Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive
#161
Posted 22 October 2015 - 10:17 AM
#162
Posted 22 October 2015 - 10:28 AM
Assault is still hit or miss, as there's not a strong incentive to actually capture the enemy base. Ending a match prematurely gets you a win, but usually also results in low match scores, lower PSR boost, lower C-bills and XP earned, etc. During many tournaments I have to turn off Assault because matches ending early lowers your chance of meeting the criteria, and because Assault is generally just Skirmish with a slight chance of being a boring 2 minute game with no combat.
2. Match Score/PSR
Any further updates on this front? Is it working as intended, or are there more changes planned?
How about changing the match score formula to reward objective-based (capturing resources etc.) and role-based play (ECM, counter ECM, spotting, TAG/NARC, etc.) rather than just raw damage output for such a big portion of the match score.
3. Go Hawks
Edited by Luscious Dan, 22 October 2015 - 10:32 AM.
#163
Posted 22 October 2015 - 10:40 AM
Edited by Vlad Striker, 22 October 2015 - 10:45 AM.
#164
Posted 22 October 2015 - 10:48 AM
If want to balance JJ simply make the reticle shake as long as any mech is not touching ground.
#165
Posted 22 October 2015 - 11:21 AM
When is PGI going to address clan XL engines? The current penalty for losing 20% of the engine is too small, especially when considering the extraordinary benefits that clan XL engines in particular give, and the mech rebalancing effort is by far the best time to fix it.
On a related note, I would also like to see light fusion engines implemented for Inner Sphere mechs so that they have more parity with clan tech. Obviously the LFE would not be quite as good with its smaller weight savings, but it would still be a good (and balanced) option for a lot of mechs/builds that want some extra weight without risking the XL engine. Also on the note of the IS XL engine, it does not need to change at all because it's fine the way it is, so it's not necessary at all to make IS XL mechs survive a side torso loss.
On a less related note it would be great if we also got a balance pass on weapons, such as making junk tier weapons like the flamer actually useful. I made a topic with my thoughts on the matter, and even though it's a little bit dated now due to changes between then and now, I still stand by other changes such as lowering IS medium laser heat.
Edited by Pjwned, 22 October 2015 - 12:33 PM.
#166
Posted 22 October 2015 - 11:46 AM
#167
Posted 22 October 2015 - 12:03 PM
- Light ‘Mechs: ~400-500m Detection Range.
- Medium ‘Mechs: ~550-700m Detection Range.
- Heavy ‘Mechs: ~750-850m Detection Range.
- Assault ‘Mechs: ~900-1000m Detection Range.
I think this is both more interesting and makes more sense, as well as giving lighter mechs, which often have shorter range weaponry, more of a role.
#168
Posted 22 October 2015 - 12:06 PM
AI tanks (as opposed to super-accurate dropships and turrets...maybe program those things to hit 30-50% of the time as opposed to 100%)?
#169
Posted 22 October 2015 - 12:08 PM
Edited by ArchSight, 22 October 2015 - 12:30 PM.
#170
Posted 22 October 2015 - 12:11 PM
#171
Posted 22 October 2015 - 12:19 PM
In CW Commander, All mech lose air strike and artillery strike. Commander gets top view of battlefield ad has access to unlimited air strike, Artillery strike, also make Elemental, tank, infratry attacks on the map, using a point and click system.
#172
Posted 22 October 2015 - 12:29 PM
I understand the endless nagging of "when is xxx" coming
I know there have been ideas been brought up, and I even know that a handful have been actually heard
anything on that?
like:
- PvE
- Solaris
- a (customizable) Mech hangar
- mech customizations (I would refer you to TheArisen)
- also why can't I still not hang several hanging items in one mech etc
and the necessary question for DX12 (or hell Vulcan if you can make it) and more high res textures(4k) in general
maybe as an addon pack if you're still too afraid for the install size for players
#173
Posted 22 October 2015 - 12:54 PM
Question 2: With the realease of the IIC mech packs and the addition of the warhammer and marauder to the game, can we expect to see standard clan battlemechs (i.e. the kodiak or supernova) and additional IIC variants (such as the marauder and warhammer IIC) making their way into the game?
Question 3: With the recent switch in the requirements for premade group makeups from weight class based to total tonnage; have you though abou adding in weight class specific game modes that would allow for ligh only or heavy only combat? (suggestion 4 v 4 matches of this type or 8 man free-for-alls could be quite fun)
#174
Posted 22 October 2015 - 01:15 PM
Greikhor, on 22 October 2015 - 12:54 AM, said:
They are using the CRY ENGINE 3 TO BUILD THE ENTIRE GAME ON YOU NINNY!
THEY HAVE TO SHOW IT BECAUSE THEY ARE USING IT!
If they used the Unreal Engine, They'd be SHOWING THE UNREAL LOGO.
#175
Posted 22 October 2015 - 01:18 PM
Will PGI ever create or impliment a support/logistics mech for use in play? Creating a repair and re-arm module mech that can equip to repair other mechs (to a degree, like replace destroyed armor, but leave internal damaged parts still destroyed, cant replace blown off armor/torso/destroyed legs) and resupply ammo to team members? A mech like that would to wonders to Clan Warfare (and make Ballistic heavy mechs more viable in clan warfare). I dont recall if there are mechs in previous mech warrior games that were playable, but support vehicles (like the JI-50 exist) but would be unusable in the game. Would PGI make a completely new Logistics/support mech (light on weapon and weapon hardpoints) unique to MWO to fill this role?
Also, about a year or so ago during a Town Hall I had asked if you planned on bringing the NOVA CAT Clan into the game, and you said you would. Its now been a year (and current game year would be 3052) and the Nova Cat clan should be in CW action by now (technically they should have already been operating last year, as well as Diamand Shark and Steel Viper, but no one cares about them). When/will we ever get more clans into clan wars (to also represent the fractioning that was happening with the clans at that time period)?
Edited by Fobhopper, 22 October 2015 - 03:03 PM.
#176
Posted 22 October 2015 - 01:24 PM
Edited by Claive, 22 October 2015 - 01:27 PM.
#177
Posted 22 October 2015 - 01:52 PM
Would you consider a time leap to 3060 so IS can have all the weapons Clan currently has? The game will be much closer to being balanced at that point than now.
When you do get to 3060, will you balance Clan tech with IS tech such as shots fired from ballistics, missle launch timing, etc. IS will have a big edge, especially with weapons like UAC/20 if not.
ETA on Solaris? This game has needed FAR more than the 3 Deathmatch modes and the MOBA mode for ages now.
Good work getting some of the most requested and desirable mechs in the game, I recommend continuing this course of action.
Edited by ilKhan_OrHan, 22 October 2015 - 01:54 PM.
#178
Posted 22 October 2015 - 02:06 PM
Shadow Hawk House Davion.
Any chance we can use hot rod, blood pact, house, and polygon camouflages for free and unlocked on other `Mechs? For example:
Shadow Hawk House Davion.
#179
Posted 22 October 2015 - 02:12 PM
This chart:
#180
Posted 22 October 2015 - 02:50 PM
2) And can we use said faction camouflage on other `Mechs for free?
example: Shadow Hawk House Davion
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