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


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#201 WintermuteOmega

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Posted 24 June 2015 - 12:08 AM

I feel the Quirk-System is still very unbalanced. What we have now are some insanely overquirked Mechs like the Huggin, Dragon, Thunderbolt Lurm-Hunchbacks etc. and many lesser quirked counterparts not worth taking. Are there any plans to even out Quirks?

#202 Moriquendi86

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Posted 24 June 2015 - 12:45 AM

Can we get MC instead of premium time in further mech packs? For example 2500 MC equivalent of 30 days of premium times. This way players would have a choice to buy that premium time with MC or rather spend it in some other way.

For player like me who have been buying top tier packs for quite some time and have a lot of saved premium time it would be much more attractive to buy next pack and get some MC to spend on heroes and customization.

#203 Danielio97

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Posted 24 June 2015 - 01:03 AM

Oh well, I guess there is no way they would get to my questions, but I will still ask:
1.) Any chance for getting some new ballistics? There is a huge jump from 0,5 to 6 tons currently. Meaning that even though Light 'Mechs have several ballistic hardpoints, they are stuck with few machine guns, or an AC/2. I think there was a thread somewhere on the forum, where they listed what weapon systems could be added.
2.) Any chance for another IS 'Mech variants from 3052? I think we are still missing SDR-7M, CDA-3F(Cicada with JJs, must have!), BJ-2 (Blackjack with missiles), VND-3L, WVR-7D/7M (MASC!) and CTF-3L (MASC!). I think that these 'Mechs would be a great addition to the IS deck.
3.) Question I asked last time: "Where is the Binary Laser Cannon (Blazer)?" I know it might not be the most usefull weapon on the field, but I think it would be a fun thing to use. I think that if you introduced it through ZEU-6Y, people would be more than happy! (At least I would be :ph34r:). Even Sarna says: "With the re-introduction of double heat sinks, the Blazer cannon is now a viable weapon." And I have seen some 'Mechs with DHS around...

#204 Kh0rn

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Posted 24 June 2015 - 01:23 AM

View PostSarlic, on 23 June 2015 - 10:59 PM, said:

1. Atlas Red Eyes? ETA?
2. Atlas mixed bag of hardpoints, big target, low gorilla arms, looks like 200 ton. Thoughness? Quirks? For New Players.
3. When ETA New Player Experience?

Thanks.


WEll I am gonna bump up his question again with the same question.

but also When will we see a improvement with the graphics, along the lines of CB was for higher end PC's , Updates too sound effects cause they feel rather bland and Sound effects are very important too show what you feeling and seeing before you. Also Will we ever see a direction towards a more tactical role warfare any time soon.

#205 Matthew Ace

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Posted 24 June 2015 - 01:39 AM

My question re: quirks:

1) In Battletech, certain Mech has several unique strategic/tactical quirks such as Satellite Uplink (which the Atlas and Cyclops have), having some form of inbuilt electronic disruption (but not to the extent of ECM) and so on. Can we hope for development in this direction in the foreseenable future?

2) A number of Mechs currently have quirks that made them too much of a one-trick pony (e.g. Dragon 1N, Huginn etc). Can we hope to see these ironed so that they are more versatile in place of being specialist?

Edited by Matthew Ace, 24 June 2015 - 02:13 AM.


#206 Wing 0

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Posted 24 June 2015 - 01:44 AM

Question.

Games Client and Windows 10 and Directx 12

1. Windows 10. Is the new Operating System going to work MWO? We've seen proof that it works in the preview version but need confirmation input on that.

2. If Windows 10 is able to run the game, will there be plans for Direct X 12 later on and is it possible with the current cry engine?

Community Warfare

3. Will there be Changes in Community Warfare when it goes into phase 3? What changes will be made and what brought these changes to this point in the game?

4. Will Community Warfare at this point be where NO trial mechs can be used? There has been many users still using trials in Community Warfare and yet are NOT using custom configs. Any chance of fixing that? The Trial mechs used in Community Warfare cannot fighting in that Mode.

