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


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#221 Nik Reaper

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Posted 15 April 2015 - 12:16 AM

Q:
1) How long in to the future should we expect 3058 tech , as there can be no true balance between Clan and IS with out IS Er medium laser

2) When does PGI expect that they will be able to devote time and personnel to AI work and be able to introduce some other PvE elements other than turrets

3) Did/Would PGI ever consider creating and managing a second "BT" based game, as that aprils fools day short video showing mech commander like gameplay with MWO assets and engine? As it would seem an natural extesion considering all assets are created and only require code work and a working AI, or would that require more Microsoft licence deals and if so could such a mode be enveloped under MWO frame work to avoid it.

4) Does PGI or would it support a vision of MWO that in at least one gamemode had a commander that played the game as a RTS and with his top down view could command Npc assets ( tenks, helicopters, turrets ) and issue orders to his teams mech players that played in regular first person.

5) Would PGI consider changing CS-Srm's 4 and 6 to fire a stream of missiles, like Lrms do, as they are the go to for medium drop decks and have no counter, as all equiped mechs carry Cap Ecm is not the solution and Ams is useless against one mechs fireing 5 ssrm6 much less against 3~5 , a stream of ssrms might be more manegable if several mechs being fired upon had 1 or more ams's equiped.

Edited by Nik Reaper, 15 April 2015 - 05:19 AM.


#222 The Great Unwashed

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Posted 15 April 2015 - 12:57 AM

View PostNik Reaper, on 15 April 2015 - 12:16 AM, said:

4) Does PGI or would it support a vision of MWO that in at least one gamemode had a commander that played the game as a RTS and with his top down view could command Npc assets ( tenks, helicopters, turrets ) and issue orders to his teams mech players that played in regular first person.


Add command mechs (special two seaters for the Atlas, Raven, Battlemaster etc..). Commander is player #13 in the command mech... At least one command mech must be alive in CW for the command functions.

#223 Drunk Canuck

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Posted 15 April 2015 - 02:45 AM

When is light/generator rushing in CW going to get addressed? This has been a problem for months and has been outright ignored.

#224 sabujo

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Posted 15 April 2015 - 03:23 AM

I am a bit concerned with the new player experience and how it contributes to new player retention. One thing that really bugs me out is the Wepons Module facet of the game. I rarely took the shortcut of GXP conversion, and while I almost always had Premium Time active, it took an outrageous ammount of time to unlock every single Weapon Module.

It's a daunting task. And I am not even touching the task of collection c-bills necessary for all of them. I think this grind is completely unecessary and might frighten the new user.

Questions: What do you think about cutting down most weapon modules, narrowing them to weapon-type modules?
For instance, all LRM modules converge to only four: IS LRM Cooldown, IS LRM Range, Clan LRM Cooldown, Clan LRM Range. This would apply to ACs, PPCs/ER-PPC, SRM, Laser, Pulse Lasers.

#225 Tvrdoglavi

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Posted 15 April 2015 - 03:42 AM

View Postsabujo, on 15 April 2015 - 03:23 AM, said:

I am a bit concerned with the new player experience and how it contributes to new player retention. One thing that really bugs me out is the Wepons Module facet of the game. I rarely took the shortcut of GXP conversion, and while I almost always had Premium Time active, it took an outrageous ammount of time to unlock every single Weapon Module.

It's a daunting task. And I am not even touching the task of collection c-bills necessary for all of them. I think this grind is completely unecessary and might frighten the new user.

Questions: What do you think about cutting down most weapon modules, narrowing them to weapon-type modules?
For instance, all LRM modules converge to only four: IS LRM Cooldown, IS LRM Range, Clan LRM Cooldown, Clan LRM Range. This would apply to ACs, PPCs/ER-PPC, SRM, Laser, Pulse Lasers.
I've been playing for a couple of years now and still don't have all weapon modules unlocked. I don't think that this is a concern for new players since they don't have access to enough mechs to need all the modules.But giving trial mechs a full module complement would be something that could be considered.

#226 Kh0rn

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Posted 15 April 2015 - 04:49 AM

I'v never had my questions answered but I hope too atleast this time hear from the man himself here are the questions I would like too ask him.

