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Ask The Devs 22!


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#61 Adrienne Vorton

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Posted 18 October 2012 - 07:52 AM

View PostJack Gallows, on 17 October 2012 - 04:42 PM, said:

Could we get a clarification/new info on how being a pilot without a Founder's pack starts off their career? An old faq/dev post stated something along the lines of being able to select a 'mech on launch from one weight category. Is this still the plan and when will this take effect since everything we get during Open Beta remains past official launch?

Also, any clarification on what the role/position medium 'mechs are going to play in MW:O? I ask this because right now they're outclassed by both light and heavy 'mechs for anything they'd really do on the battlefield. Ferro-Fibrous and Double Heat Sinks further pushes the issue, medium 'mechs will add nothing a heavy or light can't (and they'll be better at it then the medium.) I understand things are in beta and can/will change, but unless forced drop weights are added mediums don't have much purpose now or in the future.

i WOULD say, there SHOULD be some kind of tutorial, involving the trial mechs, and after that you can make your choise of 1 mech from any weightclass you feel comfortable with, AFTER learning stuff in different trial mechs...

that´s what i would say, would make the most sense to both keep the trial mechs ( what they stated they will do...) AND keeping their promise of having the choise of a starter mech...

but i also WOULD like to hear an official statement on what´s planned actually :( (not for me, just for i am a curious boy ;) )

hm and to your second question: i don´t think that mediums are really outclassed... at least the hunch has it´s viabilities...
i gotta admit i couldn´t find any real use for the centurion yet, just because i´d always prefer the dragon over it.. on the other hand, the cent has not such a huge "blindfire and still core it" center torso...oh yea, and the Transformers sound of the Centurions engine is so fraggin cool :D

and we should not forget that there are ONLY 2 mechs in every weightclass so far...

Edited by Adrienne Vorton, 18 October 2012 - 08:01 AM.


#62 Butane9000

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Posted 18 October 2012 - 07:52 AM

Why did it take you so long to announce the Highlander since we've know about it from those who got their PC Gamer magazine early via mail?

#63 DrnkJawa

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Posted 18 October 2012 - 08:14 AM

View PostButane9000, on 18 October 2012 - 07:52 AM, said:

Why did it take you so long to announce the Highlander since we've know about it from those who got their PC Gamer magazine early via mail?

cause they had to throw some bone to the community thats wondering where the "big patch" went

#64 Hartsblade

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Posted 18 October 2012 - 09:55 AM

Hey Garth. Two questions if I may:

1). Will the Devs consider an equipment/component/chassis based salvage system in place or in conjunction with the current Cbill based one?

2). Would the Dev team consider selling "stripped" 'mech chassis in the 'mechlab allowing players to build a variant from the ground up?

#65 Shadow Wolf

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Posted 18 October 2012 - 11:18 AM

I apologize for the post is not in the right topic.
For it is your right to ban me.


Good day.
I do not know you came letters from other fans.
I am one of BETA of the Russian Federation.
Lord developers.
Unfortunately my English was very poor after school. But despite this, I want to send you this letter.
In Russia are a lot of players who grew up on the universe. We deeply appreciate your efforts in the resurrection of the universe.
Many players in Russia want to join the universe. Many players rose to mechwarrior. And many are glad to return to it. Unfortunately hard for us to communicate with our American counterparts, due to the fact that we do not know the abbreviation of the word.
We are ready to play, but hard for us to find obschiy language with our partners.
If possible, set up a Russian forum

regards
Mashkov A.A.
dwtafter@gmail.com

#66 nostra

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Posted 18 October 2012 - 02:36 PM

Why is Piranha Games' symbol a cow skull?

#67 KuruptU4Fun

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Posted 18 October 2012 - 02:47 PM

Are there any plans to have an auto-delete feature for any forum threads that mention Clans/ Clan Mechs/ When are the Clans coming? This would be greatly appreciated.

#68 Chou Senwan

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Posted 18 October 2012 - 05:20 PM

View Postnostra, on 18 October 2012 - 02:36 PM, said:

Why is Piranha Games' symbol a cow skull?


