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Dev Blog 4 - Role Warfare (Cont.)

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#181 Brigand

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Posted 22 March 2012 - 08:10 AM

View PostDihm, on 21 March 2012 - 11:20 AM, said:

Give PGI a LITTLE credit. :D


If they say that all is ok - I'll believe it. Until then I'll try to ask questions that bother me and to provide at least some critical feedback.

#182 Rambo Calrissian

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Posted 27 March 2012 - 05:10 AM

While some things sound really good and promising, in my opinion there are some serious flaws in some of the introduced concepts.

Quote

Players need to spend XP to unlock all of the upgrades on each tier in order to be able to access the next tier.
...
In order to access Elite I, the player needs to not only unlock all upgrades on tiers 1-4 of this model, but they have to do the same for every initial variant.
If you have to get all upgrades anyways with all those bottle necks after each 3 upgrades of one tier, there's not really any customization you can do here.
OK, I can decide, if I want to get movement speed a little bit earlier than the torso speed + angle. But as I can't go to the next tiers without picking all three, this small factor of customization only lasts a very short time (like one match maybe).
If for example you only had to get 2 out of 3 upgrades per tier to access the next tier, this would already allow for a much more customized way of leveling up a Mech.

But I guess we already have a lot of customization with all concepts together, so this isn't really a big point. It's just that to me it feels a bit like some sort of "pseudo choice".



The much more critical point is that you have to level all "variants" of a Mech to get access to the higher upgrades. This doesn't make any sense to me, and it already feels like being forced to do some annoying grinding with variants, which are just not what you want to play.
In my opinion it would make much more sense, if there's just only one tree per Mech, which counts for all Mech-Variants/Designs.

I'm actually very very disappointed with this announcement, since it also implies, that there will be those preset variants and no option to make your own Mech-Designs (aka MechLab), which was one of the things I was actually most excited about.

So I would really prefer Mechs to only have one tree per chassis, no matter what tech is installed in it.
Full customization of Mechs would be the icing on the cake.




View PostJD McMaster, on 03 February 2012 - 10:39 PM, said:

Personaly I think that the meclab option should be available in the "Real money" store, unless you have the connections with the House Militaries to get access to their tech.

I know that this is probably going to upset some people and everything that will follow, but just wanted to get my personal feelings on the mater said for the record.
Yeah well, this is indeed probably the worst idea one could have on that topic.
If you have to buy the ability for customization with "real money", the game wouldn't be fully skill-based anymore.

"Real money" should only be used for:
- leveling faster
- optic modifications

That's the way it's done in LoL, and it seems to work very well.
Under no circumstances "real money" should be able to buy:
- unique (and stronger) abilities/weapons/perks
- unique Mechs or Mech-Variants

#183 Anita Chess

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Posted 31 March 2012 - 01:21 PM

View PostGarth Erlam, on 21 March 2012 - 10:22 AM, said:

I've already personally nerfed the hell out of the towershields (-3.14 x 4123.67 / 10000). Two-handers no longer add bleed on every hit and Mages will need to spec for dual-wield.

Wait, what?

#184 Fermius Rad

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Posted 31 March 2012 - 01:25 PM

IMHO the greatest problem has always been balance and that the game was always a race to the Heaviest Mechs. There should always be a compelling reason to field a light mech and shouldn't be a sign of newbs or poor relations. A light mech that doesn't run away should be reason to pause for a Heavy or Assault Mech and not just a speed bump..

#185 Grus

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Posted 01 April 2012 - 04:57 AM

add a bit for ECM on the scout 'mechs and something better the x7 zoom for vision and you'll have a nice skill tree for them. as for assaults, since they are the arc-type of the "tank" cookie cutter them as needed.

#186 Grus

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Posted 01 April 2012 - 05:03 AM

View PostFermius Rad, on 31 March 2012 - 01:25 PM, said:

IMHO the greatest problem has always been balance and that the game was always a race to the Heaviest Mechs. There should always be a compelling reason to field a light mech and shouldn't be a sign of newbs or poor relations. A light mech that doesn't run away should be reason to pause for a Heavy or Assault Mech and not just a speed bump..


quite right, back in MW3 i used to be that guy in a Shadowcat loaded with nothing but ER small lasers,armor, JJets, MASC and a lot of speed... bob and weave as you run at the Atlas, get behind him and stay there... target back armor and ROFL Stomp the assault 'mech :huh:

#187 Archtus

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Posted 05 April 2012 - 04:38 AM

Personally, I think that the view enhancers an assaults and multi targeting on a scout is a little backwards...

#188 A11eycat

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Posted 19 April 2012 - 07:37 PM

I have a question, although this may have been already adressed and I'm just thick enough to have have sluffed it, could I be a Scout/Commander through a series of modules and Pilot upgrades?
Thanks, :)

Edited by A11eycat, 19 April 2012 - 07:39 PM.


