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Town Hall Meeting On Twitch.tv With Russ Bullock - Sept 10Th 5Pm Pdt


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#101 Ranger Aodhan

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Posted 09 September 2015 - 08:43 PM

1)I have been playing a bit of War Thunder recently and have found some of the tank component destruction very interesting; are there any plans to implement any sort of subsystem destruction such as the waist ring locking or laser lenses cracking?

2)I know that you have mentioned wanting to include melee style combat into MWO but are there any plans or ideas for that in the works? It would bring some further advantages to 'mechs that need it like the Banshee.

3)Could we see some of the more interesting features of battlemechs become features such as ammo ejection or 360 degree/rear view screen even if they are modules?

Edit: I guess Banshee's don't really need the extra help. But melee would be fun none the less.

Edited by AODHAN45, 09 September 2015 - 09:15 PM.


#102 GreyNovember

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Posted 09 September 2015 - 08:58 PM

Weight class question.

If you were to set a standard power level for lights, mediums, heavies, and Assaults, which mech would represent that standard the best; IS and/or Clan?

Would it be fair to say this is gow rebalancing will go?

#103 Juodas Varnas

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Posted 09 September 2015 - 09:14 PM

Question:
Are you planning on improving Mechbay visuals?
I've recently made a thread about it and it's getting quite a bit of positive attention
http://mwomercs.com/...nas-brainfarts/

#104 worstmexican

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Posted 09 September 2015 - 09:17 PM

with the new rebalance of mechs is the cplt given a hit box fix/ear reduction in size kinda deal, maybe even have all the missiles in the ear? its been not very fun to play due to high point alpha mechs, CT only deaths, and not enouph fire power response to thwart anything clan or new IS mechs. always find u get rushed couse every1 knows that all damage is goin ct and u don't have much armor there anyway. thanks guys!! ohh and is there any flamer buffs? lol

#105 Valkyrie73

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Posted 09 September 2015 - 09:43 PM

Sorry if that has been asked. I recall there being talk of role warefare. Has there been any progress/ideas? Will Lights especially get more defined tasks and also be rewarded for them. At the moment most cbills and xp are based on damage done. If a light caps in conquest for the whole game for example and contributes or even gets the win by doing so, they get minimal rewards and it is often better to just ignore the "misson" and go for damage/kills.

Also other things like recon/improved sensors/target computers etc for lore based mechs I.e the Locust (recon) or Cyclops.(targeting computer)

Cheers

#106 Will9761

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Posted 09 September 2015 - 09:48 PM

  • Any plans on adding Faction Colors and/or camos as a Community Warfare reward for players who reached a certain rank in their respective faction?
  • ETA on Decals?
  • Are you considering getting George Ledoux to voice Solaris duels as Duncan Fisher once the game mode is done?
  • Do you have plans to add Major Periphery Factions and Homeworld Clans somewhere in this game's future?
  • Can you encode news like Comstar Intercepts in CW? It is a wonderful incentive. :)
  • Any plans on putting the Urbanmech out for MC and C-bills?

Edited by Will9761, 10 September 2015 - 12:55 PM.


#107 MechWarrior3671771

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Posted 09 September 2015 - 09:50 PM

Noob here. How hard would it be to add the map function for Training Grounds?

Its really hard to learn the maps when you can't access the map to get reference points.

#108 Crockdaddy

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Posted 09 September 2015 - 09:51 PM

I'd like to have a good reason to stay in the faction my unit has been part of for 15 years. CW hasn't provided this so far. Planets will need to mean something. Logistics should be important. For shame we are wearing the sigil of Steiner for the week. We'd like to have a great reason to stay Kurita only.

1. When will we see planets matter?
2. What plans for deeper game play might be in the cards? (logistics, economics, etc).

#109 Taelon Zero

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Posted 09 September 2015 - 10:02 PM

When will we see fixes for surround/eyefinity?

Will CW3 have more reason for clans to fight eachother?

Are there conserns about the IIC mechs from a ballance perspective?

#110 ShinVector

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Posted 09 September 2015 - 10:04 PM

View PostFenrisulvyn, on 09 September 2015 - 09:50 PM, said:

Noob here. How hard would it be to add the map function for Training Grounds?

Its really hard to learn the maps when you can't access the map to get reference points.


Alternative:
http://mwo.smurfy-ne...peaks&m=assault

Would it nice if in-game pre-drop mini map actually showed where you and your allies spawned instead of that useless static map, we see ?

#111 Vlad Ward

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Posted 09 September 2015 - 10:05 PM

Regarding CW Phase 3
  • Will we be seeing a use for the Unit Coffer in this update? If so, are there any hints you can give us about what we might expect?
  • I believe it was mentioned in previous town halls that PGI wanted to discourage units growing above 50-100 members (feel free to correct me if I'm wrong). Will we be seeing any changes along these lines in Phase 3? More generally, can you tell us a little bit about how you want to implement this?
  • Any news on 4v4 "Scouting Missions?"
  • Will Phase 3 contain Quality of Life improvements in addition to Content? For example, a "Last Active" parameter for Units who may have inactive members, or an update to Faction Chat to allow it to keep a persistent log in order to read previous messages when logging in or returning from a match. If not, are these things on the development radar?


