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The Unseen - Dead Horse No Longer


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#341 Alan Davion

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Posted 26 July 2015 - 01:23 PM

View PostEd Steele, on 26 July 2015 - 01:15 PM, said:

If you want perfectly balanced, then play Chess. Mechs are not intend to be perfectly balanced, they each have strengths and weaknesses. Once PGI implements BV and role warfare, it will be better.

View PostR Razor, on 26 July 2015 - 01:18 PM, said:



Reading and comprehension is obviously not your strong suit..........it was a response to a post genius.............in this game, what he said won't work.............maybe next time read the f*****g thread before chiming in with nonsense.


Come on guys, let's try to keep things civil here.

#342 R Razor

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Posted 26 July 2015 - 01:29 PM

View PostAlan Davion, on 26 July 2015 - 01:23 PM, said:


Come on guys, let's try to keep things civil here.



Changed it Alan, you're right, just tired of folks that think they know everything chiming in without bothering to read the thread and get some context.

#343 Alan Davion

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Posted 26 July 2015 - 01:40 PM

View PostR Razor, on 26 July 2015 - 01:29 PM, said:



Changed it Alan, you're right, just tired of folks that think they know everything chiming in without bothering to read the thread and get some context.


Believe me Razor, I know exactly how you feel. Thumbs up for changing your post. B)

#344 Sereglach

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Posted 26 July 2015 - 01:47 PM

View PostJohnny Z, on 26 July 2015 - 01:21 PM, said:

Other than pointless back talk, your only two points were that appearance, Npc's and story are fluff and not real content. Since when has this become a view commonly argued? Is this to justify anything greater than BLUE VRS RED TDM is not wanted by players? Take notice than any half decent game has these basics that Mechwarrior Online has none of. None.

To explain that a story, NPC characters, and the player characters are indeed content and the appearance and context of any content is indeed important to said story telling or game making, via intro's, movie scenes, start up screens etc would be an exercise in futility I assume.

Take the smartarsedness elsewhere, because I wasn't just back-talking at you. I made wholly valid points and went over where, when, and how the items you mention come into play. I'm not arguing that they couldn't be added, I was making points about where they'd be valid. However, because I'm not wholeheartedly agreeing with your every whim, you become childish over it. Take a breather and reread the post in question.

Also, there are plenty of games that are quite successful that have very little background content/information . . . and that which they provide is virtually meaningless to the game as a whole. I reference Counterstrike, League of Legends, the whole "World of [war implement]" series, War Thunder, Team Fortress 2, and many other games as prime examples of this.

The items you provided are not complete blockers or overwhelming stipulations to the release of an "unseen" mech pack. The recent success of mech packs, steadily growing player base, and already existing roadmap of game improvements are all evidence of this point.

Regardless, your temper tantrum proves that further conversation, with you, on this matter would get off topic and be utterly pointless. Therefore I bid you adieu, and good day.

Now we can get back to our regularly scheduled hype over the unseens possibly being revived, and the possibility of their debut to MWO.

P.S. Please learn proper etiquette, punctuation, and grammar. That last run on sentence is atrocious.

#345 CMDR Sunset Shimmer

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Posted 26 July 2015 - 01:49 PM

View PostEd Steele, on 26 July 2015 - 01:05 PM, said:

Too bad the 3D is 5 tons lighter, so you have to cut some corners to get that loadout.


Yeah I'm forced to run dubs instead of singles... and I run UAC instead of standard AC... but for the most part, it runs about how I'd expect it to.

#346 stjobe

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Posted 26 July 2015 - 01:57 PM

View PostAlan Davion, on 26 July 2015 - 12:56 PM, said:

Which is one of the fundamental failings of MWO as a whole. This upcoming top to bottom rebalance will hopefully, somehow move us away from this ridiculous PPFLD meta shite.

Don't get your hopes up. The much-vaunted "rebalancing" is just the Re-Quirkening with a new way of ranking the 'mechs. MWO's issues with pin-point accurate, instantly converging, front-loaded damage are way too deep in the core game to be fixed by something like that. It would need a major re-write.

I don't think PGI is even capable, much less willing, to even try to fix it at this point.

