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Roadmap For January, February, And Beyond


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#141 Falconer Cyrus

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Posted 14 January 2017 - 08:25 AM

View PostUncle Totty, on 14 January 2017 - 06:39 AM, said:

You don't want it to have dropships, dynamic time of day, and dynamic weather? Posted Image
IMHO Desert is nearly perfect. So - no, I don't want any changes to it.
I am afraid of Desert map could take the same fate as the swamp map took (it was one of my favourite map until "refinement").

#142 nehebkau

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Posted 14 January 2017 - 08:37 AM

Hmmm..."making the loss of a Side Torso more impactful on the performance of Clan ‘Mechs"


CLAN ST loss: 40% more heat
IS ST loss: INSTANT DEATH!!!!??!!?!?


Thats some nice flutin' boy
.

#143 TorinZ

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Posted 14 January 2017 - 08:38 AM

New Weapons finally! Now, how will they handle the rest of the IS Ultras. I selfishly want them to stay as pin point since they will still take more slots and more weight over clan ultras. Not sure if they would look so OP with HAG in game. Or even looking at Clan Heavy Lasers. Looking forward to MRMs.

3060 mechs - probably a good choice as I was pretty sure there was nothing else I would want in current timeline.

New Assault mode turned into Incursion - I wonder if that means they went to a 1 sided setup with one team defending and the other attacking. Which seemed like the better idea from what I saw in the vids.

cXL - The nerf is still better than insta-death of an IS mech. But I would have just been as fine if they make the IS XL act like the Clan XL, or even giving the IS XL the hotter heat penalty for 1 side torso loss. As a mainly IS mech pilot, I would gladly take 40% heat penalty over insta-death anytime. Clans could keep the 20%, and maybe everyone could be OK with that for balance.

Now, add in more maps and remove map voting so we have more variety.

#144 Asher420

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Posted 14 January 2017 - 08:43 AM

I look forward to the new skill tree. But... it'll be expensive. Old mechs with plenty of exp won't have any problems, in fact I can see favorite mechs being reborn with whole new diversity. I dare say, this may be the best improvement ever. However that new mech, with 0 xp, 0 quirks, and who knows how many of these quirks are going to allow basic improvements? (Example: 4,500 xp to unlock double heat sinks, and now 1.5mil cbills to buy the upgrade. Now you can buy double heat sinks for your mech!) I really want to see this new skill tree, but I bet they have to revise this next patch, and the one after that.

Other than that, thanks for the fluff filled posting PGI. I've come to expect less of you, and you didn't fail at letting me down again!! Cheers to the new years!

View PostRhialto, on 13 January 2017 - 07:19 PM, said:


I've seen another mech with similar shadow problem but didn't bother to take note of it.


Catapults, and I bet if you look at King Crabs arms, they have the same bay function... I'm gonna have to look into this.

Lol. Confirmed. All mechs with bay "doors" have the shadow sync error. Bay doors are opened with the "/" key.

Edited by Asher420, 14 January 2017 - 08:47 AM.


#145 DarthFunkNinja

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Posted 14 January 2017 - 08:53 AM

'Member when they said the skill tree was going to be put into place in January? Now it says skill tree PTS in February. 'Member when they said they were fixing assault? Now assault will remain unchanged.

#146 Koniving

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Posted 14 January 2017 - 09:00 AM

Edit: Cleaned up "android autocorrect" nonsense..

On those whining about that engine nerf...
A single crit to the engine in BT would pump 0.5 heat into you per second constantly and ruin 16.67% of your max engine heat threshol1 on top of it.
A double crit (Clan ST loss) would pump 1 heat per second non-stop and ruin 33.33% of your maximum engine heat threshold.

This is on top of all heatsinks lost in the process of losing that side torso.

You are not getting the constant pump of heat so a 40% loss of cooling/threshold isn't bad.
Particularly since the average Clan cooling rate is 3.2 per second. Minus 40%... 1.92 per second but you can stop heat generation by not shooting (as opposed to constant 1 heat per second reducing you to 2.2 per second but never ever stopping on top of the heat you generate while shooting...) kind of glass half full half empty here.

Also until we all experience melting heatsinks and constant heat from engine crits I don't want to read any more tears from Either Side.

Edited by Koniving, 14 January 2017 - 05:29 PM.


