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Technical Update - June 2014 - Feedback


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#101 Deathlike

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Posted 30 June 2014 - 04:59 PM

View PostBilbo, on 30 June 2014 - 08:15 AM, said:

It's been stated, I can't be bothered to find it. Some of the balancing factors for these weapons would disappear if they were allowed to be used with IS build rules though.


Just to expand on that... imagine Spiders with Clan ERPPC CTs... or even a Hunchback with the Clan ER Large head laser. While not all builds magically become OP, but there's so much that would be considered broken as a result (say hello to the possible 2-3 Clan ER Large ECM Spider overlords).

It's something to think about on a more bigger scale.

#102 FupDup

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Posted 30 June 2014 - 05:08 PM

View PostDeathlike, on 30 June 2014 - 04:59 PM, said:


Just to expand on that... imagine Spiders with Clan ERPPC CTs... or even a Hunchback with the Clan ER Large head laser. While not all builds magically become OP, but there's so much that would be considered broken as a result (say hello to the possible 2-3 Clan ER Large ECM Spider overlords).

It's something to think about on a more bigger scale.

Maybe the Spider 5V might actually be worth something, if it could carry 2 CT CERLL...

#103 Deathlike

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Posted 30 June 2014 - 06:30 PM

View PostFupDup, on 30 June 2014 - 05:08 PM, said:

Maybe the Spider 5V might actually be worth something, if it could carry 2 CT CERLL...


Paul won't allow for that!

#104 Shiro Matsumoto

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Posted 30 June 2014 - 11:37 PM

...and stil no new maps... how about a community contest for maps? TOP3 gets in?

#105 The Blood God

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Posted 01 July 2014 - 07:04 AM

loving the clan mechs think the balancing has been spot on :) only people complaining are the guys that don't have them as far as i can tell but they don't know what they're like to pilot,

ya have to pick ya fights more carefully as most are glass cannons, clan pilots endured a couple of day's of ridicule from the IS pilots as standing toe to toe with an IS mech is quite brave and requires a decent armor advantage if ya plan to win a brawl in a clan mech but i suppose that was the clan way forcing better piloting skill,

thought the fixed engine/armor/structure was gona spoil it but hasn't bothered me at all, was having a problem with damage/hit registration with clan lrms at one point but that seems to have resolved its self with out a patch being released so must have been a lag problem or something like that.

over all very impressed with the new mechs and updates to the game there's just 2 things i'd like to see
a) more maps and some thing to stop repetative map strain really getting board of terratherma, caustic valley and alpine it's like i have to play each of those twice before i get to play a different map and after i've been on another map its back to those 3 again for an hour and i'm not being paranoid either i checked my stats and those 3 maps make up more than half the games i've played WTF man,

b- the option to have the hud on the cockpit glass or as a hologram between pilot and glass, the hud is totally unreadable when using occulus rift unless ya can dislocate ya eye's and that sucks, if i could turn the hud off that would be a start then i wouldn't have blurry images in my peripheral vision which can be off putting when playing

cheers guys keep up the good work and if ya could address my 2 iddy biddy little issues that would be awesome

Edited by MAX909, 01 July 2014 - 07:08 AM.


#106 The Blood God

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Posted 01 July 2014 - 12:08 PM

View PostBlackwolf 1 1, on 24 June 2014 - 02:56 PM, said:

Thanks so much for the updates, it's nice to hear what's in the works right now. I agree with several other people though, that more maps are needed. Even seeing night and day versions of maps like Caustic, Canyon Network, and Terra Therma would be a nice change of pace. Any chance we will be hearing about new maps or possibly game modes soon?


terra therma in the snow would be interesting nice and cold until ya fall in lava!!! and steam every where to impede visibility

View PostBlackwolf 1 1, on 24 June 2014 - 02:56 PM, said:

Thanks so much for the updates, it's nice to hear what's in the works right now. I agree with several other people though, that more maps are needed. Even seeing night and day versions of maps like Caustic, Canyon Network, and Terra Therma would be a nice change of pace. Any chance we will be hearing about new maps or possibly game modes soon?


terra therma in the snow would be interesting nice and cold until ya fall in lava!!! and steam every where to impede visibility

#107 Ismael

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Posted 01 July 2014 - 10:41 PM

Thanks for the update.

Please look at the LRM lock issue at clan mechs. Currently if you lock a target and fire instantly after target is locked, the LRMs fly into the ground!

#108 Cimarb

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Posted 02 July 2014 - 05:59 AM

View PostIsmael, on 01 July 2014 - 10:41 PM, said:

Thanks for the update.

Please look at the LRM lock issue at clan mechs. Currently if you lock a target and fire instantly after target is locked, the LRMs fly into the ground!

