Community Warfare - Phase 2 Update - Oct 8 Feedback
#81
Posted 09 October 2014 - 03:16 AM
#82
Posted 09 October 2014 - 03:27 AM
Lily from animove, on 09 October 2014 - 02:52 AM, said:
Or a drop ship full of mad dogs. 4x6xsrms6 in a single dropship o.O MADNESSSS
This will make taking those 100 tonners down a major win because unlike the the normal matches, 1/3rd of a teams mechs won't be 100 tonners (unless they like locusts).
#83
Posted 09 October 2014 - 03:33 AM
Hoax415, on 09 October 2014 - 02:28 AM, said:
OK, thanks for the info
#84
Posted 09 October 2014 - 03:41 AM
[color=#a8e558]We have to be able to swap ALL modules between ALL 4 mechs between the spawn periods, otherwise this will be a huge disincentive to all pilots, especially those who don't own that many! You don't want that greenhorn that just bought his first module to feel disadvantaged after he lost his first mech![/color]
Remember that modules are considered end-game content. They are hard to unlock and relatively expensive to purchase which means the decision making behind what you spend your CBills on is a very consious decision that you make on a case by case basis.
Unquote...
You really didn't answer this question at all. Please specifically indicate if you are planning on letting us change out modules between mechs in drop ship, during respawn or not.
Thanks.
#85
Posted 09 October 2014 - 03:48 AM
Morang, on 09 October 2014 - 03:02 AM, said:
true, damn math xD so maximum 1 100 tonner per ship, this is good for balancing. And IS will have a good bunch of fun taking their speedy lights and some lower tonnaged assaults into a single dropship.
#86
Posted 09 October 2014 - 04:05 AM
#87
Posted 09 October 2014 - 04:12 AM
After Community Warfare are we going to see game improvements that we actually need? Like:
- HSR improvements/regional servers
- Collisions
- HSR improvements/regional servers
- CryEngine Optimisation
- HSR improvements/regional servers
- Scaleform Optimisation
- Polish
- Polish
- More polish
... almost forgot, HSR improvements/regional servers and collisions.
Don't really want to compete for planets with hitreg the way it is, or people piloting they way they do because there is no consequences to poor piloting because theres no collisions... or getting stuck in buildings.... or getting stuck on a tiny rock mid combat in a mech that should, theoretically, crush that little rock to smithereens... or 3-dozen OTHER reasons...
Edited by ebea51, 09 October 2014 - 04:24 AM.
#88
Posted 09 October 2014 - 04:16 AM
#89
Posted 09 October 2014 - 04:26 AM
Paul Inouye, on 08 October 2014 - 05:53 PM, said:
Drop Ship mode is being changed to a minimum and maximum tonnage limit rather than a strict 1 Light/1 Medium/1 Heavy/1 Assault limit. For example, we might set the Drop Ship limitation to [140] tons minimum and [240] tons maximum. You MUST take 4 'Mechs meaning you cannot take 2 100 ton 'Mechs and leave the other two slots empty. The available tonnage is restricted to your personal Drop Ship. This means if you take under [240] tons, the remaining unused tonnage is NOT shared with the rest of your team.
AWESOME! This was my biggest concern, so now there is no need to pilot assaults if i don't feel like it! *Thumbs up*!
#90
Posted 09 October 2014 - 04:27 AM
Levon K, on 09 October 2014 - 02:31 AM, said:
Wait, what? I thought with the introduction of Community Warfare, there would be no need to play the same old boring unreal tournament online that's been going on since inception?
Please tell me I can participate in CW exclusively and earn C-Bills. In fact shouldn't it be more rewarding?
Yeah. I am starting to get the picture that CW is not intended to be the new way to play. It would seem that they want us to keep playing deathmatch to grind C-Bills to put into our Unit Coffers in order to be able to afford to play CW during peak hours. wash rinse repeat. Not sure how I feel about this. I was really thinking that CW would pretty much be the game once it is ironed out.
#91
Posted 09 October 2014 - 04:30 AM
That's why they probably won't make CW extra rewarding in terms of xp or cbills, it may even be less rewarding per minute played than normal public games.
That's why (along with population concerns) they are using timed windows for CW instead of 24/7 contested planets.
