Town Hall Meeting On Twitch.tv With Russ Bullock - Feb 19Th. 6 Pm Pst
#181
Posted 18 February 2015 - 11:29 AM
Q: Any chance you would consider unifying Laser Quirks based on Laser Size class (Large, Medium, Small) regardless of Pulsed or non-Pulsed? (eg. Large-Class Laser applies to LL, ERLL, LPL)
Acceleration and Deceleration quirks for Lights and Medium are nice, but they are largely negated by the slow controls supplied in the cockpit - unlesss you are using Throttle Decay. Check the following thread and page:
http://mwomercs.com/...throttle-speed/
http://raksarmory.bl...compelling.html
Q: When will you look into altering controls so that Light Pilots can use a non-Throttle Decay setup to fully use the Acceleration/Deceleration abilities of their 'Mechs?
#182
Posted 18 February 2015 - 11:37 AM
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
Part of the initial TRO 3050 clan mechs, ideally we would get the Executioner, Fire Moth, and Viper. Unfortunately the Mad Dog was already released to make it a complete Pack, so a different Heavy would have to be included.
Gonna say, I'd rather have the last 3 than other omnis first. Sadly Fire Moth may be a no go unless they just drop MASC, so Arctic Cheetah would be a good addition in is place.
#183
Posted 18 February 2015 - 11:40 AM
Hornviech, on 18 February 2015 - 09:25 AM, said:
They are fixed in their omnipods exactly like the TW. Look.
Hornviech, on 18 February 2015 - 09:25 AM, said:
There are some that have fixed equiptment like the Adder has the Flamer that cannot be removed and there are others that don't.
The Summoner has fixed JJs the Timberwolf does not.
Indeed, the Summoner's JJ are hardwired in the basic omni "chassis". PGI just made the JJ in the S variants locked into their respective omnipods.
Hornviech, on 18 February 2015 - 09:25 AM, said:
And then why is the IS ERPPC not 7dmg + spread?
Because PGI thinks that will bring more balance to the game. With the same argument they increased the heat of some weapons, improved the rate of fire of others, created ghost heat, locked some things for the omnimechs, etc. I can't agree with some of their decisions, but I can understand why they did.
#184
Posted 18 February 2015 - 12:05 PM
1. Any chance of having any improvements in FPS on the next patch? Or in any Hot Fixes to improve FPS?
2. Are there any plans on improving the spawn points in the CW maps to lessen the chances of spawn point camping?
Edited by Eagle01, 18 February 2015 - 12:12 PM.
#185
Posted 18 February 2015 - 12:09 PM
Certain IS Mechs are used by Clan Second Line forces, even without being upgraded to clan-tech (Generally with upgrade Star League tech). Would you consider allowing the following Mech chassis to be available for CW for Clanners:
Kintaro, Highlander, King Crab, and if/when they are brought into the game: Mongoose, Mercury, Hermes (NOT Hermes II), Hussar, Thorn, Crab, Wyvern, Sentinel, Black Knight, Bombardier, Flashman, Lancelot, Exterminator, Guillotine, Champion, Flashman, Crockett, Thug, Annihilator.
Sources: Field Manual: Warden Clans, Field Manual: Crusader Clans.
#186
Posted 18 February 2015 - 12:20 PM
2.If a time jump how far will it jump?
3 Second line Clan Battlemechs, will they come? Like Kodiak and later Madcat MK.II
4.Also with time jump will clan mechs start to be used by IS players? Will true mercenary units be formed and be able to be contracted out? (like MW4 style but more given my faction players not set campaign).
Edited by Crottykid16, 18 February 2015 - 12:28 PM.
#187
Posted 18 February 2015 - 12:32 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 have not read the entire threadnought but in case no ones pointed it out none of those are yet in the timeline. This leads to my question...
Question for Russ:
With the (presumed) arrival of Clan Wave Three, depending on what mechs are included almost the entirety of TRO: 3050 Clan mechs will be in the game. That being said, will PGI for its next release of Clan variants (post Clan Wave Three) be including mechs that were retconned in later to be at the start of the invasion? (By this I mean specifically looking at TRO: 3055 where they introduced all of the IIC variants into the second line clan clusters as well as older Omnitech designs such as the Naga.)
#188
Posted 18 February 2015 - 12:46 PM
https://mwomercs.com...c/img/heatmaps/
#189
Posted 18 February 2015 - 01:11 PM
- when will we see improvements to the in-game chatwindows (e.g.: scrollable chat windows)
- are you working on improvements to the pre-game-screen so that one knows where he starts (e.g. display team locations where you already can see the minimap)
- are you working on improvements to the "HOME" -> "INVENTORY" Screen?
- would it be possible to display the unsellable prime-mech-variants in this listing, too? They too contain stuffz i want to locate! Just dont display a sell button for them.
- is it possible to include more stats of the mech in the Inventory-Screen (e.g. used engine, used ecm/ams ... and ... cockpit-items! \o/) All stuff which is a pain to find while looking into each mech on its own
- would it be possible to display the unsellable prime-mech-variants in this listing, too? They too contain stuffz i want to locate! Just dont display a sell button for them.
- Would you consider adding features to the scoreboard-player-menu?
- In addition to muting players we could also add them to friends list or drop them a (forum-)message, might that be implement-worthy?
