Town Hall Meeting On Twitch.tv With Russ Bullock - Archive On Youtube
#341
Posted 25 June 2015 - 12:13 PM
#342
Posted 25 June 2015 - 01:22 PM
What drives your conviction that the elements of restricted gameplay of E-Sports games (currently evidenced by the on-rails design of CW maps and the continued changes to CW to deny any gameplay other than those determined by you personally as "properly winning the engagement") will enhance the goal of MWO as a "A tactical BattleMech simulation" and a "BattleMech combat simulator with a heavy emphasis on tactical strategies" when it is clear the two have contradictory requirements (E-Sports require artificially controlled conditions and regulated conduct along narrow accepted strategies and allowed actions, while combat simulators require the most accurate depiction of actual warfare conditions that are extremely variable and the widest possible tactical and strategic options in order to explore the results of all possible conditions) ?
In short, why do you believe turning MWO towards an E-Sport does not by definition betray both the intent and the goal of MWO as so stated by yourself?
Edited by Jakob Knight, 25 June 2015 - 01:25 PM.
#343
Posted 25 June 2015 - 01:25 PM
Because if it goes on like this your precious Clans will run out of IS players to stomp pretty soon.
#344
Posted 25 June 2015 - 01:33 PM
#345
Posted 25 June 2015 - 01:45 PM
when will some pride be taken in map making, where a guy can safely fire his weapons at a target and not have the terrain/buildings reach and intercept shots? where is fully destructible terrain and objects?
#346
Posted 25 June 2015 - 02:30 PM
#347
Posted 25 June 2015 - 02:38 PM
Will you add a button to let pilots eject unusable ammo leftover after the weapons utilizing it get crit out?
Will you add gauss visual trails?
Edited by Clay Pigeon, 25 June 2015 - 02:39 PM.
#348
Posted 25 June 2015 - 02:47 PM
Dawnstealer, on 25 June 2015 - 09:07 AM, said:
armored vehicles
I submit that it is too much to do for a FTP game. Especially if you don't have the staff for a minimally viable BETA release of a game.
#349
Posted 25 June 2015 - 03:28 PM
How does PGI define the difference between Mercenary, Loyalist, and Lone Wolf? Because currently there isn't any distinction in Community Warfare when it comes to game play, other than bonus C-Bills and Loyalty Points when you get a win.
Also can we get rid of gauss charge up ... due to that change I feel my Heavy Metal has gone to waste.
Edited by clownwarlord, 25 June 2015 - 06:06 PM.
#350
Posted 25 June 2015 - 05:42 PM
An additional scouting perk could be positioning ammo reloads and/or the disruption of those supplys. Not sure how the community would respond to that though. Limited ammo does inflate the value of being laser heavy in CW compared to solo/group queue. Having ammo reloads come at an opportunity cost would be a nice way to ease this balancing pressure and give some immersion.
Edited by Haplo88, 25 June 2015 - 05:52 PM.
#351
Posted 26 June 2015 - 12:01 AM
#352
Posted 26 June 2015 - 12:20 AM
Ozealot, on 26 June 2015 - 12:09 AM, said:
bump
http://mwomercs.com/...-625-done-live/
Edited by Peter2k, 26 June 2015 - 12:21 AM.
#353
Posted 26 June 2015 - 12:53 AM
All of this was done before by those Amongst us, who broke down the planets into zones each zone having specific maps used to represent the predominant climate of the planets. Right now CW seems more like the Professional Paint ball games. Small areas that force fast games and while it has its place that lil battle is not the war of the planet, but just a portion of it. By Lore it took 2 weeks of fighting on Tukayyid to determine that ComStar had won. You want to play quick fast drops to determine a Planet? Fine I bid a Space rock to turn your planet to slag. Surrender or die. And it doesnt really matter to me, your people on the planet are not mine, I do not need the planets resources to continue my push whether the planet surrenders or dies and I have the ultimate in cutdown that beats even Phelan Kell taking Gunzburg by himself. Welcome to reality, its war. War means I do what ever it takes to win. War is a moral aberrant already so the Clamoring that Im such a evil barstard for having a total disregard for life is true. Total Disregard for the lives of those I am sent to Conquer, but not those lives of my own people. It would only take a few planets before the rest of the Inner Sphere capitulates and surrenders en masse, so that the Dream of Kerensky and leading humanity forward away from war and prosperity across the Human Universe
#354
Posted 26 June 2015 - 05:18 AM
Gremlich Johns, on 25 June 2015 - 02:47 PM, said:
I submit that it is too much to do for a FTP game. Especially if you don't have the staff for a minimally viable BETA release of a game.
