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Community Questions 5


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#41 Outlaw2

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Posted 07 March 2012 - 08:18 PM

How many different possible ways can your mech get destroyed or "mechwarrior" die (i.e. Your mechwarrior takes damage from high heat levels and can "pass out" or "die" if it takes enough damage, ect..).

The dev blog mentioned that with free-look the player can see displays on the status of the ’Mech’s actuators and heat sinks. Does this mean individual actuators and heat sinks can be damage and destroyed?

Will there be weapons on legs?

Edited by =Outlaw=, 07 March 2012 - 08:20 PM.


#42 plodder

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Posted 07 March 2012 - 08:31 PM

Radar

Will I be able to have the radar superimposed over the screen( view screen/ targetting screen) with my mech represented in the center of the radar screen, like in both MW2 and MW3, I found this most usefull. Thanks uncle danno.

#43 Qman

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Posted 07 March 2012 - 08:37 PM

Could you tell us if we will be able to earn medals and achievments though game play. sort of like in WoT (bad example). Also we will be able to see other players stats?

I am a bit of a stat junkie.

#44 Xenois Shalashaska

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Posted 07 March 2012 - 09:32 PM

Can mechs trip over on certain terrains or piloting errors ?

#45 WerewolfX

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Posted 07 March 2012 - 09:53 PM

Got a couple this time around. Specifically about missiles.

Before it was listed that we'd have to "Sling" Missiles around ala MW2 rather than the two ways in MW4 Mercs. If your target was close the missiles would go straight and arc up before hitting them (Around 500M and less) in distances 500M+ they'd go on a standard parabola arc. Will there be a toggle for that or will it be all player skill involving the dual reticles?

With concerns to heat. Will there be visual indicators of an overheating mech? (Slight shimmer dulling eyes on the atlas or the MechAssault slag sink effect.)

This last one is more of a cosmetic issue. Will we be able to buy for C-bills or premium currency more retro looking cockpit overlays (MW2 or 3 style) and will we be able to change the glow color from the Mechs that have an effect like the atlas face. (IE go from Red to Green)

#46 FinnMcKool

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Posted 07 March 2012 - 10:14 PM

How will Chainfire be implemented with ;Fire weapon,Fire weapon group?

I would like to chain fire weapons in a selected group , or chain fire Groups, or all weapons .

will weapons in arms allways be the same weapon group or will we be able to move any
weapon into any group?

#47 Claw55

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Posted 07 March 2012 - 10:16 PM

Will it be possible to rebind torso movement from the mouse to the keys, as in MW4? Also, will it be possible to set the throttle to specific increments, also like in MW4?

#48 Watchit

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Posted 07 March 2012 - 10:28 PM

Will damage to electronic systems, like say a damaged "head" of the mech, cause any visible effects inside the cockpit? Like a loss of radar or HUD altogether?

Edited by Watchit, 07 March 2012 - 10:29 PM.


#49 Belial

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Posted 07 March 2012 - 10:37 PM

I love the confirmation of ammo explosions. However, just how much of a heads up will we receive that ammo is about to cook off, and will we be able to jettison that ammo?

#50 Polymorphyne

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Posted 07 March 2012 - 10:55 PM

Not sure if this one fits into mech warfare, but..... Are mechs locked to canon variants, or are weapons chosen in the same manner as MW4s mechlab?

Can Legs be blown off mechs, and does blowing a mechs leg off cause it to fall over?

Are fallen mechs destroyed, and if not, can they still shoot/crawl around?

What kind of notification do LRM armed players recieve when a narc beacon or tag is deployed?

Can players toggle between which Narc beacon, location or locked target they wish to fire their lrms at, or do the LRMs just choose the locked target over narcs, narcs over tags, and tags over location?

Will Autocannons, Gauss Rifles, Missiles, etc have variable ammunition types?

Will LRM armed mechs have the ability to choose a location they cannot see and indirect fire at it (perhaps via an overhead view?)

Will mechs have MASC?

#51 Graf Blutwurst

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Posted 08 March 2012 - 03:51 AM

will there be a forward facing camera for navigation, when the torso is turned fully to the right or the left?

