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


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#61 Rebel Roshak

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Posted 23 June 2015 - 12:07 PM

I know you've mentioned to me on twitter that Sli fixes are coming. What are the fixes and any idea on when.
I'm also a multi-monitor player. Are their any fixes coming to the stretching that occurs in-game / and the menus ?

Edited by Rebel Roshak, 23 June 2015 - 12:07 PM.


#62 Madcap72

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Posted 23 June 2015 - 12:07 PM

When are you going to get Arrow IV missiles?

#63 Harathan

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Posted 23 June 2015 - 12:12 PM

Are there any plans to encourage CW participation by ensuring that the losing side still earns a worthwhile amount of CBills for their efforts?

For example, the losers earn the base contract amount no matter what, and the winners get paid the base contract plus a multiplier, or plus a set amount of prize money. So it's still far more profitable to win, but not a complete waste of time if you lose. I believe this would encourage more people to play CW.

Edited by Harathan, 25 June 2015 - 08:51 AM.


#64 Dvorak

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Posted 23 June 2015 - 12:15 PM

As somebody who plays a lot of light mechs, the way clan streaks are currently implemented can make for a frustrating experience. If a mad dog or stormcrow boating those weapons gets behind you or otherwise gets the drop on you, a salvo of several dozen cSSRMs does so much damage that your mech is pretty wrecked. If you're not dead, you're close to it.

With the increased range cSSRMs have vs. inner sphere ones, the 'danger zone' is very large, and once they have lock-on, you have one or two seconds max to try and save yourself. Situational awareness is important of course, but terrain is a factor, and we can't see directly behind us...

Are any adjustments to the weapon system - streaming the missiles ala CLRMs, range reductions, ghost heat adjustments, anything - under consideration which would keep them viable weapon systems without leaving them as dominant vs. light mechs? (Honestly, even a LRM-style "Streak Lock-on" warning would give light pilots more of a chance to take cover or flee.)

Edited by Dvorak, 23 June 2015 - 12:17 PM.


#65 RjBass3

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Posted 23 June 2015 - 12:15 PM

Will Canada actually celebrate if their team makes it past the quarter finals in the FIFA Womens World Cup?

#66 Jman5

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Posted 23 June 2015 - 12:15 PM

Any plans for Inner sphere and Clan mercenary factions that could attack or defend wherever?

#67 Kael Posavatz

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Posted 23 June 2015 - 12:16 PM

What was the rational for the mechs included in the Clan Wave III package?

Specifically, why did PGI choose to give the Clans additional 25- and 45-ton mechs rather than addressing the 20- and 40-ton holes in the Clans' drop decks. And why did PGI choose to fill the 95-ton hole in the assault bracket rather than a 90-ton mech?

When can the Clans expect to get 20, 40- and 90-ton mechs?

#68 CyclonerM

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Posted 23 June 2015 - 12:17 PM

This time i chose to repost the questions i like and would really like to see answered, with my comments and additions. Please consider them :)

CW:

View PostBlueduck, on 23 June 2015 - 11:08 AM, said:

3) By moving the generators to a central location most of Community Warfare's strategic variability has been removed. Would you consider instead keep the wall guards around the generators and perhaps adding some stronger short range turrets while moving the generators back to where they were when things were more enjoyable. Likewise people hiding in the dropzone during counter attack mode is a major problem.

This. It already felt too much of a MOBA/E-sport, now even more as it is just a glorified TDM. Any chance of a more open and strategic game mode, with big open maps like Alpine, several primary and secondary objectives, Union Dropships, etc.?

Quote

Also, any idea when MWO will have a separate experience for Lone wolf / mercenary / loyalist players? Is that CW phase 3 / Beta 3?

View PostPeiper, on 23 June 2015 - 11:33 AM, said:

One big thing missing from CW is the lack of meaning. Taking planets does nothing for a faction.

To make CW work, an economy must be added to the game including:

Perks for taking planets.
Reasons to fight for planets.
Perhaps bonuses to rewards for clans fighting underweight (batchalls).
Perhaps extra money for mercs defending planets if a faction gets below 10 planets?
Turrets and tanks for defense, VTOL's and arty batteries for offense?
Salvage rights.
Black markets.
Discounts on faction mechs or equipment when fighting for, or attaining certain loyalty in said faction.
Non-faction mechs cost more to buy and maintain. (Variants produced by different factions.)
The higher loyalty in a faction, the less repairs/rearm costs.

Faction loyalists get fixed paychecks like regular army.
Mercs only get paid when they succeed.
Clan and IS tech (cross faction) availability based on certain criteria.

