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Town Hall Meeting With Russ Bullock - Youtube Archive Update


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#101 MrWhite

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Posted 15 January 2015 - 12:40 PM

View PostMikeBend, on 13 January 2015 - 10:28 PM, said:

As IS player i want to ask, when do i get to shoot something other than Timber Wolves and Stormcrows? I.e. When are you planning to add some nice quirks to Summoner, Nova and Adder? Also, After the Resistance pack, can we have two Clan packs in row? (only 13 Clan mechs is too few imo) Thank You!



Role warfare at it's best LOL

#102 Wintersdark

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Posted 15 January 2015 - 01:08 PM

View PostIronClaws, on 15 January 2015 - 11:41 AM, said:


Yeah, let's just make a new mech that only looks like an Urbanmech, but but goes 130kph and can carry 15 tons of armor and dual AC/20s, which it can fire linked with no heat generation, isn't that what everyone wants? Oh, we can't forget the Firestarter torso hit boxes either. That is what is wrong here, people essentially saying "screw lore" and "I want a broken mech so I can feel like a decent played".


Things don't have to be extremes, you know.

But turn that around, and ask: Why does the Urbanmech have to be unique and forced to suck? Nobody complained when _every other IS mech_ was open to customization under the same rules.

I expect the urbie to have a low-ish engine cap, but every IS mech in MWO is _way_ faster than its stock variants. The urbie shouldn't be clipping along at Spider speeds, but players should be allowed to customize it as much as they do their other mechs.

#103 Koniving

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Posted 15 January 2015 - 01:16 PM

View PostMrWhite, on 15 January 2015 - 12:40 PM, said:

Role warfare at it's best LOL

The unfortunate truth of it. Sadly anything role warfare associated (beyond find enemy and kill enemy) tends to get nerfed into the ground. Suppression AC/2s? Ghost heat. That is of course if it is skill based, if it is not (such as LRM suppression) you then have quirks that enhance your abilities to make it even worse...before the ghost heat nerf comes into play.

I will say one thing about earlier iterations of MWO. There was some degree of role warfare.
  • You had your Siege Mechs like the Awesome or the Stalker with 6 PPCs and once upon a time a skill tree that didn't over inflate threshold and cooling rates. One blast of all 6 or many individual blasts over time. Completely helpless if something came up beside them.
  • Which led to Guard Mechs, which would protect the Siege Mechs and Missile Boats.
  • You had the missile boats which were so lumbering and slow that they needed escorts.
  • You had the spotters who made more money than anyone ever, without ever making a single offensive strike provided they didn't get one-shot-killed. Seriously what other mech could earn 3 million cbills in a single match in closed beta during repair and rearm than a TAG + LRM carrying Commando from doing something like, I don't know... SCOUTING!?
  • You had the hard hitting brawlers who did well against some things provided you were stupid enough to get within 270 meters.
  • You had the DPS brawlers who would wipe out the hard hitting brawlers before those became a threat.
  • You had light hunters,
  • and assault-hunting lights.
  • In the thick of it all you had sharp shooters who weren't as powerful as siege mechs but would take out your cockpit.
  • You had the poptart pains -- that was kinda game breaking but once upon a time they weren't all that good; back in the days of delayed convergence.
  • You also had suppression mechs like 4 to 6 AC/2 Jagers, 3 AC/2 Centurions and Hunchbacks, 3 AC/2 Victors and so on which kept people from growing enough brass to rush at the same time (allowing your team to take them down in smaller amounts and preventing roflstomps from occurring).
  • But greatest of all, medium mechs were useful and it didn't require quirks for that to be so.
Such though is life... :(

#104 RedEagle86

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Posted 15 January 2015 - 01:38 PM

View PostKoniving, on 15 January 2015 - 01:16 PM, said:


