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Public Test - Clans 2 - Feedback Questionnaire
#1
Posted 14 June 2014 - 12:32 AM
Please follow the questionnaire provided. This is to help us better organize and process your feedback after the test.
Please enter as many items as you wish.
1) What is it that you like about the Clan Preview?
2) What do you like least about the Clan Preview?
3) What are your impressions of the Clan Omnipods?
4) What are your impressions of the Clan HUD?
5) What are your impressions of the Clan Weapon SFX/VFX?
6) What are your impressions of the Clan Cockpit Items?
7) Any other comments or concerns?
#2
Posted 15 June 2014 - 11:06 AM
I am concerned about the tertiary color on prime variants being locked. Pwetty please, may we choose a color?
EDIT: Same situation for the std variants.
Edited by VigilanceHawkwind, 15 June 2014 - 11:28 AM.
#3
Posted 15 June 2014 - 11:20 AM
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Edited by 101011, 15 June 2014 - 11:58 AM.
#4
Posted 15 June 2014 - 11:51 AM
1) I like best the opportunity to preview the upcoming release and have the community provide feedback which may help improve on the actual release content. As for the actual content, what I like best is that the clan mechs have a diferent "feel" compared to the IS. From the different color HUD and lasers (amazing what a difference small changes can make!) to the missile and ballistic changes, they feel like completely different machines. It is a very welcome breath of fresh air into what has become routine after nearly 2 years.
2.) What I like the least about the preview is that now I can't wait to use the clan mechs again! Even a few days feels like forever!! As for the content, the aspect that I like the least is that the dire wolf feels just a little too ponderous and has a bit too large of a CT to be the juggernaut of destruction it is meant to be. Further playtime will likely yield better results, but I think some small changes might be helpful also.
3.) Clan omnipods seem well done. I did not play with them much, but the system seems elegant in its design. I would like the system to work as giving small bonuses for not mixing and matching pods (i.e. you get a bonus for running a full prime vs. a prime with a different LA, etc.) as opposed to penalties for not running a pure variant.
4.) The clan HUD looks fantastic. It is similar overall to the IS, but the small aesthetic changes and (most importantly!) the awesome color makes it feel fresh and more high-tech. I think it is a keeper!
5.) I enjoyed the look and sound effects of the clan weapons. The missiles with blue trails, especially were fantastic, and the machine guns sounded positively beastly. The new laser colors are great and the sound difference makes them feel subtle but deadly. The clan ACs look great, and sound good enough, but somehow the UAC20 just doesn't have quite the subjective "feel" of GIANT DEATH CANNON as much as the IS AC20 does. I can't quite put my finger on why though. Otherwise very pleased with the sounds and visuals.
6.) I haven't checked most of them out. The clan Kerensky cockpit item that was a purchase perk, however, is rather boring and looks to me like a statue of Stalin or some other dictator.
7.) The clan mechs overall look great and are well designed. Thus far I have only tried the timberwolf and direwolf, so cannot comment on the performance of others. The timberwolf felt like a great all around mech, useful for whatever you wanted to do with it. The direwolf, as I stated earlier, feels just a bit too ponderous and worse: the large CT combined with the need to continuously face forward while firing UACs, made it feel just a bit too fragile to be a real threat to more than a single mech met head-on. In a 1-1 head on duel it can generally win, but it just soaks too much damage straight to CT, and any focus fire brings it down a bit too quickly. Hopefully it will get better once elited (and with more practice), but I am a bit concerned about its overall usefulness.
Again, thanks for the hard work you have all obviously put into this, as well as for having the public tests. I am definitely looking forward to being able to finally pilot the clan mechs again!
Edit: I agree with the poster above, I hope that there will be more options for cammo and full-mech paint jobs as the current pattern has too much grey which cannot be changed. This is okay as long as there are other customization options.
Edited by Praehotec8, 15 June 2014 - 11:53 AM.
#5
Posted 15 June 2014 - 12:13 PM
#6
Posted 15 June 2014 - 12:32 PM
First time running it, so I dont know if it is Clan Mech probem:
Several times in my 3 games the weapon convergence didnt work right. Optically the 2 AC20 bullets converged on the targt, but only 1 hit, the second was going elsewhere.