5. With Community Warfare at Phase 3, Are there plans on making planets have some sort of a weapon restriction system later on? for example: cant use ERL's or ERPPC's on this planet.

The game in general.

6. We've all known about this for awhile but it was never mentioned on a devlog about regarding a specific issue that went public regarding certain players being banned for a certain TOS Violation (I dont need to explain it) To Russ: Will you guys please make a statement and explain it in regards of this issue?

7. Will there be events that like we've been seeing for CW and Public Queue Games?

8. Will there be an idea of a new game mode later on?

Edited by Wing 0, 24 June 2015 - 01:44 AM.


#207 Ripper X

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Posted 24 June 2015 - 01:59 AM

When will we see the Union Dropship in game dropping off mechs?

#208 Itsalrightwithme

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Posted 24 June 2015 - 02:20 AM

Rethinking JJ scaling and terrain restriction system? This is especially bad in some maps like the old River City, the Bog, Alpine where mechs either get stuck or outright become denied of entering certain areas in reasonable time.

Rethinking jump snipers? They were majorly nerfed, mostly before clans, SRM fix, laser hitscan meta. It's well beyond time to rethink the entire balance, as we have a very diverse set of viable play styles. Except for jump sniping other than in a Panther, which itself is dependent on quirks.

Edited by Itsalrightwithme, 24 June 2015 - 02:20 AM.


#209 Bullseye69

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Posted 24 June 2015 - 02:31 AM

1. Will Mechwarrior online support Windows 10, has any testing been done to see if there is any postive or negative benefitto running it. Will Mechwarrior online every support Direct X 12, Mantle or the Vulkon(not spelled right).

2.The Highlander Jump jets still don't function correctly, When you have them max out they still do not allow you to achieve any height so having jump jet still can,t get on to top of build or jump on to the top of the ridge in Canyon maps. if I willing to spend the max tonnage then they should work to jump not hover. My Heavy metal takes 10 tons for the 5 jump jets but still does not even get above the heads of enemy mechs. I should be able to jump over the enemy mech with that many jump jets. That is the one strength of the highlander battle mech is it jump jet gives it increased mobility for the tonnage spent. Any plans to address this issue.

3 Maps. we really need more of them they have been getting better with less funneling and i love that. Any chance we will see maps along the lone of Mechwarrior Living Legends. Would have posted a link but didn't want to get in trouble.


We all want mechwarrior online to do good and be around for a long time and that means keeping it fresh not just with new mech but new battle field.

Edited by Bullseye69, 24 June 2015 - 02:35 AM.


#210 ShadowMaw

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Posted 24 June 2015 - 02:55 AM

Is there any chance I can get my old guass rifle back? Someone switched it with a potatoe gun. :(

#211 Vellron2005

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Posted 24 June 2015 - 02:55 AM

My questions for Russ:

1) What is the direction to witch wou will take CW?

2) Are there any PVE elements in the works, and if so, in what way? Campaigns, events, static base defence for ghost drops, co-op play vs. pve?

3) Can we expect a host of new maps to hit the game any time soon?

4) Can we finally get a Clan Hero Timberwolf?

5) What are you plans for getting new players interested in staying and playing MWO?

6) Will clan gear ever be priced equally as IS gear? Right now, its alot more expensive to buy a clan mech than an IS mech, and everyone is saying they should be balanced.. so why the price difference?

7) Will you guys give some feedback to all the amazing ideas found in the feature sugestion section of the forums?

8) Will you ever drop mechpack prices to values not equal to some full-fledged games from other developers?

9) Will you make a special e-sport side to MWO, but keep the base game not e-sport oriented, or are e-sports the final target?

10) Do you think you will ever stop balancing and re-balancing and put the nerfstick down? Keep the game "balanced" and leave it like that? Final version?

11) What would you say to the people who claim PGI releases mech packs for $ and then nerfs them when they are out for c-bills?