I will say one thing about earlier iterations of MWO. There was some degree of role warfare.
  • You had your Siege Mechs like the Awesome or the Stalker with 6 PPCs and once upon a time a skill tree that didn't over inflate threshold and cooling rates. One blast of all 6 or many individual blasts over time. Completely helpless if something came up beside them.
  • Which led to Guard Mechs, which would protect the Siege Mechs and Missile Boats.
  • You had the missile boats which were so lumbering and slow that they needed escorts.
  • You had the spotters who made more money than anyone ever, without ever making a single offensive strike provided they didn't get one-shot-killed. Seriously what other mech could earn 3 million cbills in a single match in closed beta during repair and rearm than a TAG + LRM carrying Commando from doing something like, I don't know... SCOUTING!?
  • You had the hard hitting brawlers who did well against some things provided you were stupid enough to get within 270 meters.
  • You had the DPS brawlers who would wipe out the hard hitting brawlers before those became a threat.
  • You had light hunters,
  • and assault-hunting lights.
  • In the thick of it all you had sharp shooters who weren't as powerful as siege mechs but would take out your cockpit.
  • You had the poptart pains -- that was kinda game breaking but once upon a time they weren't all that good; back in the days of delayed convergence.
  • You also had suppression mechs like 4 to 6 AC/2 Jagers, 3 AC/2 Centurions and Hunchbacks, 3 AC/2 Victors and so on which kept people from growing enough brass to rush at the same time (allowing your team to take them down in smaller amounts and preventing roflstomps from occurring).
  • But greatest of all, medium mechs were useful and it didn't require quirks for that to be so.


Posted Image

#105 Koniving

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Posted 15 January 2015 - 01:51 PM

View PostRedEagle86, on 15 January 2015 - 01:38 PM, said:

Those Were The Days.

Indeed.
Now whether man...
Posted Image
or Woman...
Posted Image
We're all nerfed into the ground and forced to play the same 2 to 5 ways. I miss variety. I miss when there was no one true meta. When the "best" meta changed every single day as if it were a fad. Ahh... the perils of the progress of devolution.

Anyway someone send me a message whenever this townhall meeting makes its way to a transcript or youtube; I'm not a twitch person.

#106 stealthraccoon

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Posted 15 January 2015 - 02:16 PM

Maybe they need to make every mech move like a firestarter and hit like an atlas - if you don't understand that we want an "ineffective" mech to enjoy the game, you don't need to be in our club. Think like role players, or wanting to pick a mech based on visuals alone. It drives me nuts that my commandos haven't gotten the visual update yet - if my 1D is packing a PPC I want to see it!



#107 Default Settings

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Posted 15 January 2015 - 02:27 PM

In my opinion the Urbanmech should bring all its overbearing crappiness, but also an absurdly high bonus to C-Bills and XP.
If you insist on playing the hard way and actually win, then you deserve that.

#108 Johnny Z

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Posted 15 January 2015 - 02:34 PM

View PostMrWhite, on 15 January 2015 - 12:40 PM, said:



Role warfare at it's best LOL


Role warfare is another potential reason for moving to 1/1/1/1 on the star map modes. I am 99% sure 1/1/1/1 is the way to go and still waiting for good reasons why it isnt.

#109 Davers

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Posted 15 January 2015 - 03:17 PM

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

The unfortunate truth of it. Sadly anything role warfare associated (beyond find enemy and kill enemy) tends to get nerfed into the ground. Suppression AC/2s? Ghost heat. That is of course if it is skill based, if it is not (such as LRM suppression) you then have quirks that enhance your abilities to make it even worse...before the ghost heat nerf comes into play.