IS lights: Seemed to be pretty well doing. Dont know if because everyone fires at the clan mechs first, it was just a streak of luck or - i suspect the most - ist the laser-heavy outfit of clanners. Its hard to get that dmg on a small, fast target.
#7
Posted 15 June 2014 - 01:08 PM
Sustained rate of fire on superior clan tech is too high i feel. They're not overheating fast enough, especially considering an awesome 8Q or 9M should be able to fire it's PPC's all day but can't. But the hotter running clan mechs can keep up a barrage of superior firepower.
Otherwise i still feel this patch was slight progress and the clan walking animations have improved. The daishi still looks too light on its feet and slightly clumsy.
Edited by mad kat, 15 June 2014 - 01:16 PM.
#8
Posted 15 June 2014 - 01:20 PM
Thanks so much for this… and on Father’s Day, to boot. Income boost was a welcome addition. This financial freedom allowed me to test everything without selling off Inner Sphere inventory.
What do you like least about the Clan Preview?
Mech Lab is still a mini-clickfest. Now that the Clan Mechs are done, let’s hope you divert some much needed attention to the Mech Lab functionality. Also, and I know you guys have heard this a million times already, but please allow us to filter out the Trial Mechs. I don’t own them… they are there if I want them to be… and I don’t want them cluttering up my Mech hangar while I’m trying to find my own Mechs. I’m sure the community has been clear enough on this, have we not?
What are your impressions of the Clan Omnipods?
Clan Omnipods are a great system and it is very easy to understand. Some might complain that we should be able to strip down Mechs to the core for maximum modification and/or mix-and-match, but I’m fine with purchasing additional pods for this purpose.
What are your impressions of the Clan HUD?
Love the new Clan HUD. The colour is great, feels very ‘futuristic’, and the crosshair seems superior in some strange way to the Inner Sphere crosshair. A brightness slider might be ideal, and perhaps a colour select option might serve the player base, as well.
What are your impressions of the Clan Weapon SFX/VFX?
Sounds seem fine, but of particular note to me were the LRM and SRM animations and visuals. You really nailed the LRMs to perfection, and the Streaks look and feel great, too. One addition I think that could help players out would be a sound effect for missile racks when they are ready to fire again. There is indeed sounds of missiles loading, but they don't sync up with weapon cool down very well. Some weapons do it better than others.
What are your impressions of the Clan Cockpit items?
I took a peek at them. I only had access to the community reward level speakers, but they looked nice. Being a permanent fixture in game, though... all those war horns going off? Could get annoying quickly for the player base. I don't think I'll be mounting them, and I'd suggest a mute button for the players in general.
Any other comments or concerns?
Your take on Targeting Computers slightly bothers me. I actually like and expect what you’ve done with them so far will go over well, but could you please treat them as you treat the Guardian ECM suite when it comes to availability? If a Mech or chassis had access to the Targeting Computer in lore or the source material, then that Mech or Chassis can have it in MW: O. If not, no dice. Because you have set a standard with the Mk I Targeting Computer at 1 ton and 1 critical slot, and each larger version of the system takes up an addition ton and crit slot for slightly greater rewards, I fear that everyone will simply add a Mk I Targeting Computer for the benefit/ton ratio. It will be akin to placing an Active Probe on your Mech, not the serious investment it was in the lore, where the computer size and weight was directly tied to the total tonnage of direct fire weapons slaved to it in a 1 ton/1 critical slot per five tons of weaponry, rounded up. In my estimation, your Targeting Computer availability would/should look like this…
Mk I Targeting Computer = 0.5 -- 5 tons of direct fire weaponry.
Mk II Targeting Computer = 5.5 – 10 tons of direct fire weaponry.
Mk III Targeting Computer = 10.5 – 15 tons of direct fire weaponry.
Mk IV Targeting Computer = 15.5 -- 20 tons of direct fire weaponry.
Mk V Targeting Computer = 20.5 – 25 tons of direct fire weaponry.
Mk VI Targeting Computer = 25.5 – 30 tons of direct fire weaponry.
Mk VII Targeting Computer = 30.5 – 35 tons of direct fire weaponry.
