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Community Warfare Update - Nov 20 - Feedback


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#21 Kiiyor

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Posted 20 November 2014 - 06:52 PM

View PostPaul Inouye, on 20 November 2014 - 06:38 PM, said:


Go check the OP again. :)

Love the gif by the way.. hahahaha


Posted Image

Posted Image

Paul said:


One note about the gate image above. Those flags/draperies hanging from the gate change based on the faction that is defending during the match. This is a big step toward being able to add customized images to art assets for future game modes. I've said too much.



Posted Image

Edit: aaaw, no more using terrain higher than your ankles to protect from turrets!

Edited by Kiiyor, 20 November 2014 - 06:54 PM.


#22 keith

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Posted 20 November 2014 - 06:52 PM

will dropship points move up? lets say like TF2 5 point cap style. as your push forward u get more of a forward base reduce your time u need to walk to the front lines. meaning your first wave of out of DS will be light/med to get close spawn points/ intail objectives then move into bigger mechs for final push.

#23 BL00D RAVEN

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Posted 20 November 2014 - 06:53 PM

can we create an attack drop deck and a defend drop deck or only one?

#24 Andi Nagasia

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Posted 20 November 2014 - 06:53 PM

looks great loving how CW is sounding,
especially when it comes to being part of a Faction,

but questions,
1) there are Forum Talks about Possible R&R with CW any thoughts on this?
2) if R&R is implemented in some way(just mech repair) can we expect it with P2, or with linguistics in P3?
3) will Clan be getting their Quirk Pass with CW's release, if not then When?
4) are these new Contract Times Final, or can we expect a change at some point?
5) are their any rewards for Players who have bought Packs?
6) will there be use for Hands in CW, or Lights for Scouting(light sized tunnels)?

Amazingly Unbelievable,
Keep up the Good Work,

Edit- Below
And Then I Saw This,
Posted ImageAnd Then Mind Was Blown

Edited by Andi Nagasia, 20 November 2014 - 07:09 PM.


#25 MoonUnitBeta

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Posted 20 November 2014 - 06:54 PM

Is there not going to be any Loyalty Point bonuses for going permanent???
C-bill bonuses for mercs at reduced loyalty points? (since they're getting hired to do a job and factions that own less territory will offer higher rewards for merc help?)

Will there be any dynamics like that?
I guess the big thing I'd like to see is at least extra loyalty points for permanent contracts.

Edited by MoonUnitBeta, 20 November 2014 - 06:59 PM.


#26 Glaive-

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Posted 20 November 2014 - 06:57 PM

Those eye candies :o

#27 Agent 0 Fortune

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Posted 20 November 2014 - 06:58 PM

View PostBL00D RAVEN, on 20 November 2014 - 06:53 PM, said:

can we create an attack drop deck and a defend drop deck or only one?


You will know before you launch whether you are attacking or defending, pick accordingly.

#28 Paul Inouye

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Posted 20 November 2014 - 06:59 PM

Another sneak peek image added to the original post.

#29 Rasc4l

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Posted 20 November 2014 - 07:02 PM

I really hope the dropship can be targeted and damaged. Even if it in practice almost never goes below 99 %.

Not to be able to blast the trees and jungle away in my great machine of war already makes the immersion take a big hit but is somewhat understandable. But a dropship with godmode, please no...

#30 MoonUnitBeta

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Posted 20 November 2014 - 07:04 PM

View PostPaul Inouye, on 20 November 2014 - 06:59 PM, said:

Another sneak peek image added to the original post.

That star map is Frackalacking sweet! Pat everyone on the back for me.

Edited by MoonUnitBeta, 20 November 2014 - 07:04 PM.


#31 Impyrium

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Posted 20 November 2014 - 07:06 PM

Posted Image

MOTHER. OF. GOD.

It's so... beautiful...


View PostRasc4l, on 20 November 2014 - 07:02 PM, said:

I really hope the dropship can be targeted and damaged. Even if it in practice almost never goes below 99 %.

