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#141 Clan Warrior

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Posted 09 November 2012 - 09:47 AM

1) Since MWO is a simulation when will you fully implement HOTAS Joystick support (True joystick setup)?

As it is right now it's very difficult to control and aim with any type of hotas or joystick. Not to mention it takes some time to make it work but still it is not working as it should.

2) Will you ever implement some kind of test map to test your setup and just play around with your mech to test it out before going into combat?

#142 VTenebrus

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Posted 09 November 2012 - 09:53 AM

What variants are going to be available for the Mechs not yet in the game? Specifically the Blackjack.

Can you give us a hint about the next Hero Mech? Maybe when it will arrive? Please?

Will we ever get to play the CN9-AH again?

How many times a day does Garth bang his head against something in frustration?

#143 TyGeR STD

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Posted 09 November 2012 - 10:38 AM

When can we expect to have the ability to coordinate drops against other guilds, units, or clans without having to do the "launch at same time an pray" method that we use now?

Many people are waiting on this so we can challenge our self's and our own teams by competing against other teams and groups. I think the game would really benefit from this in many ways.

#144 Ryvucz

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Posted 09 November 2012 - 11:26 AM

Will there be a sliding scroll bar for the mech lab to help navigate your mech selection?

I currently have 37 mech bays, it can get tedious clicking.

#145 TygerLily

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Posted 09 November 2012 - 12:13 PM

Love the game. On my first few days I thought the maps were kind of small but I got used to them. Is there any chance of larger maps (especially in light of the planned 12 vs 12 matches)? This might also work well with a map that uses a capture mechanic similar to Battlefield's Conquer mode, that way slower mechs can secure points and not just be left in the dust. Thanks!

#146 ManDaisy

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Posted 09 November 2012 - 12:20 PM

Will PGI ever consider expanding on its 1 mech per mechbay policy, to allow more then 1 customization per stored variant? Possible thru the purchase of custom variant slots?

#147 Butane9000

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Posted 09 November 2012 - 12:24 PM

View PostThe Birdeater, on 08 November 2012 - 10:24 AM, said:

Will we see the Stalker or even the Trebuchet ingame this year?


The Stalker should ideally be out sometime in December. Given the Schedule currently we probably won't see the Trebuchet till Janurary. However in the Kotaku Q&A they did say they were going to try to ramp up mech releases so here's hoping.

My questions are when do you plan to have the in-game store operational?

Is it November 20th when you aim to release the exterior cosmetic options for battlemechs?

Also can you elaborate anymore details on the way the exterior cosmetic system works, as in what will be free and what will be paid?

Edited by Butane9000, 09 November 2012 - 12:24 PM.


#148 Usche

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Posted 09 November 2012 - 12:32 PM

Can we expect joystick support (mainly y-axes proportional setting) will be delivered this year?

Cheers Usche

#149 Slater01

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Posted 09 November 2012 - 12:55 PM

Community Warfare - any significant changes to the master plan since Dev Blog #2 back in Feb this year? Can we get an update?

Yaletown - is it more geeky or nerdy?

#150 VagGR

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Posted 09 November 2012 - 01:57 PM

lets try one more time...

when can we expect some major performance(/optimization) updates?

Edited by VagGR, 09 November 2012 - 01:58 PM.


#151 gregsolidus

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Posted 09 November 2012 - 02:00 PM

When will I be able to use general experience on variants I don't own? If I'm willing to pay you actual currency to convert experience from a variant I enjoy using to those I don't you still make a profit.

#152 Solis Obscuri

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Posted 09 November 2012 - 02:27 PM

<ul class="bbc">
<li>Are there any plans to adjust the heat or damage produced by the PPC and ERPPC to make them a better option relative to Large/ERLarge Lasers and the Gauss Rifle?</li>
<li>What function is the Command Console going to have?</li>
<li>As it stands, the Battlegrid isn't terribly useful in combat as opposed to just typing out map coordinates and instructions in team chat. What plans do you have to expand its functionality?</li>
<li>Is ramming/charging damage planned to apply equally to both 'mechs, or as a function of mass and movement speed (as per TT)?</li>
<li>What tools are planned for merc corps to be able to manage themselves as opposed to how house troops function? How will contracts work (single objection or signing on for a longer duration &quot;campaign&quot; with a house?)</li>
<li>Is there any chance of the CN9-AH variant coming back in future, especially given the number of people upset by it's removal in the latest patch?</li>
</ul>


Why don't bullets work right?