#112 Dimento Graven

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Posted 09 September 2015 - 10:19 PM

Real Balance - How you gonna do it with the Clans superior tech, without allowing IS greater numbers?

When will the IS start seeing some technological improvements? You gave the clans more jumping assaults and MASC, and are about to give them some of the better IS 'mechs with all the Clan advantages. There's so many other IS upgrades that we should have according to the timeline, we're missing them and it's probably part of the balance issue.

As it is, the numbers from the Turkayyid event shows us that allowing the Clans to bring the same numbers as IS, and if IS and Clan play equally well the IS side will STILL have to do 10% MORE damage than the Clans JUST TO TIE.

That's unacceptable if you're trying to achieve balance or parity, or whatever other BS buzzword you want to tack onto it.

Don't forget a heat table either, it's only been the most important table in BattleTech for 30+ years, and I can't even fathom how anyone could conceive that they could create a BALANCED BattleTech game without a frickin' table. I mean for Christ's sake it's only been printed on every official 'mech sheet since day one...

Next Ban Wave - Lots of suspicious 'prescient' play and such. It'd be nice to see a new list of names to show that PGI is actually doing something about it.



#113 That Guy

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Posted 09 September 2015 - 10:52 PM

does the re-balance include double heatsinks, endo steel, and weapon hard-points?
additionally, will negative quirks play a significantly larger role in the re-balance?

see the link in my sig

Edited by That Guy, 09 September 2015 - 11:34 PM.


#114 Vellron2005

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Posted 09 September 2015 - 11:00 PM

Questions for PGI President Russ Bullock:

1) Can we expect that CW Phase 3 will bring any sort of planetary value and reasons for taking and holding planets?

2) Will the mech rebalance bring just different quirks, or will it make some of the not-so-good mechs up to par with some of the more popular ones?

3) Are you planing to introduce PVE elements any time soon? If yes, how and when?

4) Are you planing to kick-start CW and bring players back to this mode? How?

5) Are you working or plan to work on custom mech geometry, walk-in mechbays, hangars and customisable HUD?

6) Will CW Phase 3 bring any new maps and gamemodes? If yes, please elaborate.

7) Will you be limiting group size for Group ques?

8) Can we expect any more human-scale stuff like the mech switching part in the Training Academy?

9) Any chance you are considering releasing the hard-lock on MASC and Wave 3 jump jets?

10) Could you give us some confirmation that PGI actually reads the forums, especially the Feature Sugestion section, and that you will use ANY of those ideas?

Edited by Vellron2005, 09 September 2015 - 11:01 PM.


#115 TheCharlatan

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Posted 09 September 2015 - 11:03 PM

Don't know if this has already been asked in here, but:
  • Any ETA on the rescale of the mechs that won the rescale poll?


#116 Navid A1

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Posted 09 September 2015 - 11:03 PM

Follow up on a question from the previous town hall:
  • What happened to the idea of making the first 10 equipped double heat sinks to be true doubles (0.2 dissipation + 2 heat cap) in case the mech has a sub-250 engine?
This will help the little lights. Specially clan ones with locked engines.


Reminder: sub-250 engines have less than 10 internal double heat sinks. The additional mandatory ones that you add will be poordubs (0.14 dissipation + 1.4 heat cap). 250+ engines have 10 truedubs already in them

*Truedub: True double heat sinks (0.2 dissipation + 2 heat cap) only present in engines
*Poordubs: Current double heat sinks (0.14 dissipation + 1.4 heat cap) normal ones that you can add in the mechlab

Spoiler

Edited by Navid A1, 09 September 2015 - 11:56 PM.


#117 Kmieciu

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Posted 09 September 2015 - 11:17 PM

How can you make SPIDER 5V fun tu play without 50% quirks?
It only has 2 energy slots in the CT so 2xMPL is the peak of its firepower.

#118 Speedy Plysitkos

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Posted 09 September 2015 - 11:31 PM

in genereal......

IIC urbanmech, when ?

#119 Duke Nedo

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Posted 09 September 2015 - 11:36 PM

1) What is your stand on Tech balance contra XL engine normalization, equipment weight and quirks. Is your strategy to use quirks alone to achieve parity, or will you ever address the big balance breakers directly?

2) Any plans to normalize ghost heat (at least patch up the big holes in it)? For example, you cannot fire 3x cERLL together, but you can fire 2x cLPL+6x cERML without any penalty.

3) What is the rationale behind allowing PSR to be farmed/lost in the group queue where there is minimal matchmaking and the main affector is your friends, while the only place it is used in match making is in the solo queue, where you are on your own?

Edited by Duke Nedo, 09 September 2015 - 11:41 PM.


#120 LordKnightFandragon

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Posted 09 September 2015 - 11:46 PM

Does it, or will, that balance pass ever involve more then just quirk adjustments? Like reworking heat scales, weapon reloads, or any game mechanics?





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