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Ask The Devs 23!


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#141 Calmon

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Posted 01 November 2012 - 05:52 AM

Q: How does critical hits work exactly in Mechwarrior Online?

Q: When armor is gone whats the difference when you get hit by a pulse Laser and a normal Laser in case of critical hits?

#142 XtremeLord

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Posted 01 November 2012 - 06:44 AM

when this game has sandbox mode?

#143 AC Rimak

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Posted 01 November 2012 - 07:12 AM

Hi!

Will there be a replay system later in MWO?
so we can watch and learn and also public-reporting jury.

#144 Ceribus

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Posted 01 November 2012 - 07:20 AM

I walk by your office decently often and am just wondering, how much Timmies would it take to get inside and see the source of MWO? ;)

#145 Butane9000

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Posted 01 November 2012 - 07:35 AM

I wonder if he forgot about closing ask the devs 23 and putting up the answers?

#146 TheAquired

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Posted 01 November 2012 - 07:38 AM

Will melee attacks be implemented? and if so, when?

#147 Ceribus

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Posted 01 November 2012 - 07:54 AM

What is the purpose of/How do they work in game:

- ECM (does it have any active features, does it reduce the range at which people can target you, does it lengthen the time to get a missle lock)

- BAP ( does it have any active features, does it increase the range at which you can target people, does it shorten the time to get a missile lock, are there any trade offs to using it ie. easier to detect due to all the extra signals your putting out)

- Command console (Everything)

#148 Darwins Dog

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Posted 01 November 2012 - 08:18 AM

I would like to know if there is a plan to open up voice communication automatically when joining a game (not just in a group)?

#149 Krzysztof z Bagien

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Posted 01 November 2012 - 08:22 AM

Are we going to have destructable environment? If yes, when?
Will you do something with mechs glowing brighter than the sun after taking hit (especially Catapult)? Not to mention that object hot enough to glow like that would set everything around it on fire and make water boil, it's kinda funny.
Any plans for game servers in Europe and other continents in the near future?
Oh, and do you plan to change battle rewards (less guaranteed money/XP and more for personal performance)?

Edited by Krzysztof z Bagien, 01 November 2012 - 08:34 AM.


#150 Odanan

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Posted 01 November 2012 - 08:25 AM

View PostWill9761, on 31 October 2012 - 01:44 PM, said:

Posted Image


This is the map showing the "regions" in Periphery, not the factions. Look at this.
The major Periphery powers are:
  • Taurian Concordat: The largest of the existing Periphery realms, the Taurian Concordat is located within the Hyades Rim. The Concord is noted for its fiercely patriotic people and mild xenophobia.
I don't know if it is a good idea to add many Periphery factions. You can't make them all one single faction either, because sometimes they are enemies.

#151 Asakara

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Posted 01 November 2012 - 08:36 AM

On September 12th Dev Thomas stated he had been bugging Dev Omid for "weeks" about getting the jump jet bug fixed. Is there a chance this heavily exploited bug will be fixed in November? Perhaps a different month? Or is the current incarnation the way it will stay (in which case I will remove all but one jet for extra tonnage myself)?

#152 Rozav

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Posted 01 November 2012 - 08:44 AM

1. Can the trial mechs be expanded to 8 selections? 2 of each? Just give those with no mechs of their own more choices. Can't hurt.

2. Machineguns. I'm completely OK with them getting beefed up a bit, even though you're going to break BT TT rules (gasp, no!). I know I'm not the only one who wants to have a MG array cicada that's actually viable.

#153 Seth

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Posted 01 November 2012 - 08:58 AM

I can see how many people are registered on the forums, but how many people play the game right now? And of those players, how many read/post on the forums?

#154 Ceribus

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Posted 01 November 2012 - 09:00 AM

Why did the Raven cross the road?

#155 EmGooser

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Posted 01 November 2012 - 09:23 AM

1. Flamer - Currently I see these as a joke as they cause more heat to you then the target while doing less damage and less range then a small laser. In the table top I know it was more for an anti-infantry weapon and in past mech warrior games is was also abused to "stun lock" other mechs with heat. Are there plans to get this weapon more balanced for mech on mech combat for MW:O?