Could we get some comments on the progress of the stuff written above?


View PostJman5, on 23 June 2015 - 11:05 AM, said:

I use a lot more ammo per mech in community warfare than the regular game mode. Is there any chance we could see some CW-specific adjustments to ammo so that they are better balanced with energy weapons?

Maybe something like supply depots (with limited ammo) where you can resupply your 'Mechs? They could be tied with "Supply raids" 4vs4 missions. You get the idea.


Clan 'Mechs:

View PostRogue Jedi, on 23 June 2015 - 11:02 AM, said:

will we see Clan Battlemechs (as in not Omnimechs, for example the Kodiac or the IIC Mechs) any time soon?

And do you have any idea about how to make Clan Battlemechs work? Do you think they would be balanced enough if they just worked like IS Battlemechs, as i hope they will?

Other:

View PostHeffay, on 23 June 2015 - 11:29 AM, said:

Is PGI working on anything else, other than MWO? The Weisman rumors have been running strong lately. As well as the big question about what happened to MW:T... :)

View PostLegoPirate, on 23 June 2015 - 11:29 AM, said:

there have been numerous complaints about jumpjets, and in particular class 1 jumpjets. are there any plans to revisit and revise jumpjets, since its still not beneficial to take more then 1 jumpjet?

Any chance of a JJ rework to make them actual "jump" jets like in MW:LL? I feel that would help a lot and give them their true feel. This is something that has been asked a lot already..


View PostAlistair Winter, on 23 June 2015 - 11:34 AM, said:

Russ, can you give us any update on when the pilot skill tree will be changed, and if you have plans to do more than replace the pinpoint accuracy skill?


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!


Any plans for a LRM mechanic revamp? Maybe instead of being semi-guided they could follow the reticle instead, adding skill and precision to their direct fire usage, and rely on TAG, NARC and UAV/s for indirect fire?

View PostPeiper, on 23 June 2015 - 11:58 AM, said:

If so, could we disable the polls when the masses from STEAM, not knowing a thing about Battletech/Mechwarrior come in and trash the game design not understanding that this game is meant to be a team based, tactical, long lasting slug match with rich storylines, faction loyalties, with battlemech designs that only make sense through the eyes of old sci-fi nuts?

I know how you feel..

#69 uebersoldat

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Posted 23 June 2015 - 12:23 PM

Can we expect to ever walk around our mech lab in first person? I see revenue potential here with decor similar to Star Citizen hangars.

#70 DarkReaver1986

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Posted 23 June 2015 - 12:25 PM

Will we ever get new 3D models for the older Mechs?
Commando
Cicada
Dragon
Awesome
and Stalker?

You are making resizes of weapons, have done a second model for the Ravens and the Jagermechs but i am still waiting to see all my mechs with their current weapons.

#71 ithilkir

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Posted 23 June 2015 - 12:25 PM

Two questions if that's ok :D

1) Will there be any work done to create modes for CW that don't involve such a large time sink? I'd love to jump in but would much rather prefer one off smaller skirmishes

2) There's a lot of cool CW maps, any chance of converting or using portions of them for regular (ie non CW) maps?

#72 Kinski Orlawisch

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Posted 23 June 2015 - 12:27 PM

Is there a chance for:
-PvE
-Solaris Arena
-Strip all mechs function for modules/ cockpit item
-income from owned planets
-upgrades purchasebel for own planets
-Jumpships which have a function and wich you can customize
-Faction Tags on the mechs
-a bar where pilots can walk around and wear nice dresses and talk to each other.
-changes in the loyality system. Mecs have to bee hired by units wich have a permanent contract. (Unit coffer)
-Changes to the CW reward system that shooting gens brings LP and C Bills.
-house leader for all factions.
-scins for the dropships.
-upgrades for the Clanmechs that they are inline with the IS mechs again? Armor buffs..heatquircks..laserduration quircks?

One way could bee that merc units get listed in Outreach when they are free. House leader can offer them a contract. They use for this money they gained from the planets they have. All plants produce income for the house leader AND the owned unit. When a unit owens a planet, they can use their income to make an offer to a merc unit. They can accept, or not.


#73 XX Sulla XX

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Posted 23 June 2015 - 12:28 PM

1>>> Can we get balance passes on a few mechs each patch? Some mechs like the Victor, Highlander and Vindicator VND-1R etc need some love. Not asking for all mechs to be tier one. But we want a smaller gap between the best and the worse.

2>>> Can we expect jump jet changes soon? Jump jets were never the main problem behind jump snipers and should be made better. Better mobility helps lower time to kill and is an over all positive for the game.