#153 Krzysztof z Bagien

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Posted 09 November 2012 - 02:47 PM

Once again: any chance for game servers outside America? Any ETA maybe? Would love to have two-digit ping :)
How about test server available for everyone (not just you) so there would be larger 'sample size' when testing new patch, like something similar to what WoT guys do?
Do you have plans for hotkeys assigned to some basic commands/responses etc. ("Enemy spotted", "Attack my target", "Fall back", "Roger", "Negative" and something like that)?

And one more thing I forgot: are we going to have destructable environment?

Edited by Krzysztof z Bagien, 09 November 2012 - 03:03 PM.


#154 Ragor

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Posted 09 November 2012 - 03:30 PM

The Catapult C4 has 2 missile slots per 'arm'. (the missile pod)
The Catapult A1 has 3 missile slots per 'arm'. (the missile pod)

Was it an accident that the C4 has these huge pods mounted and the A1 the 'regular', smaller ones?
Did the models at some point got assigned to the wrong variant?

Edited by Ragor, 09 November 2012 - 03:31 PM.


#155 DarkAlman

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Posted 09 November 2012 - 03:58 PM

What are the chances of us getting more controls for the cockpit display?

Examples:
- changing reticle colours/shape
- being able to zoom into the minimap so you can see it better when point blank and brawling
- custom colours (or different colours) for mechs on the minimap for players in your group.
- being able to target friendly mechs so you can see there loadouts and ammo loads!
- being able to eject ammo!
- being able to eject!

- Gun cam and Leg cameras so you can see wth you're walking into or shooting by accident
Are you working on "b***in Betty?"

The visual alert for incoming missiles is GREAT but it should have an audible alarm too.
- Power up sequence
- Critical Warnings
- "Shutdown sequence overidden"
- etc




Would you consider a 3rd party view as "Enhanced Imaging" for the Clans?

https://www.youtube....ihHfcXk#t=1000s


Will the next "Hero mech" be one of the chassis's that has already been revealed? Or a whole new one?
I went through the lists today and most of the traditional BT heros pilot mechs you haven't released yet and unseen so I'm curious to see what you do next!

Phelan Kell - Wolfhound "Grinner"
Natasha Kerensky - Warhammer
Morgan Kell - Archer
Hanse Davion - Battlemaster
Victor Stiener-Davion - Victor
Theodore Kurita - Orion
The Bounty Hunter - Marauder

Edited by DarkAlman, 09 November 2012 - 04:01 PM.


#156 197mmCannon

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Posted 09 November 2012 - 03:59 PM

View PostRyvucz, on 09 November 2012 - 11:26 AM, said:

Will there be a sliding scroll bar for the mech lab to help navigate your mech selection?

I currently have 37 mech bays, it can get tedious clicking.


Click a mech and drag.

I just discovered this a couple days ago.

#157 Asmudius Heng

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Posted 09 November 2012 - 04:31 PM

How are you going to increase diversity and roles for mechs and reduce redundancy as there are only a few meaningful differentiators at the moment. Engine size, hardpoints, hardpoint locations, JJ enabled or not.

Mechs like the Jenner D are the same as the K except the D is better as it has an additional missiles hardpoint. the K is redundant.

Will mechs traditionally having electronics like ECM and BAP have them exclusively for instance?

#158 Crazycajun

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Posted 09 November 2012 - 04:48 PM

Garth: on enviromental effects ..... are there plans to add effects to the hud / mech cockpit glass like slung mudd...frozen water or snow and rain runs/drops ...things that hamper player visuals from the cockpit...making rely more on situational awareness / teammate information ..

and also are there plans to make the enviroment itself play a role to the mechs stability other then heat/gravity like lose rocks ...sink pits.. cliffs collapsing under mech weight and other similar type candies..?

#159 Ryvucz

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Posted 09 November 2012 - 04:50 PM

View PostDaemian, on 09 November 2012 - 03:59 PM, said:


Click a mech and drag.

I just discovered this a couple days ago.


I'd prefer a scroll bar so I know where I am in it. =P
But thanks for pointing this out. =D

#160 MrMasakari

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Posted 09 November 2012 - 05:28 PM

Are the LBX's going to be balanced so that they will actually become worth using with the release of the Cataphract?

Cheers.





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