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#121 Al Bert

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Posted 09 November 2012 - 02:08 AM

Hi Garth.

great work so far, thx for bringing us this playground - my questions are

a) why did you take out the "users online" counter in the launcher and will it come back? How many players are there anyway?

b) will you introduce a "tonnage matching" sothe 8vs 8 is balanced weight wise?

c) people organized in leagues want to play against each other in a predictable fashion (e.g. selectable people, it is more then just a lobby). I think tis is an important community factor and i also think former MW games lived from that feature. Do you plan anything in tis direction?

d) will (slight) rocking be added back to LRM hits again? I am actually asking as someone being hit by LRM, not firing them. Right now, it sometimes happens to me in the heat of the battle that i get stripped red without noticing (i know about th "incoming missile" on, but this just vanishes for more than just the reason of beeing hit. I want my attention drawn to the fact i am being hit.

e) within the mechlab i would like to be able to rotate my mech to actually be able to see the hitting zones all around. A guide would also do it, but i think the rotating & highlighting (the latter one like already now implemented in the loadout section) is much better to get used to the various opponent mechs

regards, keep on the good work
Al Bert

Edited by Al Bert, 09 November 2012 - 02:08 AM.


#122 Foster Bondroff

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Posted 09 November 2012 - 02:27 AM

1.) Is it planned that loadout changes will effect the appearance of a mech, i.e. if a medium laser is replaced with a PPC will the 3D modell show an appropriate representation of the new weapon?


2.) Are the following customization options planned? Moving hardpoints to a different location (i.e. from Torso to Arms) and/or removing hand and lower arm actuators to free additional slots? And if yes, will those changes have influence on the appearance?

Edited by Foster Bondroff, 09 November 2012 - 02:28 AM.


#123 Jack Starborn

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Posted 09 November 2012 - 02:51 AM

Why Commando-3A (25 tons) has 6 tubular rocket launcher on his hand when so great mechs like Awesome-9M (80 tons) and just announced Cataphract-2x (70 tons) have respectively 2 and 4 tubular rocket launchers?
Trebuchet has 15 tubular rocket launcher on is left hand. Where is the logic? ;)

#124 Sparks Murphey

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Posted 09 November 2012 - 03:10 AM

At the moment our player portrait in MWO is just the blank white silhouette. I'm assuming you have plans to change that somewhere along the line, but what to? Will it be the House/lone wolf/merc logos as we have on the forums, a static image selected from a gallery, a personalised 2D image assembled from an identikit of parts, a full 3D mesh ala EVE Online, something I haven't considered, etc?

#125 Minos Murdoc

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Posted 09 November 2012 - 03:14 AM

1. Could you give us more information as to when knockdown/collisions will be reintroduced?
2. Could you give us a rough timetable for introduction of future mechs?
3. What other game modes will there be?
4. Will we see company and battalion sized battles (PLEASE PLEASE PLEASE add this) personally think it should be 4,12, 36 as standard. 2x lance groups seems too little for real tactics.

#126 Golan

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Posted 09 November 2012 - 03:38 AM

Can we expect trebuchet to be released this year ?

#127 Gnume

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Posted 09 November 2012 - 03:50 AM

Can you make a "Demorecord" type tool available for our use? Something that will enable us to record a match and then play it back (and during playback, can pause, rotate and free fly around map, set up various camera points and so on) or even better, one that enables us to create our own scripts to record (hello MWO Machinima[)? Games such as City of Heroes and Star Trek Online made such tools available. I am guessing there is such a tool because the Screenshots and videos PGI posts look to have been made via such a tool.

Edited by CaptRosha, 09 November 2012 - 03:51 AM.


#128 TheAquired

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Posted 09 November 2012 - 04:35 AM

Hi
I have a question. You didnt answer mine last time, which is understandable, but would you take a look at mine this time? I would be very eager to even know you guys have thought about it.

1) Will we ever see more pilot animations? I would kill to see your pilot turning on or off the mech when you tell it to shut down, or similar actions

2) will the mech's cockpit glass ever be affected by the environment? I love emmersion and at the moment, it doesnt look like glass at all. It would be so cool if when collisions were reintroduced, that after you fall down in a dusty area, its harder to see for a while, or whn you look into the sun, you get a glare coming off of your window. it would be awesome.

3) I still would love to know, have you guys ever thought about melee?

Thanks so much, this game is absolutely fantastic! Would mean a lot to me and probably many others to hear if you have even spoken or thought about these topics before.

Thanks!

#129 Alabraxis Hyperion

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Posted 09 November 2012 - 04:38 AM

Are the 'mech efficiency trees more or less final, or do you have future plans for them?
Might we see trees more oriented around weight classes or roles, rather than variants of the same chassis?

#130 Shok

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Posted 09 November 2012 - 05:11 AM

I have been having a terrific time during Beta, I am now playing with a group of friends I haven't played with since about 1995 thanks to this game!

I have a few questions good sirs -

Will we be seeing exclusive-to-MWO (ie not from the TT sources) mechs? Something like a 55 tom, 84kph mech with jump jets?

Why did you add mechs, the Centurion CN9-D & the Awesome AWS-9M, that violate your own engine size/speed rules? Never mind.