View PostAlan Davion, on 26 July 2015 - 12:56 PM, said:

Ballistics and missiles need to be made more viable against the laser vomit or it's just going to be the same shite everyday this game exists. As it is I've hardly seen any Catapults in recent weeks, and they should be one of the most powerful fire support mechs. As the Crusader should be if by some miracle it's ever added into MWO.

It will be the same, or similar, shite every day this game exists, unless PGI by some miracle decides to go back and re-do some of the very earliest design mistakes they made, like

* NOT reducing damage and heat per shot by the same factor they increased rate of fire.
* NOT implementing any heat penalties besides shutting down at 100% heat (in a franchise where heat is instrumental)
* NOT realizing that front-loaded damage is plain better than spread damage (and compensating for it somehow)
* the epic-level, mind-boggling stupidity of thinking having perfect accuracy (in a franchise well-known for its poor accuracy, I might add) would somehow make the game more attractive to the eSports crowd.

These are fundamental game design mistakes that are at the core of this game. The flaws aren't superficial, they're deep within the game, and they are there by PGI's stupidity and ineptitude. I don't see them changing any of them. I don't think they can, and I don't think they care.

So it is what it is. It might get minor improvements, but we'll never see any major changes.

*shrug*

It is what it is.

#347 Johnny Z

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Posted 26 July 2015 - 01:58 PM

View PostSereglach, on 26 July 2015 - 01:47 PM, said:

Take the smartarsedness elsewhere, because I wasn't just back-talking at you. I made wholly valid points and went over where, when, and how the items you mention come into play. I'm not arguing that they couldn't be added, I was making points about where they'd be valid. However, because I'm not wholeheartedly agreeing with your every whim, you become childish over it. Take a breather and reread the post in question.

Also, there are plenty of games that are quite successful that have very little background content/information . . . and that which they provide is virtually meaningless to the game as a whole. I reference Counterstrike, League of Legends, the whole "World of [war implement]" series, War Thunder, Team Fortress 2, and many other games as prime examples of this.

The items you provided are not complete blockers or overwhelming stipulations to the release of an "unseen" mech pack. The recent success of mech packs, steadily growing player base, and already existing roadmap of game improvements are all evidence of this point.

Regardless, your temper tantrum proves that further conversation, with you, on this matter would get off topic and be utterly pointless. Therefore I bid you adieu, and good day.

Now we can get back to our regularly scheduled hype over the unseens possibly being revived, and the possibility of their debut to MWO.

P.S. Please learn proper etiquette, punctuation, and grammar. That last run on sentence is atrocious.


I accept your apology. I am just as hyped as anyone that these original mechs may possibly some time in the future make it into Mechwarrior Online.

My original point was that the popularity of their introduction may hinge on the state of Mechwarrior and its level of completion.

#348 Sereglach

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Posted 26 July 2015 - 02:29 PM

View Poststjobe, on 26 July 2015 - 01:57 PM, said:

Don't get your hopes up. The much-vaunted "rebalancing" is just the Re-Quirkening with a new way of ranking the 'mechs. MWO's issues with pin-point accurate, instantly converging, front-loaded damage are way too deep in the core game to be fixed by something like that. It would need a major re-write.

I don't think PGI is even capable, much less willing, to even try to fix it at this point.

Very true, in a lot of regards. Despite the fact that the whole rebalancing does standardize the way mechs are rated (rather than arbitrary "tiers") and looked at for quirks, and the fact that there will be a great deal of new quirks, there are some deeply inherent issues with MWO that makes the game function oddly and have difficult to manage balancing issues.

However, I do have some hope that the new rebalancing overhaul, because of the new breadth of scope and how far it's going to reach, will at least reign things in to at least some extent. Hopefully after that we do start to see some more weapon balancing and tweaks . . . or even flat out overhauls.

View Poststjobe, on 26 July 2015 - 01:57 PM, said:

It will be the same, or similar, shite every day this game exists, unless PGI by some miracle decides to go back and re-do some of the very earliest design mistakes they made, like

* NOT reducing damage and heat per shot by the same factor they increased rate of fire.
* NOT implementing any heat penalties besides shutting down at 100% heat (in a franchise where heat is instrumental)
* NOT realizing that front-loaded damage is plain better than spread damage (and compensating for it somehow)
* the epic-level, mind-boggling stupidity of thinking having perfect accuracy (in a franchise well-known for its poor accuracy, I might add) would somehow make the game more attractive to the eSports crowd.