1: Last time we heard about the improvement in graphics is there ever a chance soon we will see the same quality of graphics as we did in closed beta before the change. Other little things like the good old popcorn ammo explosion effect as it rocked around your mech. And of course those awesome corkscrewing missile effects.

2: The introduction of a stock closer too TT mode: There is a large portion of players who would love a closer too TT game mode based on stock is there any chance this could be possible in the near future.

3: Could we see a improvement in some new sound effects. Sound effects are important as they make you feel what you are seeing. Like perhaps heavier foot steps for larger mechs , throttling up and down sounds like mektek packs added where you can here the engine rev up. Improved impact sounds of weapons striking the target too give a good sense of impact and feel too say hitting a mech with a AC 20.

4: Will there every be a chance of the return of refit and rearm for battle mechs. In the future.

5: A very important question about convergence and moving away from a twitch based shooter too having a small time for weapons too Aline and covert too the range before accurate fire can be achieved. this further goes into more immersion such as head bobble like in the trailer, active passive radars and ofc jump jets that actually jump instead of hover around. etc

And lastly when C3 arrives will the radar system have too be changed too that of MWLL where only data can be transmitted if the battled mech has C3.

my personal question : will we ever see the return of the awesome glowing Atlas eyes :D

Thank you I hope some of these can be answered this time maybe I will get lucky.

Edited by Kh0rn, 15 April 2015 - 07:44 AM.


#227 jay35

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Posted 15 April 2015 - 07:15 AM

Why not tons of warhorns for sale already? Duncan Fisher warhorns, theB33f warhorns, custom user-created warhorns (or at least bitchin' betty startup sequence replacements since only the user hears that), bagpipes warhorn, la cucaracha warhorn, sinewave bass drop warhorn, etc. So much easy revenue potential missed. :)

p.s., the "pew pew" lasers mod was hilarious. stuff like that happens because there's not a lot of creativity with the audio in this game. Many of the existing warhorns are meh. some of the weapon sounds are meh. So players naturally want to expand those areas creatively. let's get someone who's passionate about sound involved in this product and start turning out warhorns and sound replacement packs for sale with MC or for $1 in the store or something.

#228 Jedi DB Knight

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Posted 15 April 2015 - 07:38 AM

I would like to know if there will be special ammunition from the Battletech-Universe e. g. Inferno-ammunition for SRMs and S-SRMs which burn for several seconds and while doing so rises the heat of a Battlemech but in turn do less to no damage then standard SRMs / S-SRMs?
The other item is smoke which blocks the contact and line-of-side and would be good to cover up assaults and retreads. This could be delivered as a special LRM-ammunition fired to the ground or as an artillery-strike.
Third, a weapon I would like to see is Arrow-IV artillery missiles system.
Is something like that planend?

Edited by Jedi DB Knight, 15 April 2015 - 07:44 AM.


#229 JernauM

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Posted 15 April 2015 - 08:55 AM

  • What signals does PGI use to assess the state of game balance? How much of a factor is competitive play in shaping PGI's perspective on possible balance issues?
  • What is PGI's view on the apparent dominance of mercenary units in deciding the ebb and flow of CW planet capture? I don't have hard data to back this up, but it seems that most CW players are on temporary contracts, with relatively few loyalists on permanent contracts. What do you think is the right population ratio between loyalists and mercenaries, and what possible measures could help achieve a more stable balance?


#230 Corbenik

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Posted 15 April 2015 - 09:02 AM

My one and only question, What is going down with LBX ammo switch?, good news bad news any info would be great thank you .

#231 CTsai

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Posted 15 April 2015 - 09:32 AM

Is there any plans to revert the weapon geometry on some of the mechs?
While we can see the merits behind having universal weapon boxes across all mechs, a lot of us strongly dislike having our mechs loosing their signature looks (i.e. CN9, JM6, k2, CTF...etc)

#232 InRev

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Posted 15 April 2015 - 09:52 AM

Now that the number of potential new IS chassis is decreasing (especially chassis which would actually add something new or unique to the game), would PGI ever consider doing a new model pass on mechs that have troublesome models/hitboxes?

