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Dev Vlog #6


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#361 Mister Blastman

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Posted 23 July 2014 - 04:24 AM

The module thing is BS. More stuff to spend c-bills on that provide little bonus to. Less modules. More gameplay depth please.

#362 Reno Blade

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Posted 23 July 2014 - 04:34 AM

If you just call some change BS, then give better ideas instead.

#363 Cimarb

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Posted 23 July 2014 - 07:22 AM

View PostIraqiWalker, on 22 July 2014 - 10:16 PM, said:

No clan warriors will request that support during a duel, but in a full engagement they will be using it. There are also cases where the clans just get their murder rage on and offer no zellbriggen at all. The Jihad was a good case of that, where they basically explained to the Blakists that they are all under a trial of annihilation with no zellbriggen extended.

EVERY engagement begins as a duel for a Clan warrior, until zelbrigen is broken by one side or the other. While they have artillery and aerospace support, they are considered second-line forces and would rarely be used, and never unless it was part of the original batchall. Even resorting to using front-line reinforcements is considered a loss of honor.

I am not going to get into the Jihad, as it is a LONG time in the future and zelbrigen has essentially been scrapped by that point. A lot happens before those "rules" come into play.

View PostReno Blade, on 23 July 2014 - 01:30 AM, said:

If you need CC (useable by heavy and assault IS mechs) or cTC you would limit them to heavy/assault IS mechs or clan mechs.
I saw others suggesting the opposite: only light/med mechs could use strikes.

I'm not sure if that would be the right way to go about it.
I think they are useable too often still. Bit more cooldown couldbe needed.

Imho there should just be more options to bring.
Smoke screen, Chaff, maybe placeable seismic/heat decoys, placeable seismic sensor towers, inferno (napalm) strikes, and so on.

More equal choices means less airstrikes (if they are all equally useful).

Any IS mech can equip a CC, and any Clan mech can equip a CTC. It has no restriction other than tonnage/crit. This would allow any mech that wants to use it the ability to do so, while making the CC/CTC actually mean something important instead of just some % buffs.

I do agree about options though, and hopefully PGI will start releasing those like they said they would...

#364 IraqiWalker

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Posted 23 July 2014 - 08:14 AM

View PostCimarb, on 23 July 2014 - 07:22 AM, said:

Any IS mech can equip a CC, and any Clan mech can equip a CTC. It has no restriction other than tonnage/crit. This would allow any mech that wants to use it the ability to do so, while making the CC/CTC actually mean something important instead of just some % buffs.

I do agree about options though, and hopefully PGI will start releasing those like they said they would...


I believe they restricted CCs to heavies and assaults only now.

#365 Cimarb

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Posted 23 July 2014 - 11:11 AM

View PostIraqiWalker, on 23 July 2014 - 08:14 AM, said:

I believe they restricted CCs to heavies and assaults only now.

Really? Source? (On vacation, so cannot check myself)

#366 IraqiWalker

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Posted 23 July 2014 - 11:41 AM

View PostCimarb, on 23 July 2014 - 11:11 AM, said:

Really? Source? (On vacation, so cannot check myself)

I remember that part from battletech.

I'm trying to rummage through the forum topics to find where I believe it was mentioned (could be Dev Vlog#5 vid?)

Still checking.

#367 Cimarb

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Posted 23 July 2014 - 11:44 AM

View PostIraqiWalker, on 23 July 2014 - 11:41 AM, said:

I remember that part from battletech.

I'm trying to rummage through the forum topics to find where I believe it was mentioned (could be Dev Vlog#5 vid?)

Still checking.

Well, originally the Command Console was actually a second cockpit, so in TT rules it was restricted to heavier mechs, but this is not the same thing in MWO. Just same name.

#368 IraqiWalker

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Posted 23 July 2014 - 11:51 AM

View PostCimarb, on 23 July 2014 - 11:44 AM, said:

Well, originally the Command Console was actually a second cockpit, so in TT rules it was restricted to heavier mechs, but this is not the same thing in MWO. Just same name.

Yeah, gonna log into the game to see if I can slap it into a light mech or not.


EDIT: Just checked in the game. Lights cannot equip Command Consoles. In fact, they don't show up in the Head loadout section. It does show up for heavies though.

Edited by IraqiWalker, 23 July 2014 - 11:58 AM.


#369 Cimarb

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Posted 23 July 2014 - 12:44 PM

View PostIraqiWalker, on 23 July 2014 - 11:51 AM, said:

Yeah, gonna log into the game to see if I can slap it into a light mech or not.


EDIT: Just checked in the game. Lights cannot equip Command Consoles. In fact, they don't show up in the Head loadout section. It does show up for heavies though.

