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October Road Map - Feedback


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#241 Bishop Steiner

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Posted 29 September 2014 - 07:02 PM

View PostNikolai Lubkiewicz, on 29 September 2014 - 02:20 PM, said:

Please let us know your thoughts on Russ' latest update!

Spoiler


Best dang roadmap since Closed Beta.

All ideas are needed, decently straightforward and don't sound like they are going to unduly punish any one chassis, like the Victor was, in the past.

Brings these off 75% as good as they sound, and it will be a HUGE step forward for game balance.

Keep up the rapid feedback and communication guys. Cheers!

#242 MonkeyCheese

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Posted 29 September 2014 - 07:03 PM

New Russ is Best Russ



Now we just need the Flea - even without working masc



Edit- I was sitting on the fence beforehand but these new changes towards max jumpjets has convinced me to get the Mist Lynx pack - should be a fun little ride for killing direwhales in

Edited by MonkeyCheese, 29 September 2014 - 07:10 PM.


#243 Prezimonto

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Posted 29 September 2014 - 07:04 PM

View PostRedDragon, on 29 September 2014 - 02:31 PM, said:

Does this mean we may at last get a proper heat scale? If so - that is really good news!
As is the quirk system working towards making the variants unique.

Did you consider toying with the quirk system to make stock configs more attractive? I.e. a mech will lose its positive quirks/get negative quirks if it is modified? That would be a really cool feature promoting use of less used variants.

Excepting that it won't affect the already best mechs in the game due to really good features and no quirks.

#244 MadFJohn

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Posted 29 September 2014 - 07:05 PM

i am concerned about the the engine % not working correct. in table top it wood be 10 more heat a round or a equivalent of firing a inner sphere PPC.. looking at the timber wolf example . that hit you suggest is only losing 3 heat sink abilities not 10 of them. Before someone goes stating that wouldn't be fair compared to a inner sphere XL they need to remember that inner sphere XL will kill the mech if the torso is destroyed. I really think we need a beater heat scale system where when you start heating up you start slowing down and if you get to hot you can start to run the chance of setting off ammo and/or shutting down. not taking this extra damage from the heat and having this goset heat. but this my feeling on it.

#245 Aiden Skye

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Posted 29 September 2014 - 07:07 PM

So russ....where is the 5th jumpjet going to be on the TBR-S and is that weight going to be subtracted from the weight we have to play with?

Edited by W A R K H A N, 29 September 2014 - 07:07 PM.


#246 Stunner

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Posted 29 September 2014 - 07:07 PM

Russ I agree with not nerfing movement speed like tabletop did when a clan looses his torso but tabletop rules also had another rule regarding crit hits on engines. 1 crit hit was a 5 heat sink loss and 2 crit hits was a 10 heatsink loss. Remember you destroy a torso on an IS mech and that mech is destroyed with an XL. The clanner should at least feel the major loss of heatsinks to balance things out. He'll die much longer after that.

#247 HashtagComStarWasRight

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Posted 29 September 2014 - 07:11 PM

View PostW A R K H A N, on 29 September 2014 - 07:07 PM, said:

So russ....where is the 5th jumpjet going to be on the TBR-S and is that weight going to be subtracted from the weight we have to play with?


I would expect the TBR-S to have a JJ in the center torso and 2 JJs in each side torso. Which would mean no open slots CT and 5 slots per ST.

I don't own any of the hardwired-JJ omnis but I would expect the weight for the JJs to be subtracted from your available weight, just like if you had chosen to put them on yourself.

Edited by HashtagComStarWasRight, 29 September 2014 - 07:12 PM.


#248 Stunner

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Posted 29 September 2014 - 07:12 PM

Oh forgot to say nice update though.

#249 Desolator

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Posted 29 September 2014 - 07:32 PM

View PostRuss Bullock, on 29 September 2014 - 02:33 PM, said:


All at once. They will always be constantly reviewed for tweaking and improving but this big pass will be all IS mechs.


OR

View PostRuss Bullock, on 29 September 2014 - 02:33 PM, said:

The capabilities of the quirk system continue to grow. Our first full quirk pass with the new system has taken the input of several players, including competitive team members. This has allowed us to categorize each Inner Sphere 'Mech, from Tier 1 being the best to Tier 5 being the least competitive. Tier 1 Mech's won't receive any quirks at this point in time, while Tier 5 ‘Mechs will be receiving serious attention.