Allow me to quote Cracked.com - http://www.cracked.c...nimal-facts_p2/

Quote

The year was 1913, and Teddy was touring the Brazilian Amazon. At this point, his reputation for badassery had become globally recognized, and the Brazilians realized that to impress someone like Roosevelt, they had to step it up a notch and show him something incredible. So before he came, they roped off a small lake and tossed a couple hundred piranhas in without any food; by the time Teddy arrived, the fish were starving and completely crazy.

When the guides lowered in a juicy cow, the piranhas went after it like tiny guided missiles and reduced it to bones in a little less than 60 seconds. Teddy was quite impressed, and wrote about the ferocity in his 1914 book Through The Brazilian Wilderness, which is how everyone else learned about it (when Teddy Roosevelt tells you something, you ******* pay attention.)

We like to imagine that as soon as Teddy returned to the U.S., he started breeding his own piranhas in an attempt to finally find an animal that could stand up to him in a fight. Like all other such attempts, this was doomed to failure from the start.




Developers, can we get a mech named Roosevelt?

Also, what is the current doctrine for revising weapon convergence, particularly with regard to torso-mounted weapons? Should torso-mounted weapons ever converge? Can we get it so that weapons converge on the distance of whatever mech you currently have targeted (with R)?

#69 Butane9000

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Posted 18 October 2012 - 06:14 PM

I currently have 20 mech bays in the beta, I assumed going off previous information from the devs that we would start with 4 (not counting permanent founders) and we could upgrade to a total of 16. However this seems to no longer be the case, how many mech bays are we now going to be allowed to have?

#70 UPnADAM

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Posted 18 October 2012 - 07:30 PM

Is the Zeus atleast something you guys are considering, and i mean considering seriously not just considering it because it is available. I would love you see you guys artist give it a makeover.

#71 themoob

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Posted 18 October 2012 - 08:37 PM

A lot of people seem quite worried about the slow implementation of new 'mechs into the game. Is it safe to assume that once more of the core game/systems are finished/optimised that we will see new 'mechs coming out at a much greater rate?

#72 latdheretic

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Posted 18 October 2012 - 09:27 PM

View PostCYBRN4CR, on 18 October 2012 - 07:19 PM, said:

Just a quick confirmation question from me.

Are engine heatsink mechanics finally going to be implemented as per TT rules in the upcoming Oct 23rd patch? This quote from David Bradley seems to suggest that it might, but I want to be sure. You guys DO have a lot of stuff to add this patch and all... :D


My understanding is that this is in the patch with the implementation of double heat sinks. Just a clarification, this is the giving every mech 10 free weightless heat sinks with an engine, and having engine weights match the TT engine weights. With the engine being able to hold a number of crit-less heat sinks equal to engine rating / 25 (single or double) then every other heat sink taken will have to be placed as crits with single taking 1, and double taking 3.

This will force mechs with an engine rating less than 250 to take at least 10 heat sinks (a rule that can be currently broken in MWO), but allow mechs with big engines (275+) to not have to take more than 10 any more.

This does not indicate an adjustment to the actual rate of heat dissipation rates.

#73 Ceribus

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Posted 18 October 2012 - 11:12 PM

Ok a bunch questions here

1) What are your plans to keep the community interested in the game for the long term? Can we expect special events to reflect historic points in the BT timeline? Maybe some story line Co-op maps that come out every few months. Any plans to create objective based maps like convoy escort?

2) I know your working on a tutorial but do you think you could at least implement a "free roam" mode... let players load into any of the maps in any of their mechs by themselves so they can get a feel for the mech and scout the battle ground. Maybe throw in a stationary invulnerable mech to get a feel for the weapons.

