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


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#221 Urhoepaonnensoturi

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Posted 24 June 2015 - 04:13 AM

View PostPeiper, on 23 June 2015 - 11:48 AM, said:

With so many mechs being ECM capable, especially after Wave III is complete, is there a plan to reduce the effectiveness of ECM, maybe to an individual - rather than blanket effect - or something else to prevent 12 mans from having 6 or more ECM cloaking bubbles in each drop in public/wave in CW? LRM's should be a bigger part of the game, but with so many layers of cloaking devices, well, they'll be as unseen as the Marauder soon! Maybe give 'command' mechs or command consoles the ability to create an anti-ecm bubble negating ALL ECM around them?

Or just learn to press J for Counter Ecm as needed like we others do....

#222 Sjorpha

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Posted 24 June 2015 - 04:20 AM

Main question: What is your vision and timeline for more in depth player controlled strategic, economic/logistic and political systems in community warfare?

What do you think about the lack of "fluff" and descriptions in the game, background lore for mechs, faction history and so on. Are we going to see that in the game or are you settled with outsourcing that part of the game to forums and fansites like now?

A common topic of discussion is the possibility of incrementally increasing penalties from high heat to make heat management more interesting and to discourage alpha striking. Now there is no real downside to running hot as long as you don't shut down, which is a big part of why laser vomit builds are so good in the meta. If your aim, speed and whatnot suffered from being hot we might see a more diverse metagame. Have you thought about adding any complexity to the heat system?

A personal wish: I want a real metropolitan map. A big city with skyscrapers and streets to fight in. Can I have that?

#223 XxXAbsolutZeroXxX

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Posted 24 June 2015 - 04:21 AM

My only question would be to ask Russ for a comment on the following.

...

View Postbaz44331, on 22 May 2015 - 04:46 AM, said:

Harebrained Schemes hints at something new from an old franchise

Andy Chalk

13 hours ago



Posted Image
Harebrained Schemes has done pretty well for itself with the Shadowrun franchise, ringing up $1.8 million on Kickstarter for Shadowrun Returns in 2012, followed by the Shadowrun: Dragonfall expansion (and later, a stand-alone Director's Cut) and Shadowrun: Hong Kong, which is still in development. But in a recent interview with Game Informer, Harebrained co-founders Jordan Weisman and Mitch Gitelman suggested that the studio may move on to something new, that's based on something old.
"There’s a very real chance of us pushing the size of the studio just a little bit more," Gitelman said. "What’s great is that we greenlit this original IP, Necropolis, but there are other IPs that we’ve created in the past that we are very interested in. Maybe soon."
"We’re not going to say yet, but one of my old children may be coming home to roost," Weisman added.
Those "children" almost certainly refer to either Battletech/Mechwarrior or Crimson Skies, and the smart money looks to be on the former. Harebrained tweeted a link to the Game Informer story shortly after it went up, which is no big deal, but then so did Russ Bullock, the president of Mechwarrior Online studio Piranha Games. A Piranha Games rep declined to comment on the matter, but confirmed that the studio still holds the publishing rights to the Mechwarrior franchise, which it acquired in full last year following its split from former Mechwarrior Online partner Infinite Game Publishing last year.
It might not mean anything—but then again, it might. We've reached out to Harebrained Schemes for comment, and will update if and when we receive a reply.
Update: Unsurprisingly, Harebrained has also declined to comment. "We aren't prepared to talk about anything right now," a rep said, "but we are excited about the future and the chance to bring another one of Jordan's classic IPs into Harebrained Schemes where we can give it the love and care we've given to Shadowrun."


#224 Tom Sawyer

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Posted 24 June 2015 - 04:24 AM

As others have in this thread and countless others have stated:

Will CW Phase 3 offer something other than assault the wall, then some gens, and then a big gun?

Are there ANY plans to have multiple and different objectives such as air base assault, catch that supply convoy, prevent the drop ship from lift off?

#225 Big Jeka

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Posted 24 June 2015 - 04:27 AM

Give to us:

Annihilator
Devastator
Pillager

Dont include this mech for any pack, please. Release this mechs like surprise (as Quickdrow).

Give IS mech with MASC (Flea or something else).

Thank you.

