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Dev Vlog #5


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#61 Nicholas Carlyle

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Posted 16 June 2014 - 06:51 AM

View PostNikolai Lubkiewicz, on 15 June 2014 - 09:37 AM, said:

Transcript will be provided once available. :D


PROVIDE IT

#62 mack sabbath

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Posted 16 June 2014 - 07:01 AM

View PostNicholas Carlyle, on 16 June 2014 - 06:51 AM, said:


PROVIDE IT



It's a shade over 8 minutes, just watch it while waiting for Niko to jump when you holla.

#63 Nicholas Carlyle

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Posted 16 June 2014 - 07:20 AM

View PostStevie Ray Vaughan, on 16 June 2014 - 07:01 AM, said:

It's a shade over 8 minutes, just watch it while waiting for Niko to jump when you holla.


Can't see that ish while at work. And I was too busy Father's Daying and then Public Test Servering yesterday.

Niko knows I'm just joshin.

#64 VtTimber

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Posted 16 June 2014 - 07:32 AM

Buckton fix, going in July 17th or June 17th? Paul said July 17th and I'm hoping it was accidental since I believe it is currently on test?

#65 Bartholomew bartholomew

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Posted 16 June 2014 - 07:33 AM

Looked good. Any news on new maps. The clan mechs are done. What about the backlog of maps now?

#66 Lostdragon

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Posted 16 June 2014 - 07:35 AM

I am unconvinced there is not a bug with arty strike that causes it to hit the head disproportionately. I have been hit in the head by arty strikes four times in my Ember since I started playing it. I have been hit in the head on the same mech only once (other than incidental laser grazing) by an aimed weapon. I have seen many arty strikes I have dropped hit enemy cockpits. Considering it is the smallest hit box on every single mech, something just feels not right about how frequently arty/airstrike is hitting it.

Edited by Lostdragon, 16 June 2014 - 07:36 AM.


#67 Jody Von Jedi

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Posted 16 June 2014 - 08:04 AM

View PostVtTimber, on 16 June 2014 - 07:32 AM, said:

Buckton fix, going in July 17th or June 17th? Paul said July 17th and I'm hoping it was accidental since I believe it is currently on test?


If you notice, there is a text overlay correcting Paul's statement. Buckton fix is June 17th, tomorrow!

#68 Nova Latios Storm

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Posted 16 June 2014 - 08:15 AM

So Shall It Be...

#69 Tigreen

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Posted 16 June 2014 - 08:19 AM

I really hope the clan stuff turns out to make the game more fun but I have a sinking feeling we are just getting more of the same in a pretty new package. Is this really going to change anything? The same maps, the same game modes but different mechs and weapons...

The game has been a stagnant for a while now, will this next patch change that?

#70 Star Seven

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Posted 16 June 2014 - 08:39 AM

Still no transcript? come on....I'm waiting.... :D

#71 pvtjamesr

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Posted 16 June 2014 - 08:43 AM

A new dev vlog already? I don't know what happened in these last few weeks pgi, but keep it up...

#72 Alaskan Nobody

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Posted 16 June 2014 - 09:21 AM

Announcements
Announcements
Announcements....
A terrible death to die
A terrible death to die
A terrible death to be talked to death
A terrible death to die






Having said that - looking better all the time. :D

#73 TygerLily

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Posted 16 June 2014 - 09:27 AM

View PostMystere, on 15 June 2014 - 04:42 PM, said:


Well, I am of the the mind that:
  • cockpits should not get any special treatment compared to any other mech part
  • a 250mm/10inch artillery shell should obliterate any cockpit it lands a direct hit on




I'll take fun over reality.

View PostEximar, on 15 June 2014 - 07:41 PM, said:

And by the way, Real Battletech ended when the clans were introduced.


AGREED.

View PostOdanan, on 16 June 2014 - 04:43 AM, said:

Artillery and Air-Strike should be something deployed by only the Company Commander and/or by mechs with Command Console.
As it is right now, it ruins the game (think about a 12 team all armed with artillery and air-strike)


That's a good idea.

I also think it would be fun to have a destroyable vehicle from which artillery and air are fired from.

