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Roadmap For April, May, And Beyond


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#101 Dee Eight

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Posted 11 April 2017 - 04:26 PM

I hope come the PTS we find they took my skill unlock suggestion to heart.... unlocking one of three options, that satisfies the whales, cheapskates and everyone else in between.

#1 Straight MC micro transaction... for the whales

#2 Straight XP/GXP.... for the cheapskates (make it something like 1500 xp per node as in the first PTS)

#3 Mix of XP/GXP and C-bills.... for everyone else (with the XP cost being less than option 2, and the cbills maybe at the 45k russ talked about in the final podcast in march before they postponed the skill tree again)

Thus... folks looking at massive module refunds get to do option #3 with all those cbills, or if they have sooo much XP on certain mechs, can elect for option #2 and spend the cbills on other mechs... or whatever they want in between. I'm sure some will enjoy re-playing all the mechs they don't fully node out right off the bat. And the wallet deep folks who wish to avoid grind time....well... they give them something new to throw money at.

Edited by Dee Eight, 11 April 2017 - 04:28 PM.


#102 Flak Kannon

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Posted 11 April 2017 - 04:27 PM

Every . Single .. Thing ... listed above is overdue.

Overdue and late.

FWP 4.2
IK
Skill Tree

I could go on.


I still play quite a bit, I'm not going anywhere, but not a single mark is EVER hit by PGI.

Ever.


... oh...Other than mech packs. They hit their mark there every single time there.


Evey single thing. Overdue and late.



Oh. And all I've asked for forever is new maps. They announce new maps, but have no time lines for said maps. So essentially no new maps until ... when again? New maps when?



Enjoi

#103 Rhialto

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Posted 11 April 2017 - 04:34 PM

View PostFalconer Cyrus, on 11 April 2017 - 10:25 AM, said:

No intensive bug fixing scheduled again. Very sad.

The last time it happened it was after we've put some pressure by having a list of bugs. Troutmonkey was the author. Not updated since 2015 but it could be an idea to do that again.

#104 Hawk819

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Posted 11 April 2017 - 04:49 PM

All the above is a major need. . . however, Maps are the most need of all. We've not had a good map since Polar. I love the changes planned, but PGI, guys, you need to put your best foot forward and get on the ball. After the Skill release [Whenever that will be is anyone's guess] and get us the maps were dying to play.

Suggestions

the Faction War Maps could work, and I agree w/Eric Dunning, aka Kanajashi, these maps would work immensely well. If it was done for Grim Plexus type Map (Grim Portico), then the others could be done the same way. Plus, I would love to see some newer Faction Maps for the Faction Warfare.

Alpine Peaks could see replacement by a Boreal Vault type Map or Emerald Taiga type.

While the reworks are needed for Canyon and HPG Manifold.

Would love to see a full desert type map, or a remake from MW4 days, and would love to see a Cavern type map, one that has under ground waterfalls similar to the one in MechWarrior Living Legends. That one was a lot of fun!

There's a lot of good ideas for maps. So Please, PGI, get us some maps before June. . . Please! Please! Please! Please! Please! make it soon.

Edited by Hawk819, 11 April 2017 - 04:51 PM.


#105 NocturnalBeast

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Posted 11 April 2017 - 04:52 PM

View PostSilentScreamer, on 11 April 2017 - 04:16 PM, said:


Mech selection after the Match Maker has put together teams is a horrible idea.
1) Group queue too many players take too long to pick a mech as is (players who drop regularly with groups know this). Do you really want to wait an extra 5 minutes before each match while each player min/maxes their mech choice?
2) Solo queue, the Matchmaker cannot attempt to match tonnage between sides.
3) If you pick a mech optimized for the map so will your opponent. The match does not become easier as everyone will have the same advantage.
4) It takes all the fun out of building a x10 multiplier for Terra Therma.


They could at least let us select from different variants of the same Mech and then the tonnage would not be an issue.

#106 Felicitatem Parco

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Posted 11 April 2017 - 05:29 PM

View PostEd Steele, on 11 April 2017 - 04:52 PM, said:

They could at least let us select from different variants of the same Mech and then the tonnage would not be an issue.


