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Dev Vlog #9


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#21 Peroth

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Posted 04 November 2014 - 10:46 AM

New Map looks great.

#22 Kalam Mehkar

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Posted 04 November 2014 - 10:47 AM

New map looks so damn good. Lots of elevation and looks perfect for ambushes.

And it's BRIGHT! No more doom-n-gloom maps ftw..

#23 That Guy

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Posted 04 November 2014 - 10:48 AM

I am glad that you guys are going to keep expanding on mech quirks. However, please consider adding in various sensor quirks. things like built in 360 sensors/seismic, variable ranges and powers, some sort of stealth/detectability rating and other such tweaks to current standardized sensor system. in addition to things that you mentioned way back like multi tracking. this would drastically change how some mechs are played and would allow for some mechs to actually be scouts and spotters, while other mech would need to rely on others to gather info for them.


and when doing movement and mech quirks, dont be afraid of negative quirks! those make a mech more unique than a positive quirk


View PostDestructicus, on 04 November 2014 - 10:39 AM, said:

DECKELS


I AM EXCITE

Edited by That Guy, 04 November 2014 - 10:50 AM.


#24 PoLaR

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Posted 04 November 2014 - 10:52 AM

The new map looks awesome, but tone down that fog a little would you? :]

#25 Hellzero

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Posted 04 November 2014 - 10:54 AM

Just one sentence to summarize my thoughts here:
- Sold on the New Map & Thank You for the vastly improved communication.

PGI is indeed really pulling it together..

#26 HlynkaCG

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Posted 04 November 2014 - 10:56 AM

loving the look of the King Crab and the new map :wub:

#27 Donnerkeil666

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Posted 04 November 2014 - 10:56 AM

Wow, the swamp looks amazing!! CW sounds cool too.

#28 Dawnstealer

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Posted 04 November 2014 - 10:56 AM

Can't wait for the King Crab, obviously, but...decals? sweeeeeeeeeeeeeeeeet - been waiting on those for a while. I want to slap Steiner stickers on my mechs...

#29 DarthPeanut

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Posted 04 November 2014 - 10:57 AM

Thank you for the new Dev Vlog!

That KGC!!!!

Lots of good stuff.

Edited by DarthPeanut, 04 November 2014 - 11:03 AM.


#30 Javenri

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Posted 04 November 2014 - 10:58 AM

The King Crab scared me and the swamp map amazed me! Keep up the good work.

#31 JudgeDeathCZ

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Posted 04 November 2014 - 10:58 AM

wow that new map looks rly nice!

#32 Sarlic

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Posted 04 November 2014 - 11:00 AM

View PostInnerSphereNews, on 04 November 2014 - 10:00 AM, said:


Posted Image













Will there be a a transcription for the hearing impaired? Thank you very much!

#33 CH4CH

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Posted 04 November 2014 - 11:02 AM

The King Crab looking great and the new map is cool, hope it's the delta river plain on Tukayyid... =>

Edited by CH4CH, 04 November 2014 - 11:13 AM.


#34 LT. HARDCASE

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Posted 04 November 2014 - 11:02 AM

Woooow the swamp map looks amazing. The 3D King Crab looks epic too.

Thanks for the previews.

#35 CimaGarahau

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Posted 04 November 2014 - 11:05 AM

Some interesting facts, thanks for constant upadates!

#36 Bront

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Posted 04 November 2014 - 11:09 AM

View PostLancer Deistler, on 04 November 2014 - 10:38 AM, said:

Can we have a little clarification about the King Crab? In the video Bombadil only speaks of Clan Wave I and II or Resistance to gain access to it. From the original announcement i thought also Overlord and Top Founders pack would qualify.

THey do, you just can't order those anymore, so they don't highlight them.

#37 Radiant Mass

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Posted 04 November 2014 - 11:10 AM

Why did you guys pick this quirk system over a well made sized hard point system? Were you aware that the quirks will lower the time to kill even further than what it currently is? Its not that hard to figure out that if X weapon was made to reach out further, travel faster, recharge quicker, produce less heat, have a shorter duration or any combination of these the time needed to eliminate a mech becomes even shorter.

Weren't you guys trying to give more incentives for light and medium mech pilots to actually drive said mechs? All this does to them now is getting crippled or even insta-gibbed even faster.

A proper sized hardpoint system would of increased the TTK on all sides as well as provide more mech variety on the playing field and actually promoting role warfare.

#38 Artur Valour

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Posted 04 November 2014 - 11:19 AM

New map at the end looks awesome! I agree with some, open it up a little (less fog) otherwise, fantastic! Really looking forward to Community Warfare too... wondering if I am going to be at a huge disadvantage as a solo player wanting to participate in CW? Also, wondering what other game modes (beside invasion) we will get... in any case, this is all very exciting. Great job with the vlog, and the halloween event this weekend... I didn't want to sleep!

#39 Scout Derek

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Posted 04 November 2014 - 11:20 AM

All units, prepare for recon and analysis. We need to watch out for Clan mechs and make sure we don't get lost out here in the jungle! *Contact!* *Where!?* *Wait, Don't go that way!* *****, now I don't know where I am...* XD

#40 Felio

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Posted 04 November 2014 - 11:22 AM

Maybe I haven't gotten to it yet, but it sounds like you are not going to address the question of why JJ/ECM lands a mech in a higher tier, then gets extra quirks taken away on top of that.

You also say you chose roles by looking at hard points and chose weapons by looking at what separated it from other variants, but that isn't always true, either.

I haven't examined all of them in detail, but one example that jumped out is the SHD-2H. It has 3 ballistic hardpoints and pays a price for them -- it has fewer energy and missile hardpoints. They suggest three MGs (brawling) or 3 AC/2 (support), yet you quirk it for AC/5, which it can realistically only bring one of because it is 55 tons.





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