Jump to content

Town Hall Meeting On Twitch.tv With Russ Bullock - Feb 19Th. 6 Pm Pst


318 replies to this topic

#121 Navid A1

    Member

  • PipPipPipPipPipPipPipPipPip
  • CS 2022 Gold Champ
  • CS 2022 Gold Champ
  • 4,938 posts
  • LocationVancouver, BC

Posted 17 February 2015 - 06:55 PM

Question:

Are there any plans for any new skills instead of place holders like pin-point in the elite skill tree?

#122 The Wolfpack75

    Member

  • PipPipPip
  • The Patron
  • The Patron
  • 57 posts
  • Twitch: Link
  • LocationSacramento, CA

Posted 17 February 2015 - 07:08 PM

Any chance we could see a system where players could have a set amount of hours each month where they could try out any mech instead of/in addition to the set list of Trial Mechs?

I believe that if players could try out Hero/Champion and standard mechs it would increase interest and spur sales. I would be curious to try out various mechs prior to buying them.

#123 Knightshadowsong

    Member

  • PipPipPipPipPipPip
  • The Phoenix
  • The Phoenix
  • 290 posts
  • LocationOregon

Posted 17 February 2015 - 07:16 PM

Are you guys going to do something about the "MFB" and make it look like a Real MFB (Example from MW3)

Also, are you guys planning on doing anything to stop the base rush/ spawn killing play style in CW.

#124 Void Angel

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 7,026 posts
  • LocationParanoiaville

Posted 17 February 2015 - 07:18 PM

There is, as is often the case, a ton of speculation out there concerning why this or that nerf was enacted - all with varying degrees of acrimony. Could you give us an official description of the process you use to enact balance changes? Frankly, too many people just say, "Shamans cried, so Mages got nerf X!" Perhaps the thought process behind the Thunderbolt 9S nerf could be used as an example! =D

Also, I have to second the question: To what extent is the light-rushing and/or spawn camping play style intended by the development team? What are your thoughts on these tactics? Similarly, what about instances in Counter-Attack mode where the attacking team manages to kill Omega from long range, gets up a kill or two, and simply retreats to camp under their dropship for the rest of the match? (Clans on Hellebore Springs are perhaps the nastiest case.)

Edited by Void Angel, 17 February 2015 - 07:37 PM.


#125 Budor

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,565 posts

Posted 17 February 2015 - 07:40 PM

Q: Can we have the wubverine back please?

#126 Domoneky

    Member

  • PipPipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 1,672 posts
  • LocationOn The Map

Posted 17 February 2015 - 08:10 PM

When do we Get a B33f Warhorn?

#127 aniviron

    Member

  • PipPipPipPipPipPipPipPipPip
  • 3,752 posts

Posted 17 February 2015 - 09:06 PM

What does the game look like in regard to collisions right now? You teased quite a few months back at the end of an interview with NGNG that they were being worked on, but we haven't heard anything since then. Can we expect mech collisions in 2015? How about environmental collisions, destruction of lamp posts, cars, etc?

#128 PraetorGix

    Member

  • PipPipPipPipPipPipPip
  • The Warden
  • The Warden
  • 759 posts
  • LocationHere at home

Posted 17 February 2015 - 09:23 PM

View PostWolfhagen, on 17 February 2015 - 01:54 PM, said:

Lets do a new Clan Assault.

Turkina ? No - it`s usefull.

Blood Asp ? Nooo, it`s usefull

Savage Coyote ? - uuuussssefull

Executioner ? - hmm, 8t JJ, 9t MASC, 380 XL, ... thinking ... 21t PodSpace left - yeah, absolutely useless, lets do it


I would actually support your discomfort if this wasn't such a stu*id comment. Savage coyote not only has weapons non- existent in the timeline, the mech itself is not invented yet. Also, you rant about a loose speculation based on a silhouette. Assuming this is actually the executioner, I'd prefer to take the 9t MASC as a sign of, I dunno, maybe, hmmm... finally the implementation of MASC?

QUESTION: In regards to the severe limitations implemented on Clan mechs customization and taking into account that you do not seem eager to give these mechs relevant quirks for now, have you discussed the possibility of letting us change engines based on the tonnage of the mech (like in the TT game) or even removing heatsinks from the engines? What about making DHS actually double?

Edited by Cmdr Hurrell, 17 February 2015 - 09:29 PM.


#129 Brody319

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • The Ominous
  • The Ominous
  • 6,273 posts

Posted 17 February 2015 - 09:43 PM

Why do you hate LPL Russ?!

#130 Sereglach

    Member

  • PipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 1,563 posts
  • LocationWherever things are burning.

Posted 17 February 2015 - 09:54 PM

As a question for the Town Hall, I cordially ask, again, when will the Flamer receive its reengineering? Once this is done can we expect Flamer based mechs (Blackjack 1X, the entire Firestarter line, and a few others) to receive Flamer based quirks? Thank you.


#131 Lionheart2012

    Member

  • PipPipPipPipPipPip
  • The Marauder
  • The Marauder
  • 231 posts

Posted 17 February 2015 - 09:57 PM

View PostWolfhagen, on 17 February 2015 - 01:54 PM, said:

Lets do a new Clan Assault.

Turkina ? No - it`s usefull.