I'm saying all this as an owner of a Dire Wolf, Summoner and Stormcrow a la carte package. I'd be cheating myself out of Targeting Computers for 2/3 of my Mechs, but I honestly feel this is the right course of action for you to take.
Edited by StaggerCheck, 16 June 2014 - 10:36 AM.
#9
Posted 15 June 2014 - 01:39 PM
My main issue is SOUNDS.
The CM are overpowering in how often and in volume with the sound.
You have no idea what is happening around you.
So you don't know if it's your team or if your getting attacked.
And the alpha's on CM are too deadly. Your not able to act if you suddely face them.
PS: WHY can't you simple put the time in CET in your announcements, come on you can!!!
Edited by Rebel Ace Fryslan, 15 June 2014 - 01:43 PM.
#10
Posted 15 June 2014 - 02:03 PM
2) I'm a little disappointed that there isn't a stricter separation of Clan and IS, but I can understand why you haven't put that in. Still... it's a little deflating to watch a bunch of friendly Clan 'mechs tangle with some IS 'mechs... and then a friendly Spider run around in the middle of it biting ankles. I wish there were more options for maintaining some kind of Clan vs IS (or Clan vs Clan or IS vs IS) purity.
3) The omnipods are a decent compromise system I think. I can definitely understand the desire to keep OmniMechs from being too versatile and allowing people to boat ridiculous combinations of weapons, so I appreciate that there are some restrictions to it. They're a little on the clunky side, but that's more UI 2.0's fault than the omnipod system per se.
Also, some hardpoint arrangements don't mesh well with it. I like my Timber Wolves to have twin machineguns by the cockpit, but this isn't possible with some chassis due to how the omnipods, center torso, and hardpoints work out.
4) Generally I like the HUD. The color works well, and the general look of it feels cool. My only complaint here is it feels too "thick" sometimes and can make it unneccessarily hard to aim compared to the thinner IS HUD.
5) See #1! Weapon SFX/VFX are excellent across the board. Very minor complaint: the altered laser colors feel a little inconsistent. I liked red/small, green/medium, blue/large as a universal rule.
I always fit machineguns and shoot them at everything, because they look, sound, and feel awesome.
6) Eh... they're okay, I guess. I'm pretty indifferent to these things, especially given your pricing models for stuff in this game (functional stuff like 'Mechs are so expensive that I can't even begin to justify buying little cosmetic items). But having little things like this adds to a game even if I'm not going to invest a lot in these specific items, so it's good to see that they're there.
7) Generally: Good job! I've been pretty happy with the Clan rollout. There are issues with the game, serious ones at that (pricing models, lengthy feature delays, basic gameplay flow) which have me concerned, but the Clan stuff thus far has been a beacon of hope. Whatever you guys did to get the Clan update in such good shape, do it some more for the rest of the game!
#11
Posted 15 June 2014 - 02:07 PM
I have no idea how the XP bonus for omnipods works.
Edited by Felio, 15 June 2014 - 02:11 PM.
#12
Posted 15 June 2014 - 02:15 PM
Besides playing with clan mechs? Probably that you and the "rest" of the dev team are putting out a questionnaire like this to gather feedback. Things like this go a long ways towards making players feel like their opinions are not ignored.
2) What do you like least about the Clan Preview?
No IS v Clan. I must be honest here... I think mixing Clan and IS was a huge missed opportunity to spice things up even more. 10v12 would have been a lot of fun.
3) What are your impressions of the Clan Omnipods?
So far I like the concept although there are some issues, namely everyone taking whatever pods allow them to fit JJs.
4) What are your impressions of the Clan HUD?
It's alright, not quite as "different" as I was hoping for... Regardless, it still looks nice though.
5) What are your impressions of the Clan Weapon SFX/VFX?
I like, lots and lots.
6) What are your impressions of the Clan Cockpit Items?
War horn mute button is needed badly... It took 1 game for them to become annoying.
7) Any other comments or concerns?
To repeat myself, I'm a bit disappointed that IS and Clan mechs are mixed together on teams. Slightly Asymmetrical 5+5 vs 4+4+4 would have been far more interesting.
Edited by lartfor, 15 June 2014 - 02:16 PM.
