Ask The Devs 23!
#121
Posted 31 October 2012 - 12:23 PM
PS. Will we see a Solaris Arena Combat mode in the future?
#122
Posted 31 October 2012 - 12:25 PM
TyGeR STD, on 29 October 2012 - 05:41 PM, said:
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
Posted 31 October 2012 - 12:37 PM
#124
Posted 31 October 2012 - 01:44 PM
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
Posted 31 October 2012 - 02:50 PM
Dieselpunk, on 30 October 2012 - 04:58 PM, said:
Updates to current UI coming soon, with a full revamp early next year: http://mwomercs.com/...e-improvements/
Daniel Ward Kell, on 31 October 2012 - 12:23 PM, said:
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
Posted 31 October 2012 - 02:52 PM
#127
Posted 31 October 2012 - 02:52 PM
MCXL, on 31 October 2012 - 12:25 PM, said:
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
Posted 31 October 2012 - 04:36 PM
Iron 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
Posted 31 October 2012 - 04:51 PM
#130
Posted 31 October 2012 - 04:55 PM
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
Posted 31 October 2012 - 08:16 PM
#132
Posted 31 October 2012 - 08:50 PM
#133
Posted 01 November 2012 - 12:19 AM
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
Posted 01 November 2012 - 12:47 AM
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
Posted 01 November 2012 - 01:27 AM
*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...
Pando, on 29 October 2012 - 08:07 AM, said:
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
Posted 01 November 2012 - 04:28 AM
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?
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
Posted 01 November 2012 - 04:57 AM
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
Posted 01 November 2012 - 04:58 AM
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
Posted 01 November 2012 - 05:10 AM
eudaimonean, 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
Posted 01 November 2012 - 05:11 AM
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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