

Ask The Devs 27!
#21
Posted 29 November 2012 - 02:54 PM
#22
Posted 29 November 2012 - 02:56 PM
I've been hesitant to pick any camo at this point as I don't like the idea of spending MC everytime I want to change it. But on that same note I'd be willing to dump 20K MC unlocking patterns and colours Ilke and then sinking tons of C-bills into changing up my paint job whenever it suits my fancy, which in turn means I'd need lots of premium time so I have enough C-bills for mech and my repainting addiction.
As it currently is I'll probably only use paint jobs as a treat for myself and only on my favourite mechs
#23
Posted 29 November 2012 - 02:58 PM
The Raven 4X gets jump jets.
The Raven 3L gets a larger max engine rating, 3 default module slots (instead of the 2 on the others), newly announced ECM.
The Raven 2X gets... less chance of running out of ammo I guess?
What I'm asking is, were some variants simply designed to have less features than others on purpose, or was it a byproduct of faithfully reproducing the TT variants? Or do you feel that the difference in hardpoint configurations is enough to offset the increased number of bells and whistles on what appears to be more favoured variants? (I'm looking at you 3L)
#24
Posted 29 November 2012 - 02:58 PM
#25
Posted 29 November 2012 - 03:19 PM
My question is, who won the pillow fight? Please provide photos showing the carnage around the office. "Screenshot or it didn't happen" so to speak.
#26
Posted 29 November 2012 - 03:20 PM
1) Does the TAG effect accumulate with Artemis for more pain on the victim of the LRM volley? Can you give us an example comparing how much better the damage is?
2) If I have Artemis, and LOS on a target, will my missiles hit harder than not having LOS? (Excludes TAG/NARC for this question).
3) NARC is widely seen as quite useless at the moment -- can you share dev thoughts on how this might be improved?
Thanks!
EDIT: Pro forma CW Question: Share with us anything you can on CW. :-)
Edited by Kyrie, 29 November 2012 - 03:20 PM.
#27
Posted 29 November 2012 - 03:21 PM
Will Arrow IV be available in the mech lab at some point?
What can you say about the events currently occurring in and around the coreward periphery and how they will tie into MWO in a few months?
Edited by CarnifexMaximus, 29 November 2012 - 03:24 PM.
#28
Posted 29 November 2012 - 03:21 PM
When will analog turning be implemented?
#29
Posted 29 November 2012 - 03:25 PM
Also, could we see increased c-bill rewards for the 8 man queue? It might help a little to keep organized groups out of the 1-4 man matchmaking, even as a temporary measure before phase 3. I'm just worried about a lack of interest in 8v8 because a lot of people still just need to farm c-bills, rather than rack up repair bills against well-equipped enemies.
#30
Posted 29 November 2012 - 03:43 PM
2. What are the dev team's current thoughts on the new player experience and advancement? (free starter mech, training grounds, etc.)
3. Have you considered letting players sell MC to each other in exchange for c-bills? (market price and exchange all controlled by you of course)
4. I don't know what kind of data you are tracking off the servers, but do you know: which weapons are getting the most damage/most kills/most usage? which chassis are getting the most damage/kills/usage?
5. How many accounts have been banned for suicide scripts or other exploits?
edit:
6. Can I pretty-please have a Dragon hero mech?

Edited by Warrax the Chaos Warrior, 29 November 2012 - 04:18 PM.
#31
Posted 29 November 2012 - 03:44 PM
#32
Posted 29 November 2012 - 03:58 PM
2. With limiting ECM to certain mechs you have give a new lease of life to many of them which are far overshadowed by others in their weight class. Do you see more items behaving like this, or changing the way current items in the mechlab work so that certain mechs have options others do not (in return for balanced trade offs)?
#33
Posted 29 November 2012 - 04:07 PM
#34
Posted 29 November 2012 - 04:10 PM
I just wanted to say I love the work you guy are doing. As a fellow game developer, I understand the problems with production and iteration timelines and project complexities you are going though and I just want to let you know it's appreciated.
The forums may be poisonous, but you've still got plenty of fans (and plenty of players).
#35
Posted 29 November 2012 - 04:11 PM
#36
Posted 29 November 2012 - 04:15 PM
Edited by Maverick01, 29 November 2012 - 05:47 PM.
#37
Posted 29 November 2012 - 04:18 PM
2. There's a lot of talk about the paint jobs and the pricing. Have you guys given any thoughts to changing how it works?
3. Are we getting phase 2 on the next patch?
4. During closed beta you said the current base cap mode was just a place holder and you would be changing things later. Is this still the plan or were you referring to the BBQ was a place holder for the drilling well we have now?
5. Do you think we will be getting 8 man drops back on Dec 4th?
6. Whenever we report suiciders greifers etc we get a generic response saying you are working on it privately. Why not start swinging the ban hammer and making it public?
7. It says phase 2 is 80% for next week. Any update on that?
8. If you're not going to change the base cap mechanic can you at least put 1 base in the middle to fight over instead of 1 on each side of the map.
9. Can you tell us about any upcoming modules?
10. Don't know how to phase this as a question so i'll do it in 2 parts. Thank you for updating the command chair so much lately it really helps, and are you guys finished with phase 2?
11. Why dont you guys patch more often? The often heard response for issues is it's beta so I would understand if I had to download a patch every couple days instead of one every week or 2. If you guys patch a bug just release it to us, I think as a group we have proven ourselves very good at finding and saying something about bugs or mishaps, DHS, Artemis, SSRM stunlocks, the countless graphics glitches CTD and UI issues we deal with daily. I don't think anyone would be upset by frequent small patches.
Thanks for your time
Edited by iminbagdad, 30 November 2012 - 07:48 AM.
#38
Posted 29 November 2012 - 04:18 PM
Is there any chance of a complete over haul so you can deviate from canon?
all i can see for clan mech balance is the DHS nerf to 1.4 heat. i expect that you had a game breaker on your hands once you entered clan damage values into the model and played a few games in house.
this leaves cost of repairs to be the only limiting factor on the number of clan mechs.
This makes me be-leave that i will need to "pay to play" my clan mech.
other wise i wind up playing the trial mech x times for 1 time in my clan mech.
#39
Posted 29 November 2012 - 04:22 PM
#40
Posted 29 November 2012 - 04:30 PM
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users