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Vlog 6 Just Uploaded


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#21 Ph30nix

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Posted 11 July 2014 - 10:32 PM

View PostUltimatum X, on 11 July 2014 - 10:27 PM, said:


Yeah I don't want more impaired vision maps. I hate frozen city (day) with the snow.


It would be fun and immersive if our alternate vision modes weren't awful.

I miss the old Heat vision lol it was nice being able to alway see your enemy thru the crappy impaired vision BUT it did suck to never get to see the pretty maps they had and always seeing the game in black/white with a few blobs of blue orange and red.

old heat vision was probably the closest we will get to advanced imaging.

Hey isnt there a way to actualy REMOVE the fog and snow and crap in your user config? not to any game breaking degree but to at least ton it down as if you were trying to reduce its load on your graphics card.

and side note it is a damn shame that on forest colony the cave is just one big misty POS the little you actually can see in there is insanly pretty.

Edited by Ph30nix, 11 July 2014 - 10:34 PM.


#22 Noth

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Posted 11 July 2014 - 10:34 PM

View PostPh30nix, on 11 July 2014 - 10:32 PM, said:

I miss the old Heat vision lol it was nice being able to alway see your enemy thru the crappy impaired vision BUT it did suck to never get to see the pretty maps they had and always seeing the game in black/white with a few blobs of blue orange and red.

old heat vision was probably the closest we will get to advanced imaging.


Hence why they changed it and made it shorter range. People were using it all the time, even in situations where it was not needed as it made targets easier to spot.

#23 Ph30nix

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Posted 11 July 2014 - 11:05 PM

View PostNoth, on 11 July 2014 - 10:34 PM, said:


Hence why they changed it and made it shorter range. People were using it all the time, even in situations where it was not needed as it made targets easier to spot.

oh i understood the range nerf but i wish they had left the colors but again i know the change was because then heatvision would still stand out on their precious MASSIVE heat maps ;)

#24 Deathlike

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Posted 11 July 2014 - 11:35 PM

I simply just hate the weapon modules.

It's a wasted effort unless someone has the mind to revamp the damned thing... and properly.

See what "good" you can do to put on the Med Laser module on the classic Hunchback-4P build... it's a self-cooking mech.

Edited by Deathlike, 11 July 2014 - 11:35 PM.


#25 Kyle Wright

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Posted 11 July 2014 - 11:41 PM

View PostPh30nix, on 11 July 2014 - 10:01 PM, said:

so in other words everyone is going to have one module slot they never use because the weapon modules are complete Shite.

what a completely ******** idea there guys unless they are making the "weapon module" slots be very broad and include things like the target decay and 360 target retention type modules


Dude you obviously have selective hearing. Watch the v log or shut up. They clearly state it will vary mech to mech.

#26 kazlaton

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Posted 11 July 2014 - 11:54 PM

Check the video starting at 2:10. He says the most common configuration will be 2 weapon, 2 consumable, 1 mech module slot. He then says there will be some variation, just like some mechs now have a varied amount of slots. This seems to imply that we will only have a small handful of mechs that have 1 more or 1 less slot.

#27 Kyle Wright

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Posted 11 July 2014 - 11:57 PM

View Postkazlaton, on 11 July 2014 - 11:54 PM, said:

Check the video starting at 2:10. He says the most common configuration will be 2 weapon, 2 consumable, 1 mech module slot. He then says there will be some variation, just like some mechs now have a varied amount of slots. This seems to imply that we will only have a small handful of mechs that have 1 more or 1 less slot.


Again it will vary I'm sure. We are getting upset or worked up on something that isn't even finalized yet or in game. We will just have to see.

#28 Zanathan

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Posted 12 July 2014 - 12:06 AM

This suggestion has been floating around for a very long time but to make the maps more diverse they could use the existing maps and just add weather elements (e.g. rain/storm/lightning, blizzard, sunny/cloudy, etc). Obviously they will need to do some work just to ensure it doesn't kill the fps.

An example is Mount Doom (aka Terra Therma), it is constantly cloudy (yes we get it, ash clouds and all) but it wouldn't be outside the realm of possibility by having a day with less clouds and have the sun poke through would it? The same could be said of other maps, there are generally day and night cycles on most planetary bodies in the universe ...

While some may hate the night mode on River City I actually don't mind it and wouldn't mind seeing it implemented on some of the other maps - again it's quick and easy.

Some may argue more isn't better but given we have been playing with the same maps for a very long time, I would pay for any sort of change up in the maps ..

#29 haop

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Posted 12 July 2014 - 12:18 AM

A new map with new invisible walls and edges - yes!

#30 meteorol

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Posted 12 July 2014 - 12:21 AM

For the love of god atleast make the the master slot a mech and not a weapon slot. Give us a reward for mastering a mech and not a slap in the face.

#31 Fooooo

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Posted 12 July 2014 - 12:48 AM

I find the interest in getting the community involved in maps........interesting.

Starting at basic discussion (like we already have with the concept thread for maps and others) and possibly moving to vetting. (IE community votes on what the next map should be) and hopefully progressing to community made maps / map concepts which are also vetted via the community etc.


The modules...hmm, as others have said there should be multiple mech modules ie Sensor slots, EW slots etc etc instead of just the basic mech modules encompassing them all & they should change weapon mods.......

IMO it would give more flexibilty in balancing and give certain mechs their real flavor from lore. (some modules could also be made much better in this case etc)

Say there is an EW mod that effects ECM. It could have a drawback of punishing a weapon.. IE PPCS or something etc.....but get major bonus's. Because there are EW slots, you can restrict EW slots to certain mechs stopping something you don't want getting this major bonus to ECM but still letting those mechs USE ecm....IE THE D-DC etc....

