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December Roadmap And Beyond


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#121 MovinTarget

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Posted 04 December 2016 - 12:10 PM

View PostRogue Jedi, on 04 December 2016 - 10:24 AM, said:

and they are constantly working in MWO
there is a simple test to prove this
put 1 (or more) Medium lasers on a Mech
fire 1 laser, note the heat level at the end of its burn time, now after letting your Mech cool fire 2, and take note of the heat level, if the heatsinks only activate after the burn finishes you should be at exactly double the heat level you were after firing one

did you notice how at the end of the burn time from firing 2 your Mech is at more than double the heat level was is after firing 1, that is because the heatsinks have started removing heat as soon as the weapon starts generating it, but your Mech does not (unless you have put on a crazy number of heatsinks) have enough dissipation to completely sink the heat of firing 2 ML in the beam duration


I might be wrong but I thought this is by design as all HS/DHS have 2 attributes in MWO: the capacity to handle the spike in heat and ability to cool off standing heat. This could be equated to having buckets of different capacities and apertures, some can hold more before overflowing, but drain slowly where others can't hold as much, but can get rid of it faster.

If i understand HS, if they are at rest, the can cancel out X heat right off and the rest is handled over time.

If you fire double the lasers you may end with more heat at the end of burn because the total heat generated exceeded the capacitance of the heat sink(s) so you see more than double the heat that still needs to be vented.

I think is (roughly) how they work... here anyway...

#122 zudukai

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Posted 04 December 2016 - 12:14 PM

Quote

Escort Game Mode
Escort, an all-new asymmetric Game Mode for MechWarrior Online, arrives in the December patch. Teams are split between Attackers and Defenders, each with their own victory condition. Defenders must ensure the AI-controlled Atlas 'Mech reaches the Extraction Zone in time for evacuation;
Spoiler
this game mode is going to be painful and a slog through the mud, does the atlas at least shoot back? stop? can you choose the path?
Posted Image
from the start i can only see this as a bad mode that is not going to be fun.
a player controlled VIP would at least give the game deciding path/kill into the hands of a human, who can be reasoned with and can play the game differently rather then the AI bot following the same damn path every game and leroy right into an enemy firing line.

Edited by zudukai, 04 December 2016 - 12:14 PM.


#123 Javin

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Posted 04 December 2016 - 12:53 PM

Why stomp on new content?

How about we try this out before complaining.

At least they are trying new content that may lead to more AI fun.

#124 Tylerchu

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Posted 04 December 2016 - 01:01 PM

Could we be getting the Piranha? With the hero being something PGI related?

#125 RexCorvus

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Posted 04 December 2016 - 01:06 PM

I have only one wish... make gamemodes selectable again .. PLEASE
Now there is a 4th gamemode incoming which sounds a bit... well... unbalanced. How difficult should it be to stop an Atlas when 4-5 Mechs just ignore the enemy team and focus down the "AI" controlled Bot ?
PLEASE PGI have mercy and allow to deselect unwanted gamemodes.

The Rest of the news ?
New Skilltree.... not really hyped... lets see and decide then
MW5 ? .......... HELL YEEEEES !
MWO in Unreal4 .... PLEEEASE
new CW ? .... well... stopped playing CW a long time ago (it was just boring) and I doubt I will start again

#126 Kshat

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Posted 04 December 2016 - 01:29 PM

You code a game in a completely different engine, transform your art assets for that game and create a lot of new stuff (love the unions) and despite the fact the community wanted a singleplayercampaign all along for MWO you make it sound as if you create a new game with the money we gave you in the hope that you complete the game with all the stuff you promised during beta and before, it seems you plan on selling us that gamemode as a different game.

And in the end, the MWO-players don't even get a tech-upgrade with the new engine?

That is... sad...

#127 Anunknownlurker

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Posted 04 December 2016 - 02:00 PM

@Kshat - who knows? Maybe once MW5 is fully developed in Unreal they can port MWO on to that completed engine implementation; I don't know but it's a possibility isn't it?

#128 Trip Hammer

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Posted 04 December 2016 - 02:22 PM

Forgive my ignorance but what is Meck IK?

#129 James Argent

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Posted 04 December 2016 - 02:24 PM

Quote

Curious why you really dislike industrial mechs.


I don't know your background, but to some of us tabletop veterans, anything even remotely connected to the Whiz Kids 'Battletech for Very Dumb Dummies' travesty still makes us quite angry. As for myself, since I refuse to acknowledge that ever happened, I prefer to think of the Roughneck as being developed from those somewhat combat-enabled Verthandi industrial mechs from 'Mercenary's Star.'

