Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive Availalbe Now
#121
Posted 13 April 2015 - 10:50 PM
Russ, when are you guys going to do something about:
1) HSR
2) Poor hitreg
3) Phantom Damage (damage going wide and then registering with no sound or warnings)
4) Damage migration
5) Invisible terrain hitboxes
QUESTION2: When are we going to get collisions back?... They've been gone since closed-beta... its taking longer than CW to get re-released
QUESTON3: When can we expect further HUD/Scaleform and map optimisations to improve FPS?
#122
Posted 13 April 2015 - 11:01 PM
Also, why isn't the Blazer in the game yet? It could be introduced through ZEU-6Y, just saying...
Edited by Danielio97, 14 April 2015 - 01:11 AM.
#123
Posted 13 April 2015 - 11:05 PM
2. You said awhile ago that you could put separate weight restrictions on your CW planets, ever thought of putting a separate drop weight limit on some of the planets to add more flavor to CW? Something like a 100 - 150 or 150 - 300 drop weight limit. Also have you considered reducing the drop weight for attackers by like 20 tons for some of the core planets around a houses capital?
#124
Posted 13 April 2015 - 11:29 PM
There is one in the Camo, that allows you to get back to the original colors, but I also want one that allows me to get back to the original equipment and upgrades !
I want a URBANMECH IIc !
Will PGI release IIC mechs as a HERO mech which can be unlocked with 2 normal IS variants or will you make 3 variants for clans only ?
Beside the Urbanmech, the Highlander, Orion and Hunchback IIc variants would make a nice Solahmna pack of 4 hero mechs
BerserX, on 13 April 2015 - 08:20 PM, said:
12v10 and 8v5 or 16v15 modes for CW would be GREAT !
In addition it should be only possible to participate in 4 or 5 player groups to avoid these anoing stomps by 12 man group versus 12 PUG players !
No solo players should be allowed in CW, they should use a UNIT or at least a 4 or 5 man group to organice themself !
Will9761, on 13 April 2015 - 09:40 PM, said:
...
Especially the reintroduction of Clan Loyalist and Mercenaries factions !
Mercenaries should be able to get contracts from IS factions ONLY
and Clan Loyalist should be able to get contracts from Clan factions
ArmyOfWon, on 13 April 2015 - 04:52 PM, said:
At the very least could a audible PING/ dialogue box pop up and say "Hey! We're all waiting on you!"
As soon as you are member of a group, it should be possivle to use IN GAME voice chat !
Skyrider1746, on 13 April 2015 - 05:11 PM, said:
When will collisions be reimplemented? Also when they do come can we see Death From Above?
It is silly that you currently can JUMP ON A MECH AND RIDE IT !
At least the mech which jumped on another mech should fall down and take damage ...
Edited by M E X, 14 April 2015 - 12:10 AM.
#125
Posted 13 April 2015 - 11:47 PM
Whats the state and possible eta of player submitted decals?
Question 2:
Hitreg, are there any patterns why and when it appears to be bad?
Is it netcode? the players location and traffic by their routing?
Is it the current core the match is calculated on?
Hitreg seems to differ so much from match to match, someting rather decicated seems to happen here.
Question 3:
Steam Release, any more specific planned times when this will be happen? Is the goal still before Summersale, or will it be past it?
#126
Posted 13 April 2015 - 11:53 PM
Are you guys going to stick with the current lore-breaking scheme of mercenaries, where any and all units can swap sides from IS to Clan and vice versa? (Yes, certainly there were singular examples like this)
Seems that this reduces Clan-IS conflict more to case of "who's got most/best mercs", is mwo really all about the mercs?
Why do we bother with IS map then, just draw a "random" border where mercs can duke it out but don't call it IS vs Clan conflict, I'd imagine this might even enable better mercenary experience for the participating units.
#127
Posted 14 April 2015 - 12:09 AM
Any plans to improve Class I JJs? Currently they give 50 thrust for 2 tons, compared to Class II giving 68 for 1 ton. Highlander poptarts are really not coming back, the game has moved on, and as it stands Class I JJs are a pretty ridiculous use of tonnage. As it stands a Timberwolf with 2 tons of JJs will jump just as well or better than the Gladiator with 8 tons spent on JJs.
Are there any plans to revisit the initial CW maps, sulphur specifically, with a view to moving the spawns to make spawn camping by the attackers happen less often?
Are there any plans to make generator rushing in CW less of a valid tactic? It’s not fun for the attackers to just run past enemies and shoot buildings, and it’s not fun for the defenders to shoot mechs that are not trying to shoot back, regardless of who wins out. Any comment on the suggestion to fix this of swapping the destructible O-Gens for conquest style cap points which must be held for Omega to be vulnerable?
#128
Posted 14 April 2015 - 12:14 AM
#129
Posted 14 April 2015 - 12:28 AM
2. When will it be possible to aply the faction camo patterns on the special Invasion and resistance variants?
Edited by ASHTAR0N, 14 April 2015 - 01:05 AM.
#130
Posted 14 April 2015 - 12:42 AM
Maybe also in solo que for gamers under 100 matches or so?
That could be nicer for new levels players
Any plans regarding DX12?
Should help loads for everyone, though especially low and mid end rigs
Even AMD users who always have seemed to have the most trouble
Saw the 4k texture thread, maybe upping the textures?
Artist working with high red anyway
The corresponding thread said something about PGI being concerned about install size?