#52 Strum Wealh

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Posted 08 March 2012 - 04:14 AM

Will the ranges of the BattleMechs' weapons - and the relationships between them - be more similar to those from the BattleTech tabletop game (including, perhaps, some implementation of any of the minimum, short, medium, long, and extreme range brackets), or those from the previous MechWarrior computer games?

In several cases in the previous MechWarrior computer games, the ranges of the weapons were either substantially shorter or substantially longer than that the BattleTech rules indicate.

As an example:

1.) LB-X AC-10:
Minimum range: N/A
Short range: up to 6 hexes (180 meters)
Medium range: up to 12 hexes (360 meters)
Long range: up to 18 hexes (540 meters)
Extreme range: up to 24 hexes (720 meters)

2.) PPC:
Minimum range: 3 hexes (90 meters)
Short range: up to 6 hexes (180 meters)
Medium range: up to 12 hexes (360 meters)
Long range: up to 18 hexes (540 meters)
Extreme range: up to 24 hexes (720 meters)

3.) LRM-10:
Minimum range: 6 hexes (180 meters)
Short range: up to 7 hexes (210 meters)
Medium range: up to 14 hexes (420 meters)
Long range: up to 21 hexes (630 meters)
Extreme range: up to 28 hexes (840 meters)

In the previous MechWarrior computer games, the PPCs typically had ranges of around 850-900 meters (well beyond their BattleTech extreme range), the LRM-10s had ranges of around 1000 meters (again, well beyond their BattleTech extreme range), while the LB-X AC-10s had ranges of around 450 meters (the middle of the BattleTech medium-to-long range bracket).

Edited by Strum Wealh, 08 March 2012 - 05:29 AM.


#53 ArchLurker Chad

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Posted 08 March 2012 - 04:56 AM

From dev blog 2 - Information warfare:

Quote

Details about a target are not inclusive, and is now layered based on the type of modules and BattleMech you are piloting. The concept helps emphasizes using specific `Mech and Module combinations to gain and share enhanced targeting information.
Sharing of target information is also no longer inclusive and requires a Module or C3 Master/Slave unit.


Nothing about the modules and mechs and their different targeting capabilities are mentioned in dev blog 5, instead it says all the information can be obtained by just holding the target long enough.
Was the module & mech based information gathering/sharing scrapped and all information can be gained and shared by any pilot in any mech? Or is there yet another layer of information yet to be revealed added on top of the one explained in dev blog 5?

#54 Adridos

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Posted 08 March 2012 - 05:11 AM

1st question:

Who won the battle from the picture you posted to show us the controls? David Bradley with his out-flanking friend, or that misterious driver through whose eyes we see the battle?

2nd question:

Another review cleared it out for me, consider this one answered.

3rd question:

Which weapons made it into the game? Will we see the full arament, or did some weapons got cut for problems with their implementation?

4th question:

As far as balance is concerned, are you happy with the results? Is it now possible for a light or medium to take on an Awesome, for example?

5th, bonus, question:

How do you like it in San Francisco? Are you having a good time, or did you get alpha-striked by the temperature and time changes? ;)

Edited by Adridos, 08 March 2012 - 11:24 AM.


#55 Arnold Carns

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Posted 08 March 2012 - 05:14 AM

"The MechWarrior (pilot) does have the ability to override critical heat shut-down but they do so at the risk of catastrophic failure and can result in internal ammunition detonations."

How are internal ammunition explosions handeled? Will it be some sort of a "dice roll" (random number compared to a fixed number)?
And how will avoidance of ammo explosions will work? With a keystroke?

Edited by Arnold Carns, 08 March 2012 - 05:16 AM.


#56 2bad

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Posted 08 March 2012 - 05:33 AM

From:
http://mwomercs.com/...-warfare-part-i
"Weapon systems take up space and weigh various amounts depending on their size. This must be kept in consideration when thinking of
upgrading weapon systems on a BattleMech. The weapon systems cannot make a BattleMech exceed its chassis space and weight limits."

