Jump to content

Ask The Devs 25!


186 replies to this topic

#121 MavRCK

    Member

  • PipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 1,375 posts
  • Google+: Link
  • LocationMontreal - Vancouver

Posted 17 November 2012 - 12:25 PM

My team and I were discussing this the other night: momentum / inertia --- that is:

All mechs could have a relative % increase in acceleration / deceleration based on tonnage, independent of engine size, already on top of what is implemented in the game.

Background: we were discussing how easy it was for teams to close in and make the game a match of brawling, and then thought of solutions.

My idea was momentum bonus to acceleration (or movement): viz-a-viz, that a 20 ton light mech should accelerate faster than a 30 or 35 light mech. (We did not discuss turning, just acceleration / deceleration). Likewise, a 55 ton medium mech should accelerate faster than a 100 ton mech. (Again, irregardless of engine size...)

For instance, say the difference is 2.5% per 5 ton..

A 20 ton commando could accelerate 7.5% faster than a 35 ton jenner .. 17.5% faster than a 55 ton medium mech... 40% faster than an 100 ton atlas..

A 60 ton dragon could accelerate 10% faster than a 80 ton awesome, 20% faster than a 100 ton atlas..

A 90 ton highlander could accerlate 10% faster than a 100 ton atlas.

This might help prevent collapsing of fights. And furthermore, this would lead to separation of mechs even between mechs in the same weight class; that is, there would some measurable advantage to choosing to the lighter mech (other than just armor and weapon tonnage available as it currently seems to be!)

The idea isn't totally fleshed out, but I hope this might be an interesting food-for-thought question.

Edited by MavRCK, 17 November 2012 - 12:28 PM.


#122 iminbagdad

    Member

  • PipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 221 posts

Posted 17 November 2012 - 12:59 PM

1. Do you have any updates on the new player experience? If nothing else any thoughts about trial mech only drops or something along those lines?

2. How's the work on the lag shields and hit detection coming along? Along with that maybe a good explanation on what this "netcode" issue really is and why its so difficult? Many of us aren't programmers so we don't completely understand the problem.

3. ETA on reintroduction of collisions?

4. Are you going to add more stats to our profiles and if so what are you thinking about adding?

5. Do you guys ever get upset reading the forums?

Thanks for your time,

iminbagdad

#123 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 17 November 2012 - 01:03 PM

  • Can you give us more information regarding Artemis IV 'balance' from here ("Artemis is fine where it is at the moment"). Specifically does this simply mean its accuracy stays the same? Even more specifically are there plans to feature Artemis IV as per its TT description? (Usable only on LOS targets and/or only with TAG)
  • Are there any plans to further improve NARC to be featured closer to its TT description or is this being setback until ECM is implemented for balance reasons? (NARC beacon attaches for a much longer period or indefinitely, unless countered by ECM, while it also has a feature by allowing dumb-fired SRMs and LRMs to home in on the beacon)


#124 germanso

    Member

  • Pip
  • 10 posts

Posted 17 November 2012 - 02:24 PM

I think this features can be very very easy to implement and they wouldn't affect the playability at all but I also think they can improve a lot the user experience:

Are you plannig to implement any of these features?:

F1 - CHECK STATS ANYTIME: A button on the profile to review the result stats of the last battles any time you want. (Mech, variant, map, win/lose, damage dealt, XP, income, repair bill...)

F2 - POST BATTLE CHAT: A longer (or non auto-closing) battle result WITH chat to the rest of the team (to congratulate the winners and possibly to recruit / befriend valuable players)

F3 - PRE BATTLE TEAM INFO: On the countdown screen, to show next to the pilot names, their mech (and weights or class) of YOUR team (not the other team, evidently). This would help team tactics a lot and anyway you don't have much more to do for 10 or 20 seconds...

F4 - NON INVASIVE MAP INFO: To remember your last preference at showing or hiding the mech info shown on the map (the one that goes away with the I key). On my screen (laptop, 1600x900) it is unreadable and clutters the map into useless.

Edited by germanso, 17 November 2012 - 02:26 PM.


#125 Clay Pigeon

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 3
  • Mercenary Rank 3
  • 1,121 posts

Posted 17 November 2012 - 03:47 PM

Are you planning on releasing the flea before the highlander?

I'm asking because if release order follows announcement order (and ignores the fact that PCGamer had the hgn-732 concept art before the flea announcement) that would mean we would have 5 lights but only 3 assaults.

#126 New Day

    Member

  • PipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 1,394 posts
  • LocationEye of Terror

Posted 17 November 2012 - 05:22 PM

4 questions:
  • Do you have plans to make it possible to battle for mech pink slips or invest money in match? Like a specific arranged match where the winner(s) get the loser(s) mechs/CB/MC?
  • Do you plans to make a Solaris-esq FFA (or small team) arena? Also if this is planned, would you make it possible to spectate and bet on the contestants?
  • Are you ever going to give us the ability to play with mech builds without having the mech or the equipment so we can stop using 3rd party programs to do so?
  • Also on point, if you do plan it, will we be able to save to those blueprints and then when we have enough cash just immediately fabricate the mech, fully loaded.

Edited by NamesAreStupid, 17 November 2012 - 05:22 PM.


#127 New Day

    Member

  • PipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 1,394 posts
  • LocationEye of Terror

Posted 17 November 2012 - 05:26 PM

View PostRagor, on 17 November 2012 - 04:52 AM, said:

Paul listed the upcoming balance directions for most of the ballistic weapons.