3) For the dropship mode, if I remember correctly it allows people to play more than one mech in a match, can this be controlled by weight instead of just an arbitrary number. So instead of saying each player can use 3 mechs say each player can use 225 Tons worth of mechs. Maybe throw on a max number of 4 or 5 so some guy doesn't show up with 9 Commandos but this way you don't have another guy showing up with 3 atlasai

4) Are any of the future maps going to have Variable lighting... Say a map with tunnels or caves where the lighting is much lower than that outside. Provide places to hide for ambushes and make scouts want to use Heat/Night vision while patrolling certain areas

5) Would it be possible to have weapon / Equiptment info in the game or on the website soonish. There are wikis out there where I can look up Dmg/Rng/Heat and explanations on how to unjam my UAC5 but it would be nice to know the info is up todate and to not have to scour google for them. ;)

6) Any plans to make missle not clip through buildings/Hillsides, kinda sucks to move behind a building at the last minute and see the missles come right through it and hit anyway


Thanks for reading my giant wall of text ;)

#74 Slaughtererr

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Posted 19 October 2012 - 02:29 AM

MechLab needs more info for those who never followed mech lore and it's world and just wanna play the game (like me). For instance, please add at least weapon dmg + basic description to the MechLab, because I honestly have no idea what some guns and especially modules, are and do. Basic desc + more stats will help.

Edited by Slaughtererr, 19 October 2012 - 02:30 AM.


#75 Adridos

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Posted 19 October 2012 - 08:08 AM

View PostSlaughtererr, on 19 October 2012 - 02:29 AM, said:

MechLab needs more info for those who never followed mech lore and it's world and just wanna play the game (like me). For instance, please add at least weapon dmg + basic description to the MechLab, because I honestly have no idea what some guns and especially modules, are and do. Basic desc + more stats will help.

Read stickies... please, I beg you...

#76 AH Malidrin Merlin

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Posted 19 October 2012 - 09:30 AM

Shouldn't the LRM's launch upwards instead of forward?

#77 AH Malidrin Merlin

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Posted 19 October 2012 - 09:34 AM

Also Garth are you guys going to be able to keep up with the questions once open beta starts. I mean this tread opened 2 days ago and is already 5 pages long?

#78 Adrienne Vorton

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Posted 19 October 2012 - 09:35 AM

View PostMalidrin, on 19 October 2012 - 09:30 AM, said:

Shouldn't the LRM's launch upwards instead of forward?

not really its not a cruise missle like the long distance nuclear weapons we have in our shelters... it´s more or less a guided missle similar to srm, just been created to have greater range... but they also have to be able to be used in direct fire scenarios... the closest comparison to "our" missles would be a mixture of a AMRAAM and a AIM-54 Phoenix... (dunno about ground/ground missles, don´t wanna search the whole day :P)

but what maybe should be useful is, that the launchers position affects the actual launching angle...(like when a cat aims up, the missles launch upwards, and angle down at the distance they normally would climb on a straight forward shot...hope you know what i mean^^ that wouild also mean, that a cat would automatically be more effective in some cases than other mechs with torso mount launchers... ) Forming a question of it: GARTH!!!! Will you do this? (not you personally, i mean our happy familiy there in canada^^)

Edited by Adrienne Vorton, 19 October 2012 - 09:54 AM.


#79 Nik Kerensky

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Posted 19 October 2012 - 09:48 AM

Any plans (in the distant future perhaps) on adding different weapon stats to weapons made by different manufacturers (like in the Mech Technical Read Outs)?

This will enhance the simulation aspect significantly!

#80 Adrienne Vorton

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Posted 19 October 2012 - 10:00 AM

View PostNik Kerensky, on 19 October 2012 - 09:48 AM, said:

Any plans (in the distant future perhaps) on adding different weapon stats to weapons made by different manufacturers (like in the Mech Technical Read Outs)?

This will enhance the simulation aspect significantly!

+ it would create a HUGE ammount of work to do, AND a huge factor for imbalance issues... make some weapons the non-plus-ultra while extincting others and so on...

i´d go for visual diversity, like some ac´s might "simulate" a salvo through sound and visuals and other´s a oneshot, but do the same damage at the same moment... i´d love to hear a NO from PGI to that question pls ^^





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