Community Questions 4 - Role Warfare
#41
Posted 01 February 2012 - 07:00 PM
Can players who choose faction allegiance still form named regiments and pre-formed lances? Do they quickmatch, or face other "premades?"
#42
Posted 01 February 2012 - 08:11 PM
pilot tree, same question.
#43
Posted 01 February 2012 - 09:04 PM
Semyon Drakon, on 01 February 2012 - 02:22 PM, said:
Semyon
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
Posted 02 February 2012 - 02:47 AM
Quote
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
Posted 02 February 2012 - 05:13 AM
#46
Posted 02 February 2012 - 05:14 AM
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.
#47
Posted 02 February 2012 - 09:22 AM
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
Posted 02 February 2012 - 09:54 AM
#49
Posted 02 February 2012 - 10:02 AM
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
Posted 02 February 2012 - 10:32 AM
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
Posted 02 February 2012 - 10:58 AM
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
Posted 02 February 2012 - 12:25 PM
Quote
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?)
Quote
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
Posted 02 February 2012 - 01:58 PM
Edited by =Outlaw=, 02 February 2012 - 02:34 PM.
#54
Posted 03 February 2012 - 04:55 AM
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
Posted 03 February 2012 - 11:27 AM
(I'm confused by your use of terms in DB4)
Edited by Prosperity Park, 03 February 2012 - 11:28 AM.
#56
Posted 03 February 2012 - 11:30 AM
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
Posted 03 February 2012 - 11:36 AM
#58
Posted 03 February 2012 - 12:29 PM
#59
Posted 03 February 2012 - 12:45 PM
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
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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