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#121 Daniel Ward Kell

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Posted 31 October 2012 - 12:23 PM

Garth, Will the Engine Double heatsinks be fixed to actually function right, Having a mech with only 10 (Doubled) heatsinks in the engine 1.92 Heat Efciancy rating and firing a 2 medium laser over and over on Ice valley that causing me to overheat in a short amount of time (4 or so shots) and then SLOWLY dissipitate (took about 30seconds) is NOT working as intended in my book.


PS. Will we see a Solaris Arena Combat mode in the future?

#122 MCXL

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Posted 31 October 2012 - 12:25 PM

View PostTyGeR STD, on 29 October 2012 - 05:41 PM, said:

has PGI thought of hosting their own TS server for MWO? Or are yall only looking to support unofficial servers like NGNG?


They had one, and shut it down with one hour notice during closed beta (note this was actually one that the community set up, and PGI took over, only to dismantle it right before announcing the partnership with VIVOX)

I have a question:

I know that network code is a high priority, but what is the end goal? Will there be a firing delay on ballistics, as there is currently?

#123 plt Pirks

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Posted 31 October 2012 - 12:37 PM

What is the situation with the 3d vision support?

#124 Will9761

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Posted 31 October 2012 - 01:44 PM

Will you induct Comstar and the Periphery in Mechwarrior Online as playable factions later on?

Besides, Comstar is known for it quasi-religious stance and HPG systems and the Periphery is known for its pirate kingdoms, bandits, and lesser powers, and I bet there are some people who like both the Periphery and Comstar, and might ask, "Want if I don't want to be Inner Sphere or a Mercenary? What if I want to be Periphery or Comstar instead? "

Edited by Will9761, 01 November 2012 - 06:16 PM.


#125 WardenWolf

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Posted 31 October 2012 - 02:50 PM

View PostDieselpunk, on 30 October 2012 - 04:58 PM, said:

Will the Mech Lab/Lobby window get an overhaul? As it is now, it's very plain and looks like it's part of a browser game. I've seen lots of folks mention their dissatisfaction with its appearance especially concerning how we can't fully observe all the physical changes to our Mechs after upgrades like one could while playing World of Tanks or Hawken, for example.

Updates to current UI coming soon, with a full revamp early next year: http://mwomercs.com/...e-improvements/

View PostDaniel Ward Kell, on 31 October 2012 - 12:23 PM, said:

Garth, Will the Engine Double heatsinks be fixed to actually function right, Having a mech with only 10 (Doubled) heatsinks in the engine 1.92 Heat Efciancy rating and firing a 2 medium laser over and over on Ice valley that causing me to overheat in a short amount of time (4 or so shots) and then SLOWLY dissipitate (took about 30seconds) is NOT working as intended in my book.

DHS are suffering from a known issue where the ones *in the engine* (the only ones you have, above) are functioning as SHS instead of doubles. This is being addressed soon: http://mwomercs.com/...heat-sinks-dhs/

#126 Moonbeam

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Posted 31 October 2012 - 02:52 PM

At some point, will you implement the ability to drop into a game in progress when someone has disconnected or been kicked from having dealt no damage at all that round?

#127 WardenWolf

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Posted 31 October 2012 - 02:52 PM

View PostMCXL, on 31 October 2012 - 12:25 PM, said:

I know that network code is a high priority, but what is the end goal? Will there be a firing delay on ballistics, as there is currently?

Hit detection and overall netcode are a top priority: http://mwomercs.com/...4-known-issues/

With that said, I highly doubt there is intent to have *any* weapons purposefully on a firing delay - except for missiles where a bay door has to open first. Anything like that is probably the result of latency... which can be reduced, and compensated for to some degree - but never completely removed.

#128 WarZ

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Posted 31 October 2012 - 04:36 PM

View PostIron Tusk, on 31 October 2012 - 07:49 AM, said:


Reverse throttle is already in there. Look at the bottom of your button remapping list. As a warning it seems to only work with joysticks.


I use the kb & mouse, so joystick only doesnt help most players. I havent found anyone who uses this option so far so not entirely sure what the joystick version does. It definately does nothing with keyboard key assignments. If its supposed to do what I described, I'd love to see it working.

#129 Sir Stomps A Lot

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Posted 31 October 2012 - 04:51 PM

Is there a maximum number of items (weapons, modules, ammo, etc) that can be owned at one time?

#130 Arlen

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Posted 31 October 2012 - 04:55 PM

An ECM equiped version of a Bushwacker would be nice. Also a good idea for a future release mech :D

Is there works to make a forward, reverse throttle option. Meaning full forward = full throttle. Halfway = o kph, and full back = full reverse? This has been in other MW games and I'd like to see it here as well.

I'm a "chicken walker" fan. Will there be more reverse knee mechs in the game?

Edited by Arlen, 31 October 2012 - 05:01 PM.


#131 Jman5

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Posted 31 October 2012 - 08:16 PM

Was the look and animation for the long range missile inspired by the Ancient drone weapon from the Sci-fi show Stargate Atlantis?

#132 Shalune

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Posted 31 October 2012 - 08:50 PM

How close are repair costs to where you'd like them on release? There seems to be a lot of frustration surrounding the rate at which you gain money with non-trial mechs, especially heavier ones.

