Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive Availalbe Now
#101
Posted 13 April 2015 - 06:48 PM
Are there still plans to make the cockpit monitors function as they were intended in 2012? They're still being put into 'mechs and some are even semi functional.
Are the Invasion(I) and Resistance® variants getting faction camo with the 21st patch?
And are Masakari Pack owners still getting clan faction camos unlocked on their wave 1 'mechs as someone (may have been Russ? I'm not sure) has stated in the past?
#102
Posted 13 April 2015 - 06:49 PM
BTW, The mech in the first image...It's a sideways Urbie...
Edited by KreepyKrawly, 13 April 2015 - 06:52 PM.
#103
Posted 13 April 2015 - 06:52 PM
Command Console/Targeting Computer and JJ returns for investment. The CC is too weak to be useful. It needs buffing. Not sure what, maybe target acquisition/retention/scan range/etc, maybe free seismic or module slot expansion. Targeting computer needs restructuring to incentivise at least some use of the heavier ones. The main problem is that it STARTS with 1 ton and crit with 7.5% benefit, but then scales up to 7 tons and crits but is only twice as effective as the TC 1. The TC1 is clearly providing too much oomph for the buck, comparatively at least. The scaling should go 2%-4%-6%-8%-10%-12%-14% for TC's 1-7 respectively, maybe even a slight gaining returns to reflect the huge investment a SEVEN TON ITEM THAT DOES NOTHING BUT SLIGHTLY IMPROVE (SOME) WEAPONS! In the same vein, JJ's... 1 JJ gives you the ability to hurdle the small obstacles that make getting around painful. 2 JJ's... barely any more than that. 2 JJ's need to double the vertical performance, currently they kind of lump you a little bit higher in the air. This is especially true with heavy/assault chassis, but even mediums get a heavy handed approach on the 55 tonners.
#104
Posted 13 April 2015 - 07:05 PM
I am aware through the NGNG podcast that the Flamer was getting visual adjustments to prevent "flamer blindness" before the reengineering was completed. If there's no timetable on the complete reengineering, can we get an update on how the visual improvement is coming along? Thank you.
#105
Posted 13 April 2015 - 07:13 PM
#107
Posted 13 April 2015 - 07:45 PM
2)I know that you have mentioned wanting to include melee style combat into MWO but are there any plans or ideas for that in the works? It would bring some further advantages to 'mechs that need it like the Banshee.
3)Could we see some of the more interesting features of battlemechs become features such as ammo ejection or 360 degree/rear view screen even if they are modules?
P.S. This is my third time asking these questions, third time's the charm, right?
#108
Posted 13 April 2015 - 07:48 PM
#109
Posted 13 April 2015 - 07:49 PM
Lyoto Machida, on 13 April 2015 - 07:23 PM, said:
Whether you believe it or not it's actually the former, and not the latter. People have been asking for a stock game mode for quite a while. Unfortunately it's popular enough that, when included with the options for people to select the match types (between assault, conquest, and skirmish) . . . you'd have the player base scattered all over the place.
It's already hard enough for the matchmaker to do its job with the restrictions we, as players, can place on it. That'd just make it so much worse . . . and people complain about stomps now.
EDIT: Also, in a public queue with clan mechs they'd utterly obliterate any stock IS mech that didn't have double heat sinks . . . and they'd still obliterate most of those, because most clan mechs have more optimized stock loadouts over stock IS mechs.
Edited by Sereglach, 13 April 2015 - 07:51 PM.
#110
Posted 13 April 2015 - 07:51 PM
Sereglach, on 13 April 2015 - 07:49 PM, said:
It's already hard enough for the matchmaker to do its job with the restrictions we, as players, can place on it. That'd just make it so much worse . . . and people complain about stomps now.
And wait times.
Stock mode will be an awesome thing to debut with the Steam release, though.
Edited by Rebas Kradd, 13 April 2015 - 07:51 PM.
#111
Posted 13 April 2015 - 08:20 PM
#112
Posted 13 April 2015 - 08:42 PM
Having immediate feedback on damage taken would be greatly beneficial to the competitive nature of this game.
#113
Posted 13 April 2015 - 08:52 PM
#114
Posted 13 April 2015 - 09:33 PM
And no, I dont care about the converting to GXP.
#115
Posted 13 April 2015 - 09:45 PM
#116
Posted 13 April 2015 - 10:00 PM
When VOIP was added a option to pick which sound device was used for input/output of voip was added. But there is no way to pick what device handles the output for the game itself. Will this be option ever be added in?
Edited by dario03, 13 April 2015 - 10:01 PM.
#117
Posted 13 April 2015 - 10:09 PM
Edited by Magic Murder Bag, 13 April 2015 - 10:10 PM.
#118
Posted 13 April 2015 - 10:17 PM
1. Will realized the need to capture the generator in CW, instead of destruction? This will reduce the complaints of players on rushgen. Attackers cap, the defenders back (as in the Conquest mode). If all the defenders destroyed - the match is over and once the generator is captured.
2. Can we get VoIP for the LFG rooms? And also for CW, while waiting for the match?
+ faction chat too.
3. Spawncamping problem: Is it possible to make the defenders spawn in mech bays protected by walls.
4.
Quote
LFG:
We need comments to the group, and the opportunity to see a list of players in the group before join it.
Thanks!
If everything is solved I will be happy forever)
Edited by Volkodav, 13 April 2015 - 10:32 PM.
#120
Posted 13 April 2015 - 10:49 PM
So I'll just name some suggestions.
To increase the playerbase, I think a Co-Op Mode vs the AI would be really helpful.
Also increasing the amount of C-Bills received per match would help to have MWO feel less grindy,
And please delay the Steam release for a while, as a bad Steam release could hurt this game.
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