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


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#201 pbiggz

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Posted 14 April 2015 - 01:54 PM

Question 1: When can we expect to see more weapons (IS ER smalls/mediums, IS SSRM 4s and 6s, IS LBX 2, 5, 20, IS ultra 2, 10, 20, Light autocannons (great for light mechs), MRMs, ATMs, and light PPCs).

Question 2: When can we expect more equipment: Light fusion engines (IS engines, way 75% of standard engine weight but you can lose a torso like a clan XL), hardened armor, blue shields, etc.

Lastly, and most important
Question 3: Have you given thought to a weapons convergence system in place of heat scale? Perhaps like the one below?

Posted Image

Edited by pbiggz, 14 April 2015 - 01:54 PM.


#202 oktocat

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Posted 14 April 2015 - 01:55 PM

Please,

When is the next mech pack or mech release going to occur? Also, any new weapons, like TSEMPs, even if they are out of timeline?
Thanks!

Edit: Just realized that the post above asked the same thing about weapons

Edited by oktocat, 14 April 2015 - 01:56 PM.


#203 One of Little Harmony

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Posted 14 April 2015 - 02:28 PM

I'm too late to get in I bet but:

For those of us with 150+ mechbays, will there ever be a way to remove all modules and cockpit items from all mechs in one action? If not, can you add an indicator in the mechbay select screen that shows if a mech has a non-consumable module equipped?

Edited by One of Little Harmony, 14 April 2015 - 02:28 PM.


#204 Dirk Le Daring

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Posted 14 April 2015 - 03:00 PM

What is happening with Wolfs Dragoons ? Any info at all ?

Some time ago, it was mentioned that as a reward for achieving top rank in all Houses, a player could become a Dragoon. Still on the cards or scrapped idea ?

#205 Ironwolf67

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Posted 14 April 2015 - 03:23 PM

View PostOne of Little Harmony, on 14 April 2015 - 02:28 PM, said:

I'm too late to get in I bet but:

For those of us with 150+ mechbays, will there ever be a way to remove all modules and cockpit items from all mechs in one action? If not, can you add an indicator in the mechbay select screen that shows if a mech has a non-consumable module equipped?


That would be nice. I have spent the better part of an hour looking for a specific module and I only have about 40 bays.

#206 Deux

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Posted 14 April 2015 - 03:39 PM

Have you ever considered getting rid of pin point firing and going with a more Cone fire approach? might see less ppl just running dual ac20 or gauss and maybe running more weapons to increase damage potentials?

#207 RazorbeastFXK3

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Posted 14 April 2015 - 03:50 PM

I don't know.. I find the Flamer to be quite useful to heat things up for the enemy when in close combat.

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.

Some players believe chainfiring Flamers is a good idea to keep you from overheating but doing that defeats the purpose of the Flamer.

I've ran with a Firestarter equipped with Flamer x8 and never overheated even in Terra Therma and Tourmaline. (I was mindful of my heat so I wouldn't shutdown but my opponents had a rough time keeping their cool)

But yeah.. it would be nice if they didn't cap at 90%.. maybe raise the cap to 95% so they suffer damage a little more? But then we'd have to worry about falling in the lava and blowing up that much faster too so.. *shrug* Double-edged sword anyone?

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.


#208 Don Ino

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Posted 14 April 2015 - 05:05 PM

Talk about the steam release. What features will you include now that you can integrate with the steam api?

#209 Wing 0

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Posted 14 April 2015 - 06:24 PM

As long as Question's 1 and 2 are something Russ can answer that would make me satisfied. im sure he answer the rest very quickly with a Yes or No

1. The Current Host State Rewind. Question: Is there going to be something done about fixing it? Many West Coast players including Oceanic players have been encountering this issue for sometime now.

2. Hit indicator. Last town hall meeting, it was seen on document but there was no answer about
it.
Question: Will this game have a better hit indicator system than what we have and if so, will it also includes some clicky sound byte as an option for players? (hint) "Less HSR issues for players".

3. Since the Game Engine itself is not proving to be any good in optimization and the server itself having to be easy in Rubberbanding: (note) This is only regarding of possible fix solutions if PGI wants to try it or not.

