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


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#101 Kageru Ikazuchi

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Posted 17 February 2015 - 05:00 PM

Are there any thoughts or plans about small-group objective-based game modes in Community Warfare?

... some random examples ...
- an assymetric conquest-style scouting mission -- perhaps a successful mission unlocks the map information for each invasion mode sector for an attacking force ... this information should already be available for a defending force. (And, yes, before anyone pipes up, we already know about the standard map placement we have now.)
- an assymetric assault-style raid mission -- perhaps a successful mission enables, disables, or toggles ability to use of air strikes or artillery strikes between the attacker and defender ... or increases / decreases the frequency of re-spawn drop ships
- either of these could be done on existing maps with 4v4 or 8v8 in order to encourage more participation in the lesser-populated time zones

Edited by Kageru Ikazuchi, 17 February 2015 - 05:01 PM.


#102 Grynos

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Posted 17 February 2015 - 05:07 PM

Question..

1. What are your thoughts with the landscape of CW territories being decided by Merc Units rather than Loyalist factions?

2. Are there any changes in the works to make being a loyalist faction as rewarding as being a Merc?

3. I know this is further down the line, but what is your overall vision for Solaris? And have you considered making Solaris a competition based element similar to an E-sport?



#103 Hoffenstein

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Posted 17 February 2015 - 05:10 PM

What kind of timeframe would we be looking at to get AI controlled tanks and helicopters in CW?

Would you consider giving people who use stock loadouts a C-Bill bonus during matches?

#104 ShinVector

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Posted 17 February 2015 - 05:11 PM

View PostSnowFox, on 17 February 2015 - 01:03 PM, said:

That profile looks like a gladiator aka executioner
http://www.sarna.net...oner_(Gladiator)

Thoughts?


OH No... Ballistics... PPCs... JJs... Clan tech...
95Ton Clan version of the Victor/Highlander ?

*Decently fast for assault + option for MASC in future ? LOL.

Edited by ShinVector, 17 February 2015 - 05:13 PM.


#105 Johnny Z

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Posted 17 February 2015 - 05:17 PM

Whats the next step for the Star map? Logistics?

What will be done to balance the Omni mech XL engine with Inner Sphere engines????

Is Aerotech coming to Mechwarrior Online?

When is the next map out?

Anything going on with Solaris or other expansions?

Edited by Johnny Z, 17 February 2015 - 05:49 PM.


#106 BladeSplint

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Posted 17 February 2015 - 05:17 PM

The default queue would greatly benefit from map bans, and with even the smallest population number estimates I have seen it would not have an effect on queue times.

A bunch of the maps (Caustic, Alpine, etc) are in dire need of a rework, and until then I do not think it is a good idea to force players to play on them. Map bans work in CSGO and allow the devs to see which maps the players like, and tweak/create new maps accordingly.

#107 ShinVector

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Posted 17 February 2015 - 05:18 PM

My question:
Is an unpopular for PGI which has been avoided for YEARS.

When will PGI start working on fixing Lasers HSR making it function similar to Ballistics and Missiles HSR ?

This issue seriously affects MWO balance for a particular category of MWO players known as HPB.

The issue is mention here by Karl:
http://mwomercs.com/...ost__p__4046488

Edited by ShinVector, 17 February 2015 - 05:20 PM.


#108 Superkingdac

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Posted 17 February 2015 - 05:49 PM

Hi Russ,

Given that it's been mentioned before that the Mech Skill Tree might benefit from being revisited to offer more variety to the mechs, are there any insights/changes to the current skill tree system you are considering or is this still out of scope? The current and future quirks would have been a good candidates for "things" to upgrade/unlock on a specific chassis/variant.

If this isn't a direction you'd consider taking, what other styles/changes would you envision that could offer variety in skill tree unlock/upgrade system?

#109 Ghost Rider

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Posted 17 February 2015 - 05:54 PM

Is there any hope, to give clans more diversity in engine types, for example podding the center torso so that you could have mission specific engine types? Recon, or battle, or skirmisher, assault, like a Light Mech center omni pod, having ferro, endo and a 280 XL, the prime might be 210XL with endo, and another say omni-pod D, 300XL Ferro or something like that an work that in to all clan mechs.

#110 delushin

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Posted 17 February 2015 - 05:58 PM

Are there any plans with in a reasonable time frame say of 6 months to establish oceanic servers? Surely there are a number of players returning almost daily with the on going development of CW. Even just based on the number of Asia-Pacific units out there you should be sitting with a few thousand?

I could be wrong in that assumption of player base.

However, there are smaller developers out there who have established local servers which in turn massively increase the retention of players. By ensuring that players come and stay then you will be positioned to directly impact your bottom line, those who stay for longer periods of time are more likely to throw some cash your way here and there. That is more sustainable than just have a burst of new players who end up moving on especially if they like to play lights.

If I crack out the Ember on 300 ping it has next to no chance doing what other pilots do with <100, I have seen Firestarters rip 2-3 mechs apart because of hit registry issues (which I am assuming is ping related?). Then put a high ping pilot of skill in the same situation, he will be legged in seconds. Ok there are some cases that you get away or get a kill etc but the hit registration and ping does hurt.

