Town Hall Meeting On Twitch.tv With Russ Bullock - Archive On Youtube
#141
Posted 23 June 2015 - 04:03 PM
Thank you
#142
Posted 23 June 2015 - 04:05 PM
only way I have found so far to see the perks is to go back to the store and take a peek.
#143
Posted 23 June 2015 - 04:09 PM
On the topic of CW: HOW COULD YOU DO THIS TO ME?!?!!!11one
Thanks
#144
Posted 23 June 2015 - 04:13 PM
#145
Posted 23 June 2015 - 04:25 PM
#146
Posted 23 June 2015 - 04:31 PM
#147
Posted 23 June 2015 - 04:37 PM
#148
Posted 23 June 2015 - 04:37 PM
Edited by DustySkunk, 24 June 2015 - 06:46 AM.
#149
Posted 23 June 2015 - 04:40 PM
Would you be able to share with the community what the team is aiming to develop community warfare into.
At present there is a lot of hope that it will evolve well beyond the current format to include features such as:
• a second territorial conquest stage with multiple objectives
• some form of retreat, repair/rearm and attrition of mechs
• non-timed open warfare matches for ongoing battles.
...and more.
There is a real desire in the community to turn Community Warfare into something epic.
It is hoped that a competitive tournament structure such as Solaris and Clan trials will be introduced at some point.
Is this still on the cards and a feature that the team are wanting to add in at some future date?
Are there further plans to increase the level of immersion in the game?
The dropships and map changes are great moves in this direction but are there more changes being considered?
Eg:
•MechWarrior personal quarters.
•Briefing rooms for the match starts.
•Being able to walk through the mechbay and admire/interact with your selected mech.
•Small cinematic scenes for the launches and match starts
I personally am dead keen to see the Clan Battlearmour Elemental implemented in MWO as a pilotable unit that could potentially fit in the 20 ton light spot for the clan if a respawn mechanic or the ability to control a group of 5 was used.
Prior iterations of MechWarrior have never quite hit the mark with this and I believe the team could do a top notch job with it to provide the Clan with a very unique unit.
I would refer you to a link on clan elementals in the feature suggestions where a few of us have been hammering out some potential options for their implementation:
http://mwomercs.com/...lan-elementals/
Can it be done?
Lastly, can we get a summary post put up from the town hall meeting that lists out the questions and responses put up on the webpage.
Always nice to read about what has been discussed.
With regards,
50 50
#150
Posted 23 June 2015 - 04:43 PM
The Two biggest imbalances in MWO are currently the mech upgrade system, and engine rating determining mech mobility (twist rate, turn rate, accel/deceleration etc). Are there any current or future plans to address these systems to bring them into line? For example normalizing single and double heatsinks built into engines, giving standard structure a percentage boost to HP (choice between extra weight or more durability), and removing the bonuses and penalties for larger and smaller engines?
many of the current "problem mechs" stem from these systems, and the game as a whole would benefit, including many of the "bad" clan mechs.
Q2: are sensor quirks planned? IE different ranges, powers, arcs, stealth and other special mech specific sensor characteristics.
#151
Posted 23 June 2015 - 04:43 PM
Rogue Jedi, on 23 June 2015 - 11:38 AM, said:
with 4-6 Jumpjets most Mechs can gain altitude fairly quickly, admittedly not as fast as in the days when jump sniping was common but back then 1 jet got you almost as much thrust as 4.
I know this does not help the Highlander but for most other Mechs take 4-6 jets and you will jump
Hovering or anemically jumping isn't really jumping. If the thrust slope was steeper... (particularly for heavier mechs)
#152
Posted 23 June 2015 - 04:44 PM
#153
Posted 23 June 2015 - 04:46 PM
1 - Are there any plans to increase LB-AC damage-per-pellet? I favor 1.2 as a starting point.
2 - Any chance that a Flamer rework might borrow from MechCommander, making Flamers a very-short-range PPFLD energy option?
3 - Is a JJ revision on the docket? If so, will it make JJs feel like JJs by having them really launch the mech into the air, with reticule shake decaying rather than instantly stopping when the pilot lets off his JJs?
4 - When will we be seeing the Bushwacker? What about the Javelin?
5 - Will there be a ComGuard Deployment Pack or something similar, perhaps including the Mongoose, Wyvern, Exterminator, and Shootist?
6 - Is an ECM rework still on the table, and if so, are the current plans to transition away from a hard counter system in favor of a soft counter system?
7 - Will PGI ever make a Hero mech inspired by me? Call it "Klibanophoros" and make it the Hero King Crab. I'd buy it
#154
Posted 23 June 2015 - 04:58 PM
Edwig Von Baconbody (Formerly know as TrollvomiT)
#155
Posted 23 June 2015 - 04:59 PM
Edited by bad arcade kitty, 23 June 2015 - 05:07 PM.
#156
Posted 23 June 2015 - 05:05 PM
#157
Posted 23 June 2015 - 05:07 PM
Also want to hear more about future depth of Community Warfare. With PGI controlling attack lanes and basic free will, there's really no thought behind the individual value of specific planets, true supply lines, or anything that makes taking and holding a planet mean something. What are the plans to improve the quality of Community Warfare as it relates to factors like these?
#158
Posted 23 June 2015 - 05:08 PM
Lanadon, on 23 June 2015 - 04:03 PM, said:
Thank you
Forgot about this - yes: decals, please. I want to slather my mechs in blue fists, plzkthx
#159
Posted 23 June 2015 - 05:09 PM
#160
Posted 23 June 2015 - 05:09 PM
2. Will the ac 2 get the cooldown module since the ghost heat has been remove.
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