Town Hall Meeting With Russ Bullock, Archive Available
#21
Posted 28 April 2016 - 11:30 AM
2. Larger game mod more like a Battlefield style of objective play? Larger CW game modes, less funnel points, more open play?
#22
Posted 28 April 2016 - 11:43 AM
#23
Posted 28 April 2016 - 11:43 AM
#24
Posted 28 April 2016 - 11:48 AM
Prosperity Park, on 28 April 2016 - 11:13 AM, said:
If you let us save loadouts, we'll have players spending more time in live servers playing, and less time in Mechlab not playing. It will improve customer satisfaction.
And while you're at it, how about saved drop decks for the new and wonderful FP! Perhaps if we could save drop decks we might be encouraged to play a variety of mechs. You know mechs, right? Those things you try to sell us every month and that you use to keep this game funded? Yes, those things. Actually having game mechanics that encourage your customers to buy (and play) more of them might not be a bad idea, aye Russ?
#25
Posted 28 April 2016 - 11:48 AM
#26
Posted 28 April 2016 - 11:52 AM
#27
Posted 28 April 2016 - 12:04 PM
#28
Posted 28 April 2016 - 12:05 PM
2. Any news on info warfare?
3. Will you continue working on a separation of FW queus? (Read: It never worked for the past 18 month. There are no reasons that it will work now. Will you give us decent group vs. solo queues?)
UPD:
4. Any plans to introduce proper crit system? (Read: When we will be able to crit actuators engines and most importantly sensors and lifesupport?!!)
5. Ammo swap for LBX and Inferno SRM ammo? (I've started dreaming at this point apparently )
6. Lower arm actuators. Many know that they are working different way than in tabletop (you don't need them to turn your arms right and left there). This hurts a lot for some chassis: Warhawks, Diewolves, Shadow Cats, Jenners, etc. Can it be fixed?
Edited by AngrySpartan, 28 April 2016 - 01:37 PM.
#29
Posted 28 April 2016 - 12:05 PM
#30
Posted 28 April 2016 - 12:06 PM
- I'd like to ask about possible time-line jump in the future.
- I'd like to know about the engine upgrade
- when will PGI get around fixing LRM20 and 15 by giving them less spread, and LBX with increased crit damage?
- Who is the new PGI animator (seriously... this i need to know)
And i don't want to know about anything regarding new mechs. As long as they charge 40$ per chassis,... all the mechs and packs can burn in hell.
#31
Posted 28 April 2016 - 12:16 PM
Decals.
Then...
Love Scouting. So thanks muchly for that!
Followed by...
With Phase 3 live, what's the plan? Watch and see how things pan out? Mech packs till I can't mech packs no more? Focus on new things previously mentioned such as 1v1 etc? Or (and this isn't intended to be a "bored now what's next gimme" sort of deal), is there some other "next big thing" in the wings? What is MWOs long range future? Where do you want it to go?
#32
Posted 28 April 2016 - 12:17 PM
Navid A1, on 28 April 2016 - 12:06 PM, said:
- I'd like to ask about possible time-line jump in the future.
- I'd like to know about the engine upgrade
- when will PGI get around fixing LRM20 and 15 by giving them less spread, and LBX with increased crit damage?
- Who is the new PGI animator (seriously... this i need to know)
And i don't want to know about anything regarding new mechs. As long as they charge 40$ per chassis,... all the mechs and packs can burn in hell.
The prices really are not that bad seriously. Go look at World of tanks cost per tier 7 or 8...you will spend that much ore more for a single tank...not multiple of the chassis a single tank! Seriously PGI is not pricing that bad at all compared to other Free to play games like MWO...
#33
Posted 28 April 2016 - 12:29 PM
Todd Lightbringer, on 28 April 2016 - 11:15 AM, said:
No.. Just, I'm asking simply, why PGI couldn't manage to build in a Solo and Group "gamemode" in the Faction Warfare..
(Trully, I think, it should be a seperate Solo and Group gamemode in the Faction Play. Similar way, like it exist in the Quick Play. And if Russ didn't had banned all players with Unit-Tag, from Solo Faction Play, it had just worked out fine..)
#34
Posted 28 April 2016 - 12:30 PM
AI Tanks.
A "conquest" style mode in FW where you have to take a point and then it becomes available as a drop point for the next wave.
Make it happen, Russ: you're the only hope we got.
#35
Posted 28 April 2016 - 12:38 PM
#36
Posted 28 April 2016 - 12:39 PM
Bud Crue, on 28 April 2016 - 11:22 AM, said:
(deep breath)
Okay.
Even a casual, offhand scanning of the PGI forums and reddit should give them all the data they need on those topics. That isn't to stay those topics aren't serious - they're life and death for MWO. However, Russ hasn't seemed keen on adding the classic 20 tonners in the previous town hall, and I'd really like to have them, so that's what I'm asking about. There are already *lots* of other voices covering game mode, weapon, and balance issues.
Edited by Malleus011, 28 April 2016 - 12:40 PM.
#37
Posted 28 April 2016 - 12:40 PM
#38
Posted 28 April 2016 - 12:43 PM
Have you considered increasing damage-per-pellet for LB-ACs? It pushes their damage higher at all ranges, while retaining the natural damage spread of the cluster mechanic. With the right change (start at 1.2-1.5 and tweak up or down as needed) it should neatly solve the longstanding LB-AC problem.
What about increasing SRM ammo/ton to 120? It is far superior mathematically, with both the full and half ton dividing evenly with all SRM launcher sizes, and is a very minor buff to a weapon system that still has some serious usability problems.
Both of these should be trivial to implement, too.
#39
Posted 28 April 2016 - 12:44 PM
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