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No Guts No Galaxy Podcast #115: Russ Bullock


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#21 Scurry

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Posted 18 July 2014 - 04:54 AM

View PostGas Guzzler, on 18 July 2014 - 01:05 AM, said:


Why is that thankfully so?? That would be awesome. Besides they will probably just drop the A-Pods


"Thankfully" because it would mean we wouldn't have to deal with yet another forum explosion of pointless topics and rabid net debaters.

Not to mention the "Clan is OP" rage would reach new heights.

Though, now that I think about it, not having the Prime would trigger a big fuss anyways, so......screwed either way, I guess.

#22 Leigus

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Posted 18 July 2014 - 04:45 PM

View PostFupDup, on 17 July 2014 - 08:09 PM, said:

Lol @ their (currently deactivated) brainstormed rule for the ERPPC + Gauss combo. So many convoluted and nonsensical changes surrounding pinpoint weapon combos...so much avoidance of convergence changes.


Um... Why not just fix the Gauss Rifle in general instead of stacking convoluted mechanics on top of one another? Rather than a charge mechanic, why not a global cooldown system? (a la the shut-off Gauss-PPC system). When you (instantly) fire a Gauss Rifle, all your other weapons (including other Gauss Rifles) gain a 0.5s cooldown. When you fire any other weapon, all Gauss Rifles on your mech gain a 0.5s cooldown.

If that's not enough, and IS PPC/AC still dominates, give the IS PPCs split damage (1.5 - 7 - 1.5?) and IS ACs burst fire. With that in place, pinpoint alphas available are:
2x IS PPC, 2x IS AC/5: ~20pinpoint
1x IS Gauss: 15pinpoint
2x Clan PPC: ~20pinpoint
1x Clan Guass: 15pinpoint

To address those who are opposed to IS ballistics being "the same" as Clans, just give the IS ACs fewer shells/shot (maybe 1, 2, 3, 3 as opposed to 2, 3, 4, 5). Breaks up the damage, while still being more precise than Clan weapons.

#23 Ngamok

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Posted 18 July 2014 - 05:31 PM

View PostBlack Rabbit of Inle, on 17 July 2014 - 11:52 PM, said:

Russ: for instance, the Mad Dog / what do you call it again?
Phil: Vulture
Russ: Thank you. Is an obvious choice. It's a favorite of mine.

So much a favorite he never learned its name :D

Mad Dog / Vulture : Sometimes Russ I think you only love me for my shoulders...


He said the next ONES (plural) are obvious. He didn't say it was the Mad Dog specifically other than it belongs to the next ONES.

#24 mp00

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Posted 18 July 2014 - 05:38 PM

Arrgghh sooo confused... I need a chart graph and pictures again

#25 Sandslice

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Posted 18 July 2014 - 05:54 PM

View PostKeeshu, on 18 July 2014 - 12:11 AM, said:

He's probably just used to people calling it the Mad Dog. I know most people that I know that played MW4 always call it the Vulture, but they usually are banging on about the Mad Cat (Timber Wolf) and Daishi (Dire Wolf) so much that they don't think of the Vulture much, so it's rare for me to hear it called Vulture as well. Personally I always call the MW4 design the vulture, and the classic design the Mad Dog all the time.
I will admit, took me a while to remember that the Adder is also called the Puma, since I never hear anyone call it the Puma. *cue red vs blue clip about calling the warthog a puma* "stop making up names!"
Though I did think it was kinda interesting how he referenced the Archer. When I first saw the Archer, I immediately thought of the Dragon. While I do like the looks of the Archer a bit, it's too bulky for my tastes, though it's design isn't always consistent looking at the pictures on sarna. I can see how he can call the Mad Dog a new version of the Archer


I've actually asked Catalyst linedev about this before - and apparently the original Omni heavies (and arguably some of the assaults) were deliberately based on Inner Sphere 'Mechs:

Mad Dog = Archer as chicken-walker; Hellbie = Warhammer; Summoner = Thunderbolt; TWolf = Catapult with arms; Gargoyle and Executioner = Atlas / Charger / Banshee; Dire Wolf = Stalker with arms and a torso shroud.

---

As for the obvious next Clan 'Mechs: it's the rest of TRO 3050:
Fire Moth, Mist Lynx, Viper, Ice Ferret, Mad Dog, Hellbie, Gargoyle, Executioner.

Edited by Sandslice, 18 July 2014 - 05:55 PM.