2. MGun - Like the flamer this is more of an anti-infantry weapon but in a mech vs mech combat it is near useless. Having to put a min of 1.5 tons (weaopn and ammo) to not even match the DPS of a small laser seems out of balance. Are there plans to get this weapon a buff?

3. Narc - I haven't run one of these yet but I have heard the narc itself only lasts about 15 seconds. Now the TAG system does the same thing but has unlimited ammo and is 3 ton lighter (assuming 1 ton of ammo on the Narc). Is the NARC still only 15 seconds like I have heard and if so are there plans to make it not be completely out classed by the TAG? What about making more like table top where the narc sticks on and stays until it is shot off?

#156 Tearsus

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Posted 01 November 2012 - 09:27 AM

Will the selection of available Trial Mechs changes more often in the future?
*hope so

Especially with the resets it's now kind of annoying always having the same (not so well equipped)
Trial Mechs. Furthermore I think it wasn't a good idea giving 3 of 4 Trial Mechs LRMs...

#157 buckX

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Posted 01 November 2012 - 10:14 AM

Is the current implementation of engine caps finalized, or is that something that is still being looked at?

I know there have been various objections made, and theories about why particular decisions have been made, but haven't seen any comment on them. Personally, it does seem odd to me that the caps are variant based rather than chassis based, leading to situations like the Centurion, where the A can only mount a 260, but the D can mount a 390. My own opinion is that a more reasonable interpretation of the stock 200 and 300 engine would be that a 300 is the upper end of what a centurion can mount, not that a centurion D can mount an XL that takes up 60% of its weight limit and goes 126kph. On the other hand, it seems wrong to me that the A can't mount an engine that comes stock in another variant.

For a more concrete way in which the current implementation violates at least some canon examples, consider the 35 ton Jenner IIC (Clan) that mounts a 315XL and goes 151kph. Obviously this mech is unlikely to make it into MWO, but it does establish that the 140kph speed limit imposed by the 8.5*tonnage rule is not hard and fast within BattleTech.

~~~End Question~~~

View PostRozav, on 01 November 2012 - 08:44 AM, said:

2. Machineguns. I'm completely OK with them getting beefed up a bit, even though you're going to break BT TT rules (gasp, no!). I know I'm not the only one who wants to have a MG array cicada that's actually viable.

I would note that however you slice it, the current MG implementation is not reflective of canon. Canon MGs do 2 damage/10 seconds, and AC2s also do 2 damage/10 seconds. In MWO, MGs do 4 damage/10 seconds, while AC2s do 40 damage/10 seconds. So the damage neither matches TT nor the weapon it used to do the same dps as. The change in crit behavior from TT also eliminated the advantage of having lots of shots, and basically just makes the crit potential a function of dps (with slight advantages for having your per hit damage be a factor of 10, as opposed to say, 9).

Edited by buckX, 01 November 2012 - 10:22 AM.


#158 Lefford

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Posted 01 November 2012 - 12:00 PM

question for team kills and mechs that kill them self's. at some point when the matchmaking will they actually play into the score of them game ?

#159 Dexion

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Posted 01 November 2012 - 12:44 PM

Never asked a question in Ask the Dev's. but here we go...

1> Will we ever get a Grand Dragon variant? It just seems like such a popular variant that is different then the current line up (which there are only 3 of).

2> Machine guns?!?! Can we get some idea if/when these will be improved to the point of usefulness?

#160 Teralitha

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Posted 01 November 2012 - 12:58 PM

The Borders of death do not work perfectly. Sometimes you get no message, some places you are not near a border, get no message, and juSt suddenly die.

Many borders are just too close to fighting areas.

The questions is.. Will you expand the borders of death to make the fighting arena bigger... please, and make the actual borders clearly marked with bright red lines.

Or do away with the borders of death altogether. Or increase the timer length.


Just... Do... something...

Edited by Teralitha, 01 November 2012 - 12:59 PM.






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