These are fundamental game design mistakes that are at the core of this game. The flaws aren't superficial, they're deep within the game, and they are there by PGI's stupidity and ineptitude. I don't see them changing any of them. I don't think they can, and I don't think they care.

So it is what it is. It might get minor improvements, but we'll never see any major changes.

*shrug*

It is what it is.

One of the biggest factors that led to several of those issues is the fact that TT is based on a 10 second round, and yet the weapons in MWO were given very arbitrary refire rates (a problem with every MechWarrior game, ever).

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

However, since there's a number of discussions and debates getting way off topic, here. Lets try to pull this back towards the glorious possibilities of having the unseen return to Battletech; and what that opens up for MWO.

After all, Russ had tweeted that he needed a few days to find out what Catalysts announcement could mean for MWO. So maybe it's time to start speculating when he'll announce any news/outcomes in that regard. I personally think he'll have some sort of news (whether he reveals it or keeps it to himself) by the end of this coming week.

Do people think he'll save it for the next town hall? Think PGI will wait until they can unveil some concept art? Or maybe he'll just come out with a straight forward "yes, this can happen" message either in a command chair post or on twitter?

#349 Alan Davion

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Posted 26 July 2015 - 02:37 PM

View Poststjobe, on 26 July 2015 - 01:57 PM, said:

Don't get your hopes up. The much-vaunted "rebalancing" is just the Re-Quirkening with a new way of ranking the 'mechs. MWO's issues with pin-point accurate, instantly converging, front-loaded damage are way too deep in the core game to be fixed by something like that. It would need a major re-write.

I don't think PGI is even capable, much less willing, to even try to fix it at this point.


Okay, maybe I phrased/worded that badly.

I know it will probably end up as nothing more than "The Second Quirkening", with the addition of some sort of "Battle Value" system for all the weapons and equipment, but until we get more details on how that will work... IF we get more details that is, we can at least hope, right?

At the very least, we can hope that the quirk system this time will do what it was supposed to do in the first place, make all chassis attractive in one way or another.

View Poststjobe, on 26 July 2015 - 01:57 PM, said:

It will be the same, or similar, shite every day this game exists, unless PGI by some miracle decides to go back and re-do some of the very earliest design mistakes they made, like

* NOT reducing damage and heat per shot by the same factor they increased rate of fire.
* NOT implementing any heat penalties besides shutting down at 100% heat (in a franchise where heat is instrumental)
* NOT realizing that front-loaded damage is plain better than spread damage (and compensating for it somehow)
* the epic-level, mind-boggling stupidity of thinking having perfect accuracy (in a franchise well-known for its poor accuracy, I might add) would somehow make the game more attractive to the eSports crowd.

These are fundamental game design mistakes that are at the core of this game. The flaws aren't superficial, they're deep within the game, and they are there by PGI's stupidity and ineptitude. I don't see them changing any of them. I don't think they can, and I don't think they care.

So it is what it is. It might get minor improvements, but we'll never see any major changes.

*shrug*

It is what it is.


I absolutely agree that the heat system is at the very core of the piss-poor weapon balance system, however, given my experiences in MW2/Mercs/MW4, the heat system in those games is more or less identical to the one we have in MWO.

The few times I did run missiles in MW2/Mercs, I almost never experienced ammo explosions, even though I was running fairly hot most of the time... Depending on the mech I was using anyway. Especially the heavy mechs, I'd usually find myself somewhere in the 50-75 % range as I always used that circular heat-scale indicator.

In the light/medium mechs I almost never reached the 50 % mark unless I was running a Crab or something with as many lasers as I could pack on... Which was usually 2 Large and 3 Medium I think. Now that was a hot little mech, but god did it eat other mechs for breakfast, lunch and dinner.

The real problem is the TT rules for accuracy and related issues (i.e the dice percentage numbers which dictate whether you miss wildly or hit whatever part of the mech you're shooting at), don't translate at all to an FPS, especially when we have mice capable of altering their precision parameters... DPI isn't it?

The only thing I could really suggest for accuracy is taking the code for the MASC/JJ reticule bounce, and use that to make it so that the weapon being fired has a chance to miss wildly if fired beyond their optimum range, all the way out to their rated maximum. You still have a chance to hit your target, but it's a wild gamble and I dare say would probably not go off well with the comp players.