Completely agree - I was hoping this would be fixed soon, as it was very reproducible. For those of us that have used LRMs long enough to know the lock on time instinctively, it is a huge issue when your first salvo goes no where near the target you have a solid lock on...

#109 Rhialto

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Posted 02 July 2014 - 12:00 PM

Matthew, can you tell us if 3D Vision will launch with Damage Glow working?
You had much more time to make sure it will than when 3D was first announced a while ago.

Thanks

edit: wow I've hit 500 posts!

Edited by Rhialto, 02 July 2014 - 12:02 PM.


#110 Javin

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Posted 04 July 2014 - 05:34 PM

As a mainly IS player, you can keep those clan lrms pointed to the ground :D

#111 AndyHill

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Posted 06 July 2014 - 03:35 AM

I honestly don't really quite get how it's so hard to have trees falling when you hit them. The game sends a constant stream of data on 'mech locations, speeds, rotations, torso twist and weapons fire, a few packets for tree data should do nothing for the bandwidth requirement. WoT and WT both do it already and I think this is how:

0) Possible local approximation to eliminate latencies, not strictly necessary
1) Server detects a hit to a specific tree, calculates force acting on it
2) Server relays a data packet with information on tree ID and force parameters. One whole packet. One. Or a few if that's more efficient.
3) The tree becomes non-collideable after getting hit, it's a good enough approximation for now. This means that you only need ONE more packet to finish the job.
4) Once the tree has stopped moving on the server, the server sends another packet with tree id, loc/rot to synchronize all clients (that have been running the tree falling physics by themselves).

Amidst the data from 24 'mechs moving shooting and doing whatever, the packets for falling trees amount to exactly nothing as far as bandwidth is concerned. Now I'm not a specialist so I may have missed something obvious, but it's not like no game has ever done this before, so it really can't be that hard.

#112 Animus Corpus

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Posted 06 July 2014 - 04:48 AM

LRMs are still firing into the ground despite have a solid long-lasting lock. Even if the target is 700 m away, they nose dive directly into the ground ???!!!!???? This is not a case of lost lock. In a series of long-term rain, they will have batch that nose-dives directly into the ground. No reason. No hills. Nothing in the way of a TAG + NARC lock.....

#113 Cimarb

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Posted 06 July 2014 - 03:36 PM

View PostAnimus Corpus, on 06 July 2014 - 04:48 AM, said:

LRMs are still firing into the ground despite have a solid long-lasting lock. Even if the target is 700 m away, they nose dive directly into the ground ???!!!!???? This is not a case of lost lock. In a series of long-term rain, they will have batch that nose-dives directly into the ground. No reason. No hills. Nothing in the way of a TAG + NARC lock.....

It is some sort of delay bug where it shows a solid lock when you first get a target, even though it has not actually locked yet. It does not go into the ground unless you happen to be pointing your crosshairs at the ground (direct fire missiles shoot at your reticle, just like any other direct fire weapons)

#114 carl kerensky

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Posted 07 July 2014 - 08:00 AM

View PostMatthew Craig, on 23 June 2014 - 01:08 PM, said:

I think that was a regular artillery strike you saw in the last VLog, true destructible terrain is not likely in the near future as anything that alters the terrain features would need to be resolved for all players over the network. There is still quite a bit we can do to sell the impact of the weapons without going so far as deforming terrain though.

For example trees are often noted as wanting the ability to knock them down, this can be possible without conveying that destruction over the network, we just have to carefully control what sections can be knocked down, as a tree that is knocked over on your client may not be knocked over on someone elses client.

This means we need to be careful that this discrepancy is reasonable for the player and doesn't lead to scenarios where one user feels cheated as he was hiding in foliage that another player had earlier knocked over so was able to make a shot the other player feels wasn't possible. Or put another way it needs to remain purely cosmetic with regards to gameplay.

We'll continue to investigate ways to convey destruction in the game though it seems likely that upcoming efforts on destruction may be more focused on mech on mech collisions. We'd probably like to see Mechs truly convey their weight when they hit each other before doing more work with environment destruction. We'll keep you posted as and when we have something more concrete to share.



Hi Matt. Thanks for the great update. I have a request. Could you please give users with the PC horspower the option to play MWO with the destruction and visuals once seen in early Closed Beta? Just watching the GDC 2012 videos and playing CB I was stunned how much better and more realistic the effects were IMO. Russ was quoted way back as having to dial things back in the visual dept. It was a sad day for me to see such regression.
Ck

#115 jaxjace

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Posted 19 July 2014 - 05:59 PM

any chance of no signal being removed in cockpit screens?





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