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Town Hall With Russ Bullock Friday Jan 29Th


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#81 NocturnalBeast

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Posted 29 January 2016 - 09:56 PM

View PostKhobai, on 29 January 2016 - 07:52 PM, said:


Um no. MGs should not be re tarded burst weapons. They would be perfectly fine at 1.0 dps. A 25% increase over the 0.8 dps they do now.


Uhm, whatever.. I am done with the nerdy arguments and ready to actually play a few games.

#82 Sereglach

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Posted 29 January 2016 - 10:59 PM

View PostFupDup, on 29 January 2016 - 06:51 PM, said:

For the Flamer discussion, it's confirmed that some kind of new effect is coming for them in February. No specifics given.

EdSteele: 0
Everyone Else: 1

Wait . . . WHAT?!? They're finally getting around to it?!?! HOLY HELL!!!! I think my heart may have just skipped a beat, or two, or twenty. Maybe . . . just maybe . . . my dearly beloved flamers will rise from the ashes and no longer be utterly crap weapons that I have STILL continued to mount on my mechs because I refuse to give up on them. One can pray and hope for that. Hell, if it actually comes around and Flamers are worth mounting on a regular basis (even as the knifiest of knife-fighting weapons), then my wallet will finally reopen for PGI.

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Now, as for what other people have mentioned. Mr. Ed Steele . . . allow me to enlighten you on the Battletech TT rules that you are claiming to cite, but are doing so completely wrong ...

MG's and Flamers do 2 points of damage when used on a mech. Period. They are fully capable of damaging Mechs, Tanks, etc.. If you don't believe me, you can look at the weapon stats on Sarna, or pick up your local copy of Total Warfare (the current Players Handbook of Battletech).

This whole "anti-infantry weapons only" bit comes from sheer myth. That myth stems from the fact that, in order to balance and compensate for the MG's and Flamer's extremely short knife-fighting range, they were also given a bonus feature of utterly shredding infantry (which for flamers is basically just doing the Heat Damage they do to mechs as bonus physical damage against non-heat-tracking units, like infantry and light vehciles). The "Fluff" logic for this is due to their massive saturation of the target with fire or bullets . . . they're more capable of just showering infantry with punishment rather than the more precisely placed damage of autocannon shells, lasers, and missiles (remember, the missiles are described as much smaller ordinance in size in comparison to the mechs, being more like 3-liter-soda-bottle-sized missiles rather than the Arrow IV Artillery missiles or the massive cruise missiles of naval assets). That's also another reason why inferno munitions for SRM launchers were favored for anti-infantry work, as they create a similar area saturation effect as Flamers, and in gameplay mechanics get the same kind of bonus damage against such units.

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Now, good sir, if you wished to actually balance the weapons based exclusively off of TT, then the AC/2, Flamer, and MG should all be doing the SAME DPS; and the AC/2 does a rather monstrous 2.78 DPS in comparison to the other weapons. However, we already know we're not going to see that, because each weapon needs its place and niche. That draws us to weapon balancing that should look more like this:

- The AC/2 is considered utter junk in TT because of the massive tonnage investment for such light damage . . . the only upside being a distinctly low heat output. In MWO we've ironically traded that very low heat output for a massively higher, and quite much more effective DPS. This makes the AC/2 a long range suppression weapon, even if it still needs some more tuning (personally I say the heat needs to be dropped to about .5 or so).

- The MG's theoretical role for MWO is supposed to be an internal components shredder. When the weapon was 1.0 DPS, it wasn't that bad. However, with its damage nerf it's been utterly wretched in comparison to its prior iteration. It doesn't help, either, that all the MG quirks pretty much went away, in the rebalance, for the few mechs that really boated and relied upon them. Also, the 3.0m cone of fire (which is ironic because Russ can be quoted in the early Town Halls for saying he HATED the concept of CoF as a possible convergence fix) hinders the weapon at anything outside flamer range, as well. A simple removal of CoF would be a nice start to buffing the weapon, and returning its 1.0 DPS would be a great move for making the weapon far more effective. Maybe then we'd see Embers, Arrows, and LCT-1V's actually carrying MG's again, like they're supposed to (based on stock builds).

- The Flamer is supposed to be an enemy heat builder, in MWO and TT. Having a total of over 80k Flamer Damage since I joined MWO (which for a LONG time they only did .4 DPS) and many, many, hours of usage, I can assure you they currently build heat for the wielder far faster than the target in practical function. That's mostly due to the utterly terrible "exponential heat scaling" method that they use, which constantly accelerates your heat generation and -supposedly- that for the target as well. However, that's if you have your weapons on target 100% of the time . . . one break in target connection and their heat buildup acceleration scale resets while yours does not. Also, the 90% enemy heat damage cap is another majorly inhibiting factor, albeit a needed one to prevent trolling by overheating enemies and causing them to die from reactor overheat (not very fun, or fair, if you have zero options for fighting back). First their heat acceleration mechanic needs to be scrapped. Then Flamer DPS needs to be bumped to at least 1.4 (1.0 and they'd just be a MG with heat) while also ensuring that they do at least double the heat damage (per flamer and at a flat additive value) as they generate for the wielder . . . preferably at about .5 HPS for the wielder and 1.0 HPS for the target. They can then start tuning numbers from there until we get a reasonably serviceable weapon system.