12) Are you going to create PGI sponosored faction leaders?

13) What are your plans for adding fluff and game immersion?

14) Are you planing to add any more mechs? if yes, witch mechs are on the table?

15) Where do you see MWO in 5 years?

Edited by Vellron2005, 24 June 2015 - 03:00 AM.


#212 Captain Artemis

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Posted 24 June 2015 - 03:12 AM

Lore-base question for new players:

1. Is there any chance that MWO will have the codex like UI part, containing information about the lore and specific information about BattleMechs and their weapons? Similar to the MechCommander 2, or for example Mass Effect?

2. Are you planning implementing some kind of intro or cut scenes for those players? Making introduction to the universe and their factions?

The reason of this, is become if you want to release this game for the Steam, a lot of new players will arrive, that don't know anything at all about BattleTech.

#213 L3mming2

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Posted 24 June 2015 - 03:20 AM

will any of this weapons be reballanced? (in the next 6 months)

- MG
- flamers
- AC2's
- srms
- (U)AC (heat generation and/or ammo/t) in general

If so, can u tell us how?

ps, thx for the gr8 game :)

Edited by L3mming2, 24 June 2015 - 03:58 AM.


#214 Nightshade24

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Posted 24 June 2015 - 03:22 AM

Question 1)

Recently we have made changes to the rules for custom variants and alt configurations.

Such as the Shadowcat J- which is a mimic of the Shadowcat P but using 3050 technology instead of it's former 3070 technology.
Will we see more mechs around 3050's that do not have all 3 variants by 3050 but have variants in the tech base (for eg Kodiak, with near all variants in the tech base). Will we see some variants or alt.configerations coming in early for loved and iconic mechs like the kodiak more often or is this just a one time thing?


question 2)

With IIC mechs on hot topic and such, there was an idea I and many others had about the IIC mechs sharing the same exp pool as IS mechs (which makes sense as clan mechs still had these mechs and would have used them in training and such to get quote quote "mech exp"). Will we see IIC mechs without 3 variants by 3050 (or at any date) in the game like the Hunchback IIC or the Kingcrab IIC (Super nova) with the shared exp pool with the IS mech?

Question 3)

There is high talks about having stronger clan quirks for omnipod set bonus that can provide buffs to individule alt.configs without making an OP mech with combinations of omnipods, ie giving the timberwolf D good er ppc quirks without the Timberwolf A side torso getting involved. Also ideas that the Centre torso of the mech should also have some weapon quirks so that each alt.config is slightly different even if they have no omnipod difference, ie the Direwolf Prime and Direwolf A ct.

Question 4)
Can we see some lore quirks in game? by this I mean very prominent quirks in lore for the chassis or variants.
ie Highlanders all get the same decent structure bonus to legs and armour bonus to cockpit, Stalkers having reduced structure in the legs on all variants besides the 4N and 4P (if ever added), or the Ebon Jaguar A firing less UAC 20 rounds per burst for the cost of lover velocity slightly (in lore it has the BIGGEST AC / UAC gun barrel size in lore: a 203 mm gun.
Etc?

Question 5)
Pulse lasers in previous games dealt less damage and produced less heat but fired much more often. Making clan pulse lasers a DPS weapon or a weaker rapid fire rate weapon would be able to break the Clan meta as well as able to break the ghost heat between Clan ER lasers and Clan Pulse lasers as these weapons will peform much more differently in a unique way. Much like how you made Clan LRM's fire a stream while IS fire in cluster.

Question 6)
The flamer was said to recieve a buff soon before the firestarter was added to game. It's been a long time since then with no major buffs to flamers. I am woundering if one will ever occur? Better range? inflicting more heat damage on enemy? (to prevent stun locking: all heat damage at 90%+ heat for the enemy is converted into an armour piercing crit weapon dealing minor damage to structure and high crit chance to things like ammo). Or maybe even having an ability remove heat from your mech instead of gain? Flamer quirks for flamer mechs? (adder, firestarter, etc)


Question 7)
Trees will be updated soon on updated maps... will we set them on fire and burn our enemies and there cover to the ground?

