Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive
#301
Posted 26 October 2015 - 09:21 AM
2. Any idea on when we will get new weapons? New maps and mechs is nice and all but the mechs are really just different platforms for the weapons. New weapons is what could really change up game play and we haven't had any new weapons since the Clans came out over a year ago.
#302
Posted 26 October 2015 - 11:01 AM
1. The push to re-work old maps into 'updated' maps has left us playing the same maps over and over for months. Any thoughts on leaving the current map set as-is and just creating new maps based on the old ones for wider variety (i.e. two versions of a terra therma and/or alpine; because 2 is better than 1, even if they have issues)? What about throwing in the old versions once in a while?
1.1 Alpine can be saved as a map by moving the both bases away from the mountain and encouraging the players to ignore it. Would you be willing to try this out?
2. What happened to the mech rescaling? We voted on the top 5 (I think) chassis that needed it, and it hasn't been mentioned since.
3. Is it possible to have a town hall without questions of "GIVE _____ MECH NOW!!!"?
4. How much are you in love with your new Prime Minister and his amazing looks? Can we have a hero mech for him?
5. VOIP Self-testing functions are still very much needed, so we can figure out if we're actually broadcasting to our team in an audible fashion, or even at all. Is this on your radar?
6. Command wheel. If we keep squeaking about the command wheel, will it get greased?
Edited by Big Tin Man, 26 October 2015 - 11:04 AM.
#303
Posted 26 October 2015 - 11:52 AM
#304
Posted 26 October 2015 - 12:17 PM
2. When is the Clan Space going to be added to the CW map and the remaining clans added in as well?
#305
Posted 26 October 2015 - 01:05 PM
2. Can we have the Phoenix Hawk LAM?
#306
Posted 26 October 2015 - 01:14 PM
/togglegrassoff please!
The new maps are beautiful, but I'm trying to bring honor to house Liao using a laptop - help me get rid of non-barrier environment objects.
#307
Posted 26 October 2015 - 01:37 PM
Will PGI continue to support third party developers via their static API feeds?????
PGI Has not released any JSON files for any of Resistance 2 mechs or any of the rewards mechs. (quite rustling).
#308
Posted 26 October 2015 - 01:41 PM
Edited by Croaker Munin, 26 October 2015 - 01:41 PM.
#309
Posted 26 October 2015 - 01:54 PM
Edited by Volkodav, 26 October 2015 - 01:56 PM.
#310
Posted 26 October 2015 - 03:57 PM
Levi Porphyrogenitus, on 21 October 2015 - 03:25 PM, said:
You have the right general idea. The high capacity low dissipation system is a serious problem in the current game but a fixed heat cap, especially one as huge as 40 points, is not a solution to anything. If they're going to revisit the core heat system (and they should) it needs to be build such that they can throw out ghost heat entirely. A system where you can fire 4 PPCs simultaneously with no problems is failing right off the bat, and it's failure won't prove anything to anyone except that it was a bad system.
Now I have my own, very rigorously thought out and detailed ideas of how the heat system SHOULD be, but no one asked me and this isn't the place for that. Instead I'll ask some questions of PGI.
1. - Are you aware / do you know why your heat / critical systems are flawed / inadequate?
2. - Do you have an kind of plans towards fixing or revamping these systems, and what are they?
#311
Posted 26 October 2015 - 04:36 PM
When can we get simpler camo pattern like arms 1 colour, legs 1 colour, torso 1 colour?
When are we getting the next public test server and what will it be about?
When can we see the map and spawn point before the drop?
Is Zero Hour going to be 9am?
How happy are you with the new mech pack test like marau and warhammer?
Can we get some stats on pattern utilisation and colours?
Can we get tier telemetry, like you did once with players/elo/weight distribution?
Can we get stats and telemetry data about anything else?
Explosions?
#312
Posted 26 October 2015 - 04:50 PM
the catch is-
you start falling... UPWARDS,
at the apex of your momentum, you do start to return to the ground, only with 150m/s+ extra falling speed.
can this be fixed?
Edited by zudukai, 26 October 2015 - 05:12 PM.
#313
Posted 26 October 2015 - 04:55 PM
Is there anybody at PGI who tracks the performance metrics of individual chassis and variants? For instance, is there data about global average damage figures per mech, kill/death ratios, number of matches played over a period of time? How is this data used to influence balance changes in regards to quirk application and tuning?
#314
Posted 26 October 2015 - 05:10 PM
Cause there are many people with decent PCs that can handle the extra performance cost.
But its also important to keep the lower spec client, no question.
PS. that way you woud expand the experience that the great quality of gameplay, sound and atmosphere brings allready.Keep on doing it! thumbs up d o_od
#315
Posted 26 October 2015 - 05:25 PM
#316
Posted 26 October 2015 - 05:43 PM
Big Tin Man, on 26 October 2015 - 11:01 AM, said:
5. VOIP Self-testing functions are still very much needed, so we can figure out if we're actually broadcasting to our team in an audible fashion, or even at all. Is this on your radar?
Seriously, how was this not part of the initial implementation of this long awaited feature?
#317
Posted 26 October 2015 - 06:34 PM
no one, on 26 October 2015 - 03:57 PM, said:
You have the right general idea. The high capacity low dissipation system is a serious problem in the current game but a fixed heat cap, especially one as huge as 40 points, is not a solution to anything. If they're going to revisit the core heat system (and they should) it needs to be build such that they can throw out ghost heat entirely. A system where you can fire 4 PPCs simultaneously with no problems is failing right off the bat, and it's failure won't prove anything to anyone except that it was a bad system.
Now I have my own, very rigorously thought out and detailed ideas of how the heat system SHOULD be, but no one asked me and this isn't the place for that. Instead I'll ask some questions of PGI.
1. - Are you aware / do you know why your heat / critical systems are flawed / inadequate?
2. - Do you have an kind of plans towards fixing or revamping these systems, and what are they?
40 heat is not 4 PPCs unless you're at a dead stop on a heat neutral or cool planet. If you're moving you generate a modicum of heat. You could do 3 PPCs or 2 ERPPCs, but you'd be at 30 plus anything extra from movement or environment. That gets the Awesome a single alpha, and the Masakari could fire one brace of cERPPCs. That doesn't seem out of line to me.
#318
Posted 26 October 2015 - 06:54 PM
#319
Posted 26 October 2015 - 07:45 PM
Levi Porphyrogenitus, on 26 October 2015 - 06:34 PM, said:
Yes, but unless you generate heat faster than you dissipate it while moving you're still starting at 0 heat. Heat generated from movement isn't relevant to instant heat delivery weapons excepting the cool-down rate.
There are a lot of interesting things they could do to balance weapons around a much smaller heat cap per heat-sink / base heat cap. Applying a portion of a weapon's heat during it's refractory period and a portion at discharge is one of those things that could be used to balance a lot more seamlessly than ghost heat.
#320
Posted 26 October 2015 - 09:53 PM
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