Town Hall Meeting On Twitch.tv With Russ Bullock - Feb 19Th. 6 Pm Pst
#141
Posted 18 February 2015 - 01:53 AM
The above also applies to any rarely used mech, e.g. Quickdraws, Commandos. Are these mechs actually used more frequently than anecdotal experience would have us believe? If so, is the prevalence of these mechs at lower Elo levels or within people who never use the forums?
What are these quirks balanced for? Solo queue? Group queue? Community warfare? Can it be assumed that if a mech is frequently used in Community Warfare (e.g. TDR-9S) that it is overpowered/actually useful? If a mech is never seen in Community Warfare (e.g. Commando) what does that say about it?
#142
Posted 18 February 2015 - 02:20 AM
Back story;
With the use of Dx11 and the 64bit client this allows for some hand off of the process crunching to the GPU(s), and use of more system RAM. But I'm not actually seeing much of a change in-game with reference to graphics and detail. Yes, things might appear a little cleaner, but detail levels this should give are not there. I'm addressing 'bump mapping' and 'tessellation' of surfaces.
- This requires adding the additional code to all the surfaces to 'enable' the truer 3D and depth these features bring.
- It appears that some of the advanced features that D11 specifically offers are not being used or exploited, and we have DX12 at the door looking to take over both of the past 9 and 11 use's.
Question: Will there be a upgrade or inclusion of these included DX11 features to the game? Has PGI looked at these upgrades and what it can change in rendered visuals? Not just on terrain but also the 'Mech models themselves.
Back story;
The game offers 64bit single precision calculations now, this limits the location and area the Player can wander around in the map to about an 8Km radius. Anything past that from the originating point and the precision of location starts to become 'fudged'. This leads to increasing errors in hit scan and plotting where objects are or should be. Other developers are starting to move to 'double precision' which allows for 100's of times the area a map or instance location can occupy.
- What was restricted to only about an 8Km area, now offers 100's (or more) of Km's if required.
- And at very precise location and point calculations, hit scan, plotting, all increase in precision.
- Even having the ability to 'add to the server' the 'Tesla' GPU modules to aid in precision and off-load instructions from the CPU.
(GPU-accelerated computing offers unprecedented application performance by offloading compute-intensive portions of the application to the GPU, while the remainder of the code still runs on the CPU. Instead of 8 cores you could use 1000's of cores.)
Question: Has or are PGI looking at/into these features to increase GPU handling of some of the tasks the CPU currently uses? And with it's use map areas could be 'whatever' size PGI wanted, very little limits now. Has this be studied or looked into?
"Yes, I understand, CryEngine is CPU intensive, but double precision, triple fold or more increases it's precision in numerous applications."
Thank you for the opportunity to ask these questions:
Aim True and Run Cool,
9erRed
Edited by 9erRed, 18 February 2015 - 02:43 AM.
#143
Posted 18 February 2015 - 02:45 AM
-Are there any early plans for Clan Battlemechs? Will they be eventually introduced at all?
-Any update on the possibilities of logistics, especially supply lines and space travel? They could also link with a new raid mode with smaller numbers (4v4/8v8).
-Any update on the bonuses of owning planets? I would like if they did not give only a simple cbill/MC bonus, but something more elaborated like good discounts on weapons, 'Mechs AND modules (that would help anyone that is not sitting on hundreds of millions of CBs ) based on the factories located on such planets.
-Any chance of canon units decals as high loyalty rewards once the system is implemented?
Edited by CyclonerM, 18 February 2015 - 02:46 AM.
#145
Posted 18 February 2015 - 04:21 AM
For 5 tons more, I get ~50 tons of weaponloadout, that easily finish an EXE on all ranges. Double-Gauss-x are faster than a 90 km/h Assault!
Questions for THM:
Could you tell us a rough date, when we could expect CW Level 3?
When do you want to bring MWO to Steam - after or before a fully implemented CW Level 3?
Edited by TanE, 18 February 2015 - 04:27 AM.
#146
Posted 18 February 2015 - 04:49 AM
#147
Posted 18 February 2015 - 05:01 AM
Edited by joelmuzz, 18 February 2015 - 05:01 AM.
#148
Posted 18 February 2015 - 05:20 AM
1)Posted for a long time but got no answer:
a) When comes the falling back, when to mechs with different weight collide?(see the beta)
(The blocking of a king crab with an light mech is just stupid)
b ) Different circumstances(all Maps/Modi)
Like shattered (random droppoints of all mechs -like the Dropship was shot down)
or weather (Sunstorm - no ecm no instruments only shooting at targets in sight.
c) Beagle probe got no feedback -suggestion a circle on the radarscreen with enemy/team and shutdown mechs in range marked with differend collors,
2. New Questions:
a) The Skill Tree should be re-new like green/regular/veteran/Elite/Master/Grandmaster
even the differences between the mechs light/med/havy/assault should be lead to different skills.