It's a bit heavy handed I admit, but it would help slow down the TTK for lasers, reduce the laser vomit and would make ACs a much more viable choice for a primary weapon as they already have considerably longer ranges than lasers, thus making them more accurate at those ranges, but still having a chance to miss.

I remember from reading my Gray Death novels, I can't remember if it was the first or second... I think it was the first, Thunder Rift, towards the end during the fight at the space port, Grayson was saying or thinking something while in his Shadow Hawk about the medium laser having a theoretical range of like 1 kilometer, but only being truly accurate out to about 300 meters due to the decline of technology... The so called "Targeting Computer" just barely deserving the name.

Missiles are unfortunately where I draw a blank on making them more a more viable choice compared to ACs/Lasers. A speed increase is sorely needed, that much I'll say, but the combination of their speed and angle is the really big problem. How do you fix that?

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

Sereglach is right though. As fun as it is debating TT to FPS rules, that's a different topic and deserves its own thread.

Back on topic with the Unseen, I think it's more likely Russ and PGI will wait a while before announcing anything. I imagine they'll be in contact with CGL often enough, getting updates on CGL's work re-imagining the Unseen, getting their renders and what-not, then having internal meetings with the art team, figuring out how they can take CGL's work and work it into their own system.

I don't imagine we'll hear anything from PGI for a month, minimum, probably more. PGI have a lot on their plate with the re-balance, re-done Forest Colony, Resistance 2... Whatever they have planned for November, since Resisatnce 2 come out in September and October... And then Origins in December.

November or January is when I'd expect anything to be said on the Unseens.

Edited by Alan Davion, 26 July 2015 - 02:38 PM.


#350 Kain Demos

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Posted 26 July 2015 - 02:46 PM

View PostAlan Davion, on 26 July 2015 - 02:37 PM, said:


Okay, maybe I phrased/worded that badly.

I know it will probably end up as nothing more than "The Second Quirkening", with the addition of some sort of "Battle Value" system for all the weapons and equipment, but until we get more details on how that will work... IF we get more details that is, we can at least hope, right?

At the very least, we can hope that the quirk system this time will do what it was supposed to do in the first place, make all chassis attractive in one way or another.



I absolutely agree that the heat system is at the very core of the piss-poor weapon balance system, however, given my experiences in MW2/Mercs/MW4, the heat system in those games is more or less identical to the one we have in MWO.

The few times I did run missiles in MW2/Mercs, I almost never experienced ammo explosions, even though I was running fairly hot most of the time... Depending on the mech I was using anyway. Especially the heavy mechs, I'd usually find myself somewhere in the 50-75 % range as I always used that circular heat-scale indicator.

In the light/medium mechs I almost never reached the 50 % mark unless I was running a Crab or something with as many lasers as I could pack on... Which was usually 2 Large and 3 Medium I think. Now that was a hot little mech, but god did it eat other mechs for breakfast, lunch and dinner.

The real problem is the TT rules for accuracy and related issues (i.e the dice percentage numbers which dictate whether you miss wildly or hit whatever part of the mech you're shooting at), don't translate at all to an FPS, especially when we have mice capable of altering their precision parameters... DPI isn't it?

The only thing I could really suggest for accuracy is taking the code for the MASC/JJ reticule bounce, and use that to make it so that the weapon being fired has a chance to miss wildly if fired beyond their optimum range, all the way out to their rated maximum. You still have a chance to hit your target, but it's a wild gamble and I dare say would probably not go off well with the comp players.

It's a bit heavy handed I admit, but it would help slow down the TTK for lasers, reduce the laser vomit and would make ACs a much more viable choice for a primary weapon as they already have considerably longer ranges than lasers, thus making them more accurate at those ranges, but still having a chance to miss.

I remember from reading my Gray Death novels, I can't remember if it was the first or second... I think it was the first, Thunder Rift, towards the end during the fight at the space port, Grayson was saying or thinking something while in his Shadow Hawk about the medium laser having a theoretical range of like 1 kilometer, but only being truly accurate out to about 300 meters due to the decline of technology... The so called "Targeting Computer" just barely deserving the name.

