June 17Th Town Hall Meeting Archive On Youtube.
#21
Posted 17 June 2016 - 01:23 AM
#22
Posted 17 June 2016 - 02:21 AM
1. Being new player friendly is a trait MWO missing for a long time already. Any plans to expand tutorials even more (e.g. proper torso twisting, lock-on mechanics, etc. )? There was a suggestion to link MWO UI to the wiki (credits to Kanajashi I think), what do you think of it?
2. Any plans to add missing mech variants? E.g. Summoner can use it's F,M,Q variants (SL instead of heavy SL for last one) for torso energy and missile hardppints. The same goes for Warhawk F, Wolverine with MASK and energy hardpoints, etc. Even Mad Dog Mk.2 my be suitable with 2CT Energy hardpoints (MW4 version of the prime).
#23
Posted 17 June 2016 - 03:17 AM
#24
Posted 17 June 2016 - 03:20 AM
Does that answer your questions?
#25
Posted 17 June 2016 - 06:06 AM
If this new balance system is found out to be flawed and easily exploitable; is there already a backup plan to either change back to Ghost Heat or another system?
#26
Posted 17 June 2016 - 07:26 AM
MechPorn, on 17 June 2016 - 06:06 AM, said:
If this new balance system is found out to be flawed and easily exploitable; is there already a backup plan to either change back to Ghost Heat or another system?
I heard 2nd or 3rd hand that it was going to be tested on the PTR first... hopefully, this is the case and agan, hopefully, people will show up and give it a whirl before forming strong opinions about theories and not give the implentation a chance.
If it truly is a 30dmg cap, then all my work to try and prove there is something close to balance in IS vs Clan tech (in general!) goes out the window b/c the main advantage to clans is that they could do these massive alphas and IS could survive it. Now you are doing half the dmg to avoid shutting down and if the IS are still structure buffed... balance goes out the window...
Like I said, lets try it in the PTR if we can, but that is my suspicion based on what I've heard...
geez I hope I heard wrong...
#27
Posted 17 June 2016 - 07:41 AM
MovinTarget, on 17 June 2016 - 07:26 AM, said:
I heard 2nd or 3rd hand that it was going to be tested on the PTR first... hopefully, this is the case and agan, hopefully, people will show up and give it a whirl before forming strong opinions about theories and not give the implentation a chance.
If it truly is a 30dmg cap, then all my work to try and prove there is something close to balance in IS vs Clan tech (in general!) goes out the window b/c the main advantage to clans is that they could do these massive alphas and IS could survive it. Now you are doing half the dmg to avoid shutting down and if the IS are still structure buffed... balance goes out the window...
Like I said, lets try it in the PTR if we can, but that is my suspicion based on what I've heard...
geez I hope I heard wrong...
I think what they are trying to resolve is having 3 'Mechs being able to alpha an Atlas/Kodiak down to death in one volley. That this makes for an unenjoyably experience for new and old players alike.
Also, to increase the overall performance and livability of the 'Mechs in general.
Do I see it helping? No. Why? You just increase the 3 'Mechs firing at said target to 5.
#28
Posted 17 June 2016 - 07:45 AM
#29
Posted 17 June 2016 - 07:57 AM
Dee Eight, on 17 June 2016 - 01:01 AM, said:
Right? The movement reduction after an alpha strike could prevent repeated poking from cover and enable the opponent to balance out the laser vomit. Of course the reticle shake and movement reduction should only apply after excessive laser vomit, otherwise the game became annoying and unplayable for light mech pilots.
#30
Posted 17 June 2016 - 08:01 AM
Gas Guzzler, on 16 June 2016 - 10:42 PM, said:
Probably not going to tune in because I'm just going to get frustrated by the Ghost Heat 2.0 discussion.
They're spending time on Ghost Heat because other players have been demanding it, so you can't really fault PGI for that one.
#31
Posted 17 June 2016 - 08:05 AM
#32
Posted 17 June 2016 - 08:13 AM
Aleksandr Sergeyevich Kerensky, on 17 June 2016 - 08:05 AM, said:
But then devs could refuse to stream offschedule matches...
#33
Posted 17 June 2016 - 08:21 AM
MechPorn, on 17 June 2016 - 07:41 AM, said:
Also, to increase the overall performance and livability of the 'Mechs in general.