Blood Asp ? Nooo, it`s usefull

Savage Coyote ? - uuuussssefull

Executioner ? - hmm, 8t JJ, 9t MASC, 380 XL, ... thinking ... 21t PodSpace left - yeah, absolutely useless, lets do it


Check your calendar. It is 3050, and of the four 'mechs you mention, only one is in production, the Executioner. The Turkina is the earliest of the other three, going into production in 3052, followed by the Savage Coyote in 3059 and the Blood Asp in 3060. Sarna.net is your friend.

#132 Aceramic

    Member

  • PipPipPipPipPip
  • The Scythe
  • The Scythe
  • 110 posts

Posted 17 February 2015 - 10:30 PM

My only question has already been asked numerous times... Now that the first half of the Resistance 'mechs have gone live... When do we get the stuff?

View PostXolin, on 17 February 2015 - 01:10 PM, said:

would you consider a "power pool" (akin to a mana pool for magic games) instead of the ghost heat?


You mean like... The heat pool we already have? It works exactly like a mana pool, only in reverse. >.>

Edited by Aceramic, 17 February 2015 - 10:32 PM.


#133 Bulvar Jorgensson

    Member

  • PipPipPipPipPip
  • The Grizzly
  • The Grizzly
  • 164 posts

Posted 17 February 2015 - 10:41 PM

A complete overhall of how MechWarrior online is pitched/sold could be needed prior to any type of steam launch.

Would Russ agree that PGI dropped the ball on the sale/launch of the 12 extra Clan mechs by selling them at inflated Mc costs an not placing them in a package (or allowing that option).

I have had a good number of friends state, that Dota 2 or planetside 2 holds their loyalty based on mini-micro transactions, rather than a $24 mech or a $30 pack, as they still have a mountain to climb actually getting the mech playable.

Could something be done to improve new player involvement and revamp the MC cost of items?

Theres more, like map variation based on a Tile effect (think Wargame modular boards) Alpine peaks-A, B, C, D....to infinity.

#134 Fle

    Member

  • PipPipPipPipPipPipPip
  • 802 posts
  • LocationDieron, Fort Winston

Posted 17 February 2015 - 11:23 PM

The first question pack is about size and design of the maps:
Do devs satisfied with current map designs?
Most of my ingame buddies and me as well really upset with new "tunnel - DOTA" styled maps, do devs concerned about the ever-growing community discontent with maps size and design?
Do devs plan to add a really big maps with a "mwll style" landscape?

Second question about FLEA: Is there any progress in solving MASK problem, what are our chances to see FLEA within the next 6 months?

#135 Senor Cataclysmo

    Member

  • PipPipPipPipPipPip
  • 373 posts

Posted 18 February 2015 - 12:38 AM

You've said a steam launch is a goal for the game for 2015.

What work do you think needs to be done to make the game 'steam ready'?

Does your vision for a steam launch include:

The much discussed animation pass
More game types (either in CW or standard)
More focus on role warfare (different sensor range for every mech, tanking bonus for assaults etc)
Collisions & destructible environment
New player experience (in depth tutorials, reworked UI)

#136 RogueGhost

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 150 posts
  • LocationUSA

Posted 18 February 2015 - 12:47 AM

Will you PLEASE PLEASE raise the codecs in the in game voip?! even 5KiBs would be nice

#137 Past

    Member

  • PipPipPipPipPipPip
  • 254 posts
  • LocationWestern Australia

Posted 18 February 2015 - 12:55 AM

Can we have the general ballistic cool down and velocity quirks somehow affect the machine gun. Something along the lines of cool down increasing the rate of fire much like the AMS overload module and the velocity shrinking the cone of fire down for more accuracy.

#138 Aethon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Mercenary
  • 2,037 posts
  • LocationSt. Louis, Niles, Kerensky Cluster

Posted 18 February 2015 - 01:04 AM

When can players who are not fans of the Popular Four expect to have their Clan represented in-game, even if only through insignias and special paint patterns?

#139 Lily from animove

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • The Devoted
  • The Devoted
  • 13,891 posts
  • LocationOn a dropship to Terra

Posted 18 February 2015 - 01:24 AM

Oh another questions:
what are the plans for the server hardware in relation to steam release.
Just upgrading everything?
Matchservers in the EU and probably asia?

#140 Hornviech

    Member

  • PipPipPipPipPipPip
  • Wrath
  • Wrath
  • 206 posts

Posted 18 February 2015 - 01:25 AM

Questions:

1. Why is the MadCat so against the Technical readout?
It has no fixed JJ in the torsos !
2. According to Omnipod rules in BT you can mount JJ in the pods regardless if the mech had one or not. Why can`t we do that?
3. on the Hellbringer the A-Pods are missing. Well I know there is no infantry in MWO but maybe you can consider a different defensive mechanism? Smoke charges like Tanks have so you can lay a hotsmoke screen to cover LOS and Thermal view.
Also the Dire Wolf S has them!
4. Please either turn down the Clan Beam duration or the Ghost heat!
5. When can Clan forces expect 2nd line Mechs?
6. When does the Clan ERPPC do the correct damage NO SPREAD sh... ? 15 dmg !! not more not less!

Can you consider to implement the IMP? According to TR 3050 Update its fielded by Clan and IS Forces.
This would be nice!

Edited by Hornviech, 18 February 2015 - 03:08 AM.






7 user(s) are reading this topic

0 members, 7 guests, 0 anonymous users