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Vlog 6 Just Uploaded


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#1 XX Sulla XX

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Posted 11 July 2014 - 09:43 PM

Here is the new vlog.

-Rejoin Button

-module slot changes. Now by type and more of them.

- Jump jet heat is not bad. But starts with base heat for 1 jet and goes up slowly.

- Less jump jet height. Mainly for heavies and assaults.

- Less jump jet height with 1 jump jet

- Community warefare 1 coming soon.

- New Mech Factory map coming in 6-8 weeks or so. Teaser of it.

Sounds seems to be better this time on the video. Nice that its getter better over time.


Edited by XX Sulla XX, 11 July 2014 - 10:16 PM.


#2 Kilo 40

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Posted 11 July 2014 - 09:47 PM

beat me to it

#3 XX Sulla XX

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Posted 11 July 2014 - 09:56 PM

Just happened to notice it popup on my youtube subscriptions.

#4 Ph30nix

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Posted 11 July 2014 - 10:01 PM

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

#5 Ultimax

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Posted 11 July 2014 - 10:02 PM

I don't like that we are getting more consumable slots and weapon slots than we are basic mech slots.

The basic mech slots for one are way more balanced in terms of actual gameplay (overall) vs. the consumable slots which might as well just be called "Arty/Air strike slots".

And then we get 2, plus a 3rd weapon module (mastery) slot? These are the crappiest modules in the entire game - just totally awful. I don't even want one of these, much less 3.



Otherwise there is mostly a lot of good stuff in that vlog.

#6 Karamarka

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Posted 11 July 2014 - 10:04 PM

Watching now. First 20 seconds - community warfare name bomb

Jumpjet nerf sucks for Summoner, for reals built in jump jets. I hope it's not bad for 3 or more jump jets.

nerf to 1 jump jet is good tho.

Edited by Karamarka, 11 July 2014 - 10:28 PM.


#7 Kilo 40

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Posted 11 July 2014 - 10:05 PM

so unless I misunderstood, we will be limited to one or two "mech module" slots on most mechs. and mastered mechs will get a third "weapon module" slot. if that's the case, I can't say I'm exactly thrilled about it. I have no desire to use weapon modules as they currently are. and with the addition of two more consumable slots, get read for even more air/arty strikes.

But other than that I was very pleased with the info here. especially taking ideas from the community for new maps.

#8 FupDup

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Posted 11 July 2014 - 10:07 PM

The module slot changes are a good start, but there are a few problems:

1. All weapon modules currently suck ass.

2. "Mech modules" could probably be broken down into at least 2-3 more categories, such as Sensors and whatever. It could help distinguish which mechs are meant to be the Information Warfare units of choice rather than letting everyone have all the sensor boosts they want.

3. No seriously, the weapon modules really ******* suck right now.

4. With dedicated consumable slots, expect to see a massive uptick in arty and airstrike spam. Yippie-ki-yay...

5. Not only do weapon modules suck ******* balls right now, but there's also no variety whatsoever. I don't give a **** about a +5 meters range boost. Give me damage, cooldown, heat, and miscellaneous weapon mods. Give me a UAC jam rate reduction, an MG CoF reduction, LBX crit boost, and other fun things. But for the love of Kerensky don't stick me with +5 meters of range.

Edited by FupDup, 11 July 2014 - 10:10 PM.


#9 Ph30nix

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Posted 11 July 2014 - 10:09 PM

View PostKilo 40, on 11 July 2014 - 10:05 PM, said:

so unless I misunderstood, we will be limited to one or two "mech module" slots on most mechs. and mastered mechs will get a third "weapon module" slot. if that's the case, I can't say I'm exactly thrilled about it. I have no desire to use weapon modules as they currently are. and with the addition of two more consumable slots, get read for even more air/arty strikes.

But other than that I was very pleased with the info here. especially taking ideas from the community for new maps.

its only going to be ONE module slot per mech THATS IT
and this is going ot completely negate any benefit to mastering a mech. You can consider a chasi maxed as soon as you get the 2x bonus once this goes live.

View PostFupDup, on 11 July 2014 - 10:07 PM, said:

4. With dedicated consumable slots, expect to see a massive uptick in arty and airstrike spam. Yippie-ki-yay...


you can't carry more then one arty at a time at least.
and if someone would actually spending 80k cbills on arty strikes more power to them they almost completely nullified any earning they got for the match.

#10 Noth

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Posted 11 July 2014 - 10:10 PM

View PostPh30nix, on 11 July 2014 - 10:09 PM, said:

its only going to be ONE module slot per mech THATS IT
and this is going ot completely negate any benefit to mastering a mech. You can consider a chasi maxed as soon as you get the 2x bonus once this goes live.



you can't carry more then one arty at a time at least.
and if someone would actually spending 80k cbills on arty strikes more power to them they almost completely nullified any earning they got for the match.


