Jump to content

Warhorn And Module Details Released


320 replies to this topic

#241 Corbenik

    Member

  • PipPipPipPipPipPipPipPip
  • The Fallen
  • The Fallen
  • 1,115 posts

Posted 11 June 2014 - 08:45 AM

View PostBront, on 11 June 2014 - 04:52 AM, said:


Arty and Air Strike can be had for CBills though. Pay to Win is something that is clearly superior and only accessible with money. These modules are better than many we already have, and if they weren't available for cbills, then that's an issue.

All the modules will eventually be available for Cbills, just like the clan mechs.

#242 FETTY WAP

    Member

  • PipPipPipPipPipPip
  • The Angel
  • The Angel
  • 456 posts
  • Locationspaaaace

Posted 11 June 2014 - 08:48 AM

View PostKnight4Him, on 11 June 2014 - 08:40 AM, said:

Outstanding! Really like the warhorn sounds. I can't wait to get my warhorn on!!!

ಠ_ಠ

#243 Corbenik

    Member

  • PipPipPipPipPipPipPipPip
  • The Fallen
  • The Fallen
  • 1,115 posts

Posted 11 June 2014 - 08:53 AM

View PostQuickdraw Crobat, on 11 June 2014 - 05:37 AM, said:



Shockabsorbance: This is a really weird decision. Why are you adding this at practically the same time as you are changing how fall damage works? Does nobody understand what is game design, even? You should not be changing multiple things that relate to a single game element at the same time. You should not have even considered adding a module just to reduce fall damage at the same time as you were looking at adjusting fall damage itself- this is poor planning at best.
.

Well it means they will have to use up a slot in their modules so less options for them or suck it up and take damage ,would help quelling arties/strikes or even target deprivation .

View PostDragunz Pryde, on 11 June 2014 - 07:47 AM, said:



Pressure Chamber (Yes i read that one wrong the first time to :lol:) - Sounds like an air raid siren, not bad.




FTFY . Pgi and their misspellings :X

#244 Zerberus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 3,488 posts
  • LocationUnder the floorboards looking for the Owner`s Manual

Posted 11 June 2014 - 08:55 AM

View Postninjaphobos, on 11 June 2014 - 07:59 AM, said:


Don't want to hear the warhorn? DON'T DIE.

And that stops the faceless Pug next to me from killing someone himself or dying HOW?

(These particular* ) Warhorns, to me, are bordering on (if not already a full blown implementation of) an officially sanctioned audio griefing method, which is a game and deal breaker, period.

Music is a question of taste and can be debated pro or cion, see also HM... but random noises are not music, no matter how much teh crapstep-and-twitch kiddies want it to be.

*Part in parentheses added for clarity, since the warhorns as such were actually the one thing other than the mechs I was amped up most to get... *

Edited by Zerberus, 11 June 2014 - 11:11 AM.


#245 Rhialto

    Member

  • PipPipPipPipPipPipPipPipPip
  • Philanthropist
  • 2,084 posts
  • Twitter: Link
  • LocationQuébec, QC - CANADA

Posted 11 June 2014 - 08:57 AM

Well, just listened to horns... meh! :lol: There is not a single one I like.

Why they haven't let every user choose a single sound they want to hear when there is a kill? I mean it's a private thing in my own cabin. I had hope we could go into config settings and point to a WAV file that would play when there is a kill. That way everyone one would have been able to choose what they want to hear. No need for others to hear...

Then there could have been a collection here will all the WAV files used by players so everyone would have a chance to share and try sounds from others.

A WAV could be a female voice saying 'One enemy down" or the sound of a horn or the sound of a siren, name it. I'm sure there would have been a great collection.

The problem is that they wanted to match a cockpit item for each sound, why that? There's enough stuff in the cockpit already we can add... I would say, please make the screens display something interesting instead like some usefull data.

I will also look for the MUTE button as soon as horns are available. :(

My 2 cents.

Edited by Rhialto, 11 June 2014 - 08:58 AM.


#246 Jabilo

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,047 posts

Posted 11 June 2014 - 08:58 AM

Warhorns. Horrendous cheesy monstrosities with no place in a mechwarrior title. Makes me question whether I even want to play with this rubbish in the game.

Provide us an option not to hear this in game.

#247 Fut

    Member

  • PipPipPipPipPipPipPipPip
  • Moderate Giver
  • 1,969 posts
  • LocationToronto, ON

Posted 11 June 2014 - 09:01 AM

View PostBanky, on 10 June 2014 - 05:18 PM, said:

Won't sugar-coat it -- these sounds are awful. Like the idea, but this sounds like junk I'd pull off on a casio keyboard when I was 10. Definitely not the creepy, ominous sounds I'd expect to hear out of a clan mech. I think the "look" for the items is equally bad. Cheesy, garish... Not what you'd expect to see in a battlemech.


Exactly how I feel about this stuff.

The concept was cool. The direction they're taking it though, that's just sad.

#248 Toothless

    Member

  • PipPipPipPipPipPipPip
  • The Territorial
  • The Territorial
  • 861 posts

Posted 11 June 2014 - 09:03 AM

The appropriate response to Warhorns (Dude on the ground represents Warhorn):


Edited by ZacharyJ, 11 June 2014 - 09:04 AM.


#249 Bagheera

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,920 posts
  • LocationStrong and Pretty

Posted 11 June 2014 - 09:10 AM

I for one welcome our anti-target-decay overlords. Oh wait, I'll be coughing up cbills for that puppy.


Now if we only had real urban maps.

Edited by Bagheera, 11 June 2014 - 09:11 AM.