#26 KhanCipher

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Posted 21 July 2014 - 11:36 PM

View PostWillard Phule, on 18 July 2014 - 03:18 AM, said:


Seriously? No, man, they'll keep the A-pods....it takes up slots and tonnage and is useless. It'll be the new "Command Console," since they actually gave it a function now.


to be fair, A-pods were useless on TT unless you ran into someone that spammed infantry (and if you're playing stock mechs, you'd usually have a couple units with AI weapons to take care of it), and even then infantry is still better off in a building than out in the open.

#27 ebea51

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Posted 22 July 2014 - 03:53 AM

I love the module changes. Makes the mechs feel more combat-modular rather than customizable-gimmicky.

It makes sense tat some would be wired more towards support modules or some would be more wired for weapon modules, etc, etc,

Its also a great initiative to get people to spend more cbills on weapon modules while not compromising slots for 'essential' modules you would take over weapon or support modules every-match-of-the-week.

I also LOVE the ppc gauss energy-charge experiment.
It makes SENCE that high energy weapons would drain mech systems when used so that if you used a heap of other high power weapons, other high power systems/weapons wouldn't be able to function.
AWESOME!
I love how only 2 ppcs could be fired at the same time, or only 2 gauss charge at the same time or how only 1 ppc or 1 gauss could be fired together.
HOWEVER...
The 'Energy Cap' system would (I believe) have to be implemented onto energy weapons too (not just 'high' energy weapons), for balance reasons. For example:
1) Its fair that you fire more than 2 Large Lasers you get ghost heat but for balance I think that the maximum number you could simultaneously fire would be 3 due to Energy Cap.
2) Its fair that you fire more than 4 Medium Lasers you get ghost heat but for balance I think that the maximum number you could simultaneously fire would be 6 due to Energy Cap.
etc, etc... for example.

But all around - EXCELENT idea and I would like to see both the module system an energy cap system released.

Bring on the battlemech-simulator that MWO was said it was going to be all that time ago!!


RE: The Mech Factory map:
I just hope PGI fixes collision boxes on ingame assets when making it using existing entities... we don't really need another HPG where mechs and weapons clip into everything.

RE: Jungle/Swamp map:
CAN. NOT. WAIT!!
Ive been waiting sinced closed beta for a jungle/swamp map!
Here's to walking around with trees up over your head and foliage to your shoulders!
Here's to hunting mechs while waist-deep in a swamp!!!

#28 Pht

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Posted 22 July 2014 - 06:04 AM

View PostKaramarka, on 18 July 2014 - 12:16 AM, said:

Russ Bullock

25000 packages

50% masakari

12500x240=3 million dollars


Not counting anything but cost in man hours, that's 75 people at 40 grand each, before taxes. Add in server costs, building overhead, regulations and busniess taxes, etc.

It's amazing how fast the costs can add up.

I do recall it being said by one of the PGI guys that it costs them roughly 40-60 grand to "make a 'mech," so take at least 30k x number of clan mechs out of that too.

#29 BourbonFaucet

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Posted 22 July 2014 - 06:48 AM

View PostSandslice, on 18 July 2014 - 05:54 PM, said:

I've actually asked Catalyst linedev about this before - and apparently the original Omni heavies (and arguably some of the assaults) were deliberately based on Inner Sphere 'Mechs:

Mad Dog = Archer as chicken-walker; Hellbie = Warhammer; Summoner = Thunderbolt; TWolf = Catapult with arms; Gargoyle and Executioner = Atlas / Charger / Banshee; Dire Wolf = Stalker with arms and a torso shroud.

---

As for the obvious next Clan 'Mechs: it's the rest of TRO 3050:
Fire Moth, Mist Lynx, Viper, Ice Ferret, Mad Dog, Hellbie, Gargoyle, Executioner.


I've always believed this, guess it's confirmed now. In lore Kerensky took a large number of 'Mech designs with him and his troops when they left the Inner Sphere, if I recall correctly. So it only makes sense that the Clans would develop their omnimechs around the most popular, effective, and iconic designs the Sphere used.

#30 General Taskeen

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Posted 22 July 2014 - 06:53 AM

View PostScurry, on 18 July 2014 - 12:31 AM, said:

The Hellbringer is making me kinda wonder.......

The only variants buildable with tech in-game are the A, B and F. So this may be the first Omni without its Prime config in-game. Thankfully so, because if the Prime didn't have A-Pods, we'd have to deal with the first Heavy ECM mech.


Well then PGI can think outside the box, right?

Surely it can't be that hard for them to think of a way to make an A-Pod a unique leg mounted weapon for close quarters combat instead for Mech vs. Mech.

http://mwomercs.com/...5598-so-a-pods/





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