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#101 PaintedWolf

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Posted 05 July 2012 - 02:53 AM

Will there be a Battle for Tukayyid in MWO?

#102 Der Zivilist

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Posted 05 July 2012 - 04:05 AM

Not sure if question this far in the back have a chance, but here goes anyway :P

Some 'Mechs in the tabletop game feature rear-mounted weapons. An example: the Atlas. Two of its four medium lasers canonically face backwards and are able to fire in the rear arc only. The Dragon is another candidate (one rear-facing laser). Now, since we players don't get the compressed 360° view that the pilots have in the books, we pretty much can't use these weapons because we can't see or aim at enemies behind us.

I'm pretty sure this has been considered by game design, and now I'm wondering: what was the answer you came up with?

1.) Rear-facing weapons are mounted forward-facing in MWO and can be used like any other torso weapon
2.) All rear-facing weapons were removed from the 'Mechs, leaving extra crits and tonnage for the players to use in the mechlab
3.) Rear-facing weapons are simply handwaved out of existance, and the space/weight they occupy is unavailable to be used
4.) The dev team figured out an unexpected and awesome way to make rear-facing weapons useful, just wait till you see it

#103 Tesetilaro

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Posted 05 July 2012 - 04:51 AM

hi,

what about impact effects for different weapons, this one get not really clear from the vids...

my idea was:
ppc - some electric influence (bad radar and stuff for some seconds)
laser - blinding if to close to cockpit and or immobilzing moving parts
AC / gauss - shaking / bad aming
missiles - shaking + blinding if close to cockpit

will be something like this?

#104 Der Zivilist

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Posted 05 July 2012 - 06:39 AM

Oh, oh, I have another one! :P

I'm curious as to how minimum ranges are handled across different weapons.

In tabletop, this is done by accuracy penalties. Obviously you can't do that in a game where the player aims manually. The devs demonstrated their wisdom by showing off how LRMs handle this: their warheads simply don't arm until they get past minimum range. Fire LRMs too close, and they simply go 'bonk!' against the enemy's armor and fall down harmlessly, not doing any damage.

So how about the other weapons with minimum ranges? PPCs, AC/5's and AC2's?

With the release of the Dakkamech Jägermech, the answer in regards to the autocannons is especially interesting.

Edited by Der Zivilist, 05 July 2012 - 06:39 AM.


#105 Xytaglyph

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Posted 05 July 2012 - 07:59 AM

what is the velocity of a ppc beam?

#106 Oy of MidWorld

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Posted 05 July 2012 - 08:08 AM

Will i be able to sell a founders mech, or get rid of it someway?
I'm thinking about upgrading to legendary, but i really do not want (under no circumstance...) a Jenner in my garage. Just absolutely not!

#107 Ghost-Wolf

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Posted 05 July 2012 - 08:48 AM

What happen to the Mech(s) of the Founder Program if one decide to change to the Clans?

#108 Aidan Malchor

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Posted 05 July 2012 - 09:19 AM

Will founders be able to delay when their premium time kicks in?

#109 Toraz

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Posted 05 July 2012 - 09:46 AM

Will the game follow BattleTech rules as much as Multiplayer BattleTech 3025 (which was cancelled while in beta) back in 2001?

#110 WardenWolf

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Posted 05 July 2012 - 09:50 AM

View PostXytaglyph, on 05 July 2012 - 07:59 AM, said:

what is the velocity of a ppc beam?

Inner Sphere or Clan?

Unladen or coconut-bearing?

[Sorry, I couldn't help myself - Monty Python references FTW!]

Edited by WardenWolf, 05 July 2012 - 09:51 AM.


#111 Monolith

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Posted 05 July 2012 - 10:11 AM

View PostSkyraxx, on 03 July 2012 - 09:08 AM, said:

Where do babies come from?

Ask your mother.

Unless you are a clanner.

#112 Yoringa

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Posted 05 July 2012 - 10:22 AM

This will probably be ignored, but here goes.