#13
Posted 15 June 2014 - 02:52 PM
Gaius Aurelius, on 15 June 2014 - 02:03 PM, said:
I have to strongly disagree with this. The color change makes the weapons feel much different, and are a welcome change. I would not be averse to allowing people to choose their colors, but I would definitely NOT want them to be universally the same.
#14
Posted 15 June 2014 - 03:36 PM
Going through the new mechs I started with the Lights:
1: The top speed is unacceptable. (the new lights can be chased down by most of the med and some heavys)(lets face it speed is the only reason to run lights) (MIN speed of a light should be around 130KPH)
2: If I can't change the engine out, then at least let the differnt center sections have differnt sizes of engines.
3: meck upgrades are non existant on clan mechs. I suggest the option of reflective / reactive armor for starters and maby the IFF options as well
4: Built in flamer that I can't un equip? I do like how the new heat management works Well done! (the more customization the better)
5: Built in equipment in general. I would prefer that it not be locked in, including Jump jets heat sinks or hand acruators (not sure what they will be used for but they look neat)
6: Identical limbs just so people can get a set bonuse is a neat Idea, but I suggest them having weight differnces as a buff / penalty for other "tweeks" / hard points.
7: Having the option of putting heat sinks in the leggs to get heat advantage in water would be nice.
On the up side, Gr8 job with the physical shape animations ect, the art work is top notch. and I love the new piolt cabbs. Once the engine size / speed issues are resolved I think that the clan mecks will be a good adition to the game.
(Speed is the first thing I consider when perchasing a mech, If I had known that engines for clan mecks couldn't be perchased by size I wouldn't have made the pack perchase)
(!Please don't release them with out fixing this!)
Edited by Votel, 15 June 2014 - 04:05 PM.
#15
Posted 15 June 2014 - 04:35 PM
Votel, on 15 June 2014 - 03:36 PM, said:
6: Identical limbs just so people can get a set bonuse is a neat Idea, but I suggest them having weight differnces as a buff / penalty for other "tweeks" / hard points.
Yeah... make the set bonus a tweak to the mech itself, not an XP bonus. I don't really care about XP.
As for what you said about speed, I agree completely but very much doubt it is going to change. They might release other mechs in the future with more speed.
#16
Posted 15 June 2014 - 04:37 PM
My daishi
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2) What do you like least about the Clan Preview?
The fact i can't afford a timber wolf pack
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3) What are your impressions of the Clan Omnipod?
The Ui made finding the information about them rather difficult other than that i like it over all
4) What are your impressions of the Clan HUD?
like
5) What are your impressions of the Clan Weapon SFX/VFX?
Auto cannon sfx are very lack luster.
6) What are your impressions of the Clan Cockpit Items?
the warhorns are rather large , too large imo.
7) Any other comments or concerns?
IS vs Clan is defiantly not balanced yet please make active changes to balance rather than waiting 9 months and ignoring player feedback
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#17
Posted 15 June 2014 - 04:40 PM
Now I'm hooked. Even purchased the Timberwolf ala card.
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2) What do you like least about the Clan Preview?
Plastic-fantastic!
The shiny and overly polished skin of the Timberwolf doesn't fit. Even when I put camouflage colors on it, it still looks like a brand new polished Mercedes. I know Clan mechs aren't the old, from years of duty rugged and shabby machines, like the IS-mechs, but camouflage supposed to be mat.
3) What are your impressions of the Clan Omnipods?
It's an opportunity to balance out Mechs and makes at least somehow up for the restricted load-out possibilities on clan-chassis. I like it so far.
4) What are your impressions of the Clan HUD?
Give us customizable HUD-color!
5) What are your impressions of the Clan Weapon SFX/VFX?
Fine so far. I really like the new sounds of the PPC and Gauss. I never liked the sound of the IS-Gauss, it sounds like a damaged water-boiler or something. Don't like the Clan LRM FX though.
6) What are your impressions of the Clan Cockpit Items?
What items? You should consider renaming the War-horns into "Yawn-horns"!
7) Any other comments or concerns?
- Somehow LRMs and Steaks take forever to lock-on for me. Even with BAP + Artemis + TAG. I really like my LRM Griffin 1N for a change of pace, but gave up using Clan LRM for now. Whatever, let's brawl!
- The nerf for the IS-Streaks was completely unnecessary in my opinion.