Wow, very interesting. Mediums? First I have heard of it...

#370 Reno Blade

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Posted 23 July 2014 - 01:04 PM

View PostCimarb, on 23 July 2014 - 12:44 PM, said:

Wow, very interesting. Mediums? First I have heard of it...


Patchnotes here:
http://mwomercs.com/...02-02-jul-2014/
  • Command Console
    • Inner Sphere Heavy and Assault 'Mechs only
    • Equippable in the Head component
      • Weight: 3 Tons
      • Slot: 1 Slot
      • Zoom distance increases by 12.0%
      • Sensor range increases by 6.0%
      • Time to gather target info decreases by 42.5%


#371 Cimarb

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Posted 23 July 2014 - 05:08 PM

View PostReno Blade, on 23 July 2014 - 01:04 PM, said:


Patchnotes here:
http://mwomercs.com/...02-02-jul-2014/
  • Command Console
    • Inner Sphere Heavy and Assault 'Mechs only
    • Equippable in the Head component
      • Weight: 3 Tons
      • Slot: 1 Slot
      • Zoom distance increases by 12.0%
      • Sensor range increases by 6.0%
      • Time to gather target info decreases by 42.5%

Like people actually read patch notes....pssssshah...

Interesting, though. Thanks for the confirmation.

#372 Xigunder Blue

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Posted 24 July 2014 - 02:04 PM

Thought I would add a note about maps, for what little worth that probably means.

How about a truly 'Alien Planet' map. Such as a plain with batches of thick trees and small lakes. On this plain are a batch of alien ziggurats, separate like mesas. They are ruins but mechs can climb up the ramped terraces to different levels and maybe have a flat top with buildings and plants on which mechs can fight. Interior levels here and there for close in 'dungeon' fighting like under the Hypercom buildings.

How about a pre-launch selection of maps so we can determine WHICH MAPS AND WHICH MECH TYPE we want to use, especially in groups. Or at least allow us to know which map we will be playing on before we select our mech.

#373 BLOOD WOLF

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Posted 24 July 2014 - 02:30 PM

"pre launch lobby, where players will be able to vote on the map"-bryan ekman.

#374 JFlash49

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Posted 25 July 2014 - 01:17 PM

Everything sounds good and in order...moving forward is what we are all about!
and my favorite topic...maps!!! Ahhh yes maps, :) , now i'm no artist but i'll gladly help out, so will many others, but i think what you guys can also do is refer to the books for unique maps... come on, there are plenty of locations i wouldn't mind seeing come to life, i cant be the only one who thinks so!

#375 Sandslice

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Posted 28 July 2014 - 03:08 PM

"Artillery" ECM pods. Hit an area with a temporary ECM to shield your team and fool enemies into thinking there are ECM 'Mechs nearby. :)

#376 IraqiWalker

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Posted 28 July 2014 - 06:19 PM

View PostSandslice, on 28 July 2014 - 03:08 PM, said:

"Artillery" ECM pods. Hit an area with a temporary ECM to shield your team and fool enemies into thinking there are ECM 'Mechs nearby. :)

That would be beautiful. Especially if these pods generate false radar signatures.

#377 Uncle Totty

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Posted 29 July 2014 - 02:31 PM

View PostIraqiWalker, on 28 July 2014 - 06:19 PM, said:

That would be beautiful. Especially if these pods generate false radar signatures.

I was thinking more of drop it on an enemy and they lose targeting ability to a period of time.

#378 IraqiWalker

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Posted 29 July 2014 - 02:48 PM

View PostNathan K, on 29 July 2014 - 02:31 PM, said:

I was thinking more of drop it on an enemy and they lose targeting ability to a period of time.

So more like Narc pods?

#379 Cimarb

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Posted 29 July 2014 - 03:56 PM

View PostIraqiWalker, on 29 July 2014 - 02:48 PM, said:

So more like Narc pods?

Similar, but the opposite. NARC lets anyone target the enemy, while his would stop the enemy from targeting anyone.

#380 IraqiWalker

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Posted 29 July 2014 - 04:17 PM

View PostCimarb, on 29 July 2014 - 03:56 PM, said:

Similar, but the opposite. NARC lets anyone target the enemy, while his would stop the enemy from targeting anyone.

Yes, I figured as much. It would be interesting to have ECM pods like that, but I would rather instead we got ECM field Consumables. Much like Arty and Air strike. You point at a location, and drop them down. last about 30 seconds or so.

I would love to use them in flanking maneuvers to keep my lance hidden, though I guess in a way, they would make any mech "ECM capable" even if it's for 30 seconds.





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