In 2012 I was expecting a spiritual successor to MPBT3025 but that dream died a long time ago.
Edited by Hoax415, 09 October 2014 - 04:31 AM.
#92
Posted 09 October 2014 - 04:38 AM
I also suggest a brief introductory screen or tutorial or explanation for those clicking on the tab for the first time just so people know what they will be getting into and a disclaimer that there is a decent chance that you will get your butt kicked if you don't know what you are doing.
#93
Posted 09 October 2014 - 04:57 AM
I realy like most of the new mechanics, especially the return to "weight limits."
Also, a new map codenamed frost? Could it be a frost map?^^ I´d like that.
keep up the good work
#94
Posted 09 October 2014 - 05:08 AM
I hope you continue this new and better communication style in the future. I'm looking into this future with best hopes.
Best regards from Strana Mechty
#95
Posted 09 October 2014 - 05:23 AM
Davers, on 08 October 2014 - 07:18 PM, said:
While I do see some merits to the Eject function, I don't like it. It devalues mechs that aren't top of their class but are good 'zombie mechs' such as the Atlas D vs the Atlas D-DC. It makes the mechs feel more disposable and makes bringing secondary/back up weapons less desirable. Not to mention how it opens the door for griefing- guess no one is getting a kill on that last light mech ever again.
This is one of the reasons i like more repair and reloads on the field.
I would make it that the player who damaged the most the 'Mech whose pilot ejected gets the kill. As simple as that.
This would remove the need for the 10 seconds, too. I would like it to be 3 seconds, as in MW:LL. It is an emergency measure, indeed.
On another point, why any faction unit can defend ANY planet? As you said in the last update, Paul, a FedCom unit would never defend a Kurita planet or vice versa
Edited by CyclonerM, 09 October 2014 - 05:53 AM.
#96
Posted 09 October 2014 - 05:31 AM
Or will we be forced to either just bring energy builds or use the cool new eject feature when we run out of ammo? I "LOVE" the idea of ejecting out of a perfectly good mech because I'm out of ammo.
#97
Posted 09 October 2014 - 05:32 AM
CyclonerM, on 09 October 2014 - 05:23 AM, said:
[size=4]This would remove the need for the 10 seconds, too. I would like it to be 3 seconds, as in MW:LL. It is an emergency measure, indeed.
I would agree with IF you were saving the pilot, like you did in MW:LL.
BUT, that is not the case here. Ejecting is not for saving one self, but for taking out a mech that would not be killed by the enemy in order for you to redrop.
The 10 second window gives your enemy a chance to earn the kill after you have realized you are combat ineffective. IMHO, any shorter and it could be used to grief the enemy. A player gets jumped by a large number of mechs and knows he has not chance, hit the eject!!!..... at least with the timer, the enemy has a chance to earn a kill.
#98
Posted 09 October 2014 - 05:49 AM
My only question is are you still on target for release this quarter? What's the ETA?
Edit: I did have one other comment: Why force 4 mechs? I like the tonnage limit of 140 to 240 Tons. If someone's just an assault pilot and only wants to take two 100 ton assaults and give up the other 2 respawn opportunities, why not let them? More choices makes a more interesting strategic game mode.
Edited by Steele Rein, 09 October 2014 - 06:00 AM.
#99
Posted 09 October 2014 - 05:57 AM
Dracol, on 09 October 2014 - 05:32 AM, said:
BUT, that is not the case here. Ejecting is not for saving one self, but for taking out a mech that would not be killed by the enemy in order for you to redrop.
The 10 second window gives your enemy a chance to earn the kill after you have realized you are combat ineffective. IMHO, any shorter and it could be used to grief the enemy. A player gets jumped by a large number of mechs and knows he has not chance, hit the eject!!!..... at least with the timer, the enemy has a chance to earn a kill.
I know what you mean, but for example, in War Thunder the last getting damage (or the one with most damage inflicted, i do not remember) gets the kill if you eject from your plane.
BTW, i am quite happy that tonange limits have been given a chance finally!
Edited by CyclonerM, 09 October 2014 - 05:59 AM.
#100
Posted 09 October 2014 - 06:05 AM
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