- How are the plans going for the revamped mechlab? Any plans for smurfy-net integration or ... *gasp* ... saveable mech-configs? Would love that!
- Whats the status of the "command-rose" ingame-comms-menu? Any improvements made on this?
I am eager to see what you have in mind for us in the coming years!
Keep up the good work, cheers H!
#190
Posted 18 February 2015 - 01:11 PM
Hornviech, on 18 February 2015 - 09:25 AM, said:
And then why is the IS ERPPC not 7dmg + spread?
Why would a 7 ton weapon be worse than a 6 ton weapon? It already is worse at this point. The cERPPC does the spread damage and the IS ER PPC doesn't.
Both do the same pinpoint damage, but the Clan one does splash damage, weighs less, and occupies less crit slots. Does this really need explaining? Why would they make the IS ERPPC EVEN WORSE???????
#191
Posted 18 February 2015 - 01:18 PM
Elite skill Pin Point does what?
Single heatsinks. Why do they exist? It's akin to playing with a handicap. Double heatsinks are better ~99% of the time. Similar can be said about Endo vs FF, but FF has certain actual, practical applications.
Revisit old maps, and lesser used mechs? Lack of cover, layout, and shooting around the corner and actually hitting the corner is irritating. Also, quirks helped out certain unpopular mechs, but only through promoting weapons boating.
#192
Posted 18 February 2015 - 01:33 PM
Question 2) recent threads brought up a contentious issue, Last Man Standing in Skirmish. Support has said to report them if they hide somewhere and power down and just run down the clock with no intention of playing. This only applies to Skirmish, and we understand that team treason(giving out the coords of that shutdown Mech) is against the rules. People have used the argument that since they engaged the enemy AT SOME POINT, they are not breaking the rule to run away and hide as the Last Man Standing in Skirmish. Clarification would be appreciated by many of us.
#193
Posted 18 February 2015 - 01:36 PM
DustySkunk, on 17 February 2015 - 03:11 PM, said:
NGNG did a great job casting it and I really enjoyed watching those streams
I would like to see this as part of a Solaris expansion. Maybe spectate in game even. Crowd noises. Weekly or monthly tournament. Prizes and stuff
#194
Posted 18 February 2015 - 01:47 PM
With all the talk of Executioner and MASC, how is the net code holding up these days? Are we still stuck at 171kph or have things improved at all, can we push it further yet?
#195
Posted 18 February 2015 - 01:50 PM
First, a quick thanks for taking the time to address your players live. There have been some rough waters in the development of this gem, but, I'm happy I stayed around to see them.
My concern are these two following problems that seem to occupy the forums troubleshooting very commonly. What can or can't be done about these problems from the company's end?
EDIT: I tried to log in right after this post and took the opportunity to get all of the error text for the D3D problem:
While Loading the Mechbay after opening client
Fatal Error
Present returned status DXGI_ERROR_DEVICE_REMOVED this can happen for a
number of reasons:
*The underlying hardware is unstable(check voltages etc.)
*The display driver encountered a bad state (ensure drivers are up to date with
latest fixes)
*The game issued a bad D3D command causing the driver to enter a bad state
(log an issue stating the exact steps that resulted in this error occuring)
For more information please refer to the games knowledge base
*Client closes upon clicking "ok"*
and
X CryEngine Error
FRead did not read expected number of byte from file, only 128 of 0 bytes read
*Client Closes*
Thanks again and good luck,
Fractals
Edited by Fractals, 18 February 2015 - 02:02 PM.
#196
Posted 18 February 2015 - 02:00 PM
Edited by Stingray1234, 18 February 2015 - 02:02 PM.
#197
Posted 18 February 2015 - 02:05 PM
QUESTION:
So I was happy to see that in the audio options we now have a option to select what audio devices are used. But then after changing them I realized that it only lets you select the voip sound devices and the game just uses the windows default device. I would really like to be able to select the voip devices AND the game sound device seperately and not have to use the default windows device for the game. Will we ever have this option in the game UI?
Something like
Windows default set to line 1
Game - line 2
voip - line 3
Other question:
Could we get a option for a hotkey for turning VOIP on and off. I'm not talking about push to talk but a toggle for hearing the other players on VOIP. We have this in the options but it would be nice if we could just hit a button during the game to turn it off or on.
#198
Posted 18 February 2015 - 02:15 PM
Don't care about their tabletop Battletech knowledge. We have enough armchair tabletoppers here.
Someone with a knowledge of and respect for the MechWarrior videogame lineage and what makes a great MW game (hint: it's not forcing MWO to align it to the Battletech rules that are intended for a turn-based tabletop game, despite what some of the squeakiest wheels around here might say).
Edited by jay35, 18 February 2015 - 02:27 PM.
#199
Posted 18 February 2015 - 02:35 PM
Stingray1234, on 18 February 2015 - 02:00 PM, said:
The thing that confirmed to me that it was an Executioner is the Gauss hand; the prime carries a gauss arm and the silhouette has the signature MWO triangle barrel gauss, which is a weapon I don't think the Mauler carries by default.
#200
Posted 18 February 2015 - 02:40 PM
Will the new faction chat feature be available while we are waiting in a queue ( being at the lobby ) ?
Edited by McHoshi, 18 February 2015 - 02:42 PM.
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