They could boost Weapon mods majorly imo as long as heat isnt the only type of punishment & there was multiple types........infact heat is probably the worst to use. Some should possibly give a decent boost, but penalize another "synergistic" weapon.



It looks all ok I guess.

At least CW is now being worked on by a fair amount of their engi staff + maps are now being worked on again, which I didn't realise they stopped as they never told us nobody in the art team was workin on maps while clans were coming etc........ah well...

Edited by Fooooo, 12 July 2014 - 12:56 AM.


#32 N a p e s

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Posted 12 July 2014 - 05:17 AM

View PostPh30nix, on 11 July 2014 - 10:01 PM, said:

so in other words everyone is going to have one module slot they never use because the weapon modules are complete Shite.

what a completely ******** idea there guys unless they are making the "weapon module" slots be very broad and include things like the target decay and 360 target retention type modules


The current weapon modules are crap no doubt about it but if they put some interesting ones like laser beam duration reductions or faster cooldowns I could see myself buying a couple.

I do agree that the weapon modules should be more broad. Increasing range for lets say, medium lasers, is fine and dandy but if you want to get the most out of your investment you're going to want to boat medium lasers. Why not make it affect all of your equipped lasers?

Edit: posting from a phone sucks.

Edited by Napes339, 12 July 2014 - 05:26 AM.


#33 Wolfways

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Posted 12 July 2014 - 05:35 AM

View PostNapes339, on 12 July 2014 - 05:17 AM, said:

The current weapon modules are crap no doubt about it but if they put some interesting ones like laser beam duration reductions or faster cooldowns I could see myself buying a couple.

I do agree that the weapon modules should be more broad. Increasing range for lets say, medium lasers, is fine and dandy but if you want to get the most out of your investment you're going to want to boat medium lasers. Why not make it affect all of your equipped lasers?

Edit: posting from a phone sucks.

Even if they did that the downside would probably still be extra heat. Would you really want that, especially on a laser mech?

#34 Ursh

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Posted 12 July 2014 - 05:42 AM

They contradict themselves. Paul talked about Jump Jets causing enough heat to keep a mech from cooling down if they were consistently using them, and then also talked about how they wanted JJs to be used for maneuverability rather than for jumpsniping.

Uhm Paul, do you realize that jumpsnipers don't use their jets constantly anyways? They jump one or two times, throw out big heat big damage alphas, and then cooldown before they do it again. You're nerfing brawlers with jumpjets, and I'm not surprised at all that you once again missed the point.

#35 Wolfways

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Posted 12 July 2014 - 05:53 AM

View PostUrsh, on 12 July 2014 - 05:42 AM, said:

You're nerfing brawlers with jumpjets,

Umm...good ;)
JJ's are for maneuverability over difficult terrain, not combat.

#36 N a p e s

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Posted 12 July 2014 - 05:58 AM

View PostWolfways, on 12 July 2014 - 05:35 AM, said:

Even if they did that the downside would probably still be extra heat. Would you really want that, especially on a laser mech?


Would you agree that the possible negatives should be range, cooldown, beam duration, damage or heat.

For example in a light mech equipped with pulse lasers I wouldnt mind paying a range tax to reduce beam duration even further or to get increased damage.

On the other hand you could trade weapon cooldown for damage output (going either way) emphasising DPS or max alpha.

There are a lot of possibilities and since we don't have different weapon manufacturers this could serve as a nice way to add flavor between builds. It just has to be more developped.

Edited by Napes339, 12 July 2014 - 06:00 AM.


#37 Varik Ronain

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Posted 12 July 2014 - 06:07 AM

So... is enhanced narc a general module or a weapons module?

#38 Wolfways

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Posted 12 July 2014 - 06:14 AM

View PostNapes339, on 12 July 2014 - 05:58 AM, said:

Would you agree that the possible negatives should be range, cooldown, beam duration, damage or heat.

For example in a light mech equipped with pulse lasers I wouldnt mind paying a range tax to reduce beam duration even further or to get increased damage.

On the other hand you could trade weapon cooldown for damage output (going either way) emphasising DPS or max alpha.

There are a lot of possibilities and since we don't have different weapon manufacturers this could serve as a nice way to add flavor between builds. It just has to be more developped.

I agree it would be nice to have some variety, but imo more heat is never a good trade for anything in this game...except maybe a Gauss Rifle ;)
Don't the current weapon modules all add extra heat? I can't remember as it has been so long since i looked at them.

#39 N a p e s

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Posted 12 July 2014 - 06:45 AM

View PostWolfways, on 12 July 2014 - 06:14 AM, said:

I agree it would be nice to have some variety, but imo more heat is never a good trade for anything in this game...except maybe a Gauss Rifle :P
Don't the current weapon modules all add extra heat? I can't remember as it has been so long since i looked at them.


I believe you're correct that right now the only balancing factor that they've used for the modules is heat. There should be absolutely no reason for them to limit themselves to heat though. They could even use multiple factors to balance potentially OP modules or even for extremely specialised weapon modules.

I see the potential but it has to be pushed further and implemented well.

#40 Satan n stuff

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Posted 12 July 2014 - 06:50 AM

View PostWolfways, on 12 July 2014 - 05:53 AM, said:

Umm...good :P
JJ's are for maneuverability over difficult terrain, not combat.

*DFA*





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