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


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#21 That Guy

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Posted 17 February 2015 - 01:23 PM

Q for Russ:


The Two biggest imbalances in MWO are currently the mech upgrade system, and engine rating determining mech mobility (twist rate, turn rate, accel/deceleration etc). Are there any current or future plans to address these systems to bring them into line? For example normalizing single and double heatsinks built into engines, giving standard structure a percentage boost to HP (choice between extra weight or more durability), and removing the bonuses and penalties for larger and smaller engines?

many of the current "problem mechs" stem from these systems, and the game as a whole would benefit, including many of the "bad" clan mechs.

Q2: are sensor quirks planned? IE different ranges, powers, arcs, stealth and other special mech specific sensor characteristics.

Also if you can a few quick words on the status Decals and Collisions :)

Edited by That Guy, 18 February 2015 - 12:52 PM.


#22 Wormflush

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Posted 17 February 2015 - 01:23 PM

QUESTION:Is there a specific method that was used to determine necessary quirk changes?

Without further information, the changes I can identify largely seem like a broad downscale on lots of weapon specific quirks (those that had that charismatic and unique touch, like the ER PPC in TDR-9S).

Did IS mechs compete so well against Clan mechs that such a restrictive downscale was necessary?

#23 G SE7EN7

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Posted 17 February 2015 - 01:24 PM

When can we expect the Dragon and the Cataphract chasis to have work done on them to fix the geometry when changing weapons. Would love to see the Cataphract with 4 AC5 barrels and the DRG-1N with 2. The work done on the Catapult was awesome, want to see more of this.

#24 TercieI

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Posted 17 February 2015 - 01:25 PM

Could you please clarify the vision/philosophy behind quirks? A couple passes later, it seems very confused, a mix of making mechs workable and distinct and some TT loadout connection. Relatedly, do you have an end goal of making every mech viable or some other goal?

#25 Lily from animove

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Posted 17 February 2015 - 01:30 PM

No 1:

Why is there no reinforcement package?

like lets say:

the 3 clan ligts in a light resitance pack 30$

the 3 clan mediums in a medium pakc for 60$

heavies 90$

Assaults 120$

and the A la carte option for 55$


No 2:

How about quirking Nova with:

+10% acceleration/break
+12 HP to arms and torsi sides
+20 CT structure

because actually Nova is as horrible but wider as a dragon. And looking at other mechs HP buffs this seem not even being choosen to high.

Edited by Lily from animove, 17 February 2015 - 01:30 PM.


#26 Savage Wolf

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Posted 17 February 2015 - 01:31 PM

Question: Are there any planned changes for Invasion mode to make sure there is any benefit for attackers to kill defenders? Currently when a defender is killed, he is respawned fairly quickly, right on top of Omega and brings in a dropship to aid defenders. As I see it, this is what currently discourage most attackers from fighting the defenders. There is simply no benefit.

Edited by Savage Wolf, 18 February 2015 - 05:56 PM.


#27 Kiblams

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Posted 17 February 2015 - 01:32 PM

Question on headtracking:

Have you considered making more of the HUD static/bound to the mech torso for head tracking?

At present; having only the crosshairs static makes head/torso orientation for precision aiming very difficult.

I think this is a big step if you want the game to be more oculus rift friendly.

Cheers.

Edited by Kiblams, 17 February 2015 - 01:37 PM.


#28 Kinock

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Posted 17 February 2015 - 01:33 PM

1. What causes damage with an AC round? Is it the explosion or the impact. If it is the explosion why does it do less damage at longer ranges?

2. Is it possible to have enemy mechs listed in the team screen once they have been spotted? This will add a bit role warfare to scouts and light mechs.

#29 MauttyKoray

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Posted 17 February 2015 - 01:34 PM

With the recent, and largely supported opinions about changes to the Urban Mech and Enforcer (both for different reasons though) what are your overall thoughts on the current state of MWO's various qualities of mechs (from past to present) and the creation of mech models that follow the concept art more closely, as seen with the overall positive reception of the Panther? Including mech concept/model relation and community input going forward? Such as 'teasing' the 3D model prior to the 'finishing touches' like textures to get a feel of the community's response.

#30 Alcom Isst

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Posted 17 February 2015 - 01:40 PM

Fixed it. :P
Posted Image

#31 Appogee

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Posted 17 February 2015 - 01:44 PM

Can we please have Asia-Pac and Euro servers? Please?

#32 Itsalrightwithme

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Posted 17 February 2015 - 01:50 PM

View PostTerciel1976, on 17 February 2015 - 01:25 PM, said:

Could you please clarify the vision/philosophy behind quirks? A couple passes later, it seems very confused, a mix of making mechs workable and distinct and some TT loadout connection. Relatedly, do you have an end goal of making every mech viable or some other goal?


This.

What is the grand strategy of quirks?

#33 Wolfhagen

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Posted 17 February 2015 - 01:54 PM

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

Edited by Wolfhagen, 17 February 2015 - 01:55 PM.


#34 RedlineHunter

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Posted 17 February 2015 - 01:55 PM

Question: What is being done to help curve the issue of player disconnects during gameplay? 9\10 games I play there is at least one disconnected player leaving gameplay unbalanced.

#35 Domoneky

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Posted 17 February 2015 - 01:56 PM

Over the next 6 months or so will you be strictly focused on content or do you plan to throw in some optimizations to help improve FPS?

#36 xeromynd

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Posted 17 February 2015 - 01:56 PM

Question:

When will Resistance pack pre-orderers be able to select faction content, and when will this content be injected?

Edited by xeromynd, 17 February 2015 - 01:57 PM.


#37 Scout Derek

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Posted 17 February 2015 - 01:57 PM

Question: Will you ever make it available to buy chassis only instead of a full set? (Ex: mech only, no armor or weapons or engine.) Here's an example: selling a locusts chassis is worth 177k or somewhere around that. The chassis to buy is double the sale price.

#38 Jokerfacekilla

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Posted 17 February 2015 - 01:57 PM

Questions:

1. Could there be either a module or quirks for lights and mediums for an extended mag/clip to help those mechs who are ammo dependent for little more boost for ammo capacity. (IE module boost 1-5% or just flat out rounds for gauss 1-5, AC20 2-10, AC10 3-15 SRM 5-25 so on)

2. is there going to be a Chang for "Weapon convergence" in the second tier of the mech skill tree since it really doesn't do anything. Could we have that changed to something like "environmental control" where a mech would 5-10% cooler in hot environments, to put it on par with speed tweak?

And now my long shot question:

Could there be an option for a salvage button, for that time when we (I =p) were new players and happen to sell a mech just to make room for other mechs or get Cbills. Then after playing for someone time realizing there wasn't a need to sell those mechs(like finding the forums and educating yourself lol). To hit a salvage button to buy back items, and mechs at the discounted Cbill prices we sold them for, to get them back. I know we can repurchase the mechs but it would be like an accident forgiveness (like All-state insurance XD) depending on how long you play have like a limited number of times you could salvage items?

#39 Tyrchon

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Posted 17 February 2015 - 01:57 PM

Will we ever get the ability to see extra ammo in our inventory (like we can with other equipment and weapons) and sell it off if we don't need or want it?

#40 Will9761

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Posted 17 February 2015 - 01:59 PM

AWW YEAH!
Posted Image

EXECUTIONER CONFIRMED!





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