- Pilot skill tree: when will pinpoint get replaced/changed to actually do something?
- progress report on any of the following: 4-man CW, PvE, mech re-scale.
- Melee within the next 12 months? y/n.
- Timeline/Tech advancements. Any thoughts on adding the full line of ER and Ultra weapons to IS as part of the balance solution? Light fusion engines?


Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive
#141
Posted 22 October 2015 - 05:58 AM
#142
Posted 22 October 2015 - 06:06 AM
Q: Halloween trick or treat event?
Q: Ai and CO-OP?
Edited by Ketzer08, 22 October 2015 - 06:07 AM.
#143
Posted 22 October 2015 - 06:07 AM
#144
Posted 22 October 2015 - 06:12 AM
#145
Posted 22 October 2015 - 06:19 AM
Will phase three include any sort of consequence system for wins and losses beyond changing map colors in the form of logistics, prices or other economic impact?
#146
Posted 22 October 2015 - 06:21 AM
What are your thoughts on incremental heat penalties? (effects from heat that happen gradually before shutdown)
Did the PTS sessions give you enough data to go forward with the rebalancing of the game? What is your own feelings about the ideas that were tested in the last PTS?
How do you feel about the balance impact of iic mechs, are you still convinced that your new "BV" system will take care of upcoming balance issues? And if so, can you promise that will be implemented before iic release?
Edited by Sjorpha, 22 October 2015 - 06:24 AM.
#147
Posted 22 October 2015 - 06:29 AM
and when does new tech (weapon or otherwise) coming out for is / Clan ?
Given the nelf you have done to clan heat sink would you consider return the damage to 15 on the clan erppc?
and when does new tech (weapon or otherwise) coming out for is / Clan ?
#148
Posted 22 October 2015 - 06:29 AM
2. Players also want some incentives for participating in PTS runs as the time spent there can be used to earn cbills and XP in the live server instead. Is there any discussion ongoing to add some form of incentives?
3. Is PGI open to testing more player-backed changes in PTS if there is a consensus among the players as to how they should be changed?
4. ETA on these?
- New Alpine
- Mech Rescaling (I know it was mentioned after Origin IIC mechs, but would like to confirm/remind)
5. Why not test out having soft heat penalty (reduced speed/agility, poorer targeting etc. at high heat levels)? It's been mentioned over and over for the past few years after all.
Edited by Matthew Ace, 22 October 2015 - 06:30 AM.
#149
Posted 22 October 2015 - 06:30 AM
#150
Posted 22 October 2015 - 06:39 AM
What about other MASC mechs? Firemoth, Flea, Cataphract, one more Wolverine variant.
#151
Posted 22 October 2015 - 06:40 AM
2.) What are you focusing on MOST for the Steam launch? and how do you anticipate things will change once the game has its Steam launch? Automatic patch downloads?
3.) New Player Experience - Would you consider giving all new players (those who have passed the academy training) a single set of free mechs? (ie 3 HBK variants to master)
4.) Coffers, when will we get to use them? Is this part of Phase 3?
5.) Like other games, would you consider having random 'Daily/Weekly Challenges' that reward the player with CB, weapons etc.. This would help with the grind, but still give us something to work at.
6.) Any plans for new weapons or equipment?
Edited by xeromynd, 22 October 2015 - 06:51 AM.
#152
Posted 22 October 2015 - 06:42 AM
Are the Clan XL engines going to face bigger handicaps for having torso blown? Like reduced movement & heat cap & dissipation It seems logical to me that if roughly a third of the engine has been directly converted to scrap metal via directed violence it should by rights not function as well as it did while whole. Even with penalties it still a huge advantage over the whole the XL engine is blown you die that the IS has.
Also has any thought been given to Asymmetric fighting as another way to balance IS vs Clan such as 10 vs 12.
How are they planning to address the power creep problem. IE Hard point Proliferation.
Has any thought been given to categorizing hard points further to further differentiate chassis. Like say having Light & Heavy Energy/Ballistic mounts. So ,for example, say a Raven has light Ballistic Hardpoints so it can’t mount anything heavier than an AC5.
#153
Posted 22 October 2015 - 06:49 AM
Has there been any work done to improve mech on mech collisions?
Has there been any thought given to something like giving omnimechs a system where they can choose different pod load outs after they find out what map they're on to reflect their flexibility on table top? (note: I'm a pure IS player, IS will get omnimechs eventually)
How tied to the lance structure is the current match maker in term of ease of change? (not suggesting anything other than 12v12 because Clan can still be organised into a two Star and Point configuration).
#154
Posted 22 October 2015 - 07:10 AM
1. When can we get a true salvage system in MWO?
Examples include...(with rarities for high cost items)
Finding parts to construct mechs
Finding weapons
Finding damaged mechs to repair
2. When can we expect more work on CW and less work on mech packs?
3. Can we make the mission maps based on completing dynamic objectives rather than kills in CW?
Example...