Missiles are unfortunately where I draw a blank on making them more a more viable choice compared to ACs/Lasers. A speed increase is sorely needed, that much I'll say, but the combination of their speed and angle is the really big problem. How do you fix that?

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

Sereglach is right though. As fun as it is debating TT to FPS rules, that's a different topic and deserves its own thread.

Back on topic with the Unseen, I think it's more likely Russ and PGI will wait a while before announcing anything. I imagine they'll be in contact with CGL often enough, getting updates on CGL's work re-imagining the Unseen, getting their renders and what-not, then having internal meetings with the art team, figuring out how they can take CGL's work and work it into their own system.

I don't imagine we'll hear anything from PGI for a month, minimum, probably more. PGI have a lot on their plate with the re-balance, re-done Forest Colony, Resistance 2... Whatever they have planned for November, since Resisatnce 2 come out in September and October... And then Origins in December.

November or January is when I'd expect anything to be said on the Unseens.


Monetizing these 'mechs would quickly become a priority for them if possible though. Imagine instead of the typical IS,CLan, IS release pattern if they did a simultaneous Unseen/Unseen IIC release?

With the way they announce packs so far in advance now (example, Origins pack going on sale so fast after IS Resistance 2 announced, with Wave 3 still not even fully delivered) it would appear that they are really needing cash injections sooner rather than later and with the sales that would pour in for 'mechs like the Marauder, Warhammer, Rifleman, etc and their IIC counterparts I could see it taking a very high priority.

As someone who has bought every single clan release but am still undecided on the IIC pack (none of these 'mechs are any that I have ever had an attachment to or even played before in other games) I would not hesitate for even a second for the Rifleman IIC, Marauder IIC, or Warhammer IIC.

#351 Sereglach

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Posted 26 July 2015 - 02:48 PM

View PostAlan Davion, on 26 July 2015 - 02:37 PM, said:

Sereglach is right though. As fun as it is debating TT to FPS rules, that's a different topic and deserves its own thread.

Back on topic with the Unseen, I think it's more likely Russ and PGI will wait a while before announcing anything. I imagine they'll be in contact with CGL often enough, getting updates on CGL's work re-imagining the Unseen, getting their renders and what-not, then having internal meetings with the art team, figuring out how they can take CGL's work and work it into their own system.

I don't imagine we'll hear anything from PGI for a month, minimum, probably more. PGI have a lot on their plate with the re-balance, re-done Forest Colony, Resistance 2... Whatever they have planned for November, since Resisatnce 2 come out in September and October... And then Origins in December.

November or January is when I'd expect anything to be said on the Unseens.

It'll be interesting. Although remember, November there's still going to be mechs releasing for MC/c-bills. Also there's the holidays to worry about. We know that's going to basically stop much of anything from happening in January (like it did last year, and the year before, etc.). On the other hand, the mechs releasing in November will already be in game, so that does leave the schedule a little open for extra mech work to be done. It's an interesting thought.

Regardless, I wouldn't be surprised if Russ tweets a little teaser of info (like: "yeah, I talked to CGL, their reimaged unseen mechs look great . . . we could do a lot with those"), and then sits on it for a month, or two, until the next Town Hall. They seem to like to save those as reveals for packages.

On top of it, the mech team is in no way related to the Map team, or UI team, or Gameplay Design team. So they could be cranking out concept art within the next week or two and we'll be none the wiser.

#352 Throat Punch

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Posted 26 July 2015 - 02:59 PM

I've been staring at the store page for 2 days now, credit card at the ready, but still...no Rifleman. I haz a sad. :( Russ, please hurry I want to throw cash at my screen NOW!

#353 Alan Davion

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Posted 26 July 2015 - 03:18 PM

View PostKain Demos, on 26 July 2015 - 02:46 PM, said:


Monetizing these 'mechs would quickly become a priority for them if possible though. Imagine instead of the typical IS,CLan, IS release pattern if they did a simultaneous Unseen/Unseen IIC release?

With the way they announce packs so far in advance now (example, Origins pack going on sale so fast after IS Resistance 2 announced, with Wave 3 still not even fully delivered) it would appear that they are really needing cash injections sooner rather than later and with the sales that would pour in for 'mechs like the Marauder, Warhammer, Rifleman, etc and their IIC counterparts I could see it taking a very high priority.