Can we get more information about how repairs and C-Bills are going to work? The whole economy of this game is the biggest question I've seen from most people. The game has a potential to be incredibly predatory as a free to play game. It seems like 90% of the questions I see are how C-Bill accumulation and repairs are going to work. Are we going to wind up destitute and find the game unplayable or our favorite mechs unplayable because we're behind the curve?

#113 Monolith

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Posted 05 July 2012 - 10:27 AM

View PostORIGINAL SteelWolf, on 03 July 2012 - 10:01 PM, said:


I've asked this very question 2-3 times already on this forum.

Is there a replay option or a "Battlerom" like feature. TO record the battle and then play it back? If not there is always fraps.
I'd like to see something like and over head map that tracks all the mechs and then you can select one thats moving around and you get a video of his view.


I wholeheartedly agree that this should be a feature, and to keep it cannon (& up the uber-level of the coolness.....) replays should be called battleroms! (If you want to make it easier for the uninitiated just have a hover tool-tip on the battlerom button that says 'match replay' or somesuch...)

#114 ZenToad

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Posted 05 July 2012 - 10:38 AM

Will we be able to set vegetation on fire, both to use as cover and potentially overheat enemy mechs foolish enough to be covering in the bushes - so to speak ;)
and will the flamer add heat to enemy mechs?

#115 Neenja

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Posted 05 July 2012 - 10:42 AM

Will it be possible for organized units to register with MWO, and perhaps obtain unique or bonus rewards for overall performance in matches where they participate as a group?

Edited by Neenja, 05 July 2012 - 10:47 AM.


#116 Sumner

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Posted 05 July 2012 - 10:50 AM

Will there be a way to switch the four mechs given to instead of a jenner to a raven, from a hunchback to a centurion and so on? or we have what we got so there ?

#117 Monolith

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Posted 05 July 2012 - 11:12 AM

I do not think this been considered at length in the ask the dev series... But I am hoping for some truly massive scale battles... With dozens of enemy mechs spread out over miles and miles and miles of space. Say what you will about MW4, but like it/hate it, there were some truly monumentally sized maps there. Big City was just one example. You could have some truly nail biting instances of cat and mouse on a map of that size. You could send a couple of mechs around to the flank if someone decided to camp. You could lead them on a merry chase if you were down a couple of mechs and any enemies in the pursuing force that got too far ahead you could bring down to even the odds. I mean, I want huge battlefields with dozens (mark that, dozens, plural of dozen...) of enemies.

I suppose my question is this: With the improved technology available today, can we expect larger engagements in terms of both numbers of players and also map size? Will we see any truly EPIC engagements in this game? Matches that we remember for years to come due to the thrill level? (I am getting goose-pimples just imagining the FEELING of some of my past battles in this franchise.)

#118 Monolith

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Posted 05 July 2012 - 11:16 AM

2nd question:

I don't think I have seen anything about anti-missile systems yet. I assume it will be an option at some point... Will it?

Related: Will you be able to take manual control of the AMS for greater efficiency in taking them down? In MW4 (& MW3 as well I believe) if you equipped an AMS and aimed your crosshairs at an incoming flight of missiles, more of them would be struck down... Just wondering.

#119 Redshift2k5

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Posted 05 July 2012 - 11:24 AM

Can you give us an idea of how many Mechs will be present at open beta? Which mechs will make the cut and which will wait for a later appearance?

#120 Bobfrombobtown

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Posted 05 July 2012 - 11:34 AM

View PostRedshift2k5, on 05 July 2012 - 11:24 AM, said:

Can you give us an idea of how many Mechs will be present at open beta? Which mechs will make the cut and which will wait for a later appearance?

It has already been stated that there will be 10 'Mechs available at launch. We know the 4 founders 'mechs are there. In the video for the release of Frozen City we can also clearly see a Dragon and Commando. So that's 6 so far.





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