Town Hall Meeting On Twitch.tv With Russ Bullock - Archive On Youtube
#101
Posted 23 June 2015 - 01:54 PM
#102
Posted 23 June 2015 - 01:55 PM
#103
Posted 23 June 2015 - 01:58 PM
2) Rotary AC2/5 soon, yes/no
3) removing 3 chassis grind soon, yes/no
4) completely new skilltree soon yes/no
5) do you like forum community yes/no
#104
Posted 23 June 2015 - 02:02 PM
when mech xxx
mech pack xxx content
balance here n there
people ask the real questions
like:
- 4k textures as an addon?
- DX 12 support? (this is sooo important; Karl Berg [Dev] said mechs are made like Legos-> lots of draw calls->hard on CPU; so DX12 = better handling of draw calls = better fps for everyone)
- stuff to help new players
tutorial?
4vs4 for newbies?
Elo changes so that newbies DON'T drop with Vets for their first 50 matches or so?
- campaign/AI for mechs/PvE?
- map editor
getting the community involved somehow better in creating stuff
this could actually be a contest with MC rewards
- some more feedback on:"feature suggestions"; does anyone actually read that stuff that players post in there?
- Steam launch?
- some more info on regional servers since some people always ask
- some info on Windows 10 (well more DX12) support, just ~month away
- Solaris
- replacing the "placeholder" skilltree from closed Beta anytime soon?
Edited by Peter2k, 23 June 2015 - 02:02 PM.
#105
Posted 23 June 2015 - 02:11 PM
TL;DR: Arrow IV Artillery, carried on 'Mechs. Possible? If so, timeline?
#106
Posted 23 June 2015 - 02:14 PM
Varhait, on 23 June 2015 - 12:41 PM, said:
So... i'm gonna ask once more
Greetings PGI,
On March 17 you injected Inner Sphere Resistance faction content packs. It is great, the new skins looks very impressive, colors and hanging items are also useful, sometimes. But! Few days later you injected the Resistance collection badges and many players cannot understand why these badges
Suddenly turned into these
It looks like a case of unfair advertising. I mean it was YOUR decision to show these awesome badges on the Resistance collection page from the start of the sales. I know some people who bought Resistance collections only for the badges, this isn’t so much compared to 260$ for the gold skin. I think it is obvious that they are very disappointed by this sudden change and their confidence in MWO is shaken.
Therefore, I have decided to conduct a poll and find out if the players, who bought a Resistance collection, are satisfied with the new badges. I hope you will take the results into consideration just as you did with the Clan avatars.
BTW. On the 14 april Tina said
And... nothing... no ETA, no news and, of course, NO CHANGES. Maybe, at least now, after few months, you can say something about it? Or you just gonna wait until everyone forget about it, to find out if you can use same trick (say one thing and make another) once more someday?
I suggested this, btw, for those who haven't read the thread:
Jazriel, on 23 June 2015 - 01:54 PM, said:
MASC can only be equipped on certain variants of certain mechs. The Ice Ferret does not have any variants (future or present) which are MASC-capable. This comes from the BattleTech lore that defines almost everything about this game.
MASC-capable variants that we could see in MWO include:
- all Executioners
- all Shadowcats
- all Firemoths (though unlikely, as it runs faster than the netcode can track)
- all Fleas (though unlikely, Russ has stated that he has no interested in the Flea anymore)
- CTF-3L
- WVR-7D
- WVR-7M
Edited by Tarogato, 23 June 2015 - 02:17 PM.
#107
Posted 23 June 2015 - 02:21 PM
Regarding CW:
Are there any plans to add a limited ammo resupply into CW matches? Right now energy weapons are very powerful in CW games because their usage is not limited by ammo, I think if there was a limited resupply, (say, 5-7 extra tons of any ammo per person for the whole match) people might feel more inclined to not use laser boats so often.
Regarding MASC:
First off, I love how MASC works, but will you consider bumping the top speed MASC gives you to the canon values? (89.1kph for the EXE instead of 84.5 kph and roughly 140 kph for the Shadowcat instead of the 117.6 we are going to get)
Thanks
#108
Posted 23 June 2015 - 02:21 PM
this would make it more Viable as a Full Face Time DPS weapon,
Topic for Reference(Would This Make The Ac2 A More Viable Choice? Discussion!),
2) Allowing Ferro to Endo Swapping, Gives Most Ferro OmniMechs +2Tons(MDD, SMN, GAR, WHK, EXE),
this would give thesse mechs only +2Tons, +1Ton if Armor is maxed, just enough for more Ammo,
Topic for Reference(Ferro To Endo Upgrade Swapping For Omni-Mechs! Discussion!)