#250 Felio

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 1,721 posts

Posted 11 June 2014 - 09:13 AM

I guess the isobaric sounds okay, and the envious eardrum simply because it's so cheerful and out-of-place for a kill shot. I wouldn't ever clutter my mech with any of them, though.

I like the metal riff my Heavy Metal makes. Not the other, country-ish one.

#251 Geek Verve

    Member

  • PipPipPipPipPipPip
  • 293 posts
  • LocationCentral Indiana, USA

Posted 11 June 2014 - 09:13 AM

View Postninjaphobos, on 11 June 2014 - 07:59 AM, said:


Don't want to hear the warhorn? DON'T DIE.

You really didn't think that one through much, did you?

#252 anonymous161

    Member

  • PipPipPipPipPipPipPipPip
  • FP Veteran - Beta 2
  • FP Veteran - Beta 2
  • 1,267 posts
  • LocationIowa

Posted 11 June 2014 - 09:17 AM

Meh cant say any of it really interest me all that much, now make a module that decreases the time lasers have to be pointed at the mech and I will be happy. Lasers feel rather slow for me.

Dont really care for the war horn thing either but meh it doesn't really hurt the game none of it does but none of these bonuses for 240 dollars seem all that great too me.

Why dont the war hornes make the sounds of a chosen animal from the clans themselves why these stupid dumbass sounds?

Edited by Darth Bane001, 11 June 2014 - 09:19 AM.


#253 Samophlange

    Member

  • PipPipPip
  • Knight Errant
  • Knight Errant
  • 69 posts

Posted 11 June 2014 - 09:25 AM

I dunno...nothing instills fear more than 100 tons of death and destruction, rolling towards you, bleating away like a unlicensed street-corner taco cart.

FAIL

#254 Geek Verve

    Member

  • PipPipPipPipPipPip
  • 293 posts
  • LocationCentral Indiana, USA

Posted 11 June 2014 - 09:26 AM

PGI, you would do well to note the average sign-up date of the people expressing opinions on the war horns both pro and con. My guess is the demographic most emotionally invested in the MW franchise has been on average playing MWO for the longest. Then look at where the bulk of your MC revenue is coming from.

Lastly, decide which group you would prefer to honk off the least (pun intended).

Without a mute option, these war horns are a tragically bad idea.

*Full disclosure: I fall into the category of those pretty new to MW, but I think it's probably fair to lump me into the "has spent way more money on this F2P game than a sane person should" category as well.

#255 happy mech

    Member

  • PipPipPipPipPipPip
  • 392 posts

Posted 11 June 2014 - 09:26 AM

just some words from me
radar deprivation - mandatory module, seriously, do not release this module, maybe reduce the default linger to 1.5 and 2.5 with retention, but this module is really bad
fall damage - fall damage should damage the cockpit (pilot) also, the shockabsorbance module looks nice for traveling
warhorns - i hope they will not work on hpg manifold and have their separate slider in the audio options, the warhorn should not last longer than 2 seconds and should have at least 2 variations
current warhorn sound - really?

#256 MountainCopper

    Member

  • PipPipPipPipPipPipPip
  • 557 posts
  • LocationUU, Ankh-Morpork

Posted 11 June 2014 - 09:37 AM

View PostDeathlike, on 10 June 2014 - 03:49 PM, said:

Everyone who has a clue will be picking up the "Radar Deprivation" module. New mandatory module since the original release of the Seismic Module.

They might balance it in the direction that the "Target Decay" module negates the instant target loss? Setting back all to normal decay times, as if no one had a modifier.
But even then, there'd be at least one module you'd always have to carry to be on the safe side...

View PostCapperDeluxe, on 10 June 2014 - 03:56 PM, said:

The Radar Deprivation module is a BAD idea. Its going to become essential and therefore required, not balanced against the benefits of other modules.

I consider the Seismic module with its current range still as a cheat.

Edited by GoldenFleece, 11 June 2014 - 09:40 AM.


#257 Mystere

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 22,783 posts
  • LocationClassified

Posted 11 June 2014 - 09:38 AM

View PostFacetious, on 11 June 2014 - 07:54 AM, said:

I just picture the PGI office right now, reading the comments about making Clan specific warhorns (bear roar, wolf howl, etc.) and the devs looking at each other and saying, "holy crap, why didn't we think of that? Well we can't change em now, we'll look stupid..."


What makes you think they are not planning those as MC-only items?

#258 Rebel Ace Fryslan

    Member

  • PipPipPipPipPipPip
  • Ace Of Spades
  • 445 posts
  • LocationAd Astra

Posted 11 June 2014 - 09:38 AM

ANOYING WARHORN!


And can we get a million module slots.
Because of the herandous UI-usage, i can't be bother to do anything in the mechbay anymore unless i rlly have to.
So i won't reshape the mechs or buy anyting new.

#259 KuroNyra

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,990 posts
  • LocationIdiot's Crater.

Posted 11 June 2014 - 09:53 AM

View PostSamophlange, on 11 June 2014 - 09:25 AM, said:

I dunno...nothing instills fear more than 100 tons of death and destruction, rolling towards you, bleating away like a unlicensed street-corner taco cart.

FAIL

there is one thing.
A 100 ton machine of death playing Justin Bieber musics at you.


THAT'S scary.

#260 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 11 June 2014 - 09:58 AM

View PostKuroNyra, on 11 June 2014 - 09:53 AM, said:

there is one thing.
A 100 ton machine of death playing Justin Bieber musics at you.


THAT'S scary.


Thats humiliating





9 user(s) are reading this topic

0 members, 9 guests, 0 anonymous users