#83 White Bear 84

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Posted 29 January 2016 - 11:01 PM

View PostSereglach, on 29 January 2016 - 10:59 PM, said:

Wait . . . WHAT?!? They're finally getting around to it?!?! HOLY HELL!!!! I think my heart may have just skipped a beat, or two, or twenty. Maybe . . . just maybe . . . my dearly beloved flamers will rise from the ashes and no longer be utterly crap weapons that I have STILL continued to mount on my mechs because I refuse to give up on them. One can pray and hope for that. Hell, if it actually comes around and Flamers are worth mounting on a regular basis (even as the knifiest of knife-fighting weapons), then my wallet will finally reopen for PGI.


First thing I thought was how happy you would be :P

#84 Sereglach

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Posted 29 January 2016 - 11:16 PM

View PostWhite Bear 84, on 29 January 2016 - 11:01 PM, said:

First thing I thought was how happy you would be :P

Thank you, good sir, for your consideration. I didn't get to listen to this Town Hall live, but now I'm really looking forward to having the YouTube edition hit . . . or even just a transcript/notes if anyone managed to take them.

I'm actually, for the first time in about 8 months, really excited to see the next month's road map and highly anticipating the upcoming patch notes for what should be the 2nd and 16th for February. Fingers crossed the Flamer changes are making it in the patch for the 2nd; and doubly hoping/praying that they've successfully made it a decent weapon system worth the 1 ton investment.

#85 8mmspikes

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Posted 29 January 2016 - 11:21 PM

There is no patch on the 2nd. They are changing to 1 patch per month. The next patch will be on the 16th.

Full transcript: https://www.reddit.c..._summary_recap/

#86 Rogue Jedi

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Posted 30 January 2016 - 03:58 AM

I found the Town hall recording available on twich here:
http://www.twitch.tv/ngngtv/v/38532588

#87 Ostrea

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Posted 30 January 2016 - 05:26 AM

View PostSereglach, on 29 January 2016 - 10:59 PM, said:

Wait . . . WHAT?!? They're finally getting around to it?!?! HOLY HELL!!!! I think my heart may have just skipped a beat, or two, or twenty. Maybe . . . just maybe . . . my dearly beloved flamers will rise from the ashes and no longer be utterly crap weapons that I have STILL continued to mount on my mechs because I refuse to give up on them. One can pray and hope for that. Hell, if it actually comes around and Flamers are worth mounting on a regular basis (even as the knifiest of knife-fighting weapons), then my wallet will finally reopen for PGI.

Yes. Get ready to "finally" open yer wallet. A new cockpit item titled “The eternal flame” (a lit ZIPPO-type lighter).
Design ideas are now being accepted.

#88 White Bear 84

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Posted 30 January 2016 - 06:24 AM

View PostBig Tin Man, on 29 January 2016 - 05:35 PM, said:

Now what does a 14 oz. round that exists and MWO have in common?

2000 rounds per ton.

MG ammo is the equivalent of a GAU-8 round.

This is why MG's need a buff.


A logical argument :)

#89 Wildstreak

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Posted 30 January 2016 - 06:54 AM

Don't forget those 'other' cockpit items.
Heads on table and ***** on pikes.....I think. Posted Image

#90 shaterbane

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Posted 30 January 2016 - 07:11 AM

I see nobody has mentioned that by Battletech standards the GAU-8 as a 30mm autocannon, falls into AC/2 territory. Rotary AC/2 obviously, but it's not a machinegun in BT terms.

I should also note that in BT the machinegun only has 200 rounds per ton. But that's firing a full 10 seconds per "round" fired.

Edited by shaterbane, 30 January 2016 - 07:13 AM.


#91 Wikikomoto

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Posted 30 January 2016 - 07:41 AM

rescale of the catapult?? DO US FOUNDERS GET OUR GREEN CANOPY GLASS BACK????


PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE

#92 Sereglach

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Posted 30 January 2016 - 08:47 AM

View PostOstrea, on 30 January 2016 - 05:26 AM, said:

Yes. Get ready to "finally" open yer wallet. A new cockpit item titled “The eternal flame” (a lit ZIPPO-type lighter).
Design ideas are now being accepted.

Well, for one, I'll stand by my word; and as long as Flamers are reasonably functional weapons once that February 16th patch hits then I'll instantly dump the money into the game for a Collector's Rifleman package with Hero attachment, to start. After that I'll be thrilled to finally start throwing money at PGI again. Like I've said before, I love the MechWarrior franchise and want to see it succeed, but morals are morals; and I stand by my principles.

