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Dev Vlog #6


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#1 InnerSphereNews

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Posted 11 July 2014 - 08:11 PM



Spoiler


#2 Will9761

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Posted 11 July 2014 - 08:16 PM

Thanks for the video! ;)

And also, FIRST!

#3 Kjudoon

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Posted 11 July 2014 - 08:20 PM

I am encouraged on MOST things here and trepidacious but hopeful on others. Good details and this is an informationupdate methodology I among many look forward too. Keep it up.

Edit: Summer CW module release AND MAPS?!?!??!!! Squeeee!

Edited by Kjudoon, 11 July 2014 - 09:24 PM.


#4 DAYLEET

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Posted 11 July 2014 - 08:22 PM

Rejoining a game, so much yes!! yesterday i stop playing when the game crashed while joining a game.


EDIT> it's 21 july and i noticed only 2 guys claiming to have reconected while we have 1 or 2 disco every other game LITERALY. I had huge lag once and i closed the game and reconected succesfuly. I dont think people are losing conection, they are deliberatingly leaving the game because it's not carrying them hard enough.

Add a big penalty to disco when alive now, make sure you cant play another mech at all.

Edited by DAYLEET, 21 July 2014 - 01:36 PM.


#5 Devil Fox

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Posted 11 July 2014 - 08:22 PM

Is it that hard to produce a transcript prior to uploading this before a weekend?

#6 ArkahnX

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Posted 11 July 2014 - 08:26 PM

Great video guys, I'm very excited for all the above mentioned additions and changes! I Think the Jump Jet Heat could go further, if that cataphract is any indication, but these values are all tuneable, I'm sure we'll see some changes!

#7 Kitane

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Posted 11 July 2014 - 08:30 PM

Rejoining match while the mech is still ingame? Awesome.

More module slots (specialized for consumables and weapon modules?) Good...

Now if only there was a way to find where are my modules currently mounted without manually checking each mech...

#8 Styx

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Posted 11 July 2014 - 08:39 PM

Would love to see some destructible environments so that we can have different values of cover, i.e.: copse of trees that can be blasted apart but till then still safe to hide behind.

#9 Bartholomew bartholomew

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Posted 11 July 2014 - 08:39 PM

Kinda wish you would make the master slot an any slot. Most weapons modules are no good..

#10 Legion778

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Posted 11 July 2014 - 08:46 PM

Finally some solid community warfare information! Cant wait to join Clan Wolf! Also some newer maps would be awesome, a envirnmental change to Canyon Network seems pretty fun but the most interesting too me was the raised water level.

#11 Hayato1983

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Posted 11 July 2014 - 08:51 PM

Rejoining match will come in handy, on a foot note, Id love to see some destruction.

#12 Destructicus

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Posted 11 July 2014 - 08:51 PM

getting better at devlogs

Edited by Destructicus, 11 July 2014 - 08:52 PM.


#13 corpse256

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Posted 11 July 2014 - 08:55 PM

Holy crap new maps thanks guys. Clan mechs are worth every penny I payed for, sure was a challenge to get use to the new rules for omni pods and set internal structure equipment but hey I took the challenge and I got the builds I wanted out of them(love the switching parts for omnipods instead of hard points). Can't wait to see what the jungle map looks like and community suggestions and ideas for map making sounds awesome. Loving the JJ fixes so players can't bunny hop and fire weapons. And great job on the fall damage gauge and the figures, working so good so far. Your hard work is paying off for this mechwarrior can't wait to spend some more cash on your next major project.

#14 Tastian

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Posted 11 July 2014 - 08:57 PM

A lot of exciting information. More module slots with categories (noone seems to like the weapon modules), map production with community help, jump jet tuning, and some CW information. No mention of new innersphere mech releases or skill tree revamping though.

My only thought is the 'consumables' module slot will encourage more artillery and air strikes (ugh). It would be cool to have standardized consumable module slot keyboard buttons instead of individual button assignments for every consumable.

#15 Felbombling

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Posted 11 July 2014 - 08:59 PM

Good stuff all around.

#16 Kageru Ikazuchi

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Posted 11 July 2014 - 09:02 PM

My notes while watching ...

Rejoin function
- reconnect within 2 minutes! Yay! :(

Module Update
- module categories, weapon, consumable, 'mech ... only one 'mech module slot! :blink:
- I would much rather have two 'mech module slots upon mastery than 3 weapon module slots, but I guess I'm just spoiled from being able to equip target info, seismic, and target deprivation (when I don't want to run consumables)
- In response to bartholomew bartholomew's comment above, the weapon modules aren't "trash", they're just not worth it compared to others.

C-LRMs
- OK

Jump Jet
- Heat ... I think it should be noticable, so that it does increase your 'mech's heat, but OK
- Scaled thrust ... finally!

Community Warfare
- Finally "fully underway"
- Module 1 = ability to associate with a faction ... unit tags! ... "summer release" (note: = ~sep 21st)
- "module 2" this fall ... "where the combat happens"

Map Production
- 'Mech Factory Map ... working title, industrial city, urban setting, bigger than River City, about Caustic Valley sized
- Swamp/Jungle Map ... creating assets in the background
- next maps will use existing assets (this is good news, because it should take less time)
- community input ... how to rework existing maps or make new maps for private matches (arenas!)

Looks like a very brief preview of the Industrial map at the end. ;)

It would appear that there are some very cool things coming in the not-to-far "soonTM" ... Thanks, and keep it up!

#17 CHH Badkarma

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Posted 11 July 2014 - 09:02 PM

Unit identity...
Still waiting for the dagger star that was hinted at.
An alpine night map would be fun. Kinda like frozen city but with more room.

Looks like SLI dropped off the radar again

Edited by CHH Badkarma, 11 July 2014 - 09:06 PM.


#18 Kageru Ikazuchi

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Posted 11 July 2014 - 09:10 PM

View PostCHH Badkarma, on 11 July 2014 - 09:02 PM, said:

(stuff above)

I'm holding off on providing map recommendations until they open an official thread for it ... I'm sure there will be dozens of great suggestions.
Re: SLI, just because they didn't mention it, doesn't mean they're not working on it.

#19 BLOOD WOLF

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Posted 11 July 2014 - 09:14 PM

well said. That ends one chapter, and another begins. Everything sounds lovely.

#20 Argann

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Posted 11 July 2014 - 09:15 PM

The people in the video look awkward, with that said I am excited to see a glimpse of the new map, but that seems about all.





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