Not to be able to blast the trees and jungle away in my great machine of war already makes the immersion take a big hit but is somewhat understandable. But a dropship with godmode, please no...


Well that would kind of defeat the purpose of them in the first place, wouldn't it? ;)

#32 Sky Hawk

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Posted 20 November 2014 - 07:17 PM

You can rotate the map?

and..


Quote: " Those flags/draperies hanging from the gate change based on the faction that is defending during the match. "

Can we burn them down?

Edited by Sky Hawk, 20 November 2014 - 07:21 PM.


#33 Vandamsel

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Posted 20 November 2014 - 07:18 PM

Looking good PGI, really liking the new IS map. Not sure about the short contract lengths though, maybe something in between the initial and current lengths?

#34 Felicitatem Parco

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Posted 20 November 2014 - 07:18 PM

View PostRasc4l, on 20 November 2014 - 07:02 PM, said:

I really hope the dropship can be targeted and damaged. Even if it in practice almost never goes below 99 %.

Not to be able to blast the trees and jungle away in my great machine of war already makes the immersion take a big hit but is somewhat understandable. But a dropship with godmode, please no...


Not only do they have God Mode, but they hurl copious thunder and lightning down upon you.

They have Thor Mode.

#35 Threat Doc

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Posted 20 November 2014 - 07:28 PM

Okay, having seen the updated CW pics... especially the map, and the fact that it has a rotated view... I am enormously impressed!!!

#36 Threat Doc

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Posted 20 November 2014 - 07:36 PM

View PostBL00D RAVEN, on 20 November 2014 - 06:53 PM, said:

can we create an attack drop deck and a defend drop deck or only one?
I am actually beginning to wonder this, as well. I would love to be able to save 'Mech configs in the game, and switch between them as I like, be able to know exactly where all of my modules and consumables are, and I would love to build and save up to ten Drop Decks, if possible. I think it would be pretty cool to be able to do that.

#37 Jarl Dane

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Posted 20 November 2014 - 07:37 PM

Did you guys fix Alborg in the Jarnfolk cluster?


http://mwomercs.com/...rnfolk-cluster/

Edited by Mech The Dane, 20 November 2014 - 07:48 PM.


#38 Alex Warden Wolf

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Posted 20 November 2014 - 07:45 PM

View PostKrivvan, on 20 November 2014 - 06:01 PM, said:



Is it possible to take less than 4 mechs but still stay under the tonnage limit?


i doubt it..he said somewhere it must be 4 mechs, just the 1/1/1/1 was lifted in favour for the tonnage limit...

@Paul...MORE EYE CANDY!!! :D seriously, it´s taking shape, i like it... how about the other 2 maps? any concepts yet? something you can leak to us?

Edited by Alex Warden Wolf, 20 November 2014 - 07:47 PM.


#39 Scratx

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Posted 20 November 2014 - 07:46 PM

View PostMech The Dane, on 20 November 2014 - 07:37 PM, said:

Did you guys fix Alborg in the Jarnfolk cluster?


Not to mention the Hanseatic League and Nueva Castile, I remember posting on patch feedback about (severe) problems there. Stuff like "á", "à", "ö", etc, being turned into "_" and sometimes eating the rest of the name entirely. And the HL worlds being all mixed up, such as Gateway being in the complete opposite end of the HL than it is supposed to be at.

#40 Jarl Dane

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Posted 20 November 2014 - 07:49 PM

View PostScratx, on 20 November 2014 - 07:46 PM, said:


Not to mention the Hanseatic League and Nueva Castile, I remember posting on patch feedback about (severe) problems there. Stuff like "á", "à", "ö", etc, being turned into "_" and sometimes eating the rest of the name entirely. And the HL worlds being all mixed up, such as Gateway being in the complete opposite end of the HL than it is supposed to be at.


Yeah some Deep Periphery problems. If you check my link here you'll see what I am talking about:

http://mwomercs.com/...rnfolk-cluster/





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