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Community Questions 4 - Role Warfare

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#41 Sanreal


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Posted 01 February 2012 - 07:00 PM

Are the various Pilot abilities active or passive or both? Will a commander be expected to devote all of his time to micromanaging his teammates, or will he be fully able to engage in combat? What will happen to his lance if he is killed? What happens if too many players choose one role vs. the others? Such as a team that has a preponderance of commanders, or scouts, or a total lack thereof?

Can players who choose faction allegiance still form named regiments and pre-formed lances? Do they quickmatch, or face other "premades?"

#42 statler


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Posted 01 February 2012 - 08:11 PM

what types of things come with the mech trees? a couple examples please.

pilot tree, same question.

#43 BarHaid


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Posted 01 February 2012 - 09:04 PM

View PostSemyon Drakon, on 01 February 2012 - 02:22 PM, said:

Thirdly and sorry for throwing so many questions. Modules in mechs. Are they intended to follow the avatar around? Does he climb into the mech and fit in a series of cassettes or circuit boards to the ejection seat? So that if you need to punch out of your doomed ride your expensive and useful modules go with you?


Wow, I think you might have just won a "No-Prize" if the Devs haven't already thought of this. This perfectly answers my question about retaining modules from destroyed mechs!
So, uh yeah. Can I add this to my question too?

#44 Lima Zulu

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Posted 02 February 2012 - 02:47 AM


Defense may want to skew their attributes to heavier armor and friendly assistance modules, while the assault may want to skew their attributes to targeting and assistance modules. Both roles need to be combat effective in both long and short range abilities.

What does it mean: "friendly assistance module"? What kind of assistance mechs are able to provide to each other? Is it just a covering to enemy's detectors e.g. AECM or something really improving other mech's attributes, so-called "buffs"?

#45 Dihm


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Posted 02 February 2012 - 05:13 AM

Will experience gained be related to the mech that you are piloting? For example, if someone is piloting a mech that is "inferior", will they have an experience multiplier to compensate? An Urbanmech and a Centurion can cover the same function, but an Urbanmech is clearly better, so would someone piloting the inferior Centurion have something like a 1.5 exeprience point multiplier to give them some sort of incentive to try out something other than the "best" mech?

#46 Adridos


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Posted 02 February 2012 - 05:14 AM

1st question "ATK/DEF - balance":

What separates the defenders from attackers? I mean, if those two have so many similarities, it woud be far easier to just go full on attackers and leave some of them defend. Proficiency would not go down very much (targetting is better than detection... mostly) and it would be very easy to send them on offense when the time is right, winning the game for the team. Are there any counter-measures considered to balance this fact?

2nd question "Commander":

How is commander "class" handled? Is it a specialised proffesion people choose just like evry other and are then sent onto field or are there some differences? Not everyone can be a good commander, since it takes a lot of effort to master this kind of warfare and having a bad commander on the team will kill you, no matter how good you are and vice versa. So, are there any criteria for becoming one? Or, do the players themselves elect the commander? Do you plan to do something about this?

More to be added when my internet goes online again. B)

#47 Corsair114


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Posted 02 February 2012 - 09:22 AM

Question 1

What is the difference in capability of a player character just starting out (level 0) and a player character who has achieved max level (or equivalency)?

Assuming the skill level of the human behind the stick is our constant, would the level 0 character stand much, if any, chance against a player character that (again, driven by a pilot of equal skill) has achieved max level?

Question 2

Would you kindly clarify what, exactly, the Target Acquisition module's function is and what makes it ideal for the Assault class?

Edited by Corsair114, 02 February 2012 - 09:34 AM.

#48 DragonClaw


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Posted 02 February 2012 - 09:54 AM

I notice the med mechs fall in alot of mods. Will the med mech pilot fall under the jack of all trades abling them to get more of the mods over the other weight classes?

#49 Paladin Brewer


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Posted 02 February 2012 - 10:02 AM

Will there be a limit to the number of Commanders and Scouts per drop?

Will there be penalties to not following the commands of the Commander?

What specific modules do Commanders get that you can name?

Will scouts and commanders need to choose modules that complement eachother?

Will players on a team be able to talk prior to drop to align mech choice or is this a "blind queue and drop" situation?

#50 IxxxI


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Posted 02 February 2012 - 10:32 AM

Amplifying #33 Treffies's question:

Will we have rigid company composition (3 lances each of 1 scout, 1 assault, 1 defense, 1 commander) or company will be allowed to have mixed lances (i.e. recon lance with 3 scouts and 1 commander on light 'Mech + couple of mixed assault/defense lances with commanders in different weight class 'Mechs)?

Edited by IxxxI, 03 February 2012 - 01:19 PM.

#51 Tsen Shang


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Posted 02 February 2012 - 10:58 AM

Edit: My original question has been answered by Devblog 4 (Role Warfare part 2) so I'll replace it with a new one.

