always ask for an escort in team chat.

The players i've encountered while pugging have made it a point to escort the Daishis into battle and use them as a blunt force battering ram. I should emphasize that this happened in some of my pug matches, I've had others that ended with everyone leaving me behind and me dying to one light mech that got behind me.

as for speed. That's the trade off here. You get to pack more weapons than any other mech out there (even an atlas with 608 armor and STD 300 has only 51 tons to use compared to your 55.5), but you move slow.

#252 Cimarb

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Posted 19 June 2014 - 01:53 PM

View PostMAVRICK64, on 19 June 2014 - 01:34 PM, said:

Thanks for the reply. I agree with practice, practice and practice. The problem is it's slow (ATLAS 64 - DW 53) and takes up recourses (at least 2 mechs to protect you). Another problem is you cant drop with this mech/DW without having team work/team speak, so you cant drop this mech on the public server by yourself (sometimes I like dropping by myself).

My unit is Marik, so I generally only drop solo with my Clan mechs in public matches. The Dire Wolf has definite disadvantages, as it should, but it is a solid mech once you get used to it. Like I said, pick your battles and don't be the spearhead - be the shaft behind them!

#253 IraqiWalker

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Posted 19 June 2014 - 01:59 PM

View PostCimarb, on 19 June 2014 - 01:53 PM, said:

My unit is Marik, so I generally only drop solo with my Clan mechs in public matches. The Dire Wolf has definite disadvantages, as it should, but it is a solid mech once you get used to it. Like I said, pick your battles and don't be the spearhead - be the shaft behind them!


I've been using a hammer and anvil kind of approach when I drop with friends. I go with the main formation, while they herd some mechs into our path, or we pincer the enemy team, and the Daishis get to slaughter many enemies in those maneuvers.

#254 SKOLLEVOLLE CII STAR

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Posted 06 January 2016 - 04:10 AM

There is no problem to the mechs tonnages. Then more, Clan Organization is 5 mechs, innersphers organization 6 mechs.

#255 Threat Doc

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Posted 08 January 2016 - 12:58 PM

No, Lehushkin... an Inner Sphere Lance is 4 'Mechs, unless it's a reinforced Lance, and then it's up to 6.

#256 NFSRacer

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Posted 15 January 2016 - 09:41 AM

I know this isn't an answer thread for the devs, but I only recently found this section of the forums. I was curious if there were plans for possible co-op/PvE game modes in the future? I remember devs during the closed beta there were plans for it, however no details were given regarding it. Is that something we can still expect? Or has it been scrapped?

#257 IraqiWalker

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Posted 15 January 2016 - 01:46 PM

View PostNFSRacer, on 15 January 2016 - 09:41 AM, said:

I know this isn't an answer thread for the devs, but I only recently found this section of the forums. I was curious if there were plans for possible co-op/PvE game modes in the future? I remember devs during the closed beta there were plans for it, however no details were given regarding it. Is that something we can still expect? Or has it been scrapped?

There are, they want to do some proper A.I. and add other things as well, it's all still pretty vague. However, this thread is not for that. Especially since it's from 2 years ago.

#258 TheUncle

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Posted 17 January 2016 - 06:52 PM

I just returned to MWO.

Is there effectiely going to be a clan Laser and AC nerf?

#259 IraqiWalker

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Posted 18 January 2016 - 06:05 PM

View PostTheUncle, on 17 January 2016 - 06:52 PM, said:

I just returned to MWO.

Is there effectiely going to be a clan Laser and AC nerf?

Uncle, this thread is from a long time ago. Those nerfs came and went, and we've got different mechanics in the game now

#260 NFSRacer

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Posted 20 January 2016 - 07:04 AM

View PostIraqiWalker, on 15 January 2016 - 01:46 PM, said:

There are, they want to do some proper A.I. and add other things as well, it's all still pretty vague. However, this thread is not for that. Especially since it's from 2 years ago.


I figured as much, and it was something I brought up back when the game was in closed beta. I just think the game could benefit from having a PvE mode as well as having possibly PvE targets fighting in the faction battles to provide a bit more of a challenge to the other mechs. Still, it might be for something to ask about later.





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