(It's been asked before but still)
Q: Will MW:O have a full customisation of weapons with a mechlab or are we using only known variants for each chasis (Atlas -AS7-D or -B or -C)

#57 Mattiator

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Posted 08 March 2012 - 05:42 AM

Q: In The Escapist's preview of the demo build of the game, they mentioned a "Full-featured MechLab". Could you potentially elaborate what this means? Weapon loadout customization? Or perhaps even deeper levels of tweaking as seen in, say MechWarrior 4?

Q: Will I be given my beloved CRS-6B Crossbow at launch? I have some cookies here that aren't going to eat themselves!


Edited by Mattiator, 08 March 2012 - 05:42 AM.


#58 Ray Mason

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Posted 08 March 2012 - 05:43 AM

Hi, since it’s conformed that water will act as a coolant, how big of a role does it play on maps? For example:
  • Can we expect a map where a waterfall or a lake becomes strategically important?
  • Is walking in water limited (for example waist-height submersion) or is complete submersion an option (with or without possible ill effects on the weapon system etc.)

Thank you!

#59 Strum Wealh

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Posted 08 March 2012 - 05:51 AM

View PostAegis Kleais™, on 07 March 2012 - 04:05 PM, said:

Q. Will MWO utillize differing Armor Types that best address a weapon type (aside from the default Ferro-fibrous), ie Reflective against energy, reactive against projectiles, reinforced against ballistics?


To expand on this one:

Will MWO be adhering to the BattleTech timeline with regard to what armor types are available, and how will the amount and type of armor carried by the BattleMechs be balanced against both the damage-per-salvo and rate-of-fire of the BattleMechs' weapons (and vice versa)?

Quote

The thing about that is that a lot of the advanced armors come into being later in the canon timeline:
Armored Components - developed by the Free Worlds League in 3059-3061
Ferro-Lamellor Armor - developed by Clan Snow Raven in 3070
Heavy FF Armor - developed by the Lyran Alliance in 3069
Laser Reflective/"Glazed"/"Reflec" Armor - developed by the Lyran Alliance in 3058 (copied by Clan Jade Falcon in 3061)
Light FF Armor - developed by the Free Worlds League in 3067
Reactive/"Blazer" Armor - developed by the Draconis Combine in 3063 (copied by Clan Ghost Bear in 3065)
Stealth Armor - developed by the Capellan Confederation in 3063

The armor types that were developed prior to 3049 are:
Ferro-Fibrous Armor - reintroduced to the IS by the Draconis Combine in 3040 (the Clans never lost the FF tech from 2571)
Hardened Armor - developed by the Federated Commonwealth in 3045-3047 (copied by Clan Ghost Bear during the invasion)
Primitive Armor - the original BattleMech armor used on the Mackie in 2439; essentially modern (non-Chobham) tank armor
Standard Armor - developed by the Terran Hegemony in 2470; maintained by IS and Clans since (essentially a very tough version of modern Chobham tank armor)

Then there're the Commercial- and Industrial-grade armors.


#60 Bluey

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Posted 08 March 2012 - 05:55 AM

Question 1: Will Joystick and Hotas bring unfair advantage with faster response time ? *Like seen in Bf3 Jets* Will it be balanced by game?

Question 2: Does PGI have a plan to create balance within mech types in matches.? "24 Atlasses yay for steiner fan club"

Question 3: Are we gonna be able to destroy munitions with lucky shots while weapon remains undamaged?

Question 4: Can we fully cosmetic our mechs with our own color schemes in mechlab or mechbay ?Or do we have to use PGI designated stuff?

Question 5:Can we use Eyefinity and 3D googles without being acused as cheating ? *Recent Anti Cheat softwares banning players for them*I believe 3D googles will be amazing for kind of game with recent price cuts in 3d googles many players will be able to obtain them.

Question 6: Will water cool down our mechs' heat or can we use watefalls for hiding?

Question 7: Will be able to buy one use "Cooling Pods" ?

Question 8: Can we change HUD color ?

Question 9: Will tonnage gonna effect torso turn speed ?

Question 10: Will blown off leg cause our mech to fall down on ground ?

Question 11: Will losing legs cause match failure or we just gonna have amazingly reduced speed ?

Question 12: Can we eject at heavily damaged state and save our mech being totally destroyed ?





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