Maybe letting me download additional texture pack if I'm so inclined?
Also nicer textures are the easiest way to increase optics, again I'm sure the artists work at high res anyway
#131
Posted 14 April 2015 - 12:42 AM
1. Are there any plans/hope of selling real life figures of the in game mechs? or if there will be licencing issues with those, real life standing cockpit items. I would love to drink my morning coffee from a faction mug, drinking my beer (while playing MWO) from a MWO stein (or Urbie stein) and I would love to have that Top hat Urbie on my desk.
2. Are there plans of fixing the FPS drop issue when using thermal vision (specially when LRMs start flying)?
3. Would it be possible to have modules and engines (XL at least) be available for MC?
Edited by Eagle01, 14 April 2015 - 01:02 AM.
#132
Posted 14 April 2015 - 12:46 AM
#133
Posted 14 April 2015 - 01:01 AM
#134
Posted 14 April 2015 - 01:04 AM
2. Will we be able to switch the Clan LBX20/10/etc. between shotgun and slug firing modes anytime soon?
3. Any chance of putting versions of the CW maps into the PUG rotation? Or any new PUG maps in the works?
Thanks for a great game.
#135
Posted 14 April 2015 - 01:28 AM
animation fixes?
please?
any info at all?
#136
Posted 14 April 2015 - 01:34 AM
- are you testing the fixed heat cap (like 30 which has been discussed on forums by players)? this could lead to lower alphas and potentially removing ghost heat entirely
- what about all dhs having same dissipation (for example, 0.17)? the 0.2 engine dhs and 0.14 external dhs make the low hs builds way too powerful compared to those who try to go for heatsinks and sustained damage
- do you have plans to incorporate flamer into gameplay at any point?
clan mechs are half stock, which is the reason why many of them are considered not so good, because you cannot adapt them to the gameplay in mwo (lore is secondary), any plans on clan balance? :
- removing the fixed equipment like heatsinks and jumpjets (maybe even engines, but probably not needed)?
- allowing to add/remove upgrades in fixed slots? endo and ferro have fixed slots, but you can choose to use it or not (for a price), suddenly all clans are useful and can be handled as a whole (balance all clan weapons, not single mech quirks)
- clans may need the heat on lasers go up a bit to not boat them
- why is clan narc 600m and IS narc only 450m? please choose one value, or give IS narc bonus like longer duration
- any plans on removing the gobal ecm mode? it just breaks mechs
- do you plan to make maps with diverse objectives and open maps with cover and lots of different routes and flanking possibilites similar to normal? judging by recent maps, there will be no interest in cw soon
- would you look at player designed maps? provide us some food for discussion, what are your expectations, and it will grow
thank you for running the town hall
Edited by happy mech, 14 April 2015 - 01:35 AM.
#137
Posted 14 April 2015 - 02:01 AM
1. When or are your ever going to fix the mechanics around ecm?
The broken mechanics aren't as glaring in standard drops as community warfare where you see teams and stacks of 4-5+ ecm per drop cycle, but once you see them it's terrible for your end game balance.
I see this as especially important if you are still considering a steam release of this this game.
2. Why haven't you implemented anything but assault mode? There are so many ideas to pull from prior very successful MW games that would translate very well into this one (especially CW) as far as objectives to compete for that it just seems pretty shortsighted to make these huge maps and use 1/10th of them for the actual game play. It also seems like that if you are only going to have the game played out on such a small portion of the maps you are WASTING a lot of time and man hours by producing such large maps in the first place - and the maps aren't really even that large in comparison to a good large map like Alpine, just a ton of wasted space.
#138
Posted 14 April 2015 - 02:13 AM
Second question: since the quirks balanced the IS mechs so far, will you plan to unlock the fixed jjs off the clan mechs for example? Or scale down the heat of ermls?
#139
Posted 14 April 2015 - 02:16 AM
How is the 250 tonnage change to the Inner sphere affecting clan vs inner sphere battles and how can it affect the games balance when tonnage limiting mech choice wasn't a factor in balancing combat before it was introduced?
I ask this because mechs get to have more hit points and tons to equip more firepower every 5 tons higher they are in each weight class. Community Warfare started out with everyone only able to use 240 tonnage which is everyone having equal tonnage to use making the increase in hit points and tonnage to firepower gain equal as well. Except for the clan mech's weapon tonnage to firepower compared to Inner sphere weapons but the inner sphere are able to compensate by down grading their engine while clans can't do so.
When the tonnage buff was given to the Inner sphere in community warfare this striked me as a odd way to balance Clan mechs vs Inner Sphere mechs because the non-community warfare game modes are not affected by tonnage limits. In those game modes everyone is able to bring the max tonned mech of each weight class without anything limiting it. Both community warfare and the non-community warfare game modes use the same mechs and weapons. When a balance change is done to clans vs inner sphere from stats taken from none community warfare game modes it will affect the balance of community warfare as well while Community Warfare already is balancing clans vs inner sphere it's own way with a tonnage change.
Edited by ArchSight, 14 April 2015 - 04:48 AM.
#140
Posted 14 April 2015 - 02:21 AM
2. While it makes sense that Hero mechs can't change their camo pattern, is there any reason why you don't allow special edition mechs, such as the Phoenix mechs, to change their camo pattern? I find that I avoid spending money on camo patterns because I have a collection special edition mechs that I can't change the camo pattern.
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