Question 1: Airstrikes, Naval Bombardments, etc all seem like wonderful things, but they all feel somewhat detached from team combat. Do you have any plans for Commanders to give nearby mechs inherent bonuses as a reward for the commander being alive? For example, every 5 minutes a (Lance) Commander is alive his three lancemates get minor bonuses that stack, like +.5% speed and radar range. I feel like this would be a good incentive to keep your Commander alive, which also reflects morale. If an assassination attempt on the other team's Commander is successful, their morale should drop, which would be reflected in the loss of minor bonuses. This shouldn't be game breaking, but would give the winning team a slight advantage towards winning the match.

Question 2: If a Company Commander dies in a 12v12, will a Lance Commander be promoted to take over the job if he has the right modules installed? If both of the other Lance Commanders are alive what is the decision process behind transferring or assuming command?

Edited by Tsen Shang, 03 February 2012 - 12:04 PM.

#52 MaddMaxx


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Posted 02 February 2012 - 12:25 PM


"The player first starts off by selecting Contracts or entering Quick matches and playing the game in general."

Question #1 is: Given the quote above:

What will be the ratio/difference, if any, of XP Bonuses between a Contract match and the Quick match?
(can a Pilot Quick match 5 games and generate as much XP as if they played in 5 Contract matches?)


"Bonus XP can be gained from the meta-game which can give XP based on faction/allegiance to a House."

Question #2 is: Given the quote above:

Is the meta-game another term for the persistant Contract based Matches, which in turn, generate faction/allegiance XP and LP's?

#53 Outlaw2


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Posted 02 February 2012 - 01:58 PM

Could you elaborate on why the commander needs to be protected? What will the commander be doing that requires other players to watch over him? EDIT: How does a player protect/defend the commander or any other lance mate?

Edited by =Outlaw=, 02 February 2012 - 02:34 PM.

#54 Agent CraZy DiP


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Posted 03 February 2012 - 04:55 AM

Question: Will roles require certain modules or skills to be unlocked to field>

Question: Can you double up on roles? Example: Two commanders on the field at once.

Question: Will roles be delegated or filled at random?

Question: Will you have time to make adjustments to better fit your role before the battle?

Question: Could you setup your mech/pilot to be a multi-role loadout? Will this help with match maker?

#55 Felicitatem Parco

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Posted 03 February 2012 - 11:27 AM

Are "Pilot Skill Points" and "Role Skill Points" the same thing?

(I'm confused by your use of terms in DB4)

Edited by Prosperity Park, 03 February 2012 - 11:28 AM.

#56 Felicitatem Parco

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Posted 03 February 2012 - 11:30 AM

When you say that Elite Tiers can only be unlocked by "tiering-up" all initial variants of a chassis, does that mean we'll have to work with the default weapon and equipment configurations inherent to each variant, or will we have some MechLab-sway with those variants?

Edit: This is intended to be a Role Warfare question, not a Mechlab question... because different weapon loadouts could force you to change Roles.

Edited by Prosperity Park, 03 February 2012 - 06:45 PM.

#57 Halfinax


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Posted 03 February 2012 - 11:36 AM

Will every chassis' variant perform more or less the same role, or will we see various roles amongst each of the chassis' variants?

#58 GaussDragon


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Posted 03 February 2012 - 12:29 PM

In the role warfare update, one of the unlocks was 'weapon convergence speed'. This is a massive piece of information considering how contentious the debates about aim have been. Could you elaborate on this mechanic, and how it contributes to the aiming system as a whole?

#59 irony1999


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Posted 03 February 2012 - 12:45 PM

A match with all commanders and no scouts won't be a fun one. Or a match with all scouts and no commanders.
With that in mind, will Role's be selected before you try to join a quick match or faction match?
Or will the Role be selected after joining a match, so you can see what roles are selected already?

#60 VanillaG


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Posted 03 February 2012 - 12:54 PM

  • You get mention in the blog that you get 1 Pilot point per tier that is unlocked. Is the amount of XP required to unlock a tier the same or does each tier require more XP the higher you go. For example if tier 1 takes 150 XP to unlock does tier 2 take 150 as well or does tier 2 now take 300 Xp to unlock.
  • On the pilot skill tree, some skills have more than level (i.e 0/3) to them. Do I have to unlock all of the levels for a skill before I can put points into the next skill or does having 1 level open the next skill in the tree?
  • Based on the number tiers on a specific mech (9 or 10 if it has jump jets and counting the Elite tiers) will I be forced to pilot different mechs and/or variants to max out a skill tree? Is it be possible to accumulate Pilot points after unlocking Elite 2 based on XP generated so I don't have to change chassis and/or variant?
  • The blog implied that if I wanted to have a module on multiple mechs I need to buy one for each mech. Is there the ability to remove/uninstall a module from one mech and put it into another mech or is the module "fused" to the chassis and must be destroyed to free up module space?

Edited by VanillaG, 03 February 2012 - 12:59 PM.

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