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Ask The Devs 25!


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#141 Ydav

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Posted 18 November 2012 - 01:36 AM

1. Do you plan to return to the system of collisions and falls? and when?
2. Do you plan new methods to buy MC? For example, using a mobile
3. Will there ever be a different number of slots at the atlas and the commando?

#142 Fiona Marshe

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Posted 18 November 2012 - 02:15 AM

Q1. Why is the Inner Sphere Gauss Rifle missing its 60m (2 hex) minimum range?

#143 Kharn Nete

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Posted 18 November 2012 - 03:00 AM

After seeing this thread, which has a link to this old post from Paul... When we will have some kind of rankings? Or at least, some of those "team play oriented" stats for our own and secret pride or shame. Or just more stats. There is no such thing as enough stats.

Edited by Kharnete, 18 November 2012 - 03:06 AM.


#144 Scanz

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Posted 18 November 2012 - 04:55 AM

any plan on mmr and arrow IV ?

#145 Odanan

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Posted 18 November 2012 - 04:57 AM

1- Any plans to allow players that CTD or had the game freeze to resume the match? (that's a very helpful feature in WoT)

2- Would you consider to change the skin of the Yen-Lo-Wang? Would you consider adding 2 energy hardpoints in the left arm of the Yen-Lo-Wang so we can customize it to the upgraded version?

3- I know you are still balancing stuff, but we want numbers! Damage, heat, range of each weapon. How do you suppose a guy who doesn't know Battletech to figure out what weapons to put in his mech?

4- Could you implement an "auto target" function to the game? I see a lot of newbies who doesn't know they have to press "R" to lock targets for LRMs and SSRMs.

5- Command Console: how it will work?

6- Could you lock the purchase and mounting of ammo for a weapon the mech doesn't have? (that would simplify things a lot)

7- Where are the more "alien" maps? Are there plans to add maps with very low gravity?

8- Will you be able to implement mechs running more than 200 km/h?

9- The Dragon DRG-1G is a variant of the Dragon, not a different mech. Why it isn't in the game yet?

10- What are your plans about the C3 Computer/Slave? Will you add them? How they will work?

11- Could you consider to make matches with only Trial mechs?

12- Can we have keys for full throttle, reverse and unjamming?

Edited by Odanan, 18 November 2012 - 05:43 AM.


#146 Thipequz

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Posted 18 November 2012 - 06:10 AM

I'm sure this has been answered already (or at least asked), but when game goes from open beta to full release, will we keep all our xp, mechs, mc credits, C-bills ect or will we start from scratch, or just keep certain things, like unlocked modules, gxp?

Also from playing beta ive noticed water effects lasers (rarely use ballistics so not noticed), and am I correct in assuming that a laser will not hit its target at all if they are submerged, or does it just do reduced damage, also are the physics for this different for balistics and missiles?

And finally, if i have been disconnected, my mech stays on the battlefield, is it being planned that we will be able to jump back in the mech once we log back in, as a loss of one mech through disconnection can change an entire battle drastically.

Thanks

Edited by Thipequz, 18 November 2012 - 06:14 AM.


#147 Entropia

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Posted 18 November 2012 - 06:25 AM

1. When are you going to fix the UI overheat bug?

2. Do you have any plans to implement a system to deal with the rampant c-bill farming? If so, any ETA?

Edited by Entropia, 18 November 2012 - 06:26 AM.


#148 Tuku

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Posted 18 November 2012 - 07:57 AM

When bigger maps come into play I believe that base rushing may become more popular than ever due to the distance making it difficult for even scouts to get back to base in time if to many people are on your base. While a valid if sort of boring tactic it stands to reason that people will use it allot. On a big map leaving a couple people back at base while the rest of the team rushes becomes more difficult because those couple of people most likely wont hold out until your people get to the enemy base if, in fact the other team is base rushing as well.

On the same token the idea may become to stay at base and defend as well, never venturing more than a few hundred meters from base in fear that they may be capped. If done correctly this is another very effective yet still borring tactic to use on a large map since you have plenty of time to dig in and let your scouts get you intel.

What are your plans to incentivize people to actually venture out and fight rather than turtling in their own base or just push toward the enemy base without ever seeing an enemy mech? How are you going to make them want to fight when they can simply win? While I understand that it is boring for most to just stand on base or run across....there is the very large very competitive group in this game that tends to only care about those 3 little letters WIN. These are the people that I am talking about here.

Also 12 man teams change this question quite a bit since you could conceivably leave a full lance back at base and have a battle effective group but it still may be a slight problem.

#149 Ens

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Posted 18 November 2012 - 08:07 AM

Zeus?