#147 Koniving

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Posted 14 January 2017 - 09:08 AM

View PostDarthFunkNinja, on 14 January 2017 - 08:53 AM, said:

'Member when they said the skill tree was going to be put into place in January? Now it says skill tree PTS in February. 'Member when they said they were fixing assault? Now assault will remain unchanged.


Remember when sensor jammers and false signals would be consumables before we even had a consumable system in place? Still nothing.

Remember when logistics was gonna be important and we could garrison planets and build our own bases in fw? Or that 100 battles would determine the fate of a planet instead of a timer that creates long dead times because nothing matters until the timer is almost up? Yeah..

Or remember that time when mech damage Didnt look like bullet puke?

Remember when gas prices were under a dollar per gallon? Sadly things like that don't matter these days.

Edited by Koniving, 14 January 2017 - 06:19 PM.


#148 DavidStarr

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Posted 14 January 2017 - 09:31 AM

Am I the only one not thrilled with the timeline advance? Despite all the "balance is very important" blabber, I somehow suspect my hard-earned mechs and equipment that I've put a lot of time and some money in will be invalidated by the new tech and new mechs.

Also, what the heck is IK?..

#149 Jay Leon Hart

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Posted 14 January 2017 - 09:36 AM

View PostDavidStarr, on 14 January 2017 - 09:31 AM, said:

Am I the only one not thrilled with the timeline advance? Despite all the "balance is very important" blabber, I somehow suspect my hard-earned mechs and equipment that I've put a lot of time and some money in will be invalidated by the new tech and new mechs.

Also, what the heck is IK?..


Inverse Kinematics (thanks Extra Credits!) - basically, making "feet" change so it looks like they are planted firmly on the surface your avatar is standing on and not floating on a single toe / heel / claw.

#150 DavidStarr

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Posted 14 January 2017 - 09:39 AM

View PostJay Leon Hart, on 14 January 2017 - 09:36 AM, said:

Inverse Kinematics (thanks Extra Credits!) - basically, making "feet" change so it looks like they are planted firmly on the surface your avatar is standing on and not floating on a single toe / heel / claw.

Ah! That would be a tiny bit cool, but on the large scale of things entirely irrelevant, me thinks?..

#151 Crockdaddy

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Posted 14 January 2017 - 09:42 AM

View PostPeiper, on 13 January 2017 - 06:45 PM, said:

TL;DR

Some new mechs coming out, but we can't tell you which ones.

New skill tree, we hope, in February.

New tech sometime in summer to coincide with pre-order release of mystery mechs.

Some involvement with the community in regard to CW/FW in the future.

New assault mode (incursion) delayed again until whenever.

Mech IK: still working on it.

Some sort of clan/IS balance changes, probably to try to make them more the same (but continuing to insist on segregating the tech in FW cuz', well, they're the same but different and lore, cuz the year is (not) 3050 and will never progress, though Earth has fallen twice already, or something).

QUESTIONS: if the tech is being advanced to 3060, that means the Sea Fox is selling mechs to the IS, Clan Wolf in Exile is moving to the inner sphere. Clan Nova Cat has joined the IS, and Clan Smoke Jaguar has been annihilated, right? The FRR/CGB the same faction. How will that affect Faction play? Does that mean we don't have to pretend clan and IS tech are the same?

In MWO: Since Wolf won Earth twice, does that mean that the SLDF doesn't reform? Is ComStar/WoB wiped out?

TELL US! I don't mind the alternative timelines caused by MWO, but I want to know that WE the PLAYERS made a difference. Either that or you're blowing smoke...


You expected the taking of Terra to mean something?

#152 Uncle Totty

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Posted 14 January 2017 - 09:44 AM

View PostFalconer Cyrus, on 14 January 2017 - 08:25 AM, said:

IMHO Desert is nearly perfect. So - no, I don't want any changes to it.
I am afraid of Desert map could take the same fate as the swamp map took (it was one of my favourite map until "refinement").


Really? THAT tiny of a change? REALLY? Posted Image

#153 TWIAFU

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Posted 14 January 2017 - 09:56 AM

View PostOdanan, on 14 January 2017 - 04:40 AM, said:

No Fire Moth announced this month... hopefully, Fire Moth Will be in that March jumbo pack, right? (Hey, a man can dream)


Real MechWarriors dream Hollander dreams....

;)

#154 Desintegrator

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Posted 14 January 2017 - 09:58 AM

Oh no - new weapons !!