I still do not like the prospect of 12v12 long range sniper builds every time Alpine or Polar get chosen,

#107 NocturnalBeast

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Posted 11 April 2017 - 05:31 PM

View PostProsperity Park, on 11 April 2017 - 05:29 PM, said:


I still do not like the prospect of 12v12 long range sniper builds every time Alpine or Polar get chosen,


That is more fun than whichever side has the most LRMs wins (unless they are really bad).

#108 Felicitatem Parco

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Posted 11 April 2017 - 05:35 PM

View PostEd Steele, on 11 April 2017 - 05:31 PM, said:

That is more fun than whichever side has the most LRMs wins (unless they are really bad).

So, you think those matches would be better with more LRMs on the field?

#109 Arkhangel

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Posted 11 April 2017 - 05:44 PM

@Flak: most of it is overdue and late because Players've whined about it, least in the case of the skill tree. we were supposed to have it back in February, remember.

#110 NocturnalBeast

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Posted 11 April 2017 - 05:51 PM

View PostProsperity Park, on 11 April 2017 - 05:35 PM, said:

So, you think those matches would be better with more LRMs on the field?


As long as I had the right tool for the job.

#111 Marius Romanis

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Posted 11 April 2017 - 05:57 PM

Posted Image

#112 Fox the Apprentice

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Posted 11 April 2017 - 06:54 PM

View PostCadoAzazel, on 11 April 2017 - 05:57 PM, said:

Posted Image


*Original
Please spell-check before complaining about English! Posted Image

Edited by Fox the Apprentice, 11 April 2017 - 06:54 PM.


#113 Dee Eight

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Posted 11 April 2017 - 07:13 PM

Be easier to eliminate alpine from the map options for domination, just as escort isn't available to be run on HPG, canyons or mining colony. The alpine map doesn't present a "good" location for the circle anywhere on the map that could be between two opposite corner drop zones, that affords equal opportunities to both teams. Its just the completely wrong sort of map for that mission.

#114 Kozuel

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Posted 11 April 2017 - 07:19 PM

K.

Inverse Kinematics and knockdowns when?

#115 Felicitatem Parco

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Posted 11 April 2017 - 07:24 PM

View PostKozuel, on 11 April 2017 - 07:19 PM, said:

K.

Inverse Kinematics and knockdowns when?


IK in the next few months, knockdowns shelved because it is weird when you trip 1/2 - 3/4 second after impacting somone...

#116 Carl Vickers

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Posted 11 April 2017 - 08:49 PM

View PostKozuel, on 11 April 2017 - 07:19 PM, said:

K.

Inverse Kinematics and knockdowns when?

IK may happen, knock downs, nope, never happen again due to dragon bowling.

#117 W31rdWarrior

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Posted 11 April 2017 - 10:11 PM

View PostRhialto, on 11 April 2017 - 04:34 PM, said:

The last time it happened it was after we've put some pressure by having a list of bugs. Troutmonkey was the author. Not updated since 2015 but it could be an idea to do that again.

We can open a new thread about bugs.
Maybe, PGI will see...
https://mwomercs.com...96#entry5692996

Edited by W31rdWarrior, 12 April 2017 - 03:28 AM.


#118 NocturnalBeast

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Posted 11 April 2017 - 10:59 PM

View PostProsperity Park, on 11 April 2017 - 07:24 PM, said:


IK in the next few months, knockdowns shelved because it is weird when you trip 1/2 - 3/4 second after impacting somone...


I want to be able to ram Mechs to death with my Atlas, or knock lights down and shoot them in the head like I used to again.

#119 Krucilatoz

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Posted 12 April 2017 - 12:08 AM

People complains on feature that overdue..

try to realize that we are the biggest cause of overdue, mainly overcritizing about any changes in the game (re: the skill tree feature)

#120 Uncle Totty

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Posted 12 April 2017 - 12:45 AM

View PostW31rdWarrior, on 11 April 2017 - 12:31 AM, said:

Nice update here, finally we'll see new maps (hoping PGI will not delay them to the next year, like IK seems destined to).
But:
- Atlas still have a VERY bad walking animation, so, any hope you fix it, please?
- Catapult still have the same Archer issue, floating bay doors shadows
- Highlander's arm mounted Gauss Rifle looks like an Hyper Assault Gauss Rifle
Spoiler


- Nova still have weird left arm
Spoiler


I know that are only minor aesthetics problems, but it's many months that we are asking for fixes


Do not forget about the Timber Wolf's right knee. Posted Image





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