I will say one thing about earlier iterations of MWO. There was some degree of role warfare.
  • You had your Siege Mechs like the Awesome or the Stalker with 6 PPCs and once upon a time a skill tree that didn't over inflate threshold and cooling rates. One blast of all 6 or many individual blasts over time. Completely helpless if something came up beside them.
  • Which led to Guard Mechs, which would protect the Siege Mechs and Missile Boats.
  • You had the missile boats which were so lumbering and slow that they needed escorts.
  • You had the spotters who made more money than anyone ever, without ever making a single offensive strike provided they didn't get one-shot-killed. Seriously what other mech could earn 3 million cbills in a single match in closed beta during repair and rearm than a TAG + LRM carrying Commando from doing something like, I don't know... SCOUTING!?
  • You had the hard hitting brawlers who did well against some things provided you were stupid enough to get within 270 meters.
  • You had the DPS brawlers who would wipe out the hard hitting brawlers before those became a threat.
  • You had light hunters,
  • and assault-hunting lights.
  • In the thick of it all you had sharp shooters who weren't as powerful as siege mechs but would take out your cockpit.
  • You had the poptart pains -- that was kinda game breaking but once upon a time they weren't all that good; back in the days of delayed convergence.
  • You also had suppression mechs like 4 to 6 AC/2 Jagers, 3 AC/2 Centurions and Hunchbacks, 3 AC/2 Victors and so on which kept people from growing enough brass to rush at the same time (allowing your team to take them down in smaller amounts and preventing roflstomps from occurring).
  • But greatest of all, medium mechs were useful and it didn't require quirks for that to be so.
Such though is life... :(


The problem with is that we didn't have them all at the same time. :(

#110 Koniving

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Posted 15 January 2015 - 03:30 PM

View PostDavers, on 15 January 2015 - 03:17 PM, said:

The problem with is that we didn't have them all at the same time. :(

Very true. Very true.

#111 KuroNyra

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Posted 15 January 2015 - 03:37 PM

View PostDavers, on 15 January 2015 - 03:17 PM, said:

The problem with is that we didn't have them all at the same time. :(

A MMO-Like Mechwarrior would have been awesome...
On a massive world, with the Inner Sphere on a side and the Clan on the others. A bit like Planetside 2... Except here, battlemechs are the norm for the battles. You could see Elementals who could be deadly, and also aerospace fighers.... Heck I would pay for that game.

#112 Lily from animove

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Posted 15 January 2015 - 03:40 PM

I hope someone cna record this, and put it onto YT, i can't stay up, my daughter got a cold last night and the night was rather much without sleep.

View PostJohnny Z, on 15 January 2015 - 02:34 PM, said:

Role warfare is another potential reason for moving to 1/1/1/1 on the star map modes. I am 99% sure 1/1/1/1 is the way to go and still waiting for good reasons why it isnt.


becaue DWF, TBR , SCR, something

rolewarfare?

its basically: laservomit + gauss, laservomit, laservomit/srmspam, something else.


much role warfare over there.

#113 stealthraccoon

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Posted 15 January 2015 - 03:41 PM

Someone please tell me that we are going to get an introduction video for the Urbie ! Like a badass slow motion one with music and different camera angles - the whole reason I bought the Gridiron and Ember was because of the videos

#114 Davers

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Posted 15 January 2015 - 03:51 PM

View PostKuroNyra, on 15 January 2015 - 03:37 PM, said:

A MMO-Like Mechwarrior would have been awesome...
On a massive world, with the Inner Sphere on a side and the Clan on the others. A bit like Planetside 2... Except here, battlemechs are the norm for the battles. You could see Elementals who could be deadly, and also aerospace fighers.... Heck I would pay for that game.

I think a lot of players thought that was exactly how CW was going to go.

#115 Agent 0 Fortune

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Posted 15 January 2015 - 04:09 PM

I think you may have accidently put on your rose-colored nostalgia glasses.

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

I will say one thing about earlier iterations of MWO. There was some degree of role warfare.
You had your Siege Mechs like the Awesome or the Stalker with 6 PPCs and once upon a time a skill tree that didn't over inflate threshold and cooling rates. One blast of all 6 or many individual blasts over time. Completely helpless if something came up beside them.

Seige – Still here, however 60+ damage alpha strikes have been replaced with 50+ alpha’s but with varying projectile speeds. They are still incredibly effective against slow targets and static defenses.


View PostKoniving, on 15 January 2015 - 01:16 PM, said:

Which led to Guard Mechs, which would protect the Siege Mechs and Missile Boats.
You had the missile boats which were so lumbering and slow that they needed escorts.

Missle Boats – still here, but the 1.8 damage per missile is gone as is the 100 missile alpha strikes. But there still plenty of dangerous LRM launchers out there plus the new and equally annoying LRM5 boats.