Do I see it helping? No. Why? You just increase the 3 'Mechs firing at said target to 5.
Players? focusing targets? what game is this?
#34
Posted 17 June 2016 - 08:31 AM
BSK, on 17 June 2016 - 07:57 AM, said:
So reticle shake would only affect beam-n-stream weapons like lasers and clan UACs?
The speed reduction makes TOTAL SENSE as long as its implemented correctly.
My thing is that all they have to do is make weapons not converge quite so well and a lot of the issues would kind of go away... Think of it this way, torso weapons technically should dynamically converge anyway, at least so far as I can tell, none of them are mounted on pivot-able points to allow them to do anything but shoot one direction....
I know it would be ludicrous to take away the ability to aim them, just take away the ability to aim SO WELL.
Make them slower to converge on the reticle and TTK will go up because unless you are point blank, you'll splatter the enemy instead of hitting a single point. Since this is what happens with newer players still getting used to aiming anyway, it would, to some degree, level the playing field a bit.
It would also make the builds that have more (vunerable) arm hardpoints popular for the better aiming ability as right now the meta often consists of running around with Arms locked and/or all torso weapons and stripper arms to use weight elsewhere.
They could even make this tune-able to keep an eye on its efficacy.
#35
Posted 17 June 2016 - 08:52 AM
Heat per 10 seconds, damage per 10 seconds. 'Mechs that were completely heat neutral in TT, completely nonviable.
As others have said, heat effects should be implemented. Take a cue from MW3. 'Mech slows down, HUD goes on the fritz, everything that would normally happen in TT.
Maps are too static. Fires, forrests, smoke and drifting smoke. Defenders placing mines and pre designated party hexes. Destructible houses, double basements. All in all PGI needs to read Tactical Operations. It give a whole other universe of optional rules to give more flavor to maps and scenarios.
As others have said, 'mechwarrior is about missions. Give us better missions. Look at BT source books for scenario creation, Victory conditions, etc.
I have said these things before and have been told that is not the direction PGI wants to go. So I will play this game as is. But I am done buying packs and MC.
Edit: Arty hexes a not party hexes.
Edited by Scrap Catastrophe, 17 June 2016 - 08:55 AM.
#36
Posted 17 June 2016 - 08:53 AM
#38
Posted 17 June 2016 - 08:55 AM
2) Decals... when?
3) When do we finally get the presaved dropdecks for Faction Play?
#39
Posted 17 June 2016 - 08:57 AM
Why does PGI focus on using heat to limit weapons? Why not actually create a proper power draw system that provides engines with a total output, weapons with a total draw rate, and simply slows down the cycling of weapons when their combined draw exceeds the available outputs? That allows you to alpha at the expense of total DPS and it it potentially allows 'Mechs with low hardpoint counts to fire faster since they have so much overhead to dedicate to their one or two lasers...meaning we need less quirks for them.
#40
Posted 17 June 2016 - 09:01 AM
Rebas Kradd, on 17 June 2016 - 08:01 AM, said:
They're spending time on Ghost Heat because other players have been demanding it, so you can't really fault PGI for that one.
And because current Ghost heat is easily exploitable with combinations like 3LL + 6ML for is, same with 2 LL for clans. As far as i get additional heat will still exist as it is now, though I personally enjoy convergence idea more.
What PGI is doing now is eliminating the loopholes in the system. Hopefully they understand that they should balance this thing based on PINPOINT damage and not total damage.
Indeed, there will be a balance change, no doubt about it. No doubt, limited alphas will hurt clans a lot, yet the balance will be restored but there will be no more loopholes.
On topic, another questions to Russ:
BT has such a deep lore and it is huge asset. Many people, myself included enjoy this part of Battletech, yet it is almost non existent in MWO. Any plans to add at least small touches directly into the game client? E.g. starting from the mech chassis fluff or hero descriptions, etc.
Titanfall will be a good example of how lore is important. First part was a wonderfull action game, yet it did not tell anyone, why are they fighting on the same maps again and again and most of the players just left it (sure there were other reasons, but this is why I left for instance). Titanfall sequel on the other hand is claimed to have more story in it, Respawn even added single player campaing.
Edited by AngrySpartan, 17 June 2016 - 11:20 AM.
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