#133 Dirus Nigh

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Posted 01 November 2012 - 12:19 AM

1) What is the decision making process on what mechs will be used in the game?

For example why was the trench bucket chosen when there are already two 50 tonners in the game? Why not the vindicator, or blackjack. After all I think missile support mechs are fairly covered at this point. IE hbk-4j, 4sp, catapults, and awesome.

2) Will the periphery states eventually become factions players can join?

3) Can I join Tortuga?

Edited by Dirus Nigh, 01 November 2012 - 12:22 AM.


#134 Booran

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Posted 01 November 2012 - 12:47 AM

Will there be different pilot suits/uniforms, or perhaps ways to customize your suit?
I'm thinking as a way to identify yourself with your house/corp/clan (emblems, colour theme etc.)

When will we start getting details as to how Community Warfare will work in practicality?

#135 Valder

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Posted 01 November 2012 - 01:27 AM

Will you guys add in an ejection animation for when mechs are killed?
*POP!* and a cloud of smoke trailing into the sky! Since we're all here to fight match after match after all =D

Also, someone suggested today that when you finish a battle having a button popup to 'Stay in Group' and continue onto another random opponent with the others that chose to stay in the party with you. Has that been considered?... because it's an excellent idea.



I happened to notice this question. The poster will probably never read this, but whatever...

View PostPando, on 29 October 2012 - 08:07 AM, said:

Question; Is there a new game mode currently in the workshop? If so, could you elaborate what this game mode might entail?

The PCGamer issue that gave us the skin and coconut monkey elaborates on the Dropship mutator game mode, as well as a base capture game mode. The Dropship Mutator will have you drop 4 times into the same battle. It wasn't clear if it was in the same mech or if you must have 4 different mechs, and it also wasn't clear on if it was as soon as you died or in full-team waves.

The base capture mode has base defenses that not only could be destroyed, but also controlled by friendlies with the right module.

Edited by Valder, 01 November 2012 - 01:37 AM.


#136 Kotrin

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Posted 01 November 2012 - 04:28 AM

Will we be able to map 'Mech leg movement on a joystick at a point? (up/down=throttle, left/right=turn 'Mech legs)

May we have a "center legs" key centering legs underneath torso instead / in addition to current C key for "center torso on legs"?

Will we be able to destroy environment, or at least have our 100-tons engines of destruction leave footprints in sand/snow? :rolleyes:

Will there be "training grounds" allowing players to test their 'Mech against a decoy?

Will there be faction-restricted 'Mech or advanced equipment?

Edited by Kotrin, 02 November 2012 - 08:42 AM.


#137 Lemniscate

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Posted 01 November 2012 - 04:57 AM

I have a couple of questions regarding Community Warfare; since this is still a good while away I am keeping my questions general, but with the hope of getting a better picture of how CW will operate specifically for those of us players who are coming into MWO as part of an organized group of players.

1) What form will the gameplay aspect of CW take? Current assumptions range from a turn-based-esque strategy game with days/weeks comprising the turns, to a PvE grind engine similar to the Heavy Gear "persistent" war map.

2a) Will logistics play any role in Community Warfare? That is, will players only be able to take missions/contracts in areas where they have access to mechs/fittings?

2b) By the time Community Warfare is implemented, are there any plans to allow for guilds/companies to maintain their own armories from which they can provide their members appropriate armaments?

3) There has been some mention of a contract system as part of Community Warfare; will this system play a large or small role in the overall implementation, and could you possibly provide 1-2 examples of what kind of contracts will be issued?

#138 eudaimonean

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Posted 01 November 2012 - 04:58 AM

Adding a +1 to the most important question of the moment: Is the CNT-AH coming back?

My second question: if the "quirk bonus" (to misc mech stats such as turning, engine capacity, etc) of the YLW is supposed to eventually extend to all the other mechs, why is it that the fields for these bonuses is prefaced with an allcaps "DO NOT USE ON NON-HERO MECHS" comment in the game resources?

Relatedly, how are these "quirk bonuses" going to be communicated to the players? There's no indication in the mech lab about what these bonuses are.

Edited by eudaimonean, 01 November 2012 - 04:59 AM.


#139 Gwaihir

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Posted 01 November 2012 - 05:10 AM

View Posteudaimonean, on 01 November 2012 - 04:58 AM, said:


My second question: if the "quirk bonus" (to misc mech stats such as turning, engine capacity, etc) of the YLW is supposed to eventually extend to all the other mechs, why is it that the fields for these bonuses is prefaced with an allcaps "DO NOT USE ON NON-HERO MECHS" comment in the game resources?



They aren't, you are misinformed. Mech torso twisting speed and range of motion, along with many other specifications like engine sizes are in the mech definition file, and that file does not have that line in it at all.

#140 MustrumRidcully

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Posted 01 November 2012 - 05:11 AM

Q: Weapon Balance and Heat - do you think you're close to having gotten it right? Are you following the discussions of the closed and now open beta testers on the topic?

Q: Speaking of heat - what's the coolest thing you expect to come out in the next 2 months for MW:O?

Q: How fast do you expect the next batches of mech to find in their game - will the speed ramp up, or stay as it was during Closed Beta?





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