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Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive Availalbe Now


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#181 Tarogato

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Posted 14 April 2015 - 11:47 AM

View PostBrimbooze, on 13 April 2015 - 06:02 PM, said:

Will update with questions when I have a chance

EDIT NOTE * Is anyone else wondering what mech that is in the picture?


It's an Urbie. Rotated 90°. =P

#182 Timuroslav

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Posted 14 April 2015 - 11:53 AM

When do you think the Europeans can obtain their own server? So many of them play it seems hardly fair during their own peak hours of game time.

#183 imadoctor009

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Posted 14 April 2015 - 11:58 AM

Is it possible to give the firestarters flamer quirks, I believe based on lore they deserve some. Also, speaking of flamers, though I know they are probably put on the backburner atm (pun totally intended), but has there been any plans to ajdust/balance flamers but it just hasn't been prioritized yet or were they just going to be left as is?

#184 Hearseguy

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Posted 14 April 2015 - 12:13 PM

Flamers?

#185 GrisGris

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Posted 14 April 2015 - 12:15 PM

Dear Russ,

Will you ever add mech bays and MC to the gift shop so we can give you more money?

#186 Cion

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Posted 14 April 2015 - 12:21 PM

How is the tutorial coming? (new player experience)

Possibility of multi map CW drops with same 4 mech dropship?

Explanation: for example, you prep your dropship like you do now. You begin in a non CW map on conquest. Once that is completed you go to CW assault map. Both maps share THE SAME 4 mech dropship, so you may be starting map 2 with anywhere from 1-4 mechs left.

#187 Gas Guzzler

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Posted 14 April 2015 - 12:21 PM

View PostHearseguy, on 14 April 2015 - 12:13 PM, said:

Flamers?


Some weapons just will never be as useful as others... keep that in mind.

#188 StalaggtIKE

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Posted 14 April 2015 - 12:28 PM

What would it take to make big successful units become loyalist instead of boat jumping mercs?

#189 Hearseguy

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Posted 14 April 2015 - 12:57 PM

View PostGas Guzzler, on 14 April 2015 - 12:21 PM, said:


Some weapons just will never be as useful as others... keep that in mind.



Soooooo flamers?

#190 Kyle Wright

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Posted 14 April 2015 - 12:59 PM

Just had some questions regarding CW. As a veteran player that finally has hit his burnout point after 2.5 years and found CW to be about the same as the normal queue. Pick any or all questions to answer that you like.
- what changes are in the works to make CW more dynamic?
- Have you thought to allow units to run attacks behind enemy lines using their unit coffers for covert transport?
- Any word on unit coffer use in general?

- Any plans to give more incentive for people to take mechs other than heavies in CW? Lore always made it sound like Heavy to Assault mechs are rare.

- Any idea on incentives to have people in say assault mechs spend more time defending objectives or incentive for people to actually assault enemy positions?

- Incentives to have smaller groups of players to attack enemy objectives instead of the zero rush stuff?

Many more questions I'm sure.

#191 Dawnstealer

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Posted 14 April 2015 - 01:02 PM

View PostGas Guzzler, on 14 April 2015 - 12:21 PM, said:


Some weapons just will never be as useful as others... keep that in mind.

It's true, but if I use a flamer, I'm far more likely to overheat than my target. If I'm using more than one, I definitely will, and quickly. That's a problem.

#192 Gorgo7

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Posted 14 April 2015 - 01:03 PM

Any thoughts on Unit coffers regarding dropships and range?
I am of the opinion that Units should require a dropship and that it should be able to transport Mechs a given distance in order to defend or attack a planet.
A radius if you will.
If the fighting is non-existent or perhaps a big push is going on elsewhere I envision the drop ship being able to move as fast as it could normally attack.
Say once per day.
At that point the unit could attack or defend any planet around it for that given radius.
This would mean real travel time from one side of the boarder to the other. It would also mean that large units could effectively (or be forced to due to travel constraints) divide and take different drop ships to different locations.
Indeed, this would make deep territorial strikes possible behind enemy lines.

What do you say?

Gorgo7

#193 aniviron

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Posted 14 April 2015 - 01:07 PM

View PostRebas Kradd, on 14 April 2015 - 06:17 AM, said:



That's not really an answer to the question I asked, though. What Russ initially pitched was a checkbox or something for a private lobby that would revert all mechs in the lobby to stock on dropping; and that was the question I asked about, not a stock queue, which is obviously unrealistic.

#194 Gas Guzzler

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Posted 14 April 2015 - 01:07 PM

View PostDawnstealer, on 14 April 2015 - 01:02 PM, said:

It's true, but if I use a flamer, I'm far more likely to overheat than my target. If I'm using more than one, I definitely will, and quickly. That's a problem.


Fair enough.

#195 Hearseguy

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Posted 14 April 2015 - 01:23 PM

View PostGas Guzzler, on 14 April 2015 - 01:07 PM, said:


Fair enough.



Yay flamers!

#196 Mcgral18

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Posted 14 April 2015 - 01:26 PM

Q: Is the issue with small engines on mechs ever going to be addressed?
The lack of 10 TrueDubs for sub 250 rated engines.
Wall of text describing the issue:

Mechs such as the Mist Lynx, Cute Fox, Adder, Locust, Commando and Urbanmech are most affected, with the Blackjack/Vindicator and Cheetah to a lesser degree.