#226 Peiper

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Posted 24 June 2015 - 04:42 AM

View PostChaosity, on 24 June 2015 - 04:11 AM, said:

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.


And why are the T-Wolf and Stormcrows nerfed, even when they aren't built as laserboats? The reason they were nerfed was because they were too powerful with alpha-laser builds. Well, even with only a couple lasers, they're still nerfed. Notice the number of stormcrow streakboats and high laser alpha-or-gauss+4ML Hellbringers on the field now? Hellbringers are more powerful and effective than the T-Wolves for direct fire, which just doesn't seem right.

Russ, do you plan to address how even mixed TWolf and SCrow builds are now undesirable, when I believe that's what the nerfs were supposed to encourage in the first place? It just isn't fair that medium lasers suck on two clan mechs for no reason at all, even when not being set up to exploit high-alpha laser builds. Why would the clans build faulty mechs?

#227 TanE

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Posted 24 June 2015 - 04:44 AM

Because you announced the spectator mode to make MWO e-Sport more interessting for viewers:

- Are there any improvements of the hit registration in progress?

As I only could speak for a connection from europe: this must have a high priority, when you want to bring MWO into E-Sport.

Fresh from instagram: you show us a video of a day/night cycle in the redesigned River City map. Because it looks so good:

- When could we expect a single player campaign?
- If you create a campaign, do you consider co-op missions?

#228 CainenEX

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Posted 24 June 2015 - 04:45 AM

What will be the upcoming features for CW?
Has PGI taken notice of rising complaints and increase of CW queue times?
Does PGI have plans to remove "ghost drops", remove more planetary zones, and/or decrease the queue time required to drop? Will taking planets be easier for units numbered less than 64 players?
If the rumors are true that planets in the future will hold reasource value, how will PGI respond with massed units like Merc Star with over 300 people playing for them? Will you implement a taxation system that punishes these bigger teams?
Will there be an increase to CW rewards?
Will PGI plan to expand the tactical depth of CW? Will bases have features such as secondary power plants, repair pads, ammo dumps, and buildings of similar functionality?
Has anyone on your team played the battlefield series?

Will unit coffers and units themselves see an increase in functionality?

When will the next quirk wave be coming? What can we expect to see in terms of changes?
Any changes coming to LRMs or ECM in the future?
Are there any plans to help out underplayed mechs such as the locust or the awesome?
Will the PPCs ever be viabe again on non-quirked mechs?

What are PGI's plans for steam?
Will PGI lower its cost for steam's market?
If this game his steam will we see a decrease in mech grinding times?

Does PGI have plans to develop a emblem or symbol uploader for unit teams to put on their mechs?

Edited by CainenEX, 24 June 2015 - 04:55 AM.


#229 Gernot von Kurzmann

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Posted 24 June 2015 - 04:47 AM

Only one Sentences to say:

"PLEASE ERASE ALL QUIRKS - so that no one build the same Quirkmonstermech".

Clan Mechs have longer range than IS Mechs. The Batteltech Univers know it so.

thanks & greetings
MWO is a good JOB btw
Gernot

Edited by Gernot von Kurzmann, 24 June 2015 - 04:48 AM.


#230 bad arcade kitty

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Posted 24 June 2015 - 04:48 AM

View PostTanE, on 24 June 2015 - 04:44 AM, said:

Because you announced the spectator mode to make MWO e-Sport more interessting for viewers:

- Are there any improvements of the hit registration in progress?



this
imo it should be the utmost priority, way above any balance changes
how do you even balance stuff when the hitreg is not right

#231 ravenkk

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Posted 24 June 2015 - 04:54 AM

given that the inner sphere will be getting much better design mech post Clan invasion, Can the timber wolf and stomcrow get a reduction to laser nerf?</p>

What about new Clan and IS weapon tech like stuff from Fusion engines light , Heavy laser , light Ferro-Fibrous Armor ?

If the laser duration stay the same for timber wolf and StormCrow, Can we at least have one slot Modules back?

Edited by ravenkk, 24 June 2015 - 08:55 AM.


#232 Peiper

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Posted 24 June 2015 - 04:55 AM

View PostCulain77, on 24 June 2015 - 04:13 AM, said:

Or just learn to press J for Counter Ecm as needed like we others do....


