1. Terra Therma is one of the most widely despised maps in the game due to the volcano bottleneck in the middle of the map. The rest of the map is great IMO. So, to prevent the volcano from being everyone's first and last stop, would you be willing to consider making the volcano on Terra Therma much much hotter. Perhaps to the point that walking through the middle would cause slower mechs to overheat and shut down making it impractical to bring the main strike force through the center but allow a flanking force of fast lights and mediums to outmaneuver the main body of the enemy's teams.
2. How are the negotiations with the scum suckers at Harmony Gold going for the rights to bring the rest of the unseen coming. Also, if you release a Phoenix 2 pack with these mechs will I be able to purchase the bounty hunter's paint job for my Marauder?
3. Flamers... they're useless. Have you considered changing them from a continuous stream of flame to a sudden burst of plasma that does splash damage kind of like a clan ERPPC and disables a heat sink for a short amount of time?
I only suggest this because PGI has said that you don't want it to be able to shut down mechs and you don't want it to blind people. So to fulfill those requests the flamer must become a damage dealing weapon and must have a relatively short duration. Since the IS flamer weighs 1 ton it must be viable alternative to the much longer ranged IS medium laser. So a combination of front loaded damage spread over a couple of sections and a reduction in the enemy's ability to cool themselves seems to me to be a good way to make them useful, at least for fast mechs who can boom and zoom.
4. A lot of the player base is wondering why PGI decided to ship the cheetah which was obviously going to be a fantastic light mech (clan energy weapons, clan xl, and ECM) with such large quirks. Would you be willing to talk about how you guys decided that it needed say 15 point leg structure quirks when none of its IS competitors (jenner, spider, and firestarter, [Ravens don't count because they still have hit boxes larger than their legs]). Even more confusing is that while all the other quirks were removed the 15 point leg structure quirks remained. So, I'd like to understand why PGI thinks the quirks were essential to make the cheeto equal to its IS opponents. I'm not saying you're wrong, just that I don't understand.
5. Humanoid light mechs often have hit reg issues when they're released (*cough* Firestarter/Spider *cough*). Would PGI be willing to put the wolfhound and Jenner IIC on the test server before they are released to gather real world data on this before they get put on the main server?
6. Could you describe your overall long term strategy for creating a good dynamic balance between IS and Clan tech.
Currently clan tech is mostly flat out superior and the only IS mechs that are on the same playing field as the clan mechs have to have fairly significant quirks and even then they aren't in the same league as the Timbie, Storm Crow, and Dire Wolf.
7. Any hints on what sorts of changes the Sept 22 balance patch is going to bring?
8. PGI has occasionally mentioned a time skip as a possibility (to 3058 for operation bulldog/task force serpent I imagine). I'm sure most IS pilots would love to have ER lasers, UAC20, XPulse lasers, the bushwacker, etc. The clanners would love heavy lasers and ATM as well I'm sure. So, what would you say the likelihood of a time skip in 2016 is?
9. Are you guys ever going to remove the convergence skill from the skill tree? I mean you gave us instant convergence very early in open beta or late in closed beta and that doesn't seem like the sort of thing that should take 2 years to implement...
Edited by Narcissistic Martyr, 09 September 2015 - 05:42 PM.