#130 Kell Aset

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Posted 04 December 2016 - 02:29 PM

Bit sad, no melee combat and no engine change for MWO.

Mech collision improvements, good, nice to hear that mech IK will be added back to the game, skill tree revamp may be interesting,
Faction Play updates hopefully will shape it into something fun, at some point but I still would like to see something there that would make me care for my faction, care if it is losing or winning.

Layout of those bases in new assault mode looks kinda weird, but it is cool to see destroyable walls, as for escort VIP mech mode, well I wonder how long that Atlas bot will normally survive, maybe it would be better to have some big vehicle instead of an Atlas as vip.

MW5 announced to that, cool, but I'm bit worried that the development of MWO will be slower bc of that. Also it is kinda annoying that MWO stays on old cryengine while MW5 will run on new shiny unreal4 (but will have no multiplayer).

Edited by Kell Aset, 04 December 2016 - 02:38 PM.


#131 sierra gulf

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Posted 04 December 2016 - 02:38 PM

View PostZuja, on 03 December 2016 - 10:33 PM, said:

If that's the case, it just seems kind of skeezy to encourage folks to dump a lot of MC on converting XP to GXP before making a change to turn it all unilaterally into the same XP, is all.


I don't think excess XP accumulated on a chassis is being refunded as GXP, only XP and GXP that you have actually spent. Therefore, if you hadn't converted it, it would just stay as excess XP on whichever chassis you earned it on. I guess it might be different for the accumulated XP on chassis that have since been sold, but these presumably represent a very small proportion of recently converted XP.

On that note, I am curious to see how selling a chassis affects accumulated XP. With skill trees linked to individual chassis, it sounds like it will be lost.

#132 Wandyrer

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Posted 04 December 2016 - 02:47 PM

I don't comment on this game often, and by and large most of the changes seem like gravy to me. Its nice that their addressing some of the Faction play problems, since thats one of the modes I most enjoy, but it does feel very much like a ghost town now, and it also feels like without a pre-established group you might as well not waste your time except for scouting. It would be nice to see that fixed.

The main reason I'm here though is simpler:

I'm an assault and heavy pilot, wrecking your toys is generally what I do. Guns and lots of them, but I have nothing with respect for all the soulless annoying little ********s who drive lights, and so I say that we who drive heavy have had a pretty good run of things lately, and it would be nice to see more than the token locust, mist lynx, and spiders on the battlefields. Canon Mechwarrior/Battletech had a WIDE variety of lights which are currently underrepresented in the game, as starting points for new players who wanted to make an impact in something unique to them at the table, and it would be nice to see some of that variety on our drop teams.

With that in mind I'd like to submit for your consideration, maybe not 1 TBA light, but say perhaps 3 or even 4? I wouldn't mind suffering through a Spring of Light Mechwarriory if it meant I got to blow the legs off of something other than a locust or a raven.

#133 White Bear 84

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Posted 04 December 2016 - 02:59 PM

View PostDee Eight, on 03 December 2016 - 10:01 PM, said:

Fixing the collisions is the first step to melee combat kids !


Knockdown 2017. Posted Image

#134 Burke IV

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Posted 04 December 2016 - 03:06 PM

View Postsierra gulf, on 04 December 2016 - 02:38 PM, said:


I don't think excess XP accumulated on a chassis is being refunded as GXP, only XP and GXP that you have actually spent.


No way i earned that XP they cant just take them away just like that. If PGI takes away all the XP i have earned over the whole time i have played this game i would call that grounds for money back tbh.

#135 Sky Hawk

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Posted 04 December 2016 - 03:12 PM

I think you guys looking for this: IK = Inverse Kinematics

#136 Daggett

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Posted 04 December 2016 - 03:53 PM

View PostCrashking, on 03 December 2016 - 09:57 PM, said:

Game still has a major issue with HEAT SINKS. Unless they are finally making them work constantly. My heat sinks shouldn't activate only when I stop firing - PEROID! Heat sinks are constantly working in tabletop, this allows for a warrior to control his heat better based on firing needs. You start running hot you fire less weapons or risk shutdown more, but having to stop firing entirely and being defenseless has been a long time problem in the game. The Fixed heat scale of the table top is what makes all mechs equal it puts a stop to the super alpha strikes without risk of full shutdown most likely.


I don't get what you mean. Heatsinks do work constantly right now, you can verify it in testing grounds. Just put 6 c-splas in chainfire and hold down the trigger. With 10 DHS your heat will rise constantly while firing. But the more DHS you put into your mech, the less heat will be applied, up to the point where your dissipation exeeds the generation which allows you to chainfire all day long. That's exactly what you want: When you are too hot, you only stop firing the weapons which would generate more heat than you can dissipate. But you never have to entirely stop firing.