The spawn killing in CW - Could you please create random droppoints and maybe dropping behind the enemy lines (AI controled /reaction )?
c) Some players are standing at the top of a hill in perfect balance (and fireing wapons) were even the dexterous animals would fall.
This should be changed.
d) Enviroment - should be destructable like the buildings in rivercity.
Not all buildings should be able to carry the weight of an jumping Mech.
Edited by Thomas de Ville, 18 February 2015 - 05:23 AM.
#149
Posted 18 February 2015 - 05:33 AM
Do you have any plans to expand on how quirks work and the systems they effect?
For example: If BAP EMC and Tag are equipped, -15% target info gathering time.
Or: If engine type is XL, -20 Max engine rating.
Other examples could also include location based quirks like "if X number of Y weapon are equipped in left arm, +Z% arm speed"
Also if you do plan to do something like this is there any estimation for when we would see it?
#150
Posted 18 February 2015 - 05:33 AM
#151
Posted 18 February 2015 - 05:38 AM
- My questions are when will clan mechs get a quirk pass?
- When do you think more clan mechs will be available?
- Any thought to clan champion mechs?
Thanks,
Steel Scout
#152
Posted 18 February 2015 - 05:56 AM
1. Are you concerned that quirking and unquirking mechs will have an adverse effect on the player base? I recently bought two TDR-9S mechs w/ weapons modules, specifically for CW. This cost me north of $31M cbills. With the new quirks I find this mech to be average at best, its role is to limited to justify the tonnage. I think many players will be upset if this process continues. 2. Will you consider rolling back or undoing quirks that upset a vast majority of the community.
Thanks
#153
Posted 18 February 2015 - 06:14 AM
What is your data backup and recovery process/policy for game data and user accounts?
(How often are backups made? Are they physical or just cloud-based? Are periodic full backups stored offsite? Has the recovery process been tested?)
#154
Posted 18 February 2015 - 06:42 AM
#155
Posted 18 February 2015 - 06:51 AM
Will the Atlas ever have glowing eyes again? Couldn't it be an option to toggle on / off, like opening King Crab claws?
#156
Posted 18 February 2015 - 06:53 AM
#157
Posted 18 February 2015 - 07:06 AM
Odanan, on 18 February 2015 - 03:03 AM, said:
Nope it has no "fixed JJ" they are used in pod space, that meens they are removable.
Other than the Nova and the Summoner they have fixed JJ in the legs.
Nova:
Weight and Space Allocation
Location/Fixed/Spaces Remaining
Head/ /1
Center Torso/1 Jump Jet/1
Right Torso/2 XL Engine/6
/2 Double Heat Sinks
Left Torso/2 XL Engine/6
/2 Double Heat Sinks/
Left Arm/None/8
Right Arm/None/8
Right Leg/2 Jump Jets/0
Left Leg/2 Jump Jets/0
Summoner:
Weight and Space Allocation
Location/Fixed/Spaces Remaining
Head/1 Ferro-Fibrous/0
Center Torso/Jump Jet/1
Right Torso/2 XL Engine/8
/2 Ferro-Fibrous/
Left Torso/2 XL Engine/8
/2 Ferro-Fibrous/
Left Arm/1 Ferro-Fibrous/7
Right Arm/1 Ferro-Fibrous/7
Right Leg/2 Jump Jets/0
Left Leg/2 Jump Jets/0
Timberwolf:
Weight and Space Allocation
Location/Fixed/Spaces Remaining
Head/1 Ferro-Fibrous/0
Center Torso/1 Endo Steel/1
Right Torso/2 XL Engine/7
/1 Endo Steel/
/2 Ferro-Fibrous/
Left Torso/2 XL Engine/7
/1 Endo Steel/
/2 Ferro-Fibrous/
Left Arm/1 Ferro-Fibrous/7
Right Arm/1 Ferro-Fibrous/7
Right Leg/2 Endo Steel/0
Left Leg/2 Endo Steel /0
You see above the fixed equiptmentof the Chassis, everthing else is pod mounted and can be build in or not, and Jump Jets also apply to this rule.
This is from BT Master Rules (Revised)
Jump Jets
Players may add jump jets to any OmniMech, whether or not
its standard configuration has jump jets. Jump jets may only be
mounted in pods on the left and right legs, the left and right torsos,
and the center torso, and these locations must have sufficient
critical slots open.
What is interesting for the Future:
Battlefield Salvage: OmniMechs are designed to be versatile,
and as such they can accept pods from any other
OmniMech, whether Inner Sphere or Clan. As long as the item
being added came from an OmniMech and is undamaged, it can
be added to any other OmniMech with no additional repair difficulty
and no risk of unbalancing the ’Mech. This does not apply
to new OmniMech designs, which must be created with a single
technology base as usual.