Question: Will you be Nerfing the Speed Tweaks on the Light Mechs that are going above 140 KPH in order to not only improve FPS but lessen the rubberbanding?

Question: Will there be better FPS in the New Mech Lab U.I.

4. Mech quirks. long list so brace yourselves.

Question: Why did it take so long for clan mechs to have ANY Quirks at this point in time? the original deadline for THAT was January.

Question: Why were many clan mechs given poor quirks to begin with that cant match against I.S Mechs?

Question: We are still seeing certain Inner Sphere mechs withs major quirks still being heavily
abused on in CW Mode. Will not name them since its obvious. Will there be nerfs coming into play later on for those certain mechs?

Question: Since Ghost Heat for Inner Sphere Large Lasers was changed from 2 to 3, There had been serious abuse in the use of the Large Lasers and many people have now stopped playing CW Mode due to that abuse. Will there a change to fix or a nerf to that abuse?

Question: Will the following HERO mechs: The VND-1SIB and the SHD-GD get quirks that can match among their fellow Variants? These mechs are never seen on the battlefield.

Question: Will there be hit hox changes to mechs again very soon?

If someone already posted something to what I have here already, my apologies.

#210 El Bandito

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Posted 14 April 2015 - 06:50 PM

Can we have 8v8 for Solo-Q only? It has a lot of benefits such as better MM, better FPS, shorter TTK, and improved personal performance.

http://mwomercs.com/...ormance-issues/

Edited by El Bandito, 14 April 2015 - 06:51 PM.


#211 Galenthor Kerensky

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Posted 14 April 2015 - 07:06 PM

I will probably add more to this, but am rushed for time atm...

Question #1: regarding lrms, are you ever going to consider giving the IS what the clans currently have for missile dmg, and give the clans the full dmg regardless of range?


Question #2: are there any plans in the works for a more flexible module system, one that would allow the player to pull a module from a mech they aren't runnign atm to put it into the mech they are looking at running; as well, is there any chance of making it so that when you check on a particular module, that you could not only see how many you have of that one ( ie: advanced zoom ), you can also see which mechs they are on?


Question #3: in regards to the cbills in the unit coffers; has anything been figured out about what is going to happen to said monies?


Question #4: regarding group leadership; is there anything being considered about a better way to change leadership of a group without having the current group leader drop group and having to ask to be reinvited by the new leader?


Question #5: in the drop orders screen, is there going to be an option for giving the full one order without having ot reissue the same order once per lance? ( note: I haven't taken command of a drop group in quite a while so I don't know if this has been addressed or not )


Question #6: in regards to voicing complaints while in game, is it possible to quickly do it during a match that would flag everything done in the match for further investigation?

#212 Johnny Z

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Posted 14 April 2015 - 07:07 PM

When and how will the OP omni mechs be nerfed?

Whats in Phase 3??????

Why hasnt the warrior been put in Mechwarrior yet?

Who will be the trainer NPC in the "new player experience"?

Looking forward to some fresh info on upcoming game content.

Thanks for the podcasts or what ever they are. :)

#213 Freebrewer Bmore

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Posted 14 April 2015 - 07:13 PM

(1.) Have you considered a mini-campaign that combines a few standard gamemodes & maps as an additional CW match alternative to the Invasion & Counterattack gamemodes?

...Howabout a Skirmish followed by a Conquest and then Assault, with best-2-of-3 winning the overall CW match? Give us one 4-mech dropdeck to allocate as we choose amongst the 3 missions (any surviving mechs from a prior mission can be dropped into later missions, replenished with ammo but not repaired.)


(2.) Instead of using a flat tonnage quota, have you considered any system for dynamically weighting CW dropdeck allocations according to mech variant usage, to require greater mech diversity?

...It gets old when everyone and their mother is running Timber+3xCrow, or 2xStalker+2xFirestarter, etc. See for example Roland's dated but very (overly?) thorough exploration of this basically simple solution (which he unfortunately calls Battle Value even though it quite fortunately operates nothing like TT BV): http://mwomercs.com/...tlevalue-system .