Mechs like the Dragon, Awesome, Trebuchet and the Vindicator could see a new lease on life if their models were redone and properly scaled. Considering how rarely they are ever used (unless heavily quirked like the Dragon), a new model pass would functionally be the equivalent of introducing a new chassis and could add more variety to the IS side.

#233 Rebel Roshak

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Posted 15 April 2015 - 09:54 AM

Are there any Optimisations for SLI and 3D vision lined up?

#234 Docta Pain

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Posted 15 April 2015 - 10:08 AM

When will twitter conversations be fed into the forums? I'm not a forum warrior that catches all of the snippets that get posted in scattered threads and quite a bit of the relevant news never makes it into announcements in a timely manner.

#235 K19

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Posted 15 April 2015 - 10:09 AM

The next question. It is possible to have a new module for the Streak IS to function as the old, hit the area with more damage. various name "Critical Strike" "Streak Strike" Please think about it. Thank you.

#236 Kh0rn

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Posted 15 April 2015 - 10:21 AM

View PostInRev, on 15 April 2015 - 09:52 AM, said:

Now that the number of potential new IS chassis is decreasing (especially chassis which would actually add something new or unique to the game), would PGI ever consider doing a new model pass on mechs that have troublesome models/hitboxes?

Mechs like the Dragon, Awesome, Trebuchet and the Vindicator could see a new lease on life if their models were redone and properly scaled. Considering how rarely they are ever used (unless heavily quirked like the Dragon), a new model pass would functionally be the equivalent of introducing a new chassis and could add more variety to the IS side.


I agree with this some of the IS mechs could do with a scale and maybe model change if you have like the Atlas the Banshee treament I.E. make the arms larger and side torsos slimmer might actually give it more survive ability same in with regards too other mechs. Scaling is a big factor

#237 Sniper09121986

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Posted 15 April 2015 - 10:36 AM

Could not read through the whole topic, so I hope I do not repeat somebody.
  • What is PGI position on in-game ammo switching? It will be much needed for correct implementation of ATM and LB-x. My suggestion is to use separate weapon group entries for each firing mode.
  • Can we have all AC working like they are supposed to work as per lore/books/games/everything? There may be adjustments of rate of fire or damage, but the current burst vs pinpoint dispute simply should not exist. The LB-x shrapnel mode may be left as single shot, but solid shell fire has to be in bursts.
  • When will new weapon systems for both IS/Clans be implemented? The current selection appears a little too familiar, triply so for the Inner Sphere.
  • Can we possibly have VDNI/Enhanced Imaging as discussed in this thread: http://mwomercs.com/...hanced-imaging/


#238 TopRay

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Posted 15 April 2015 - 11:28 AM

I had to look twice at the picture Pgi used before i figured out it was an urbie.
At first i thought it was the head of a new type of mech looking in from the side with a laser proboscis and big bug eyes.
can anyone tell me if they seen this too :) and if there is such a mech that does actually look like what i imagined this to be.
Sorry if this is kind of off topic but this kind of reminded me of pictures Bishop has posted in the past of sketches he has done of a real mech and i thought there might have been a long lost insectoid mech called the fly.
If it doesn't exist it should, it looks awesome :lol: .

#239 Stingray Productions

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Posted 15 April 2015 - 11:31 AM

View PostHyper99, on 13 April 2015 - 02:21 PM, said:

Russ - like what you've been doing for CW. My question surrounds Solaris/Solo players.

I'd like to know if you could give us a very rough estimate for Solaris. It seems to me with the looking for group feature, CW, and regular quos PGIs aim is for team based play. I am a bit concerned for the solo players/casuals. Any general info would be greatly appreciated!

Solaris is the #1 thing I look forward to the most, if only it could get implemented. I sure hope we get it! :)

Edit: Seriously, who wouldn't want to be here!:

Posted Image

Posted Image

Edited by Stingray1234, 15 April 2015 - 11:33 AM.


#240 Gorgo7

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Posted 15 April 2015 - 11:34 AM

Sir,
Did the algorithm for LRM's change in the new year without an announcement?
Perhaps concerning spread or angle of attack?
If so, is there any chance of a reversion or re-examination?
These days they seem a little underwhelming. Especially in CW.
Thank you,
Gorgo7





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