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Ask The Devs 10 - Answers!


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#21 Cheveyo

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Posted 16 July 2012 - 09:52 AM

View PostInnerSphereNews, on 16 July 2012 - 09:00 AM, said:


Q: Are there any plans to have a part of the website dedicated to listing mech and weapon specifications? Something we can consult to see things that aren't obvious or can't be reasonably assumed based on canon - rate of fire, of weapons, for example? Or will this info only be visible in the MechLab (or not at all)? [WardenWolf]
A: We have something like this planned. I can't talk much about it, but we do have something in mind we think you'll all really enjoy. [GARTH]


I am realy curious about that one :)

#22 RenegadeMaster

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Posted 16 July 2012 - 10:56 AM

If Garth knows what an UrbanMech falling in the forest sounds like, does that imply that he knows something about the inclusion of Urbies in MWO? :)

#23 Felicitatem Parco

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Posted 16 July 2012 - 11:12 AM

Silly Garth, UrbanMechs don't grow on trees! They only grow in the highest regions of the Urban Ecosystem; the wonderous Sky Scraper Rooftop Gardens. That's why they have Jump Jets - it's for leaving their Garden by leaping off the rooftop, descending below for their first kill.

Edited by Prosperity Park, 17 July 2012 - 09:57 AM.


#24 00seven

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Posted 16 July 2012 - 11:30 AM

The cross-hairs are starting to focus, good answers from a good selection of questions...the drool gland just ignited again!

#25 Ogryn

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Posted 16 July 2012 - 11:49 AM

Sad that we don't have multiple ammo types yet. But will be nice when they add them, and I hope they add them quickly. Also, very nice to hear that the TTop is the source material, balanced from there.

#26 KittenYori

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Posted 16 July 2012 - 12:29 PM

Curse you pending beta queue, I really to test this beta out, i'm a huge Mech simulator fan, MECHANIZATION FOR THE WIN. :)

#27 Uri Brauer

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Posted 16 July 2012 - 12:38 PM

View PostInnerSphereNews, on 16 July 2012 - 09:00 AM, said:

Q: Are there any plans of using weapons at the back of your mech? [Nash]
A: Currently no. There are many problems with this such as: How do you aim it? How do we make it clear what does what? Does it fire forward or back? In the end it's easier to just make those points fire forward, as there are almost no circumstances where a backwards facing hardpoint would be better. [GARTH]


> there are almost no circumstances where a backwards facing hardpoint would be better.
No? How about, you're in a slowpoke Atlas and there's a bouncy little Jenner behind you. I'd really like a rear-facing hardpoint or two for that situation.

> How do you aim it?
Swap to rear view, fire rear weapons, swap to front view.

> How do we make it clear what does what?
A different colour? The letter "R"? Only have rear weapons available when the rear view is active, and vice versa?

> Does it fire forward or back?
That... is an odd question. I'll venture... back?



[EDIT] Hmm... from comments elsewhere, it seems that Garth's answer is just flim-flam covering the fact that this is a weakness of CryEngine3... and they can't do it. Which would have been a much better answer to the question...

Edited by Uri Brauer, 16 July 2012 - 11:15 PM.


#28 kurosaki55

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Posted 16 July 2012 - 12:55 PM

this looks really good, looking forward to it!

#29 Marlit

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Posted 16 July 2012 - 12:57 PM

View Postcapt bishop, on 16 July 2012 - 09:11 AM, said:

Im happy they will have alot of game modes unlike that certain "other" game.



What is that other game ? :) is it the one with assault and encounert mode? :blink:

Edited by Marlit, 16 July 2012 - 02:03 PM.


#30 WardenWolf

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Posted 16 July 2012 - 01:33 PM

View PostMarlit, on 16 July 2012 - 12:57 PM, said:

What is that other game ? :) is it the one with assault and encounert mode? :blink:

WoT - and if you mention it here, you may get killed by other forum-goers. Some of us play(ed) it, many here seem to hate it. Suffice it to say, though, that 3 game modes (of which 2 were only added in the last patch) is not hugely impressive. It sounds like the Devs are aware of this, and plan multiple modes eventually.