#150 Hayashi

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Posted 18 November 2012 - 09:34 AM

1. Will there be any inception of a filter that pits trial Mechs against trial Mechs and nontrials against nontrials? The trial Mechs are generally piloted by people who are new to this game; their lack of skill at this point (they will become better given time of course) combined by the inefficiency of the builds leads to very fast deaths and a bad new player experience. And it's hard for pilots to gain experience when they're dead, killed in the first 7 minutes of a game by people like us. The nontrials tend to be more optimised, and piloted by better pilots who have played enough to purchase a Mech that can be customised to be more efficient.

I want to see this game succeed, but by pitting the fresh recruits against veteran pilots we're not exactly rolling out the red carpet for them...

If they only play among themselves at the outset, there's a greater margin for error allowing them to have more time alive per match, so they can learn faster and join our ranks more quickly...

2. How large of a priority is weapon balancing on the list?

#151 Steel Prophet

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Posted 18 November 2012 - 10:25 AM

2nd try:

Is Joystick support worked on and when can we expect to see it working ingame?

#152 Sen

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Posted 18 November 2012 - 10:48 AM

If THIS ONE has been asked, I apologize, but:

Is the reason you seem to be focusing on pushing out paid content related to the need for more cash to hire more developers so you can more quickly respond/repair bugs in the software/netcode/etc?

There's no dishonor if that's the case, just tell us so we can break out the wallets ;)

#153 James DeGriz

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Posted 18 November 2012 - 11:39 AM

How many genuinely different maps are planned for implementation once CW goes live? (by genuine, I mean not including reskins).

If I'm reading the proposed implementation of CW correctly, it's going to need to be substantially more than the current offering to give a real feeling of playing in a real game "world".

I guess a second part to that question given that would be, what is the planned roadmap for introducing additional game types and maps as we get closer to live launch and CW?

#154 Felicitatem Parco

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Posted 18 November 2012 - 12:19 PM

If "Lone Wolves" who are just playing alone and solo are dropped into the Mercenary side of Community Warfare in a "Matchmaking"-like queue, then how will House players who don't have any pre-established social connections be dropped? Basically, how will solo players who are House-aligned get dropped into quick matches via matchmaking... or is that kind of play style discouraged for House-aligned players, and you'd rather encourage them to play as Lone Wolves?

#155 TanE

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Posted 18 November 2012 - 01:26 PM

It has been told, that Community Warfare will be introduced 3 month after the start of the open beta. Do you still on the way with that goal?

#156 CrayTrashfire

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Posted 18 November 2012 - 01:57 PM

Hey could we get updated heat maps? Or get them back?

#157 Dirus Nigh

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Posted 18 November 2012 - 02:02 PM

What the hell are the rusty red spheres on caustic valley?

Are you still planning on integrating C3 into MWO for voice communications?

#158 Jale

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Posted 18 November 2012 - 02:34 PM

1.
Does structure and advanced, upgraded armor become locked once you purchased them?
I mean when you upgrade, your "free" dynamic armor slots become replaced with upgraded armor thats locks in, or do you perfer to do something around here, because a lot ppl makes mistakes at start.

2.
When can we expect "Bittchin´ Betty" in game?

3.
Can you add a ability in "options>controls" to assign mouse wheel to something? Because i wanna put my acceleration and deceleration on mouse wheel.

:]

Edited by Jale, 18 November 2012 - 02:42 PM.


#159 Vovochka404

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Posted 18 November 2012 - 02:49 PM

So again ;)
How soon is there going to be an UTF in the game chat? :)

#160 Viraku

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Posted 18 November 2012 - 03:33 PM

I realize that the name is "Mechwarrior online" not "Battletech online" but would there be any chance of encountering non-mech assets in different game modes such as assaulting/defending a dropship, assisting a vehicle garrison with Aerospace support?

Is there any word on how clan tech is going to be made available to players, like as a trickle of mechs and tech as we have now, or several of them available through MC purchase first before being available for C-bills, or a bunch of clan mechs available en masse for both MC and Cbills?

Is there a set number of battlemechs you are planning to include in this game or do you plan to keep adding them as long as there are mechs to add?

Since the UNseen are out of the question, what about mechs like the Hammerhands or others that merely resemble the aesthetics/loudout of the unseen?

Will the Orion be out in time to send Kerensky's preferred mech against his descendants?

Will there be an ingame interface for Mercanry groups for contracts or will that be done solely by the players;( (communicating through their own email, vociechat etc?)

Will there be a sort of "player's market" for players to sell mechs and weapons to eachother? Or alternatively, a means for them to eb offered as a reward for services rendered? Example being Faction A hires Merc group B to blow something up, and offers to reward them with c-bills and a stock Atlas for the Merc group's use.

Once faction warfare is introduced, will players be taking part in the "major" battles of the era like teh battel fo Wolcott/Luthien/Tukayyid or will those be happening "offscreen"? Or will the players be making their own history based on the outcome of the player battles?





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