3>>> Can we finally get the Victor 9A that is in the game files already. Its now far from a mech that will be OP. Put it in the gift store and make a pass on the Victors and let us give you some money :)



Posted Image

Edited by XX Sulla XX, 23 June 2015 - 12:45 PM.


#74 Kristian Radoulov

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Posted 23 June 2015 - 12:28 PM

What do you think of tackling balance by unlocking endo/ff for all clan mechs, to bring up the underperformers, then making IS XLs the same as clan XLs and then increasing armor value to keep TTK in a good place?

Idea being to have IS quirks only have to account for difference in 7vs14 endo crits, lower clan weapon weights and 2 slot clan DHS. Would promote more diversity in clan chassis and make balance more straightforward imo.

#75 Kael Posavatz

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Posted 23 June 2015 - 12:30 PM

Are there any plans to make further Community Warfare map revisions owing to the viability of engaging the Omega mobile HPG station with long-range direct-fire weapons (usually ERPPCs, or autocannons on IS side) on counter-attack maps from outside the gates on some maps?

Likewise are there any plans to address the counter-attack game mode where defenders are able to concede Omega and sit in their DZ where they are able to effectively concentrate fire on any attackers trying to assault their position and have the back-up of quirked-out dropships?

#76 Sigilum Sanctum

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Posted 23 June 2015 - 12:30 PM

Has PGI ever considered something similar to horde mode to appease the PvE crowd? Have you guys also considered customizable geometry as another for of transaction? (Different atlas skull helmets as an example)

#77 Mcgral18

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Posted 23 June 2015 - 12:30 PM

Q: Will additional hardwired equipment be un-hardwired like the Adder? The Myth Lynx AP comes to mind, as it's a comparatively worse tax.

Q: Would swapping Ferro for Endo, or letting Clan mechs take Endo (with given slots to prevent certain builds) be considered? Ferro is outright worse, and costs most of the less great Clan mechs 2 tons of pod space for no good reason.

All the top tier mechs already have Endo+Ferro, so powercreep isn't a great example (aside from perhaps the Whale, but crit slot placement could make it unpopular, or simply don't let certain mechs do it.) Simply swapping Ferro for Endo is also an option, but doesn't address other issues.

At the moment, it just allows for excellent Power Creep mech packs, like the Loki VS Cauldron born; one has ECM, the other has Ferro+Endo, otherwise identical.
Hunstman is a 50 tonner with 5 JJs with Endo+Ferro with no hardwired heatsinks, and it has 24 tons of pod space, to the 16 of the Nova (with 4 heatsinks).

View PostCurccu, on 23 June 2015 - 11:27 AM, said:

Could all of our double heatsink using mechs have first 10 DHS as true double heatsinks (2.0 not 1.4) not just with engines 250+?
This would help small engined mechs like Locust, Mist Lynx, Kitfox etc. with heat a lot.


To expand on the TrueDubs issue, an easy fix (but not very efficient) would be to give those mechs a Heat Dissipation quirk of +0.6x, where x is the number of TrueDubs missing.

Heat capacity if you want, but I feel dissipation is considerably more important. Myth Lynx needs 12 heatsinks to match 10 on the FS9.


It's inefficient, and would require you to Copy Paste the quirk code a few dozen times into each variant's .XML, making sure the 'x' variable is correct, and would need to be changed once the issue is actually resolved, but it's effective, if not efficient. Shouldn't take more than an hour.

Not sure how taxing fixing the heatsink issue outright would be, without causing unintended consequences.


Mechs affected (TrueDubs):
  • Locust (7)
  • Commando (8 and 9)
  • Myth Lynx (7)
  • Cute Fox (7)
  • Hankyu (9)
  • Urbanmech (7)
  • Adder (8)
  • Vindicator (9 and 10)
  • BlackJack (9 and 10)
BJ and Vindi have 1 and 2 variants with 250+ engine cap, but the rest do not.

Edited by Mcgral18, 23 June 2015 - 12:34 PM.


#78 Tarogato

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Posted 23 June 2015 - 12:38 PM

Q: Is MWO ready for a Steam release? Why do you think so and/or what needs worked on still?

#79 Monky

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Posted 23 June 2015 - 12:40 PM

On the topic of information warfare, could a 'stealth' factor be added to radar? In other words, can lighter mechs be harder to detect on radar than larger ones?

#80 L e x

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Posted 23 June 2015 - 12:40 PM

5 questions for Russ:

1. CW Phase 3
2. Balancing
3. PvE or campaign
4. Deckels
5. Command Wheel/Interface


Go.





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