However, I hope they stick with stuff that makes sense in the context of the BT universe. Base cap makes sense, as do assault / defense. I could maybe see something like 'encounter' mode - where both sides are trying to cap a single base. Escort missions, destroy / defend target (a dropship, maybe?), and other modes could also fit... just no capture the flag please (unless you can give me a darn good reason to risk my multi-million-cbill mech on a friking flag).

Edited by WardenWolf, 16 July 2012 - 01:33 PM.


#31 Ninja Chef

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Posted 16 July 2012 - 02:00 PM

1000 Threads of Urbie-fan tears makes a sound? hahahaha

#32 MechPorn

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Posted 16 July 2012 - 03:24 PM

Posted Image

#33 Astaroth

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Posted 16 July 2012 - 03:38 PM

View PostTB Xiomburg, on 16 July 2012 - 03:24 PM, said:

Posted Image

Excellent work. A guy likes to know that if he lobs up a softball, someone will be there to send it over the left field bleachers.

#34 Firefun

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Posted 17 July 2012 - 01:32 AM

Quote

Q: WIll we be able to switch between cluster ammo and slugs with LB-X autocannons? [DerMaulwurf]
A: We plan to have this functionality eventually, but currently it is not available. Who doesn't want lots of different Ammo types, right? [GARTH]


Just to be a little Nostradamus.. does that refer to WoT-like premium ammo?

Me puts my flame suit on.. xD

#35 Dragonis

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Posted 17 July 2012 - 05:04 AM

View PostStray Ion, on 16 July 2012 - 09:17 AM, said:

Q: Are there any plans of using weapons at the back of your mech? [Nash]
A: Currently no. There are many problems with this such as: How do you aim it? How do we make it clear what does what? Does it fire forward or back? In the end it's easier to just make those points fire forward, as there are almost no circumstances where a backwards facing hardpoint would be better. [GARTH]

But I wanted Flamers on the back of my Atlas to make it go faster.


I'd say either the balistic, or laser AMS would be totally awesome for a rear pod mount! :P

Edited by Dragonis, 17 July 2012 - 05:04 AM.


#36 Astaroth

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Posted 17 July 2012 - 06:42 AM

View PostFirefun, on 17 July 2012 - 01:32 AM, said:


Just to be a little Nostradamus.. does that refer to WoT-like premium ammo?

Me puts my flame suit on.. xD

No. It refers to the different types of munitions that are available for autocannons according to BattleTech rules. For example, LB-X autocannons can fire either slug or pellet (shotgun-like) rounds. Other types of ACs can fire standard, tracer, armor-piercing, caseless, flak, flechette, or precision rounds. Some of these munitions types weren't actually available yet in 3049, but they are a part of BattleTech canon.

#37 Kire

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Posted 17 July 2012 - 06:47 AM

At least the Devs seem to be thinking this through. I have played mmos that just put something out and then have to go back to BP, I mean board to get it right.

#38 WardenWolf

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Posted 17 July 2012 - 07:12 AM

View PostAstaroth, on 17 July 2012 - 06:42 AM, said:

No. It refers to the different types of munitions that are available for autocannons according to BattleTech rules. For example, LB-X autocannons can fire either slug or pellet (shotgun-like) rounds. Other types of ACs can fire standard, tracer, armor-piercing, caseless, flak, flechette, or precision rounds. Some of these munitions types weren't actually available yet in 3049, but they are a part of BattleTech canon.

It could also mean different missile ammo - inferno rounds, anyone? :P

#39 Garth Erlam

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Posted 17 July 2012 - 08:21 AM

View PostFirefun, on 17 July 2012 - 01:32 AM, said:


Just to be a little Nostradamus.. does that refer to WoT-like premium ammo?

Me puts my flame suit on.. xD

Heck no - we want to have every ammunition type available, but it will take time to balance and complete them, then roll them out.

#40 Adridos

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Posted 17 July 2012 - 08:23 AM

View PostStray Ion, on 16 July 2012 - 09:17 AM, said:

But I wanted Flamers on the back of my Atlas to make it go faster.


You're a Kuritan... paint it red (who gets the refference?). :P





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