Orbital gun destroyed,Defenders retreat to inbound dropship, Less C_Bill bonus / salvage for attacking team that completed objective.
Time spent defending the orbital gun give percentage of contract. Full contract C_Bills given for nearly whole time but in the end orbital gun destroyed. Kind of like delay an enemy on one planet so it cannnot attack another objective
4. Can we get Repair and Ream system, with a true salvage system (mention above), with phase 3 of CW?
5. When is the AI going to be ready so that the AI ca be used to put PvE content in with player attacking vehicles and aircraft/choppers?
6. When is Steam release?
7. When is IS XL engines going to be able to lose one side engine with a weakness, but the mech not be destroyed?
8. Cockpit screens?
9. Rear view camera?
10. How is PGI planning to improve role warfare? I like the new sensor ranges in the PTS server, but far more needs to be done.
11. If PGI gets most of the money from mechpacks, why haven't they lowered the prices of the other digital content if it has still not been selling well (for this year as an example)?
Edited by zolop, 22 October 2015 - 08:28 AM.
#155
Posted 22 October 2015 - 07:15 AM
- What's the ETA for Decals? What decals are planned? Will they be micro transactions, earned in game, or both, or more?
- Will PPC/ERPPCs ever be improved to be competitive with other weapons? Ditto for LRMs?
- What's up with SRM hitreg?
- When will we finally get a redone skill tree? Can we get rid of the non-canon 'three variants to master' rule? (very, very few Mechwarriors would've had access to any variants at all)
- Community Warfare Beta has been disappointing so far. What plans are in place to improve it, and deliver the immersive strategic grand battle experience CW was always intended to be?
- Are there any plans for non gate-assault maps for CW?
- What plans are there to integrate the general queues into the CW experience?
- Can we get STOCK MODE in any form?
- I struggle to find my owned colors in the new camo system. Any fix for this?
Edited by Malleus011, 22 October 2015 - 07:17 AM.
#156
Posted 22 October 2015 - 08:12 AM
You could also do epic missions e.g complete 20 weekly missions to get a bigger reward.
It works well in other F2P titles.
Edited by Aeryo, 22 October 2015 - 08:14 AM.
#157
Posted 22 October 2015 - 08:14 AM
Naduk, on 22 October 2015 - 04:31 AM, said:
however we can still do better
i believe the final piece to the puzzle is hard lock on game mode selection
would you consider using a per match vote on a Random selection of maps/modes
this way the community can still retain a voiced control over how they play
but gone are the hard locks that prevent the matching of ideal player sets
as an added bonus this would allow you to effortlessly add in new game modes and maps to the que
i have made some images of how this might look
This is actually very interesting!
#158
Posted 22 October 2015 - 09:10 AM
#159
Posted 22 October 2015 - 09:54 AM
1 - I managed to make a very balanced and easily adjustable version of the rifles without touching stats such as damage, heat, range, weight and crit slots.
Even it's -3 damage penalty against armor has only been adjusted to -2.5.
It also has lower round velocity and reload speed than the AC's just like it says in the lore.
It compensates it's flaws with higher crit chance and critical damage multiplier just like the MG which i love.
Would you concider putting it in MWO?
But how does it manage to be a decent weapon with such poor stats in comparison to an AC?
It's simple really and the basic idea is in the spoilerbutton with several ways to do it.
2 - I saw a player put a suggestion for champion weapons that only gives XP / Cbill / Loyalty bonuses.
They would not be superior in any other fashion. No damage boost or anything like that.
It would be sold for MC and would give PGI another financial leg to stand on thus increasing the lifetime of MWO.
They might give a different sound effect when fired or similar but no combat advantage.
Would you concider doing that?
Edited by Spleenslitta, 23 October 2015 - 11:23 AM.
#160
Posted 22 October 2015 - 09:59 AM
Can we get an update on the status of various projects that have been proposed as well as some statistics on how some of the new systems are performing on the live servers?
1) PVE campaign (perhaps sold as a separate module)
2) Solaris game mode
3) Other new game modes and maps?
4) Updates and revisions to the mech experience system? We still have the system from closed beta and some of the features like Pinpoint actually don't do anything.
5) Mech rebalance update? This is a VERY challenging task but I am sure we would all like to know how it is going.
6) Any planned revisions to the group queue since the new tonnage approach seems to be very easily abusable and doesn't seem to provide the level of balance you were hoping for?
7) Do you have any statistics on PSR? Is it working as it was expected to do when it was implemented? The way it is set up it, it would seem likely that there would be a general migration of players towards tier 1 just by playing more games. Do you have metrics on this? What is the current distribution of players if you bin and plot it?
8) Timeline for steam release?
Good luck and thanks for listening ...
Edited by Mawai, 22 October 2015 - 10:00 AM.
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