

#1
Posted 04 November 2014 - 10:40 AM
#2
Posted 04 November 2014 - 10:44 AM
oh and cool map
#3
Posted 04 November 2014 - 10:45 AM
Looks great! very different to anything we have so far.
#4
Posted 04 November 2014 - 10:48 AM
And that looks like a friggin' AAA map. PGI deserves a standing ovation for that.
#5
Posted 04 November 2014 - 10:50 AM
5LeafClover, on 04 November 2014 - 10:45 AM, said:
Looks great! very different to anything we have so far.
I think its in Road map post.
(18th) but check out the road map post under command chair.
Edited by Monkey Lover, 04 November 2014 - 10:51 AM.
#7
Posted 04 November 2014 - 10:51 AM
Personally I like that Russ admits, he doesnt play enough or have enough testers to adequately test everything there is and is relying on people who play the crap out of the game, and min/max, to help with balance. I know that upsets some people but I feel like its a good thing.
#8
Posted 04 November 2014 - 10:52 AM
#9
Posted 04 November 2014 - 10:53 AM
#10
Posted 04 November 2014 - 10:54 AM
The new map has actual colours!
Edited by Cavale, 04 November 2014 - 10:54 AM.
#12
Posted 04 November 2014 - 10:56 AM
Edited by Urdnot Mau, 04 November 2014 - 10:57 AM.
#13
Posted 04 November 2014 - 10:56 AM
How are you going to apply quirks to say, the King Crab, or even the Ice Ferret, the Resistance Mechs? Without them being in the game, how do you estimate where they fall on the tier system to give them quirks in the first place?
What quirks will the Grasshopper have for instance?
#14
Posted 04 November 2014 - 10:58 AM

The Crab is awesome, too. Cannot wait to get it into my hands!
Concerning the Tier lists and quirks I am reconsidering my point of view. I kept thinking for quite a while that sticking close to the Stock layouts would be the way to go with the quirks but I am not so sure anymore. As Russ explained the aim was to get more competitiveness into different chassis and that could not come from the Stock layouts as these are just too similar and -I must admit it though I love the idea of Stock-Mech-Matches- not effective nor sane sometimes.
So let's just see how the new quirks play out in CW and then scream for a second quirk pass

#15
Posted 04 November 2014 - 10:59 AM
KraftySOT, on 04 November 2014 - 10:56 AM, said:
How are you going to apply quirks to say, the King Crab, or even the Ice Ferret, the Resistance Mechs? Without them being in the game, how do you estimate where they fall on the tier system to give them quirks in the first place?
What quirks will the Grasshopper have for instance?
Pretty sure they will play it by ear and see how the mechs play in a neutral state without any quirks...and then adjust from there.
#16
Posted 04 November 2014 - 11:03 AM
I like it.
And hopefully all those trees block LRMs.
#17
Posted 04 November 2014 - 11:04 AM
#18
Posted 04 November 2014 - 11:11 AM
New map looks pretty incredible as well... talk about a new look.
Agree with KraftySOT about Russ talking to the quirk system and how/ why they did what they did. Appreciate that he clarifies that information again.
#19
Posted 04 November 2014 - 11:15 AM
Bhael Fire, on 04 November 2014 - 10:59 AM, said:
Pretty sure they will play it by ear and see how the mechs play in a neutral state without any quirks...and then adjust from there.
Yeah that just seems crappy for the people buying those ahead of time. No idea what theyll be like after they get em for a while.
Doesnt bother me. It just seems like they might have done themselves a favor coming up with a system so they can plug in new mechs and get some reasonable quirks going. Would help sell them too if they know the quirks ahead of time. A minor concern really I guess. Just seems like with mechpacks being "their thing" they want to get as much out of those as possible.
#20
Posted 04 November 2014 - 11:51 AM
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