Only at the very upper end of competitive play do people want to mess around with counter/disrupt ratio mathmatics and figuring out who does counter and who does disrupt. A couple ECM mechs on each team make the game interesting. Whole teams of ECM mechs is just silly and obnoxious, especially if one team is invisible and the other is not equipped to deal with it. (I'm thinking of newer players to the game, who have a hard enough time hitting R and finding targets.) ELO does not do a good job of segregating teams - not sure how much this has to do with total population rather than ELO itself failing.

While I don't advocate for another LRMaggaddon, I do believe that whole teams projecting cloaking devices is too much. If the game becomes too frustrating and/or only certain, ideal mechbuilds and playstyles work, then players will lose interest. I am also thinking of some of my players with crappy machines or connections. Missile boating, with a good spotter or two is about the only real success they have in the game because direct firing with low framerates and/or bad pings, well, at least they can aim and hit at range with missiles. There is such a thing as too much ECM. We've had a taste with Hellbringers, especially after they took the Timberwolf's place as the go-to heavy. What happens when you have two hellbringers and two shadowcats in each drop deck x 12 for the team? Everyone running around yelling "disrupt, no, wait, counter!" is going to get old real fast.

#233 bad arcade kitty

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Posted 24 June 2015 - 05:11 AM

View PostPeiper, on 24 June 2015 - 04:55 AM, said:


Only at the very upper end of competitive play do people want to mess around with counter/disrupt ratio mathmatics and figuring out who does counter and who does disrupt.


well, you can bring a bap/cap which is automatic and it has a longer range too

may be they will buff bap a bit if ecm becomes too rampant, i personally don't believe that sh cat will be very popular in cw

Quote

I am also thinking of some of my players with crappy machines or connections. Missile boating, with a good spotter or two is about the only real success they have in the game because direct firing with low framerates and/or bad pings, well, at least they can aim and hit at range with missiles.


high ping that's the main reason why i <3 streaks :3 so, im always scared when people complain about them when they are barely viable by and large -_-
lrms is another option but they seem too selfish and unreliable
i personally would be glad to see some lrm buff like a higher velocity or something

eh, this all isn't questions, so we fell into off topic (:

i can ask a question tho: will you buff bap and lrm?

#234 Twilight Fenrir

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Posted 24 June 2015 - 05:26 AM

Can we PLEASE have glowing atlas eyes back? It has overwhelming support from the community.

http://mwomercs.com/...leable-feature/


Ideally, I'd like to see it as a cockpit item, that makes any mechs cockpit glow when equipped :3

#235 Shinikake

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Posted 24 June 2015 - 05:29 AM

Colour Blind Mode?

#236 Wronka

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Posted 24 June 2015 - 05:43 AM

Is the next quirk pass for IS mechs? We need more mechs like the STK-4N and TDR-5SS that can actually step up against the wide array of top tiered clan mechs.

Edited by Wronka, 24 June 2015 - 05:44 AM.


#237 Tempest Borne

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Posted 24 June 2015 - 06:08 AM

Seriously? Try looking at the negative nerfs for many clan mechs, lack of viable assault class mechs, timberwolf that only has 1 weapon slot until mastered. Complete lack of ECM flexibility, and 2x the cost of an IS mech out of the box.

#238 SICk Nick

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Posted 24 June 2015 - 06:19 AM

Can we have different objectives in CW other than O-gens? Something of tactical importance? Something like destroying a comms array takes away the defenders use of airstrikes, take out a cannon eliminates thier arty, take out the ogens and their drop ships take longer to get there...or their mechs land damaged since they have no defense...? maybe have repair/reload stations for defenders that are destructible as well?

Something to make it more like an actual battle?

#239 C E Dwyer

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Posted 24 June 2015 - 06:20 AM

Will the Victor get another quirk pass ?

I feel it does need more Side torso armour and a twist speed buff, its supposed to be a nimble agile mech for its size and this would help its situation

#240 JernauM

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Posted 24 June 2015 - 06:24 AM

What plans do you have to add more lore / story / fluff elements to the game? Eventually launching MWO on Steam will likely bring in many new players who have not been exposed to Battletech, and getting them into the lore could be an important factor in new player retention.





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