Again: I was translating. Refer to the original poster. I'm all for AI tanks taking the place of turrets, but obviously space battles and everything else is a different game.
#356
Posted 26 June 2015 - 01:46 PM
Please consider that in your thought process as you choose next time.. Or simply just let the level of interest shown to the questions in these threads decide the top picks and be done with it.. Take yourself out of the equation.
#357
Posted 26 June 2015 - 03:38 PM
#358
Posted 26 June 2015 - 07:05 PM
What we need is to see ammunition counts go to double TT values for MWO (or at the very least give the missile ammunition the 50% boost that ballistic ammunition has!), to match the armor increases. This allows a "match" in weapon damage potential to match the increased armor capabilities. Missile boats and severely ammunition dependent mechs (COMMANDO!) wouldn't need to devote such a massive amount of tonnage to missiles. They'd actually be able to devote more tonnage to backup weapons for defense, and many mechs wouldn't run dry on ammunition quite so quickly.
#359
Posted 27 June 2015 - 04:18 AM
Sereglach, on 26 June 2015 - 07:05 PM, said:
What we need is to see ammunition counts go to double TT values for MWO (or at the very least give the missile ammunition the 50% boost that ballistic ammunition has!), to match the armor increases. This allows a "match" in weapon damage potential to match the increased armor capabilities. Missile boats and severely ammunition dependent mechs (COMMANDO!) wouldn't need to devote such a massive amount of tonnage to missiles. They'd actually be able to devote more tonnage to backup weapons for defense, and many mechs wouldn't run dry on ammunition quite so quickly.
MWO LRM ammo is 180 missiles per ton.
They have received +50% ammo.
SRMs haven't. +50% ammo there might be nice.
Also, for most of it, we have pinpoint, targetted fire, rather than RNG based spread.
We have perfect convergence - even on fixed torso weapons.
TTK is pretty low tbh - we don't need more ammo in general, we need to turn pinpoint off, have Torso Weapons on fixed trajectories and have convergence linked to arm movement speed.
#360
Posted 27 June 2015 - 07:57 AM
Ovion, on 27 June 2015 - 04:18 AM, said:
MWO LRM ammo is 180 missiles per ton.
They have received +50% ammo.
SRMs haven't. +50% ammo there might be nice.
Honestly, I am mistaken on the LRM's. I thought those were still at TT values. I didn't realize the LRMs were boosted. However, that does leave the SRM's; and some of the most starved builds are SRM based (Commando, Koshi, SRM Locusts, etc.). It is something they should certainly consider.
Ovion, on 27 June 2015 - 04:18 AM, said:
We have perfect convergence - even on fixed torso weapons.
TTK is pretty low tbh - we don't need more ammo in general, we need to turn pinpoint off, have Torso Weapons on fixed trajectories and have convergence linked to arm movement speed.
I'm all for almost ANY of the convergence change recommendations that are out there. I'm for just about anything that'll lengthen TTK. I've expressed support for the Fixed Torso Convergence, the Cone of Fire method, the unlocking of the targeting reticle in first person (having it match third person), and others. Don't take what I'm saying as saying we need to lower TTK. Please do NOT take my words out of context.
However, for extremely ammunition dependent mechs, ammunition has always been an issue. I was pointing out a contributing factor to that problem with the doubling of TT armor to but not having the ammunition follow suite, entirely. Ammunition supplies means absolutely nothing for TTK, other than most ammunition starved mechs would actually have functioning weapons for longer, and some of the extreme boats would actually be able to spare a couple of tons (obviously scaling with the tonnage of the mech and how much they devote to ammunition according to tubes, etc.) for mounting more backup weapons then a few medium or small lasers, or for getting a few more heat sinks, or armor, or engine size. That has very little effect on TTK.
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