The issue is the TrueDub Heatsink (2.0 heat capacity and 0.2 heat dissipation per heatsink) and PoorDub(1.4 heat cap, 0.14 heat dissipation) and how they interact with low engine mechs.
Only 250+ rated engines come with 10 TrueDubs, while the lower engines, such as the 175-195 gap, require externally mounted PoorDubs.
In the 175 case, it requires 3 externally mounted, which means it loses 3 TrueDubs, replaced by PoorDubs.

At a glance, that's 1.8 heat capacity and 0.18 heat dissipation (nearly a TrueDub in itself).
When you factor the 20% heat cap and 15% heat dissipation efficiencies, that number grows to 2.16 heat capacity and 0.27 dissipation.

So, the Mist Lynx would require an additional 2 tons of PoorDubs to match the 10 TrueDubs of the Firestarter, for example. That's on top of the already pitiful pod space.


It's mainly poor robots that are affected by this, aside from the upcoming Hankyu (who has 9 TrueDubs). It would be a nice enough buff to them, if you could fix this less than 10 TrueDub issue.

Edited by Mcgral18, 14 April 2015 - 11:24 PM.


#197 Goose

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Posted 14 April 2015 - 01:35 PM

I forget why we wound up with turrets in assault (Lights before quad-threes were OP? So Teh SMRT could fall back and recover?) but I keep thinking it'd be more interesting if they where hovercraft instead.

I say hovers 'casue I think it'd be easier to write the AI for, as they don't care about water the way other tanks would.

(Saladin OP: NeRF PLZ)

#198 Aylward

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Posted 14 April 2015 - 01:49 PM

1st question: Has any consideration been given at all to abandoning the Cease fire cycles and changing it so that when a planet reaches 100% it flips then and there, is unattackable for at least a day or two, and another planet is selected right then and there and combat continues ?? Add more zones to the planets if you want, but if a planet hasn't reached 100% it doesn't turn, and stopping combat on the whole map 3x a day and segregating the community into these 3 separate zones/shifts isn't necessary. Sure, planets might change faster (then again they might not since 53% wouldn't win you a planet), but logistics should level that out once brought online, and there is no shortage of planets out there... Would be a great thing to test before the next reset even. Learn from the numerous planetary combat systems in the past that have done this already.

2nd question (with some follow-ups): When can we hope to see working logistics in CW, and to what extent are you planning to implement ? Will we be producing and transporting mechs to designated planets ?? If so, Will this signal an end to the infamous "Selection Algorithm" and the transition to some sort of faction based selection for targets ??

3rd Question: Many pilots are avoiding CW because they can make more money in the public queues, and the wait times are extreme, to name just a couple reasons... What are you planning to do to mitigate this and bring more pilots to CW ??

#199 Mcgral18

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Posted 14 April 2015 - 01:50 PM

Q: Are quirks the only thing that will be used to help the bad Clan mechs?



The unlocking of Endo (even if for certain chassis) is one step, or the replacing of Ferro for Endo (which is always better) to give it an extra ton, or 4.

The relaxing of hardlocked equipment is also a viable option. The Mist Lynx would gain a ton from the AP (or up to 4 tons for JJs as well) while the Adder would only a half ton flamer of weight, the addition of a 5th high mounted E hardpoint is a gigantic buff in itself.


To be quite honest, the TT construction is what ruins most of these robots.

Let's take Mr Gargles as an example: The 400XL was the only step up from a XL320 (which the Victor mounts) since it has to be a difference of 80.
In MWO, a XL375 is perfectly feasible...and that alone saves 7 tons, while now moving 83.5Kph instead of 89Kph.

Add Endo, and suddenly you have an 80 ton Clan mech with 16 heatsinks moving 83.5 Kph with 31 tons of pod space.
That's as opposed to a 80 ton Clan mech moving 89 Kph with 20 tons of pod space...


Quirks really won't save that, unless it's to the degree of 30% for feasible weapon systems. 8% missile spread is worthless if you only have 2 missile hardpoints.


Mist Lynx:
This one can easily follow TT construction, and be considerably better in MWO. Remove 2 tons of hardwired equipment, max armour, upgrade engine to a 250XL.

This means 10 TrueDubs, moving 178 Kph with 4 tons remaining and 4 JJs.
As opposed to 7 TrueDubs moving 124 with 6 tons and 4 JJs.

If that's too fast, it could also do a 225XL for 166 KPh with 6 tons of pod space (LOL, the same it has now) and 4 JJs.


Those two robots are ruined by construction more than anything. Are quirks the only thing going to be done to help them?

Important parts highlighted, the rest is information.

#200 Peiper

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Posted 14 April 2015 - 01:51 PM

Can we get rid of the IS drives IS mechs and Clan drives Clan mechs restriction for CW? Many in my unit bought multiple packages, only to find out that if we took a permanent contract, as planned for years, that we couldn't pilot half of our mechs in CW. This is not fair, and tore my unit apart.

As an alternative, what about salvage rights, whereby every 5 levels of loyalty you get in a faction, you can put ANY mech in a dropship slot, so at level 20, you can take any mech in any dropship slot? This will create more incentive for long term faction loyalty to counteract all the perks you currently get for jumping ship every week or two. Migrating mercs rule the day in community warfare when the SHOULD be a minority of players/units in the game. It also puts the community in community warfare, where the factions get stronger and more bonded together. You can also stop having to worry about balancing out clan and IS mechs, which is just silly.

LOL, page 11. No one reads this far. :D

Edited by Peiper, 14 April 2015 - 01:52 PM.






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