Also, I actually had entirely shut my wallet. I haven't spent any money on MWO since the Origins IIC initial announcement, back in early June. I had even said that was my last purchase, at the time, in good faith that PGI would fix Flamers (but I still only bought as high as the Hunchback IIC), as they had made some respectable patches recently. So no, I haven't spent money on MWO in 8 months. Not a single penny. I'd say that's standing by my word and morals.

I actually would be quite happy with a cockpit item like that zippo, by the way. I was delighted that they at least selected one of my entries for the "serious cockpit item contest"; and I was thrilled to get my own Gas Mask for free. I was starting to think that if I continued to pester PGI about my precious Flamers that I was going to get one of those little "Island" cockpit items as some form of joke. I'd be okay with getting a little zippo lighter, instead. I actually wouldn't mind some of those little fiery hanging items from the classics collections, too.

#93 oldradagast

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Posted 30 January 2016 - 09:57 AM

View PostAmsro, on 29 January 2016 - 06:41 PM, said:


Machine Guns were AMAZING at killing infantry and light vehicles, but also did 2 damage in the same amount of time an AC/2 does. Just using far more projectiles in that time span.

This idea that they were for anti infantry/small vehicle only is false.


It is amazing how somebody gets a wrong idea in their head and keeps running with it. Machine guns were never useless against mechs, not even in Lore.

It gets so tiring listening to all the nutty "reasons" machine guns, flamers, LRM's, LBX, etc. have to stay useless. Heck, even the PPC can't be fixed so it's worth anything because of a loud minority that wants nothing but lasers and Gauss rifles, I guess. Then, we get endless complaining about the stale meta... if all weapons were useful, that would not be the case.

#94 shaterbane

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Posted 30 January 2016 - 10:20 AM

Now for some reason I want to see a Charger in game. 80 Tons, stock speed 86.4 km/h, armament... 5 small lasers. And that was considered a viable high speed assault mech in the TT. Sort of...

#95 Aylek

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Posted 30 January 2016 - 10:26 AM

I was wondering if there will be some kind of compensation for taking away any IS energy range quirks above +10%? Checking all the quirks here quickly showed that there are a lof of variants relying on this, starting as early as with the Locusts.

As those variants were considered to be 'balanced' at some point in time of development, taking those quirks away creates some kind of vacuum if not replaced by some other kind of weapon quirks, e.g. cooldown, duration or -heat generation.

#96 Dagorlad13

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Posted 30 January 2016 - 01:01 PM

View PostAylek, on 30 January 2016 - 10:26 AM, said:

I was wondering if there will be some kind of compensation for taking away any IS energy range quirks above +10%? Checking all the quirks here quickly showed that there are a lof of variants relying on this, starting as early as with the Locusts.

As those variants were considered to be 'balanced' at some point in time of development, taking those quirks away creates some kind of vacuum if not replaced by some other kind of weapon quirks, e.g. cooldown, duration or -heat generation.


It will just force IS pilots to play something other than pure meta all the time. Clan lasers have longer range, but pay for it with longer burn times and greater heat generation. Also, do not forget the IS can fire 3 ER larges at a time without ghost heat, so you will now pay for your heat efficiency with reduced range.

#97 MechWarrior4023212

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Posted 30 January 2016 - 01:14 PM

So reading the highlights from the town hall meeting, as a unit faction loyal player I can not do solo quick matches after the changes, but I can do grouped quick matches. As well as the normal CW.

So can I do grouped matches solo? As others might be active in another drop or such, or do I just hope for another to be active so I can actually play the game?

View PostAylek, on 30 January 2016 - 10:26 AM, said:

I was wondering if there will be some kind of compensation for taking away any IS energy range quirks above +10%? Checking all the quirks here quickly showed that there are a lof of variants relying on this, starting as early as with the Locusts.

As those variants were considered to be 'balanced' at some point in time of development, taking those quirks away creates some kind of vacuum if not replaced by some other kind of weapon quirks, e.g. cooldown, duration or -heat generation.


The Clan got nurffed and the rebalancing will lead to better fights for all. We are getting un-nerffed!

#98 Void Angel

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Posted 30 January 2016 - 01:15 PM

View PostOld Zaku, on 30 January 2016 - 07:41 AM, said:

rescale of the catapult?? DO US FOUNDERS GET OUR GREEN CANOPY GLASS BACK????


PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE

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#99 MovinTarget

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Posted 30 January 2016 - 01:21 PM

View Postshaterbane, on 30 January 2016 - 10:20 AM, said:

Now for some reason I want to see a Charger in game. 80 Tons, stock speed 86.4 km/h, armament... 5 small lasers. And that was considered a viable high speed assault mech in the TT. Sort of...


If I recall from sarna, the charger was never liked by anyone... let alone respected...

In MWO, even if you swap out the 5 sml for other armament I think it ALL goes in one arm....


#100 -Ramrod-

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Posted 30 January 2016 - 01:35 PM

I'm just excited about the cheating talking points. I hope this new wave is announced soon. Cheaters can screw off. Go cheat in CoD or Team Fortress or something. Sheesh -.-





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