As someone who has bought every single clan release but am still undecided on the IIC pack (none of these 'mechs are any that I have ever had an attachment to or even played before in other games) I would not hesitate for even a second for the Rifleman IIC, Marauder IIC, or Warhammer IIC.


I still personally blame the announcement of the first run of IIC mechs on the failure of the Phoenix re-release poll.

I still think that even if the Macross Unseens do get added to MWO, PGI will stick to the staggered IS/Clan release schedule. Remember that when the Clans created the IICs, they sometimes radically altered the look of the mechs. For example, the Griffin/Shadow Hawk/Phoenix Hawk, and to a lesser extent, the Marauder.

The Rifleman and Warhammer were really the only IIC mechs that still closely resembled their original forms.

The Stinger was the only other Macross mech to get a IIC form, and that wasn't even until 3085, so they'll still keep to the standard IS/Clan release schedule, as they would need time to alter the visuals of the mechs, if we even do get the IIC versions of these mechs.

Not to mention, some of the IIC mechs aren't yet timeline appropriate due to weapons like Light/Heavy weapons, Rotary ACs... Which we actually have, visually speaking in terms of the IS UAC/5 and Clan UAC2/5s... And then the ATMs. We're closer in the timeline to having ATMs than some of the other weapons.

View PostSereglach, on 26 July 2015 - 02:48 PM, said:

It'll be interesting. Although remember, November there's still going to be mechs releasing for MC/c-bills. Also there's the holidays to worry about. We know that's going to basically stop much of anything from happening in January (like it did last year, and the year before, etc.). On the other hand, the mechs releasing in November will already be in game, so that does leave the schedule a little open for extra mech work to be done. It's an interesting thought.

Regardless, I wouldn't be surprised if Russ tweets a little teaser of info (like: "yeah, I talked to CGL, their reimaged unseen mechs look great . . . we could do a lot with those"), and then sits on it for a month, or two, until the next Town Hall. They seem to like to save those as reveals for packages.

On top of it, the mech team is in no way related to the Map team, or UI team, or Gameplay Design team. So they could be cranking out concept art within the next week or two and we'll be none the wiser.


That's exactly what I mean. There's nothing that we know of that's scheduled for November/January, besides the MC/C-Bill releases for certain mechs... Those being the Wolfhound and Mauler for MC. The Wolfhound then releasing for C-Bills, and the Black Knight for MC the same day the IICs drop.

But as those mechs would already be in the game code, adding them for MC/C-Bills is relatively easy, and would allow for more time to actually announce whether the Unseen is going to be a real thing.

I do agree that it's absolutely possible that the art team could be working on concept art for the Unseen behind the scenes, and I did say something to that affect earlier, depending on how quickly CGL releases their 3d concept renders, PGI would take those and start concepting in order to fit into MWO.

But woe-betide PGI if they shorten the barrels on the Rifleman/Warhammer arm-weapons.

Edited by Alan Davion, 26 July 2015 - 03:19 PM.


#354 Sereglach

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Posted 26 July 2015 - 04:03 PM

View PostAlan Davion, on 26 July 2015 - 03:18 PM, said:

That's exactly what I mean. There's nothing that we know of that's scheduled for November/January, besides the MC/C-Bill releases for certain mechs... Those being the Wolfhound and Mauler for MC. The Wolfhound then releasing for C-Bills, and the Black Knight for MC the same day the IICs drop.

But as those mechs would already be in the game code, adding them for MC/C-Bills is relatively easy, and would allow for more time to actually announce whether the Unseen is going to be a real thing.

I do agree that it's absolutely possible that the art team could be working on concept art for the Unseen behind the scenes, and I did say something to that affect earlier, depending on how quickly CGL releases their 3d concept renders, PGI would take those and start concepting in order to fit into MWO.

But woe-betide PGI if they shorten the barrels on the Rifleman/Warhammer arm-weapons.

Completely valid thinking . . . but remember, there isn't jack that really gets released (save for some minor bug fixes/tweaks) around January; because they're recovering from the holidays. That is, of course, unless they had some mechs ready well in advance . . . but with ALL of the first IIC mech package releasing mid-December, I doubt they'd have the time for that.

Also, something tells me they'd handle the Warhammer/Rifleman arms not unlike the Mauler Arms, where you're going to have a long barrel with a hardpoint socket in the end, instead of the barrel itself being the hardpoint.