Guard Mechs – extinct. The only reason these don’t exist is because the job doesn’t pay. Winning the match has become secondary to earning merits. However the function has been turned into a group role with the advent of the deathball and/or CW.

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

You had the spotters who made more money than anyone ever, without ever making a single offensive strike provided they didn't get one-shot-killed. Seriously what other mech could earn 3 million cbills in a single match in closed beta during repair and rearm than a TAG + LRM carrying Commando from doing something like, I don't know... SCOUTING!?

Scout – still here, and still the best way to make bank. Not the same kind of money as before, but the economy is tough all over.

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

You had the hard hitting brawlers who did well against some things provided you were stupid enough to get within 270 meters. You had the DPS brawlers who would wipe out the hard hitting brawlers before those became a threat.

Brawler (busrt, DPS) – still here, I see King Crabs and Direwolves every day that would testify; the KC rocking AC20’s and the DW’s chain-gunning DPS.

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

You had light hunters, and assault-hunting lights.

Light Hunter – this was never a role, it was a weapon system the “SSRM2 centre-glide”
Assault Hunter – still around, although now it known as the “everything hunter” and wolf pack. The role didn’t leave the tactics evolved to defend against it, the deathball, these things still chew up lollygaggers.

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

In the thick of it all you had sharp shooters who weren't as powerful as siege mechs but would take out your cockpit.
You had the poptart pains -- that was kinda game breaking but once upon a time they weren't all that good; back in the days of delayed convergence. You also had suppression mechs like 4 to 6 AC/2 Jagers

Sharpshooters - still around, stand still for 20s and see. The only thing that changed is extra Head internals. Actually the other thing that changes is salvage value, you don’t get paid for undamaged mechs, only the ones that come back in pieces.
Poptarts – endangered. This “role” nearly drove me from the game, I don’t miss it one bit, and even now I will still see a few people working it in the light and medium mechs but no more 2000m/s searing death, shredding a ton of armor per hit.
Dakka – still here. The AC2 is gone, but AC5 and UCA5 boats have replaced it. I think now that PGI has normalized the AC2 DPS, they could probably ease back on the restrictions.

View PostKoniving, on 15 January 2015 - 01:16 PM, said:

But greatest of all, medium mechs were useful and it didn't require quirks for that to be so.

Medium – Not sure I’d call it a role, and I think you have it backwards. Back in the day I often felt that as a medium pilot, the greatest contribution I made to the team was forcing the enemy to bring a medium mech.
Eventually weight class matching was removed and Mediums disappeared entirely. It wasn’t until the advent of 3/3/3/3 that mediums returned (and the only reason there were effective is because there weren’t 11 assaults on the other team). And with the advent of quirks they have graduated to a level playing field.

Edited by Agent 0 Fortune, 15 January 2015 - 04:15 PM.


#116 Koniving

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Posted 15 January 2015 - 05:21 PM

View PostAgent 0 Fortune, on 15 January 2015 - 04:09 PM, said:

I think you may have accidently put on your rose-colored nostalgia glasses.


Not everything was perfect, but I seriously beg to differ and I've included examples of everything I could.
Spoiler

Edited by Koniving, 15 January 2015 - 05:34 PM.


#117 HlynkaCG

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Posted 15 January 2015 - 05:43 PM

View PostJohnny Z, on 15 January 2015 - 02:34 PM, said:

Role warfare is another potential reason for moving to 1/1/1/1 on the star map modes. I am 99% sure 1/1/1/1 is the way to go and still waiting for good reasons why it isnt.


How about the same reason that is always brought up. Tonnage limits promote diversity by providing additional value to lower tonnage mechs.

I'm still waiting for good reasons why that aint so.

#118 Alexander Garden

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Posted 15 January 2015 - 06:02 PM

Town Hall is starting now!

#119 Kjudoon

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Posted 15 January 2015 - 06:22 PM

Someone get a link to a transcript. I can't listen! :(

#120 TheSilken

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Posted 15 January 2015 - 07:17 PM

Well? WELL?! WHAT ABOOT TEH URBIE?!!!





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