Edited by Hornviech, 18 February 2015 - 07:17 AM.
#158
Posted 18 February 2015 - 07:15 AM
Hornviech, on 18 February 2015 - 07:06 AM, said:
Other than the Nova and the Summoner they have fixed JJ in the legs.
Nova:
Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1
Center Torso 1 Jump Jet 1
Right Torso 2 XL Engine 6
2 Double Heat Sinks
Left Torso 2 XL Engine 6
2 Double Heat Sinks
Left Arm None 8
Right Arm None 8
Right Leg 2 Jump Jets 0
Left Leg 2 Jump Jets 0
Summoner:
Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1 Ferro-Fibrous 0
Center Torso Jump Jet 1
Right Torso 2 XL Engine 8
2 Ferro-Fibrous
Left Torso 2 XL Engine 8
2 Ferro-Fibrous
Left Arm 1 Ferro-Fibrous 7
Right Arm 1 Ferro-Fibrous 7
Right Leg 2 Jump Jets 0
Left Leg 2 Jump Jets 0
Timberwolf:
Weight and Space Allocation
Location Fixed Spaces Remaining
Head 1 Ferro-Fibrous 0
Center Torso 1 Endo Steel 1
Right Torso 2 XL Engine 7
1 Endo Steel
2 Ferro-Fibrous
Left Torso 2 XL Engine 7
1 Endo Steel
2 Ferro-Fibrous
Left Arm 1 Ferro-Fibrous 7
Right Arm 1 Ferro-Fibrous 7
Right Leg 2 Endo Steel 0
Left Leg 2 Endo Steel 0
You see above the fixed equiptmentof the Chassis, everthing else is pod mounted and can be build in or not even Jump Jets.
This is from BT Master Rules (Revised)
Jump Jets
Players may add jump jets to any OmniMech, whether or not
its standard configuration has jump jets. Jump jets may only be
mounted in pods on the left and right legs, the left and right torsos,
and the center torso, and these locations must have sufficient
critical slots open.
As how the Omni tech works in MWO, the omnipods had a set of hardpoints, structure and jumpjets fixed on them. If you don't want the fixed jump jets on the S omnipods, use the D instead.
MWO works differently from TT. Why the Engine, ES and FF are free to upgrade/downgrade in IS mechs and not in Omnimechs? Why IS has inflated hardpoints and the Clans don't? Because these are (for the good of the bad) balance decisions.
#159
Posted 18 February 2015 - 07:23 AM
#160
Posted 18 February 2015 - 07:23 AM
Question #1: Regarding lrms, will there be any consideration of making them closer to the tabletop the majority of us have known either for a short time for some or what seems like forever for others ( like me, started in 87 ) by giving the IS what the clans currently have for close in missile mods, and give the clans the full dmg regardless of how close they get to their target?
Question #2: Are there any plans to recompense those of us who maintain premium time in game with regards to the consistent dc's that are still going on despite yesterday's patch?
Question #3: Are there any plans to introduce a better way of changing who is group lead to something other than whoever gets it and doesn't want it having to drop group to give it to someone else and then they have to hope to get a reinvite?
Question #4: Why is it that quite a few of the mechs that have quirks have ones that are so out there from what the mech is set up for ( ie: the arrow, which last I saw ( I don't know if it got changed yesterday or not, haven't had time to fully read the log from the patch ) which has listed bonus for mounting an ac/20 when it's basically set for 6 mg and 2 er L?
Question #5: Are there any plans in the works for an in game problem player reporting system that could flag that players actions or comments ( depending on what the reporting player ticks off as the problem ) that could work better than having to send support an email about it and possibly miss out of stuff in game while doing the email?
Question #6: Regarding the sales that you folks have now and then, is it possible to set up a tab in the mechlab that shows everything on sale in one spot, so that it can easily be chosen ( including paint colors )? this will probably increase your sales that way.
Question #7: I don't know about alot of other folks, but when finishing a CW match, I end up usually having to wait between 2 and 5 min to go from the status report screen of the match to getting to the rewards and then being able to ready up again... Any idea why that is? I have done the repair tool repeatedly, actually have reinstalled the game a few times, and nothing seems to fix it
Question #8: Yet another big item of concern is the in game chat/notification window. Is it possible to seperate them so that the in game chat is in one side, and the rest of the stuff ( so and so has been killed, dc'd, reconnect, etc ) be in a different one? it's hard as hell to try to read the chat while playing because of that, especially since you can't back it up to see what you missed, or need to get a screen shot of...
Question #9: something else to note is that the notifications/friend/unit list is back to doing it's old thing of flashing like crazy whenever someone comes or goes, or comments in unit chat... I know you guys fixed that once, can you pls fix it again and keep it fixed? Personally the only times I want to see that flashing is when I get something like a friend request or msg or group invite...
Edited by Galenthor Kerensky, 18 February 2015 - 08:53 AM.
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