- The continuous nerfs of the AC/2 seem like a bad running gag by now.
Also: Clan OP!
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#18
Posted 15 June 2014 - 04:43 PM
2) It's late! Release date is June 17th and it's on public test less then a week before going live? Should've been public tested at least a month before release.
3) Omnipods are ok. Mechwarrior 4 omnislot system was easier to comprehend though.
4) There should be more HUD colors and crosshair options and they should be interchangeable in game options.
5) More new sounds is always good. They are ok.
6) Make an option to disable warhorn sounds of other players. Some of them are really annoying.
7) Will repeat myself here. Use public test server more actively. Especially when planning game balance tweaks. Let your players test those changes, gather their feedback and only then apply them (with appropriate changes if needed) on live.
Edited by Alexander Malthus, 15 June 2014 - 04:44 PM.
#19
Posted 15 June 2014 - 05:04 PM
- The opportunity to try out and understand the most fundamental game balance changes.
- That it feels production ready.
- The wholehearted response of the community to get in there and try everything out and the resulting fun and chaotic games.
2) Preview Like least
- It feels a shame not to have dangled that final carrot in front of those who've not bought Clan hardware. I understand it, there are still two sides after all, but the limitation may have reduced available feedback.
- The test servers are far worse than the game servers at saving mech builds - waiting half a minute for a mech build to save is frustrating. Frankly this is bad enough in the production environment.
3) Omnipods
- I like them and they work well.
- I like there is still some flexibility outside the Omnipods.
- The significance of Omnipods is not clearly explained in the existing user interface for newer players to comprehend.
- I have some reservations to be played out (see below)
4) Clan HUD
- Bright and colourful.
- Cockpits generally feel great - the art team have done exactly as they promised - more windows and yet more packed in. More efficient!
- I can't perceive an advantage / disadvantage between factions which is great.
- The blue can be very bright at times.
5) SFX/VFX
- Generally excellent.
- Love the new sounds.
- It can get very colourful - a small reminder of the battle scene from Attack of the Clones where the two armies clash in the dust of a fallen ship - the criss-cross of lasers, firey rocket trails and the like.
- As I mentioned elsewhere I've see a small but significant drop in minimum FPS for longer periods. It appears to be tied to all the extra effects. Just a thought though - I wonder if it is that Clan mechs carry so many guns!
6) Cockpit items
Not tried the yet.
7) Comments / Concerns
- I really like the difference in handling feel between IS and Clan mechs. The generally uniform speed and lack of lower arm actuators for the Clans gives a very distinct feel. IS speed and arm movement means a different tactical balance for each side.
- Do Omnipods give too much flexibility to the point where all the variants of one chassis play the same? Does that matter? Should there be more distinction between the CT of each Chassis?
Also - Thank you
This has been a crucial test for you (server loads of all those enabling Clan Packs!) and for us players. We appreciate it.
Edited by Vimeous, 15 June 2014 - 05:06 PM.
#20
Posted 15 June 2014 - 05:55 PM
2) What do you like least about the Clan Preview? Nothing so far , will need more playtime to know if there is any downsides.
3) What are your impressions of the Clan Omnipods? I didn't get the chance to play with the Omnipods much, however I do like how it allows the prime variants to be more customizable to other variant types. I would love to see this be applied to all existing Hero & or Champions(founders)
4) What are your impressions of the Clan HUD? Cleaner, easy to read in comparision to background gameplay.
5) What are your impressions of the Clan Weapon SFX/VFX? Clan weapon SFX and VFX was a nice touch to the game and will be easier to distinguish between CLAN / IS
6) What are your impressions of the Clan Cockpit Items? Of course they are not game changers however the Warhorns are great for getting people worked up after they've been killed
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7) Any other comments or concerns?[color=#00FFFF] [/color]Clan mech's will be a great addition to the game, more mech choices to play. I look forward to the upcoming changes for UI and additional maps & Mech's announced, more updates on faction warfare as it has been expected by the community for such a long time. A lot of people where dissapointed it still has yet to be released after beta completed. Lets hope this will allow the change of focus on the development of what was originally announced and expected from the game!
DrakoWolf
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Red Legion Gaming - http://www.theredlegion.com
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