Again we will see a big im-balance for many weapons, because nobody have ever tested them before the release.

Then we will again see many years which are needed to get back to a kind of "good balance".

#155 Grixa19

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Posted 14 January 2017 - 10:26 AM

Some new mechs coming out, but we can't tell you which ones. But feel free to preorder them.

New skill tree, we hope, in February 31th. But it doesnt matter, better preorder those shiny mechs.

New tech sometime in summer to coincide with pre-order release of mystery mechs.

New assault mode (incursion) delayed again until whenever. But all game modes in quick play are Skirmish anyway.

Mech IK: still working on it. This option is no need to anyone, but we are working on it.

PGI what about HUD low FPS? U better fix that thing in first place! Cause u know, some ppl cant afford those Dual i7 with quad GTX1080!

#156 Firewired

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Posted 14 January 2017 - 10:29 AM

The only game improvement I desire is:

Randomly Generated Map Terrain.

Then we would see MechWarriros separated from MemoryWarriors.

With the map terrain always being identical for every drop it makes the game experience painfully predictable.

Surely we have the technology tools today to do this, yes? Is there some CryEngine limitation here? Randomly generated maps and terrain existed way back in the long long ago. I realize that we are dealing with advanced physics in game engines these days, but surely it can be done.

#157 Jay Leon Hart

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Posted 14 January 2017 - 10:29 AM

View PostDavidStarr, on 14 January 2017 - 09:39 AM, said:

Ah! That would be a tiny bit cool, but on the large scale of things entirely irrelevant, me thinks?..


Pretty much an immersion QoL thing. I can't think of a reason why we *need* it, but I'll take some extra polish.

#158 Kael Posavatz

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Posted 14 January 2017 - 10:48 AM

View PostOvion, on 14 January 2017 - 07:14 AM, said:

Because, in the established lore (the background, the whole reason for the game existing, etc) does not do those things.
They don't make sense either.


At a certain point you have to make compromises in lore in order to make a functional game. in lore weapons are rated on amount of damage at a given range over ten seconds. all of the AC-20s will do 20 damage @ 270m in ten seconds whether they fire a single round or a burst (and most are bursts, even in the Inner Sphere). Effectively, every weapon has a 'cooldown' of ten seconds.

but, just to throw some numbers around. In TT--and PGI did an okay job of porting numbers over initially--a component with a standard engine inside of it has a 13.88-19.43% chance of being hit (depending on facing), compared to a 44.24-47.19% chance for a component with an XL engine. So you are about 2.75x more likely to hit an engine component in a mech with an XL engine compared to an engine component in a mech with a standard engine.

One way of looking at this is that standard-engine mechs have a degree of robustness that XL-engine mechs lack. So...structure and/or armor buff tied to a standard engine, that offsets mobility of the XL.


Another way of looking at this from a game design perspective is that nerfs have a generally negative emotional effect on your playerbase (harming their enjoyment of the game and making them less likely to open their wallets). Buffs generally have a positive emotional effect, increasing enjoyment (and revenue). Yes, some care needs to be taken to keep powercreep from unbalancing the game, but PGI has a tendency to front-load powercreep and resolve with repeated nerfs. Given that tendency and the fact that clan tech was unbalancing (on the high end), nerfs were inevitable, but what it has actually managed to accomplish (besides improving game balance, granted) has been to...repeatedly irritate a significant portion of their player/revenue base.

Edited by Kael Posavatz, 14 January 2017 - 11:01 AM.


#159 DaisuSaikoro Nagasawa

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Posted 14 January 2017 - 10:51 AM

I am usually not one to post messages like this but this message, after making everyone wait, and a ho-hum end to 2016 just seems so low key and hohum. Doesn't seem to have any real weight and seems to be a pointless message for more wait and see.

Bleh... I'm not pessimistic about the game but I truly hope the team kind of identifies where they want to go with the game and put more push and resources behind it.

No new maps, no new game modes, no new real concrete information. It's not the weapons that need adjusting. More reversibility is good but in areas where they reach everyone.

#160 Thomasso

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Posted 14 January 2017 - 10:54 AM

Nerfing Clans? Great.. Few more and there will bo no diff between Clan and IS, just the names.
Maybe thay should introduce sth like Battle Value of mechs calculated on tech used and use it in matchmaking system?





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