What was not mentioned was the LBX-10.

Any plans what will happen with it?

(me personally would favour a tighter spread and shooting 20 pellets @0.5 damage instead of 10 @1)

The spread is already tight (2LBX, 4ML K2), although I like your idea of 20 pellets,but that would ineed probably need a tighter spread, but on the other hand MOAR CRITZ.

#128 CateranEnforcer

    Member

  • PipPipPip
  • Legendary Founder
  • Legendary Founder
  • 57 posts

Posted 17 November 2012 - 06:28 PM

I'm really excited to see more module types. Can you tell us anything about the plans for upcoming modules?

#129 Orthodontist

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • FP Veteran - Beta 1
  • 197 posts
  • LocationEndor, Moddell sector

Posted 17 November 2012 - 07:44 PM

Machine Guns. They need love. And soon! Do you plan on releasing some hot Flamer/Machine gun changes in Decemeber?

:)

Are you guys looking at adding Non-canonical equipment to the game? So we have something besides weapon systems to persue?

If so, you should check out the computer hardware and effects in the ancient game Starseige.

Just give it a peak, trust me, you'll like what you see. With more weight+power the player would gain features like Target Lead indicators, longer target IDs, shared target information (a number above the target would tell you how many people were targeting it as well.)

Plus they had some other random equipment that might seem like it could be modified to fit in your game.

Cheers!

http://en.wikipedia.org/wiki/Starsiege


#130 SamizdatCowboy

    Member

  • PipPipPipPipPip
  • 196 posts
  • LocationChicago, IL

Posted 17 November 2012 - 08:29 PM

When can we expect to see more enhanced stats tracking, player rankings, leaderboards, etc...

And Garth, for serious man, we need analog turning support like yesterday. Is it coming soonish?

Edited by SamizdatCowboy, 17 November 2012 - 08:44 PM.


#131 Bloody Moon

    Member

  • PipPipPipPipPipPipPip
  • 978 posts

Posted 17 November 2012 - 08:38 PM

So this week i have a question for you Garth. :)

Is it allowed to use macros in-game?
One example is the macro used to "fix" the UAC/5, but they can also used for quick messages to ask teammates in-combat and various other ways, so what's the official stance on using them?

#132 Shelshoq

    Member

  • PipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 101 posts
  • Google+: Link
  • Locationthe Battle field

Posted 17 November 2012 - 08:49 PM

can we as the community raise money to buy the rights of the unseen?

#133 NoRoo

    Member

  • PipPipPip
  • 58 posts

Posted 17 November 2012 - 10:38 PM

How do you feel about the way weapon convergence currently works? Specifically arm mounted ballistic trajectory weapons at close range. Is the this issue currently on the team's radar? Or are you mostly comfortable with where it stands.

#134 David Darkly

    Member

  • PipPip
  • 44 posts

Posted 17 November 2012 - 10:59 PM

Can we expect more to be done with the pilot experience tree? Say more inline with what was originally proposed.

#135 Felicitatem Parco

    Professor of Memetics

  • PipPipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 13,522 posts
  • LocationIs Being Obscured By ECM

Posted 17 November 2012 - 11:04 PM

The Gauss Rifle has been given a longer cool-down period that any autocannon in every MechWarrior game developed up to this date. Are there any plans to follow, or has testing been performed to test the effects of following, this trend?

Edited by Prosperity Park, 17 November 2012 - 11:05 PM.


#136 Operant

    Member

  • PipPipPipPipPip
  • 162 posts

Posted 17 November 2012 - 11:45 PM

Why not add game lobbies so that pugs can play with pugs and merc corps can scrimmage other merc corps? This solution is so simple that I'm astounded it hasn't been implemented.

Edited by Operant, 17 November 2012 - 11:46 PM.


#137 Boaz Roshak

    Member

  • PipPipPip
  • Liquid Metal
  • Liquid Metal
  • 96 posts
  • LocationApperently , back on the island

Posted 17 November 2012 - 11:54 PM

Modules- Is there an ETA on when we can sell them back? or might you consider turing them into toggle skills so we do not think we are equipping one and insted find we have just blew a few million C-Bills buying one we already have?

#138 Ledabot

    Member

  • PipPip
  • The Blood Bound
  • The Blood Bound
  • 40 posts
  • LocationNew Zealand

Posted 18 November 2012 - 12:14 AM

Will we see an ejection system in the future? I was hoping that it would be something along the lines of a way to prevent any more damage to the mech reducing repair costs but obviously preventing any more participation in the battle. Maybe keeping the mech locked would help prevent farming.

#139 ExecutorImperious

    Member

  • PipPip
  • 29 posts

Posted 18 November 2012 - 12:52 AM

In the thread in the Command Chair regarding planned weapon changes, it says there that a flamer "won't be able to shut the target 'Mech down on its own". Does this change, if at all, with regard to multiple flamers, be they from the same or different 'Mechs?

#140 Teralitha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 3,188 posts

Posted 18 November 2012 - 01:34 AM

View PostGenDread, on 16 November 2012 - 09:45 AM, said:

5: Larger maps have been mentioned ... can we get an ETA on these long awaited additions?


The answer to this is here - http://mwomercs.com/...__fromsearch__1

Oh im sorry, the eta wasnt there... but it was mentioned somewhere else. I think mid december was the eta on a new map, and game mode.

Edited by Teralitha, 18 November 2012 - 01:49 AM.






6 user(s) are reading this topic

0 members, 6 guests, 0 anonymous users