Edited by Sereglach, 26 July 2015 - 04:06 PM.


#355 CycKath

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Posted 26 July 2015 - 04:10 PM

View PostSereglach, on 26 July 2015 - 02:48 PM, said:

Regardless, I wouldn't be surprised if Russ tweets a little teaser of info (like: "yeah, I talked to CGL, their reimaged unseen mechs look great . . . we could do a lot with those"), and then sits on it for a month, or two, until the next Town Hall. They seem to like to save those as reveals for packages.


This is my assumption, too early to have a formal confirm.

#356 NocturnalBeast

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Posted 26 July 2015 - 11:43 PM

View Poststjobe, on 26 July 2015 - 01:57 PM, said:

Don't get your hopes up. The much-vaunted "rebalancing" is just the Re-Quirkening with a new way of ranking the 'mechs. MWO's issues with pin-point accurate, instantly converging, front-loaded damage are way too deep in the core game to be fixed by something like that. It would need a major re-write....


Converging is not instant in this game and pin-point accuracy is the product of skillful aiming and not everyone (myself included) can hit with every shot. Do people really want an RNG combat system like in an MMORPG like WOW? Autoattacks would be extremely lame in an FPS, we would be trading skill for luck.

Edited by Ed Steele, 26 July 2015 - 11:45 PM.


#357 Steinar Bergstol

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Posted 27 July 2015 - 12:23 AM

View PostEd Steele, on 26 July 2015 - 11:43 PM, said:



Converging is not instant in this game and pin-point accuracy is the product of skillful aiming and not everyone (myself included) can hit with every shot. Do people really want an RNG combat system like in an MMORPG like WOW? Autoattacks would be extremely lame in an FPS, we would be trading skill for luck.


Nobody's really suggesting replacing aiming with a 2d6 roll to hit followed by a 2d6 roll for location. That's not going to work and everyone knows it, even the most hardened TT advocates among us. However, mechanics which simulate the inaccuracy of the mechs in the lore could be introduced without the Ironfisted Rule of Dark Lord RNG. For example introducing reticle sway linked to the mech's movement (faster movement, more sway from none when you're standing perfectly still to little when you're just torsotwisting to "better be a decent shot to hit exactly what you want" when moving at full speed and twisting Your torso like a madman). And that's just one of many suggestions people have made over the years.

But bringing this back to the topic at hand: I'd imagine even if Russ decided tomorrow that they're going to do the unseen he'd want to hold onto that info in order to make a big announcement out of it, because the official announcement of the Unseen would be an honest to goodness Big Deal for MWO, not something I imagine he want to mention in an offhanded comment on twitter or something like that.

#358 Davers

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Posted 27 July 2015 - 12:41 AM

View PostAlan Davion, on 24 July 2015 - 08:09 AM, said:



I mean, in all seriousness the Stinger/Wasp/Valkyrie and Locust are probably some of the weakest light mechs in the game.


I once took out a Victor and an Enforcer in one round with a Valkyrie. A feat that will probably never be repeated. :)

#359 Widowmaker1981

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Posted 27 July 2015 - 12:58 AM

I think there will be much rage if the Warhammer is introduced, as all the people who care more about gameplay than aesthetics and history go and dump the arm PPCs because they are too low mounted, rip off the ST SRM launcher because it makes the ST hitbox too big, and replace the ST MGs with Gauss Rifles.

You know it will happen.

Not that that is a reason to not introduce it mind you, it and the Marauder will print money and PGI know it, so if they can, they will.

Edited by Widowmaker1981, 27 July 2015 - 01:02 AM.


#360 NocturnalBeast

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Posted 27 July 2015 - 02:03 AM

View PostWidowmaker1981, on 27 July 2015 - 12:58 AM, said:

I think there will be much rage if the Warhammer is introduced, as all the people who care more about gameplay than aesthetics and history go and dump the arm PPCs because they are too low mounted, rip off the ST SRM launcher because it makes the ST hitbox too big, and replace the ST MGs with Gauss Rifles.

You know it will happen.

Not that that is a reason to not introduce it mind you, it and the Marauder will print money and PGI know it, so if they can, they will.


Yes, the stock Warhammer will be quite lackluster in MWO, unless you are playing against other (3025) stock mechs.





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