3) Removing Locked JJ From Clan Mechs Built Around them(MLX, NVA, SMN, EXE)
this change will help these Mechs Gain more Tonnage(+3MLX, +2.5NVA, +5SMN, +8EXE)
Topic for Reference(Please Let Clan Mechs Remove Jump-Jets & Non-Dhs Locked Equipment!)
Edit-
4) Collisions with a Push Mechanic, (not Knockdowns, just pushing),
this change would allow Mechs to Push and ram others(again not Knockdowns),
Topic for Reference(Story And New Push Mechanic For New Collisions!)
5) allowing Training Zones, 1v1 Matches for Mentors and Single Combat,
this would allow Players to Engage in 1on1 fights(allowing Private 1v1 or 12v12 without Premium time),
Topic for Reference(Solaris Arena / Mentor Arena! 1V1 With Out Premium Time!)
6) increasing some Match rewards as well as adding some new ones,
adding more rewards would help make Matches more Worth wail or Dynamic,
Topic for Reference(Rewards That Really Need To Be Added!)
Edited by Andi Nagasia, 23 June 2015 - 02:30 PM.
#109
Posted 23 June 2015 - 02:25 PM
#110
Posted 23 June 2015 - 02:26 PM
ThePieMaker, on 23 June 2015 - 02:21 PM, said:
Regarding CW:
Are there any plans to add a limited ammo resupply into CW matches? Right now energy weapons are very powerful in CW games because their usage is not limited by ammo, I think if there was a limited resupply, (say, 5-7 extra tons of any ammo per person for the whole match) people might feel more inclined to not use laser boats so often.
Regarding MASC:
First off, I love how MASC works, but will you consider bumping the top speed MASC gives you to the canon values? (89.1kph for the EXE instead of 84.5 kph and roughly 140 kph for the Shadowcat instead of the 117.6 we are going to get)
Thanks
As an owner of the full wave 3 package, I hope not. 140kph medium with ECM, piles of jump jets and a decent amount of tonnage leftover for guns seems a bit much.
#111
Posted 23 June 2015 - 02:29 PM
#112
Posted 23 June 2015 - 02:29 PM
2) Is it planned to implement some incentives for loyalist units? At the moment there is no real need to stay in a faction, which is about to go down. I would like to see something like a unique camo per house, which is only available via cw. Maybe as a reward when you stay over 4 months in the same faction.
#113
Posted 23 June 2015 - 02:32 PM
Also, please fully double the ammo for ton of all ballistic and missile weapons except the gauss rifle, sorely needed to help balance lasers.
#114
Posted 23 June 2015 - 02:33 PM
Seams like all mechs in all sizes got the same capacity for heat and other stuf bit too simple.
Edited by C4RNAGE, 23 June 2015 - 03:03 PM.
#115
Posted 23 June 2015 - 02:34 PM
RaKa, on 23 June 2015 - 12:03 PM, said:
In the beginning, much of this was hardlocked as a counterbalance to the otherwise overpowered Clan technology. While I agree that some mechs are much more hampered than others with hard-locked JJets, the same can be said for issues like the massive engine size/weight in the Gladiator, or the lack of endo-steel and/or ferro fibrous armor in other mechs. I would think that the solution would have to come from a mech-by-mech basis. You can unlock the jump jets in the Executioner, but doing so, you would unlock the JJ's in the Timber Wolf's S-torsos, which allows them to fit 2 UAC/5's in the torsos, which is why I believe they decided to hard lock the jump jets for them in the first place. (IMO, they should have just not allowed the S variant in the game to begin with, because it makes the Summoner even more useless.)
So, in a situation like this, their best bet short term solution is to quirk the crap out of the mechs until they can change the mechanic that makes those mechs useless to begin with - and a big part of that is the ability to boat lasers and/or autocannons in mechs that as designed, wouldn't normally carry them (exploitation of hardpoints).
Their best solution would be one or more of the following:
Size hardpoints so mechs could not carry weapons larger than those they come outfitted with in the first place. (Can't replace a machine gun with an AC/5, or Small laser with an ER LLaser.) Wouldn't stop you from customizing mechs, but would prevent many of the super-boat builds out there.