With the above said, I know you would need to work out the relationship with CW. Would other servers mean that we would have to specifically split the player base? Are there other ways of having matches calculate the location of the majority and then select server? I am sure it is more complicated than I know of, but would be good to get local servers even with a split in player base I think there would be enough for decent action.

#111 Dirk Le Daring

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Posted 17 February 2015 - 05:59 PM

Are we ever going to be able to put a camo pattern on our invasion/ unique geometry mechs ?

For example, I really like the polygon pattern and would like to apply it to my TBR-Prime(I).

#112 CtrlAltWheee

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Posted 17 February 2015 - 06:04 PM

Please hook a mechwarrior up with:
1) Custom Hangars for MC

Something like 3 unique interiors 3 unique vistas (seen through open hangar door). Mix and match. Technicians walking through to sell the illusion. Faction-specific mechs patrolling in the background. Places for faction banners to hang. Sell the pack of hangars and vistas together for $30 as a preorder.

2) Custom geometry. Spider-5D is completely customized with full module slots. It calls for unique geometry. Talkin batman nipples. Little reactor pods that can be attached. Little touches.

Thanks.

Love,
Ctrlaltwheee

#113 Levi Porphyrogenitus

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Posted 17 February 2015 - 06:06 PM

Q: Are there any plans to implement omnimech quirks with bonuses limited to the omnipod they come on? This could be the best way to give omnimech quirks meaning.

Q: The recent changes to Ghost Heat have been great. Are there any plans to begin phasing in something intended to replace GH altogether, say, dynamic heat penalties?

Q: Will ComStar and/or the ComGuard be added to the faction list after the timeline jump, whenever it may be?

Q: When can I have my Javelin?

Q: Is a change to underlying ECM functionality still on the table?

#114 Gyrok

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Posted 17 February 2015 - 06:08 PM

Is quirking the slowest light mechs in the game the Kitfox and Adder (similar to the Summoner quirks) something being looked at? +5-10% speed quirks on those 2 would not make them OP, but would help them at least be slightly less victimized by much faster mechs.

+5% on the Adder would make it ~113 instead of 106.9

+10% on KFX would make it ~119 instead of 106.9

Is PGI looking at lessening the amount of heat on clan weapons via quirks or otherwise? Reducing Heat Scale on ERSLs, CSPLs, ERMLs, and CMPLs is definitely worth looking at, as well as upping CERLL/CLPL to 3 before heat scale kicks in similar to IS.

Edited by Gyrok, 17 February 2015 - 06:10 PM.


#115 RMR

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Posted 17 February 2015 - 06:12 PM

Will the clans ever get hero mechs, and If so will they follow the story line like the Grey Death Shadow Hawk. I would love to see a Red Corsair's Battlemaster... http://www.sarna.net/wiki/Red_Corsair

Or Phelan Kell's Wolfhound IIC, Or Victor Steiner Davion's Prometheus.

I just would like to see the game mirror the Story line a bit more.

Thanks for a good game and I only hope it keeps getting better.

#116 Not Hans

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Posted 17 February 2015 - 06:13 PM

Hello,

My question would be (sorry if this has been stated in the past)

Are there any plans to give players a cbill or experience bonus for dropping in all default mechs? to try and reduce the meta play in the game?

#117 BerserX

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Posted 17 February 2015 - 06:15 PM

Is there any possibility of revisiting the 12v10 IS v Clan system of combat (or something similar) from lore? This would definitely help balance IS v Clan, AND make it more realistic for lore players while eliminating need for Clan nerfs (the ridiculous heat generation/dissipation could be fixed).

#118 SpiralFace

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Posted 17 February 2015 - 06:24 PM

What are your guys current feelings on the non-CW game modes?

After CW is addressed are there any plans to look into further refinements to non-CW game modes to provide a bit more variety to the game modes that currently play out like 3 flavors of skirmish then their own modes.

#119 RedDevil

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Posted 17 February 2015 - 06:28 PM

Have you thought of moving towards a World of Tanks style aiming system, instead of the pinpoint accurate system we have now?

This would allow you to unnerf Jump Jets, and spread damage out over a mech so that laser alpha's wouldn't hit as hard. This would then allow less ghost heat. Seems it would help with a lot of things.

Edited by reddevil, 17 February 2015 - 06:28 PM.


#120 Delas Ting Usee

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Posted 17 February 2015 - 06:44 PM

My Question:
I understand that Clan mechs have to be slightly superior to inner sphere mechs, and most of the quirks seem intended to raise the usefulness of I.S. mechs.
Still, some feel even with the quirks, the superiority of clan mechs STILL far outstrip those of the inner sphere. -What are you plans to close the gap between Clan and inner sphere mechs? More useful quirks? More nerfs?

Follow up question:
The recent quirk list seems to have caused a lot mix feelings. It's being perceived by many that PGI would give a mech quirks, then in the next pass, change the quirks massively or get rid of it totally.
I.E. giving a mech bonuses with LPL and then taking it away.
This has cause a lot of ill will from players who have grinded for the appropriate cool down or range modules.
-Please explain the thought process/decision-making that goes with the quirk changes or WHY players should invest their time grinding if the roles of the mechs keep changing.

Edited by Delas Ting Usee, 18 February 2015 - 07:38 PM.






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