Question 8)
Raptor is an IS mech in the 3052's that has Omnitech... nothing to OP, but would be a very unique mech and mentioned earlier 3052 mechs may be added... any comments for this Light omnimech inner sphere mech?

Question 9)
What is your opinion on the game, are you proud of it? happy about the progress since 2009? Anything that bothers you about it?






-------------------------------------------------

Just a few questions, answer which one you seem best. I have lots of questions on my mind. I may end up repeating next time I got the opertunity to ask...

#215 800

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Posted 24 June 2015 - 03:32 AM

Mrs. Bullock, my short list of questions:

1) Will M.A.S.C ever be available to any of the currently existing clan mechs?

2) When's the next major event ( like Battle of Tukayyid ) planned?

3) Will Wolverine ever get a hero mech variant?

4) Which mechs quirks will get nerfed hardest?

5) Will we get title or badge for participating in CW Beta 2?

6) Who designed Ebon Jaguar? It's like bestl ooking mech in game currently, that guy really knows what people love, is he marketing specialist too?

7) Will there ever come any other 20 tonners apart Locust?

8) Will you first optimize the new maps before releasing them? Because the changes coming seems to require a lot from our computers, I'm not using high end PC ( i3-2100 and GTX 750 Ti), yet I'd like to enjoy playable experience, wouldn't like to beeven seeing sub-30ish FPS.

9) Will you ever ever ever ever ever create a server in Europe? playing 150-200ping is a tad bit annoying, even though you optimized game well enough for high pings to not feel the impact much, yet I don't think it's fair giving NA players permanent advantage.

#216 LordNothing

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Posted 24 June 2015 - 03:40 AM

1. clan standard acs need more love (modules, quirks, less suckyness).
1b. global (is/clan ac/uac/lb) 2-class auto cannon improvements (see 1).
1c. uac jam chance ramping
2. can haz 'not a freeloader' badge / appreciation for mc buyers?
3. more consumables and module options?
pi. machine gun and flamer love.
4. asymmetrical warfare in cw (many pugs vs few unit).
6. something involving bacon?
q.community maps!

Edited by LordNothing, 24 June 2015 - 03:42 AM.


#217 The Mechromancer

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Posted 24 June 2015 - 03:41 AM

Can we haz

Atlas
Armor
Quirks

Make it the "tank" of the 100 ton class. Because it is so out-gunned by the Crabs, Dires, Banshees, and possibly so-to-be Maulers.

Edited by The Mechromancer, 24 June 2015 - 03:44 AM.


#218 Myke Pantera

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Posted 24 June 2015 - 03:43 AM

Any chance i can persuade you (PGI) to release inner sphere MASCable mechs before Resistance III. The CTF-3L mech variant would be a great opportunity. Or release the Vulcan as single mech package (like UrbanMech). Also still hoping for the FLEA at some point.

#219 Juodas Varnas

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Posted 24 June 2015 - 04:05 AM

View PostMyke Pantera, on 24 June 2015 - 03:43 AM, said:

Any chance i can persuade you (PGI) to release inner sphere MASCable mechs before Resistance III. The CTF-3L mech variant would be a great opportunity. Or release the Vulcan as single mech package (like UrbanMech). Also still hoping for the FLEA at some point.

Vulcan?

That does pose a nice question.
Will PGI be releasing any more standalone mechs or is everything going to be in pre-order packs of 4?

Edited by Juodas Varnas, 24 June 2015 - 04:10 AM.


#220 Chaosity

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Posted 24 June 2015 - 04:11 AM

Clan quirks: Armor quirks are specific to an omni pod, but weapon quirks are global within the mech. Why would a right arm laser quirk (cool down modified, laser duration modified, etc.) have any affect on lasers in the left arm, which has it's own quirks? And even worse, why are they cumulative on both arms and any other laser hard points? Makes no sense, logically.





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