So which one of these is it?

As these are two very contradictory statements.

You say that Tier 1 will NOT get any quirks at this time, but then follow that up saying that ALL IS mechs are getting them at the same time.

Edited by Desolator, 29 September 2014 - 07:33 PM.


#250 BourbonFaucet

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Posted 29 September 2014 - 07:41 PM

View PostRuss Bullock, on 29 September 2014 - 02:20 PM, said:

Updated Reward System

Since the implementation of the Queue size window, we have been working on an improvement to the reward system to help promote the use of Medium and Light 'Mechs. What we have done is rework the rewards table by adding some brand new rewards, as well as adjusting how the current ones work. Once implemented, it should represent a moderate improvement to the Role Warfare pillar of MWO.


Ah, great news! So this means more actions in game will result in more C-Bill and/or XP earnings.

#251 Sereglach

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Posted 29 September 2014 - 07:45 PM

Russ,

First off, everything in this update looks incredible and I can't wait to see it implemented in game. Also, thank you for taking the time to respond to so many of the comments through this thread. It is greatly appreciated and answered many questions that popped into my head after reading your original post. However, I do still have one question remaining, if you would be so kind:

I realize that some mechs, like the Firestarter variants, are probably all tier 1-2 mechs, but that is only when people cram in a bunch of medium lasers where the stock flamers are. Is there any chance we'll see quirks for mechs such as these to encourage them to carry weapons they were designed to carry, instead of "meta" gear? For example, giving Firestarters significant quirks for carrying flamers instead of lasers? Or "lesser" autocannons on Jagermechs instead of AC20's and Gauss Rifles?

Thank you, again, in advance, for taking the time to read this and thank you for answering so many of the questions asked so far.

#252 Heroth

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Posted 29 September 2014 - 07:46 PM

Forcing jump-jets on the timber-wolf S variant "POD"* is a mistake, as it was on the Summoner... it won't do anything to actually balance out the chasis it'll just either make the S-variant useless and have no one use the whole mech or it'll just further push people into the 'pinpoint alpha' builds that are already everywhere and discourage mixed-weapon load-outs.

*Edited to be more clear in my *meaning*.

Edited by Heroth, 29 September 2014 - 08:49 PM.


#253 Escef

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Posted 29 September 2014 - 07:46 PM

View PostDesolator, on 29 September 2014 - 07:32 PM, said:

So which one of these is it?

As these are two very contradictory statements.

You say that Tier 1 will NOT get any quirks at this time, but then follow that up saying that ALL IS mechs are getting them at the same time.

He said that all mechs will be part of this pass. That does not mean that all mechs in the pass will be tweaked. Nothing contradictory about that.

#254 Rebas Kradd

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Posted 29 September 2014 - 07:46 PM

View PostWhite Bear 84, on 29 September 2014 - 06:47 PM, said:

This is the most positive feedback thread I have ever encountered.

Russ be all like...

Posted Image
^Anyone notice Russ's new look??


What, Russ is also buffing artillery strikes?

That's not something anyone wants to hear.

Also...

Posted Image

Edited by Rebas Kradd, 29 September 2014 - 07:57 PM.


#255 armchairyoda

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Posted 29 September 2014 - 07:47 PM

View PostNikolai Lubkiewicz, on 29 September 2014 - 02:20 PM, said:

Please let us know your thoughts on Russ' latest update!

Spoiler


What is there to "like" about this post? seriously curious, plz discuss. I'm serious. Why are you grog adds liking THIS post?

WHITE KNIGHTS ASSEMBLE, your input is SO NEEDED.

#256 Grey Black

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Posted 29 September 2014 - 07:51 PM

Yes. A thousand times yes. I am extremely excited to see how this will work, as it appears that this will make all the difference. These changes are necessary and have been a long time coming. I'm intrigued to see how they pan out.

#257 Kael Posavatz

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Posted 29 September 2014 - 07:52 PM

Questions, questions, where do I begin?


OmniMech Fixed Jump Jets.