#189 Kanatta Jing

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Posted 19 April 2012 - 07:49 PM

View PostA11eycat, on 19 April 2012 - 07:37 PM, said:

I have a question, although this may have been already adressed and I'm just thick enough to have have sluffed it, could I be a Scout/Commander through a series of modules and Pilot upgrades?
Thanks, :)


I think with a multi-role mech you could do that. I mean those scout lances need a light or medium mech to be commander right?

#190 Soviet Alex

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Posted 20 April 2012 - 03:33 AM

View PostA11eycat, on 19 April 2012 - 07:37 PM, said:

I have a question, although this may have been already adressed and I'm just thick enough to have have sluffed it, could I be a Scout/Commander through a series of modules and Pilot upgrades?
Thanks, :(


Yes, because you can pick the skills / modules you want from any tree. In fact, it's a good idea. You'll be able to use force-multipliers like artillery & satellite imaging to "buff" your recon lance-mates without constantly bugging the already-overworked company commander. :rolleyes:

#191 A11eycat

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Posted 20 April 2012 - 05:15 AM

Thanks for the quick repsonse Alex! This is definitely something I would consider.

#192 PANZERBUNNY

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Posted 10 May 2012 - 11:53 AM

I'm not sure if it sounds too "gamey", but instead of so many off field support options to damage your opponent, what about some "target assist" skills which give your lance mates bonuses to hit and damage, with different weapon types even.

MISSILES
LASER
BALLISTIC

You have to target and lock on, like you are making a scan, and sending that signal with an audible notice and visual reference to your lance mates.

I see the scout as a crit ability that does something similar. I think there is room for some more.

#193 Bolo Warden

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Posted 11 May 2012 - 11:17 AM

View PostBrigand, on 21 March 2012 - 08:31 AM, said:

Already see it.
1. Go into battlefield with friend 2. Set up "move to" order within 5m of him 3. Receive same order from him 4. Move and gain reward 5. Repeat Team? Screw these losers

Also, for maximising team experience gain, every member of a team should be a commander and set up as much orders through command console as they can during the round. Does that sound like exactly the end result you'd want?


I'd have to imagine that there'd be a max amount of points a char could earn for following the commander's action per match. As someone else has already mentioned, I'm sure the devs have already thought of this issue.

#194 Rayne Usho Luzon

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Posted 22 May 2012 - 09:24 PM

Q: in a merc mission, does each role have to be filled? will there always be a minimum of three mechs on the field? or will it be based on tonnage?

#195 Alfred VonGunn

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Posted 23 May 2012 - 01:36 AM

Ok here is a question... Is the XP all the same.. ie XP I earn in one mech spends where ever I want or only in that mech? I ask because having to unlock all the Variants will suck if that means we have to do it in each one even if we have no real desire to drive that version of the mech.

Also for the Arty and Drone attacks.. Will AMS have ANY chance to reduce it?

Edited by Alfred VonGunn, 23 May 2012 - 01:41 AM.


#196 Flux

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Posted 23 May 2012 - 08:02 AM

My brother's head is gonna explode when i tell him about the commander skills.
That's something he's always wanted to do.

#197 Dersu

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Posted 23 May 2012 - 09:35 AM

I am a little confused by the distribution of skills between the assault and scout classes.

I read that the assault/defense role will be disabling enemy mechs and holding objectives ect.

I also read that scouts will be locating enemy mechs and acting as a forward observer for the commanders.

Now the confusion comes in with giving the assault class the vision upgrades 2, 3 and 4, which are all skills to supplement the location of the enemy; and then giving the scout class HUD Detail 1, HUD detail 2, and Multi Targeting which are all skills to supplement the killing of the enemy. Honestly it seems like those 6 six skills should simply be swapped.

As a side note I believe scouts should also be given the ability to direct friendly IDF, such as the commanders call for fire abilities, by "painting" a target. I am not sure if that is what IDF accuracy does or if that skill only affects the scout pilot's personal weapons. This would allow for a well coordinated scout and commander to really shine.

Edited by Dersu, 23 May 2012 - 09:37 AM.


#198 farrel wolf

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Posted 25 May 2012 - 04:50 AM

this is epic i can't wait to play mechwarrior with this sort of depth

#199 Rummy Kegstealer

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Posted 27 May 2012 - 05:11 PM

Missile boat for me I don't know what i like more tho. Scout or def

#200 GHQCommander

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Posted 04 June 2012 - 11:35 AM

This is so cool.

This is where Cryptic went very wrong with Star Trek Online. A player specs on all sorts of abilities that apply too all their ships, from a Carrier too a shuttle. How stupid is that right?

A captain would not be so skilled and so in STO there should be like a Crew XP which is assigned too the ship plus a skill tree per ship.

You guys are getting it right and as a developer myself I'm so impressed. I mean, I was losing my faith and now I can see there truly is developers out there with balls plus common sense.





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