The LRM fix necessary due to the efficiency of the Artemis IV FCS felt kludgy, as it affects regular missiles as well. Will we be seeing a return to the 2 damage per missile hit when ECM enters the game?

Has any consideration been given to allowing transfers of CBills between MechWarrior Online and MechWarrior: Tactics?

Thanks,
Bill

Edited by Shok, 09 November 2012 - 06:08 AM.


#131 Kaox Veed

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Posted 09 November 2012 - 06:13 AM

Will we be seeing a Grand Dragon variant soon now that we have the double heat sinks it needed?

#132 wuselfuzz

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Posted 09 November 2012 - 06:18 AM

View PostShok, on 09 November 2012 - 05:11 AM, said:

Will we be seeing exclusive-to-MWO (ie not from the TT sources) mechs? Something like a 55 tom, 84kph mech with jump jets?


http://www.sarna.net...28BattleMech%29
(ok, it's unseen, but still....)

Edited by wuselfuzz, 09 November 2012 - 06:19 AM.


#133 Shok

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Posted 09 November 2012 - 06:22 AM

My Q is essentially, will we be seeing mechs that fit the specs without the name/visage of the unseen.


View Postwuselfuzz, on 09 November 2012 - 06:18 AM, said:


http://www.sarna.net...28BattleMech%29
(ok, it's unseen, but still....)


#134 Jabilac

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Posted 09 November 2012 - 07:00 AM

There was a post about tweeks to all the mech variants. Increased speed, more torso twist.. ect to create more diversity. I was just wondering when we could expect these changes to the Variants?

#135 Spirit of the Wolf

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Posted 09 November 2012 - 07:23 AM

I have no idea if this has ever been answered, but I've always wondered about it.
The maximum damage possible for all mech models is a limit of 175, supposedly. (I know that this isn't really the case for some mechs, such as light ones.) So my question is the following:
  • What mechs, (current, or planned), with what loadouts, (assuming any exist, and that it isn't just an arbitrary number), would ever be able to achieve this supposed damage ceiling?
  • Note: this is not a question which I consider anywhere close to vital, so if you're trying to choose between this, and a question which more people have been asking, please pick the other one instead.
(Also, if anyone who sees this question already knows the answer, please PM me so I can edit my reply and say that it's been answered.)

#136 Xervitus

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Posted 09 November 2012 - 07:33 AM

Once customization is implemented, would you consider allowing us to create our own hero mechs? Essentially add a CB bonus to a mech for a MC cost

Also, where is my beloved HTAL?!

Edited by Xervitus, 10 November 2012 - 12:10 PM.


#137 Tastian

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Posted 09 November 2012 - 08:03 AM

1. In what way will Omnimechs be different from standard mechs?

2. With the heat scale being as high as it is especially for large energy weapons do you see clan mechs overheating quickly? (for instance, the Daishi has 4 ER Large Lasers and the Masakari has 4 ER PPCs)

3. Using upgrades like DHS, Endo Steel, and Artemis make repair and rearm bills exceptionally high, sometimes leaving little to no money left to pocket after a match. Will clantech be even more expensive?

4. Any chance we can see promotions such as 'invite a friend' or promotional weekends with cbill bonuses?

5. Are there plans to include future tech such as Snub-nose PPCs, plasma cannons, Rotary ACs or Light Fusion engines?

#138 ZI0N

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Posted 09 November 2012 - 09:13 AM

Are there any plans for special lost tech promotions for instance you could say a lost tech cache was found and for a month only sell an unequipped thug chassis for MC or other Star League tech? Special things like that would get you my money and add some more spice to the game.

#139 WardenWolf

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Posted 09 November 2012 - 09:20 AM

View PostLong Draw, on 08 November 2012 - 10:44 PM, said:

Why have you not reduced the advantage that the Gauss Canon has in comparison to LRMs? Gauss rounds don't drop, just like all the other ballistic weapon rounds. They generate neglible heat when fired. They are generally able to fire at and damage targets at LRM max ranges and much farther beyond, to include entire distance of a map. The Gauss weighs basically the same tonnage as an LRM20, even if it takes a few more crits. And Gauss won't miss if a target is stationary, even if it is powered down. Yet LRMs can miss with half the volley on the same target, and can't fire on targets that are powered down.

Huh? Gauss weighs 15 tons before ammo, to the LRM 20s 10 tons. It can blow up when damaged. It takes 2 additional crits, and a completely different hardpoint. It cannot fire indirectly like LRMs can. If it hits, it does so for less than half the damage of a full LRM volley (15 vs 20x1.7).

Gauss does not need to be nerfed. What *should* happen, and I've said this before, is to prevent the Cat K2 from mounting two of them as it can now. The canon mechs which can mount two Gauss, at least those announced for this game so far, all have reasonable disadvantages to off-set the presence of two such powerful weapons. The Cat K2, by having them both in the torso, is not really fairly balanced against those other mechs or in general.

Edited by WardenWolf, 09 November 2012 - 09:21 AM.


#140 Marzepans

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Posted 09 November 2012 - 09:38 AM

Can we get clarification on whether the first ten engine HS functioning as true doubles is intended or not?





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