For every 4 people who bring A/A, there is a vehicle. The vehicles begin begin one at each start location (randomized if there's less than 3). Eliminate all of them and no more strikes. If there are more than one, losing only a single vehicle just increases global cooldown on strikes.

Example:
- 4 guys have A/A...you have one vehicle, spawns randomly at one of the 3 start locations. If it dies, A/A are unusable.

- 5 guys have A/A...you have two vehicles, each spawn randomly at one of the 3 start locations (not the same one). If one dies, A/A cooldown is increased by %50. If the second one dies, A/A are unusable.

- 9 guys have A/A...you have three vehicles, one at each spawn location. If one dies, A/A cooldown is increased by %33. If the second one dies, A/A cooldown is increased by %66. If the third one dies, A/A are unusable.

Attacking them causes a warning just as attacking a turret or base capping does.


Boom, role warfare for fast Mediums and Lights!

Edited by TygerLily, 16 June 2014 - 09:34 AM.


#74 Mystere

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Posted 16 June 2014 - 09:41 AM

View PostTygerLily, on 16 June 2014 - 09:27 AM, said:

I'll take fun over reality.


I don't know about you, but adding a little dose of reality is a whole lot more fun for me.

View PostTygerLily, on 16 June 2014 - 09:27 AM, said:

I also think it would be fun to have a destroyable vehicle from which artillery and air are fired from.
...
Boom, role warfare for fast Mediums and Lights!


See there is a lot more to game balancing than just endless cycles of nerfs. People just have to expand beyond their one-dimensional thinking. :D


Although there is a small problem your suggestion. Artillery in MWO is supposed to be off-board, especially because the current maps are just too small.

I'd rather have the smoke replaced by TAG so at least artillery cannot be aimed from across the horizon.

#75 Semper Fi

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Posted 16 June 2014 - 09:50 AM

Arty and Airstrike are good as they are, in MHO. I like that they make people move, because THEY CAN KILL YOU.
Whole point.

I do have an issue with everyone and their mother caring Arty/AS forgoing the other modules to add an extra 50+ damage or kill.

So Cool down is a good way to go.

Also it takes some skill to place a good arty, and if no skill was involved because the other team or mech was standing still jumping or tagging, well too bad.

Also arty/AS make jump snipers move more, which is a good tactic, however when you get 6 in matter of 3 min, well tight ropes are hard to walk. Maybe something can be done in lobby, like designated ARTY/AS mechs. Maybe you can only put one on a mech instead of two.

Plenty of ways to think about it, but nerfing them like nerfing just about anything is a tough balancing act.

Semper FI

#76 TygerLily

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Posted 16 June 2014 - 09:57 AM

View PostSemper Fi, on 16 June 2014 - 09:50 AM, said:

Maybe you can only put one on a mech instead of two.


I think the best way to go in here would be to create specific module slots for consumables and modules. If you Mech has 2 slots, one Module and on Consumable, the Consumable can only mount a Coolshot OR an Air Strike OR a UAV...etc. This also opens up the opportunity for certain chassis to be "buffed" by virtue of their module slots.

#77 Deathz Jester

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Posted 16 June 2014 - 09:58 AM

really short video.... makes me wonder why it takes so long to put one out.

#78 Rebas Kradd

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Posted 16 June 2014 - 10:02 AM

View Postpvtjamesr, on 16 June 2014 - 08:43 AM, said:

A new dev vlog already? I don't know what happened in these last few weeks pgi, but keep it up...


This one was actually right on time. It's just that the LAST one was late.

#79 A Man In A Can

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Posted 16 June 2014 - 10:11 AM

Did anybody else expect or wanted to see a big red "You Are Here" arrow pointing to Terra when they showed that map of the IS? :D

#80 TLBFestus

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Posted 16 June 2014 - 10:17 AM

View PostIron Harlequin, on 16 June 2014 - 09:58 AM, said:

really short video.... makes me wonder why it takes so long to put one out.



Hey, those sets are expensive, it's not like they just use a poster on an easel and some curtains. They have to order t-shirts that fit too.

That said, the thing i like the most was the shirts.





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