Ask the Devs 2!
#1
Posted 08 May 2012 - 12:56 PM
#2
Posted 08 May 2012 - 01:05 PM
I asked a few just to save everyone else the trouble.
Whats the rough guesstimate of the number of 'mechs in game at launch of open beta?
Cheers.
#3
Posted 08 May 2012 - 01:10 PM
The Big Question: I know in the IGN videos at several points the fact the majority of 'mechs on the battlefield will be mediums was brought up. However, past experience with MechWarrior has lead people to ton up very quickly into one of three roles: A light recon 'mech (which will be very useful here), a fast heavy "raider" and huge assault gunboats. Given the mediums introduced so far are similar in speed to assaults and heavies while carrying far less firepower and armor (thus not having a speed bonus), what will be the primary incentive / limiting factor to make this a reality? How will companies comprised of 10 assault/high end heavies and a couple scouts be prevented and why would I want to drive a Hunchback over an Atlas given the small speed but radical armor and firepower increases?
The Small Question: There's a number of weapons that have, traditionally, been disliked in both past MechWarrior games and TableTop. While I think Machine Guns could be highly effective for their weight if their raw values are ported, weapons like the Autocannon/2 and Autocannon/5 have been traditionally very bad weapons; they do not do enough damage to justify their extreme weight while offering ammo explosion chances, even with the AC/2s range advantage. This has left designs like the base Dragon with a deserved terrible reputation. What steps have been taken to give the AC/2 and AC/5 a place in the MWO arsenal?
EDIT: One more.
Bonus Question: Will there be any area of the game for teams to practice by playing with each other (opposed to regular opponents), disconnected from the metagame? Also, will there be anyway to setup private areas, so for example one Merc Corp can fight another intentionally rather than always utilizing the matchmaker? I feel both are extremely important to competitive play for purposes of practice and intentionally playing against another team.
Edited by Victor Morson, 08 May 2012 - 01:16 PM.
#4
Posted 08 May 2012 - 01:14 PM
Q2. CAPTURE THE BASE — Can you expound on the mechanics of base capturing? Does it capture at a faster rate as more teammates occupy the base? Does the base have defenses? Can a single defender stave off capturing progress as long as they are within the base? Are players alerted when their base is being captured?
Q3. EQUIPMENT 101 — Can you confirm whether any chassis is capable of using Standard/Endo Internals, Standard/XL Engines? Will certain chassis of Mechs not be capable of using certain equipment? (ie, Hunchback can't equip Active Probe) or will there be times when a particular variant of that chassis might be capable? Or are equipment open to any Mech that can fit it? Is the same holding true for Jump Jets? Are JJ's just a single-item entity, or can you up the power/duration of one (for more tonnage/cost)?
#5
Posted 08 May 2012 - 01:15 PM
#6
Posted 08 May 2012 - 01:28 PM
#7
Posted 08 May 2012 - 01:30 PM
How will we pay for additional mech storage, is it a one time buy or monthly fee?
#8
Posted 08 May 2012 - 01:31 PM
Sorry if these have been asked before!
#9
Posted 08 May 2012 - 01:32 PM
#10
Posted 08 May 2012 - 01:35 PM
- Mech info (default armor, speed, hardpoint limits by area, Mech efficiencies, etc.)
- Pilot Skill info (talent trees and the effect they have on game play)
- Maps
- Garg.
Edited by GargoyleKDR, 08 May 2012 - 01:36 PM.
#11
Posted 08 May 2012 - 01:35 PM
2) When will haters stop ******** about the AC/5?
3) Will the release of the game be proceeded by a reset like most MMOs?
#12
Posted 08 May 2012 - 01:45 PM
Thanks.
Edited by Prosperity Park, 09 May 2012 - 07:15 PM.
#13
Posted 08 May 2012 - 01:59 PM
Quote
Die Hard: Nakatomi Plaza was released 10 years ago, and in anticipation for MWO I've watched Die Hard and played DH:NP.
Besides the effort of new members on your team, what do you feel that you're able to bring to MWO due to your experiences since the release of DH:NP? Is there anything that NP taught you (either in its release and reception or development) that you think you'll be able to incorporate into the development of MWO that will make this an enjoyable game?
Bonus question(s):
Are you still proud of your work on NP? Would you still undertake that project today given the chance?
Edited by Motionless, 08 May 2012 - 02:06 PM.
#14
Posted 08 May 2012 - 02:04 PM
What can you tell us about the different variants available, how many variants of each mech will there be and have you decided which ones will be in the game?
#15
Posted 08 May 2012 - 02:07 PM
#16
Posted 08 May 2012 - 02:18 PM
#17
Posted 08 May 2012 - 02:27 PM
#18
Posted 08 May 2012 - 02:34 PM
#19
Posted 08 May 2012 - 04:52 PM
#20
Posted 08 May 2012 - 05:35 PM
Edited by Yoseful Mallad, 08 May 2012 - 05:36 PM.
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