View PostSereglach, on 03 December 2016 - 10:17 PM, said:

The destruction of the Flamer touted as an achievement? Seriously? That's sad. Hopefully we see the weapon fixed sometime soon with something more akin to every other weapon in the game. To reiterate, 1.0 DPS, 2.0 Heat DPS, 1.0 HPS and you're golden. Fixed flat values that avoid the broken and convoluted mechanics that plague the weapon leaving it in a niche position, at best.

While i won't say that the flamers mechanics are the best possible i can't follow you why they are 'destroyed'. In my experience flamers are super powerful if not borderline OP, most players just use them wrong (which of cause is the fault of their mechanics). But if you know what you are doing, you can totally wreck havok among high-heat opponents with em even in Tier 1 matches.

In fact your proposed changes (2 Heat DPS instead of current 4.5) would destroy the flamer instead of empowering them, because you would need to carry way too much of them to have an effect on the enemy before he kills you.

Sure, you may fire them all day long with enough HS when the exponential 'flamer-overheat'-mechanic is gone, but most enemies will still plant some alphas into you while you have to constantly face them to slowly apply some heat.

That's why flamers right now do work quite well: You get in and overheat the enemy with minimal facetime (of cause depending on how much flamers you bring). And the exponential component ensures that you can't keep the target at 90% heat all day long.

Maybe 4.5 Heat DPS are a bit too much, but 2 would definitely be to low to make them worthwhile, even if you could nonstop troll the target with em.

Edited by Daggett, 04 December 2016 - 04:00 PM.


#137 Tordin

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Posted 04 December 2016 - 04:15 PM

Im amused and impressed. But I'll try to stay carefully optimistic with an open mind.
Alot of great content coming for MWO, really nice to see.
that Raven in the MW5 mercs showoff, I do hope you guys have a canon/lore excuse for seeng it this early in the timeline.

I hope MWO stays PVP focused and MW5mercs PVE focused and interchange resources where needed.
I've been skeptical lately, but this is a relief of good news.
Now PGI, keep your heads cold, mend the broken past, get help form Catalyst, us fans and HBS when in doubt.
I know Russ didnt want our help, maybe because they are so overhyped and overambitious of their own ideas rightnow, so theres that. But be humble and listen, communicate and I see 3 great BT titles paving the way for a new interesting era for the Battletech universe to flourish!


Quote

, including improvements to the Damage and Spread of both Clan and Inner Sphere Machine Guns.


Also this, THIS made me a very happy mech warrior. Now, especially lights will have alot of usage out of that weapon system!

Edited by Tordin, 04 December 2016 - 04:26 PM.


#138 Ryoken

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Posted 04 December 2016 - 05:15 PM

View PostTordin, on 04 December 2016 - 04:15 PM, said:

I hope MWO stays PVP focused and MW5mercs PVE focused and interchange resources where needed.
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I hope MWO will get PVP and Coop PVE focused and MW5mercs will provide the AI for that as well as beeing the testbed to move MWO to a new game engine.

Also imagine a kind of AI augmented PVP mode where AI tanks are pushing lanes like in a moba and the players in their mechs try to support them or turn the tide by hunting other players in their mechs. Also watchtowers at crucial gates or bases could spawn infantry that occupies nearby woods or similar terrain so light mechs with machine guns and flamers have to take them down before capturing. Or grant save passage for the tanks that else would get damaged by infantry fire along their way in the lanes. This would bei so awesome and underline the special position of the player and it's mech on the battlefield with all those mixed arms.

#139 Der BierVampiR

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Posted 04 December 2016 - 05:39 PM

The new roadmap sounds really good. I am pleased about all the new stuff and the tweaks PGI is supplying us with. But the announcement of Mechwarrior 5 is simply stunning! That will be so cool. :-)
I hope there is a chance to migrate the Unreal Engine 4 to Mechwarrior Online. I would also be very glad if PGI would consider to develop a Temporal Antialiasing Mode like we have it in Star Wars: Battlefront - that would help a lot in terms of graphical quality.

#140 sierra gulf

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Posted 04 December 2016 - 06:16 PM

View PostBurke IV, on 04 December 2016 - 03:06 PM, said:


No way i earned that XP they cant just take them away just like that. If PGI takes away all the XP i have earned over the whole time i have played this game i would call that grounds for money back tbh.


I am not sure if you misunderstood me or if I am misinterpreting your response. I believe that while only spent XP and GXP is being refunded to be re-spent, any XP that has been earned on a chassis but not spent on skills should still be there.





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