Different mechs will have more or less of each spot. Not all mechs will be stuck with one mech module slot.

#11 FupDup

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Posted 11 July 2014 - 10:11 PM

View PostPh30nix, on 11 July 2014 - 10:09 PM, said:

you can't carry more then one arty at a time at least.
and if someone would actually spending 80k cbills on arty strikes more power to them they almost completely nullified any earning they got for the match.

2 Consumable slots = 1 arty + 1 airstrike.

I can generally make at least 72k on a loss (or more), so people will still have net profit most of the time. Even if they don't have profit, the fact that they win the match outweighs the costs.

Edited by FupDup, 11 July 2014 - 10:12 PM.


#12 mike29tw

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Posted 11 July 2014 - 10:14 PM

I like the module changes, however weapon modules need to be buffed, otherwise it just doesn't worth the grind even with module slots designated for weapon modules. Also, we might need more ways to modify our weapons than just range extension. And while I'm at it, module costs are still ridiculous. Either reduce all module costs, or give new players a few starting module to begin with, maybe through the achievement system.

Community driven map design is nice. I fully support it.

Flooded canyon network sounds interesting. Imagine if we also have a map featuring a huge dam, it could tied pretty well with dynamic CW design. Depending on the outcome of the dam map, the subsequent match could either be normal canyon or flooded canyon......

#13 Jolly Llama

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Posted 11 July 2014 - 10:18 PM

Rejoin Button
Finally

module slot changes. Now by type and more of them.
??? what does that mean?

Jump jet heat is not bad. But starts with base heat for 1 jet and goes up slowly.
Forum whine jump sniper QQ answered by screwing mediums yet again.

Less jump jet height. Mainly for heavies and assaults.
Again, good mechs will suffer due to forum whine.

Less jump jet height with 1 jump jet
Christ, learn how to play and quit crying about jump snipers. You are killing the fun for everyone else.

Community warefare 1 coming soon.
I hope for the best, about time, but I fear the worst. Prepare to be severely underwhelmed.

New Mech Factory map coming in 6-8 weeks or so. Teaser of it.
Coming soon. I am tired of hearing that.

Edited by geodeath, 11 July 2014 - 10:25 PM.


#14 Kilo 40

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Posted 11 July 2014 - 10:18 PM

how about a map that takes place during a storm/hurricane?

crimson would be a good candidate for that.

#15 Ph30nix

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Posted 11 July 2014 - 10:21 PM

View PostKilo 40, on 11 July 2014 - 10:18 PM, said:

how about a map that takes place during a storm/hurricane?

crimson would be a good candidate for that.

id rather have thunderstorm on Tourmaline can anyone else say LV-426?

but to be honest im tired of the horrible visibility maps id like a few with clear skys, no fog, no smoke, no haze and no blizzard just nice clear views with the only obstructions being buildings, hills, rocks and trees.

#16 Kilo 40

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Posted 11 July 2014 - 10:24 PM

i think the easiest thing they could do is add more variation to existing maps. night and day, more weather conditions, etc..

#17 Violent Nick

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Posted 11 July 2014 - 10:25 PM

View PostKilo 40, on 11 July 2014 - 10:05 PM, said:

so unless I misunderstood, we will be limited to one or two "mech module" slots on most mechs. and mastered mechs will get a third "weapon module" slot. if that's the case, I can't say I'm exactly thrilled about it. I have no desire to use weapon modules as they currently are. and with the addition of two more consumable slots, get read for even more air/arty strikes.

But other than that I was very pleased with the info here. especially taking ideas from the community for new maps.



Yeah, I really don't want to be restricted on the modules which allow me to zoom, have radar dep etc as these are by far the best and actually add to gameplay much more. If it's more modules, fine, but a decent number of each makes sense.

#18 XX Sulla XX

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Posted 11 July 2014 - 10:26 PM

Do you really want more night maps?

#19 Ultimax

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Posted 11 July 2014 - 10:27 PM

View PostPh30nix, on 11 July 2014 - 10:21 PM, said:

id rather have thunderstorm on Tourmaline can anyone else say LV-426?

but to be honest im tired of the horrible visibility maps id like a few with clear skys, no fog, no smoke, no haze and no blizzard just nice clear views with the only obstructions being buildings, hills, rocks and trees.


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.

#20 XX Sulla XX

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Posted 11 July 2014 - 10:32 PM

Hey maybe alternate map modes could be brighter and more saturated. Clear day. Day without smog etc ;) It would be a nice change.





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