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Town Hall Meeting On Twitch.tv With Russ Bullock - Youtube Archive


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#301 dario03

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Posted 26 October 2015 - 09:21 AM

1. We have a option to set which sound devices are used for VOIP, any chance we could get a option for what sound device is used for the game? Would be nice for streaming/recording.

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 Big Tin Man

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Posted 26 October 2015 - 11:01 AM

Questions for Russ:

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 JollyT95

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Posted 26 October 2015 - 11:52 AM

Can we please get a re-work on the Chain Fire system, so that it is more efficient and will adapt to modules, Mech Skills (Fast Fire), and quirks? This would really help with multiple ballistics and reduce the number of people using macros to control their trigger timing.

#304 HardLuck

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Posted 26 October 2015 - 12:17 PM

1. When are you going to add the next wave of clan invaders (Clan NovaCat, Clan SteelViper and Clan Diamond Shark)?

2. When is the Clan Space going to be added to the CW map and the remaining clans added in as well?

#305 ArchMage Sparrowhawk

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Posted 26 October 2015 - 01:05 PM

1. How many of these will be cherry picked to fit in with a positive out look on PGI's pre-existing path?

2. Can we have the Phoenix Hawk LAM?

#306 stealthraccoon

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Posted 26 October 2015 - 01:14 PM

Help! The flora is higher than my cockpit!

/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 Medi0cr3

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Posted 26 October 2015 - 01:37 PM

THIRD PARTY DEVS.........

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 Croaker Munin

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Posted 26 October 2015 - 01:41 PM

Only one Question to Russ. Were do you want 12 Men Groups to Play?

Edited by Croaker Munin, 26 October 2015 - 01:41 PM.


#309 Volkodav

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Posted 26 October 2015 - 01:54 PM

Free Map Creator for community?

Edited by Volkodav, 26 October 2015 - 01:56 PM.


#310 no one

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Posted 26 October 2015 - 03:57 PM

View PostLevi Porphyrogenitus, on 21 October 2015 - 03:25 PM, said:

With the new, more aggressive PTS schedule, have you considered trying something like a fixed 40-heat cap with bumped up dissipation, say, SHS at -0.2 h/s and DHS at -0.3 h/s? If it proves untenable then it might shut a lot of people up, but if it proves to be helpful then maybe it could contribute to future balance passes.


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 DAYLEET

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Posted 26 October 2015 - 04:36 PM

When can we get hero colours?

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 zudukai

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Posted 26 October 2015 - 04:50 PM

Mechs like the Shadow cat and other strong jump jetting mechs have what looks like a bug, where you basically just clip your feet on terrain during your flight, and continue forward,

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 Tarogato

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Posted 26 October 2015 - 04:55 PM

Balance question:

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 SCHLIMMER BESTIMMER XXX

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Posted 26 October 2015 - 05:10 PM

Woud it be possible to bring back kinda closed beta visuals.I know many people say they dont see a difference on closed beta screenshots compared to the actual graphics but in my opinion it is quiet noticable.Deluxe graphics :).Maybie you coud make some kind of HD Client, even there wasent HD textures.Maybie implement DX11 features like ambient occlusion and stuff like that.
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 ShadowLiger

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Posted 26 October 2015 - 05:25 PM

Is there any chance we can get an Oculus Rift or VR mode for MWO? Even if it just experimental and buggy. Please... All I want for Xmas.

#316 Kaptain

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Posted 26 October 2015 - 05:43 PM

View PostBig 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 Levi Porphyrogenitus

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Posted 26 October 2015 - 06:34 PM

View Postno 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 DAYLEET

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Posted 26 October 2015 - 06:54 PM

What about the King Crab Alex painted with a mouth and eyes, is it coming or not?

#319 no one

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Posted 26 October 2015 - 07:45 PM

View PostLevi Porphyrogenitus, on 26 October 2015 - 06:34 PM, said:

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.


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 Cotab

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Posted 26 October 2015 - 09:53 PM

I only have one question. Will there be a haloween event this year?





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