OR
Limit the power output (re: energy weapons) and recoil compensation (ballistics/gauss) on mechs so that they cannot fire too many weapons at once without doing damage to themselves - if at all. Jaggermechs aren't designed to carry AC20s like the Hunchbacks or King Crabs. Stalkers and Thunderbolts aren't large laser toting energy boats. They are meant to carry a variety of weapons effective at different ranges. So, a Jaggermech firing AC/20's will tear up the shoulders and twist up the frame, like a little kid firing a 12 gauge shotgun. It's gonna injure them. As far as energy boats, if you do disengage the fusion engine safeties to fire alpha strikes all the time, it should be more dangerous than risking high heat. The energy being put out by the engine should eventually tear the mech apart, or at least cause it to seize up and break down.
This long-term solution will make people play more conservatively, and make more variants viable, as the boats will be rendered too risky to take. The variety would be a welcome change to the game, and so would the endless alpha-build metamechs. It will increase TTK (time to kill) which is another hallmark of what makes Battletech/Mechwarrior so much fun!
If they can de-sync gauss rifles, prevent more than two from firing at once, and so on, they can impliment the above changes, and in doing so, get rid of ghost heat. Ghost heat is there to prevent boating, but doesn't work. Just turns people into poke-e-mechs...
#116
Posted 23 June 2015 - 02:34 PM
#117
Posted 23 June 2015 - 02:36 PM
Will this change with map updates?
Will we ever see weather effects in maps like we do now with Frozen City?
Callsign is pronounced Su-la
#118
Posted 23 June 2015 - 02:38 PM
1) Jump Jets: A rehaul of the JJ system is long overdue. With the current laser meta, poptarting is no longer as dangerous as it once was. Can we have the old thrust restored? Nerfs such as heat and screen shake can be retained, but please, please can we have thrust back? I think most players are tired of hover jets and would like to see the "Jump" put back into Jump Jets.
2) ETA on new modules? We could use some new consumables to spice things up a bit. Any word on whether we will get smoke, chaff, or flares?
3) ETA on new weapons? The ones we have are great, but we need less new Mech content and more new component content at this time.
4) Will there be a timeskip soon? This would allow for more Mechs and equipment to be introduced, as well as provide better balancing options for the IS and Clans.
5) Clan unlocks: It's about time Clan Mechs had their chassis fully unlocked. One of the big drawbacks to purchasing them is the fact that we pay for an entire Mech but only get to truly own half of it. Playing Legos in the Mechlab is one of the great features of the game; will we ever be able to change out engines, JJs, and heatsinks? I personally am not purchasing any more Clan Mechs until this happens and regret buying my Wave I Mechs.
6) ETA on an in-game, player-driven economy or black market?
7) ETA on planetary ownership bonuses and quirks?
8) ETA on uses for the Unit coffers?
9) Will we have any more special, single Mech or single chassis packages like the HBK-GILTD and the Urban Mech? Those are really nice for players who want some of the preorder specials but don't want to buy a big package.
10) Can we have an update on the Mentorship System that is supposedly in the works? There is a thread for this under Feature Suggestions, but it appears dead despite large amounts of player feedback. Such a system would go a long ways towards improving new player experiences.
11) When will collisions and knock-downs return? Collisions are sorely needed as the current "Rubber-band effect" is maddening, and knock-downs have always been a MechWarrior staple. Not having them is really sad and detracts from the game.
12) Will we ever see "Death from Above" and "Highlander Burial" get implemented?
I think that sums mine up for now. Thanks again!
Edited by Nightmare1, 23 June 2015 - 02:41 PM.
#119
Posted 23 June 2015 - 02:39 PM
With revamped rivercity we are going to get trees and other objects that can be knocked down, will we see these improvements in the current maps at some point?
Also, when are we going to get some other little immersion features like canopy glass cracking and some scraping sounds and sparks/dust when mech shoulders scrape against objects and other mechs?
#120
Posted 23 June 2015 - 02:41 PM
2) Has there been any discussions on bring the LFE (Light Fusion Engine) into the game to help with IS/Clan balance? I know this tech would need to jump the timeline but it seems like this would bring a lot of benefit without requiring more weapon and quirk adjustments. http://www.sarna.net..._Engine_-_Light
Edited by Asaru, 25 June 2015 - 02:31 PM.
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