Town Hall Meeting On Twitch.tv With Russ Bullock - Feb 19Th. 6 Pm Pst
#121
Posted 17 February 2015 - 06:55 PM
Are there any plans for any new skills instead of place holders like pin-point in the elite skill tree?
#122
Posted 17 February 2015 - 07:08 PM
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
Posted 17 February 2015 - 07:16 PM
Also, are you guys planning on doing anything to stop the base rush/ spawn killing play style in CW.
#124
Posted 17 February 2015 - 07:18 PM
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
Posted 17 February 2015 - 07:40 PM
#126
Posted 17 February 2015 - 08:10 PM
#127
Posted 17 February 2015 - 09:06 PM
#128
Posted 17 February 2015 - 09:23 PM
Wolfhagen, on 17 February 2015 - 01:54 PM, said:
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
Posted 17 February 2015 - 09:43 PM
#130
Posted 17 February 2015 - 09:54 PM
#131
Posted 17 February 2015 - 09:57 PM
Wolfhagen, on 17 February 2015 - 01:54 PM, said:
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
Posted 17 February 2015 - 10:30 PM
Xolin, on 17 February 2015 - 01:10 PM, said:
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
Posted 17 February 2015 - 10:41 PM
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
Posted 17 February 2015 - 11:23 PM
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
Posted 18 February 2015 - 12:38 AM
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
Posted 18 February 2015 - 12:47 AM
#137
Posted 18 February 2015 - 12:55 AM
#138
Posted 18 February 2015 - 01:04 AM
#139
Posted 18 February 2015 - 01:24 AM
what are the plans for the server hardware in relation to steam release.
Just upgrading everything?
Matchservers in the EU and probably asia?
#140
Posted 18 February 2015 - 01:25 AM
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.
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