Below are my notes and comments from watching the video and reading the transcript ...
Thad Jantzi - new map
... fighting over something that is worthwhile fighting over ...
-- Yes, and thank you.
... shorter range combat. ... a lot of little fights all over the map
-- I desperately hope you are right. In every other map, the best strategy is almost always to concentrate firepower.
... nighttime map but very brightly lit ...
-- It appears to have a very interesting asthetic (but I heard Forest Colony once looked nice, too).
... The players are going to like the same things as me ...
-- I am very much looking forward to seeing if this is true, however, please don't underestimate the player base's ability to have a completely different perspective on things.
I really appreciate the early look at the map, and the Dev's perspective on it. The transition from about 2:15 until about 3:05 is one of my favorite parts of this segment ... it really shows the different layers, the large cover (the kind that creates paths), the small cover (the kind you can only hide behind), and the visual effects. Seeing the ramps, elevators, cranes, etc., I can't help but wonder if these things will ever move ...
David Bradley - new mech
... When building a new mech ... When choosing variants ... we try to use the lore ...
-- These paragraphs are important for everyone who is begging for either more 'mechs or certain 'mechs to understand.
... game balance. ... balancing its variants ... look at the bigger picture and take all those variants and compare them to the other mechs that are already in the game, and make sure everything stacks up pretty evenly with each other.
-- I don't envy these decisions and choices, whether you're introducing a new 'mech or balancing existing 'mechs. When the nerfbat swings and hits the Mad Cat right between the eyes (as it desperately needs), the QQing will be loud and long.
Paul Inouye - weapon modules
... weapon modules and we listened to your feedback. ... all 5 tiers ready ... getting rid of the microheat
-- First, I think (originally) they were too expensive for a very small benefit that only helps some of the time with a (admittedly, also very small) penalty that hurts all the time. However, I disagree with them being a straight upgrade, with no penalty. This should be a personalization tool, with a fair trade off (that is not the one-time cost). Reasonable people can disagree about whether range-for-heat is a fair trade, but a straight-up range buff with the only purely in-game cost being relatively small amount of XP (everything else can be purchased) is getting dangreously close to "pay-to-win".
Paul Inouye - community warfare stuff
... merc unit leader can then use those s to upgrade defenses ... bid on contracts ...
-- so excited to see how this turns out!
... Inner Sphere map ... scrollable ... zoom in and out ... more and more detail ... more planetary information as well. ... major release of faction warfare that's going to be happening along the borders of Rasalhague and the periphery as the Clans start pushing down into this zone.
-- OMG! OMG! OMG!
... creating units...
-- cool, but not my problem
Overall, great stuff ... I'm enjoying seeing the insight into the decision making process behind 'mech implementation and the creative process behind map production. Community Warfare ... More! Faster!!