Quite honestly, given the way you decided to implement Omni-pods the way jump jets were originally assigned seemed to both hold true to lore and was internally consistent with the system you have designed. This 'fix'? Not so much. On the Kit Fox the JJs were always modular and now they are not. On the Timberwolf the JJs were always modular and now they are not. So...break with the lore (in the past understandable and forgiven, this time...not so much yet), break the system (less so, and having a hard time respectively), moving on to getting over it.

So, questions.

First: If slots are 'locked' with regards to what is in them (ES, FF) and where, and these slots are determined by, as you have repeatedly said, the Center Torso, how will non-S-variant Kit Fox and Timberwolf variants even be able to mount jump jets? (maybe you explained this, but I am having a hard time wrapping my head around it. Currently I am stuck in a 31st century 'chicken and egg' scenario, sort of 'which comes first, the CT or the OmniPod?')

Second: Will these Jump jets now be locked into place in these components the way Endo-Steel and Ferro-Fiber armor is? And if they are not locked into place, then should not my technician be capable of removing them from the chassis entirely?

Third: If I have the S-variant Timberwolf Center Torso, but neither side torso, will I be allowed to run with one jump jet, or, because 'locked slots' are determined by the 'center torso' will I have to somehow allocate five despite not having the side torsos normally associated with it?

Fourth: If I equip one S-variant Kit Fox leg on a non-S-variant CT (assuming I get two jump jets that I have to incorporate, see concern above) will they be force-allocated to that leg, or will I still be able to allocate those two jump jets anywhere I normally could (side/center torso or legs) the way I can now?

Fifth: Because the option whether or not to mount jump jets (and some instead of all) was presented as a positive quirk that is now being take away, and in fact extending to a de-buff at least in sense of lost tonnage and slot location, will these components be extended replacement positive quirks or have negative quirks removed?

Sixth: Because you are now establishing that mechs mounting jump jets have to run jump jets (or at least those mounting parts that have jump jets will have to run those jump jets) will you be enforcing the same construction mechanic on Inner Sphere mechs?


Clan Side Torso Destruction

First: Engine Double Heatsinks cool at a factor of 2. Those mounted into engine free slots cool at 1.4. How will that 20% reduction in engine heatsinks be allocated between these to be fair to Clan Mechs (since you seem to alternate between 'nerf the clans' and 'buff the IS')?

Second; Will this be extended to single critical hits on engine components in Clan and IS mechs?


Mech Quirks:

Is it your intention to make certain mechs' cannon weapon suites playable? I ask specifically in reference to those loads most severely affected by ghost heat...excuse me, I mean 'heat scale', including the Warhawk Prime, Nova Prime, Adder Prime, and Hunchback-4P.

Edited by Kael 17, 29 September 2014 - 08:19 PM.


#258 Kaptain

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Posted 29 September 2014 - 07:53 PM

View PostTheFuzzyBunny, on 29 September 2014 - 06:54 PM, said:


The best part about all this is that if I spend 10 tons on jump jets in my Heavy Metal it might not actually suck again. I would love you guys forever if that were the case. I love the Highlanders, but it's just completely unplayable right now in a higher level of competition.


QFT. All of my victors and highlanders are stripped as the JJs are just wasted weight on them atm.

Did you see that all the negative quirks are being removed finally?

View PostRuss Bullock, on 29 September 2014 - 04:32 PM, said:


The Victor negative quirks are being flushed. Of course this immediately puts it in Tier 1 category again so it will not receive additional quirks but yes the negative ones have been flushed.

Edited by Kaptain, 29 September 2014 - 08:03 PM.


#259 Past

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Posted 29 September 2014 - 07:56 PM

Weapon specific quirks are lame i don't want to be forced down a certain load out or miss out on benefits in a game where customizing to your preference is king. Saying we will help under performing mechs but only if you play them how we tell you feels off to me.

Who are the players providing input we aren't seeing their favorite load outs getting extra attention due to their involvement are we? I know there is a super active forum person I'd imagine is involved who Ive seen mention one of his favorite rides a Hunchback 4G with AC20, 2x ML, 2xMG on several occasions and now that specific load out gets mentioned as the example for extra bonuses.

#260 White Bear 84

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Posted 29 September 2014 - 07:57 PM

View PostRebas Kradd, on 29 September 2014 - 07:46 PM, said:


What, Russ is also buffing artillery strikes?

That's not something anyone wants to hear.


Hahaha,


Edited by White Bear 84, 29 September 2014 - 08:00 PM.






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