(3.) Have you considered implementing any rewards for amount of damage sustained in a match, or amount of time spent targeted by or in LOS of the enemy?

...Tanking damage for your team and squirreling opponents are valuable contributions that could use some recognition. Even if the reward structure isn't altered, would it be possible to display this kind of information at end of match with the team scores, alongside damage dealt?

Edited by Freebrewer Bmore, 14 April 2015 - 07:27 PM.


#214 Andi Nagasia

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Posted 14 April 2015 - 07:31 PM

as many have asked before,

1) can we see Upgrades unlocked for Clan mechs, the Lesser Clan Mechs?
-as this change will only help those Lesser Clan mechs in need of this help,
-(Link and Break Down Here)

2) can we see Non-DHS equipment unlocked on Clan mechs, the lesser Clan Mechs?
-as this change will only Help those Lesser Clan Mechs in need of some more flexibility,
-(Link and Break Down Here)

3) new weapons, that exist in timeline that could help give us more options,
-such as MechMortars, Rifles, BLazers for the IS, ect,
-(Link and Break Down Here)

4) Clan-U-AC rework, Progress?

5) JumpJet rework, Progress?

6) TimeSkip thoughts, Progress?

7) capture and hold objectives in CW?

#215 Hoffenstein

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Posted 14 April 2015 - 08:01 PM

Any recent thoughts / plans on adding melee to the game?

Just an idea here, but how about having heavier defense or AI tanks/infantry defend areas when dropping in Community Warfare matches without an opponent?

Edited by Hoffenstein, 14 April 2015 - 08:31 PM.


#216 Alexi Davion

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Posted 14 April 2015 - 08:54 PM

1. When will we see a ThunderBolt Hero?
2. Will you be taking another look at the faction Warhorns. Davions in paticular?
3. Would love some PVE content. any Guess on when this may be implemented?

#217 ArchMage Sparrowhawk

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Posted 14 April 2015 - 09:34 PM

Will we see some evolution of the jump jet performance issue? Even using full jump jets on some of these mechs isn't nearly enough to even warrant having them. It's a non-feature if the game function has been reduced to almost uselessness for +70% of the mechs that use them.

If mitigating poptart behavior is the desired goal, there are other ways. Give the players some options and they might surprise you.

#218 The Great Unwashed

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Posted 14 April 2015 - 10:36 PM

1) Camo for invasion variants?

2) Upgrade Warhawk engine rating to XL350 + 4 internal DHS? (exchange endo for FF to absorb the weight increase) Release (some) of its fixed DHS for removal? The Warhawk was supposed to have the XL350 but purchasing accidentally ordered the XL340; please correct this administrative error.

3) Upgrade Adder engine rating to XL250? The fixed XLS210 engine + low-efficiency external DHS for the Adder weigh one ton less than the XL250 for the same heat efficiency and greatly improves speed. Upgrade of the year.

4) Make fixed DHS for <250 engine ratings for clan lights true DHS.

Edited by The Great Unwashed, 14 April 2015 - 10:36 PM.


#219 Reno Blade

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Posted 14 April 2015 - 10:52 PM

Regarding short TTK:
Do you consider to cap certain quirk types at 25 or 30% (combined. e.g. 15% ballistic + 15% AC20 = 30% max cap)

With all your data collected after each balance patch, do you consider boosting internal structure further to increase TTK (like double internals, but keep armor the same as of now) ?

All the quirks are very fun speeding up your rate of fire a lot (less heat, less cooldown) but at the same time the whole game feels more like chess where your position on the battlefield will decide your fate rather than your mech in most cases.
(some IS lights have a higher chance for surviving mistakes than other mechs, including assaults because of the speed)

The mechs don't feel huge and tanky (anymore) with all the alpha strikes.

#220 G SE7EN7

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Posted 14 April 2015 - 11:42 PM

Would PGI consider running a double CBill weekend instead of one of these every other weekend events. would be a great way to catch up on the grind whilst allowing everyone to focus on their team game. Even once a year would be awesome.





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