Ask The Devs 10!
#21
Posted 13 July 2012 - 01:48 PM
#22
Posted 13 July 2012 - 02:01 PM
#23
Posted 13 July 2012 - 02:13 PM
Edited by Veloci, 13 July 2012 - 02:13 PM.
#24
Posted 13 July 2012 - 02:50 PM
1. Do I, since I bought the founders pack still get 1 free mech choice at launch?
2. Can you belong to a Mercenary Corp and Great House simultaneously? (searched the blogs and forums and found no answer)
3. If I sell a mech to buy a new one, do I get any of the cost back? If so how much (if a number is currently decided on)?
#25
Posted 13 July 2012 - 03:25 PM
#26
Posted 13 July 2012 - 03:30 PM
#27
Posted 13 July 2012 - 04:04 PM
Butane9000, on 13 July 2012 - 02:50 PM, said:
3. If I sell a mech to buy a new one, do I get any of the cost back? If so how much (if a number is currently decided on)?
2) I think this is a 'no' - it wouldn't mesh very well with canon to be both, and seems like it would throw off community warfare too.
3) The mechlab screenshots indicate this will be a 'yes' - with about a 25% return on investment when you go to sell it.
Of course it is in beta, so things are subject to change
#28
Posted 13 July 2012 - 07:33 PM
Quoted from Paul
"Padding your XP gains will 1) rank you higher on the leaderboards and 2) greatly benefit your team."
What I want to know is if the exp statistics you use for the leaderboards will be based off the BASE amount of if you will include bonuses like the 50% premium boost to exp.
If you want the leaderboards to be fair and to actually reflect a persons level of skill then you need to rank based on the BASE exp earnt and not the exp earnt because someone has purchased a premium account.
Im pretty sure everyone else agrees with this as its the only fair way to rank players.
ie. Player one doesnt have premium and earns 500exp BASE in a match.
Player two plays slightly worse but has premium 50% boost to exp and earns 400exp BASE in a match (1.5x400=600exp with premium account)
Player one should be ranked higher than player two.
#29
Posted 13 July 2012 - 07:36 PM
1) To what extend ranking within a faction could go ( i.e. - do you see potentially people from community (not dev) commanding most of forces of specific house ?
2) would it be possible to change house allegiance ?
3) .. inheriting some of earlier gained rank (it's interesting for role play - especially between steiner and davion )
4) would it be possible to select / change variant of founder's mech ( once or with time ) ?
5) could we have "Faction" based guilds (not only mercs) - so that people who want to play Davion (kurita etc.) together - have a chance to organize lances etc. ?
Edited by KBob, 15 July 2012 - 09:24 AM.
#30
Posted 13 July 2012 - 07:52 PM
#31
Posted 13 July 2012 - 07:59 PM
Edited by ChapDude, 13 July 2012 - 07:59 PM.
#32
Posted 13 July 2012 - 08:39 PM
Edited by Elendil, 14 July 2012 - 07:56 PM.
#33
Posted 13 July 2012 - 10:04 PM
#34
Posted 13 July 2012 - 10:34 PM
How exactly will the "ultra mode" of the Ultra AC/5 work in MechWarrior Online and will this weapons accuracy deteriorate over time?
How many different maps will be available at launch?
Which one is your favorite mech in MechWarrior Online?
Edit - spelling
Edited by Johnny Kerensky, 13 July 2012 - 10:36 PM.
#35
Posted 14 July 2012 - 12:29 AM
#36
Posted 14 July 2012 - 03:09 AM
Could u give some precise informations about hauses?
fe:
house XYZ
spec weapon:...
elite mech:...
effects:.... (like +10% of money ect)
This could help in plan a strategy
#37
Posted 14 July 2012 - 05:58 AM
#38
Posted 14 July 2012 - 06:06 AM
-when community warefare goes live, will our actions change the map or do we have no effect on the map overall?
#39
Posted 14 July 2012 - 06:22 AM
Johnny Kerensky, on 13 July 2012 - 10:34 PM, said:
How exactly will the "ultra mode" of the Ultra AC/5 work in MechWarrior Online and will this weapons accuracy deteriorate over time?
I would like to add another question to the UAC question.
In TT Ultras AC's have a chance of jamming. Will that be included? And if so will the pilot have an ability to clear the Jam?
#40
Posted 14 July 2012 - 06:54 AM
More specifically:
Quote
A. LRMs will be semi-guided. What the heck does that mean? You will be able to lock on to your target but it doesn't mean the actual missiles will home directly to the target. The chance of missing will still be part of LRM gameplay. Use of the Artemis IV system and subsequent munitions, will narrow the area of damage by focusing the flight paths of the missiles. We're finding that this is a good balance between gameplay and staying true to the BattleTech canon.
The BattleTech canon seems to imply that SRMs also behave similarly to their longer-ranged counterparts (insofar as both are able to receive positive modifiers from the presence of Artemis IV systems and Narc beacons).
Additionally, both had unguided "Dead-Fire Missiles" as a (previously) canon alternate munition type, which implies that unguided munitions were not the normal munitions for either weapon.
(Though, Dead-Fire LRMs/SRMs have since been supplanted with MRMs.)
Moreover, Streak SRMs are implied to have guidance systems since, canonically, "the Streak system literally refuses to fire unless all of the launcher’s tubes simultaneously achieve a “hard lock” on their target" (TechManual, pg. 230).
So, my question is:
Will standard SRMs in MWO be implemented as semi-guided munitions (like MWO's LRMs) or unguided/"dumb-fire"/"dead-fire" munitions (as has been the case with previous MechWarrior titles), and how will standard SRMs be distinguished from Streak SRMs in terms of MWO gameplay?
7 user(s) are reading this topic
0 members, 7 guests, 0 anonymous users