

Ask The Devs 27!
#201
Posted 01 December 2012 - 01:25 PM
#202
Posted 01 December 2012 - 01:54 PM
Edited by Gaeb, 01 December 2012 - 04:01 PM.
#203
Posted 01 December 2012 - 02:00 PM
In other words, after a few months of semi-active play, you'll end up having a massive reserve of XP/GXP and nothing to spend it on. I'd like to know where that thought has taken anyone within the dev team, what ideas have been bounced around? What's been discarded as just plain unworkable?
Much obliged.
Em.
#204
Posted 01 December 2012 - 02:36 PM
#205
Posted 01 December 2012 - 03:16 PM
When can we expect to see the remaining mechs have the option to customize their paint jobs?
#206
Posted 01 December 2012 - 03:31 PM
No matter how much you buff the PPC in other ways, it will always be restricted to a support role, as long as people using it have to worry about being useless when the enemy closes to point blank range. Isn't the ER PPC a more logical choice to fill the long-range support niche? I (along with many other people, if the number of threads on the topic is any indication) would love to see a PPC that performs best at medium to long range, but is still versatile enough for front line use. Thanks for all the hard work, and for taking the time to answer questions.
#207
Posted 01 December 2012 - 03:40 PM
gregsolidus, on 01 December 2012 - 08:26 AM, said:
At the moment it is intended, they didn't accidentally forgot to add the ability to add jump jets to Atlas or Awesome.
Still, I personally like that jump jets are only available to a few pre-determined chassis. It would be quite ridiculous to see Atlas jumping up and down behind a hill waiting for a mech to come close.
#208
Posted 01 December 2012 - 03:55 PM
When do we get a Trainingslevel and the http://www.sarna.net/wiki/Chameleon ?
srsly new Players need training until they reach the Battlefield and learn the Basic of Teamplay before they run wild and get blown up.
#209
Posted 01 December 2012 - 03:57 PM
0okami, on 01 December 2012 - 03:16 PM, said:
When can we expect to see the remaining mechs have the option to customize their paint jobs?

http://mwomercs.com/...zation-phase-1/
Looks like a lot of stuff coming Dec 18.
also :
December 4th
Urban Block Pattern (Most Mechs)
http://mwomercs.com/...-nov-27th-2012/
#210
Posted 01 December 2012 - 03:57 PM
1) Has there been any thoughts by you guys to help boost FF, to make it an upgrade, instead of a next step upgrade to ES? Ferro-Fibrous Revisioned
2) Has there been any thoughts on making NARC different from TAG? Maybe make it provide a non-LoS lock for a good duration (60s?) but allow PPCs to knock them off with the up coming PPC EMP effects?
3) With the new MM phase coming in a couple of patches, are 8man groups allowed to choose other 8man groups (or whatever the number is for the maps) to fight against so that matches can be set up in advance, therefore the community can get involved in orchestrating tournaments/matches? This is most likely the number one way to build and engage the community right here!
4) Another question about MM, I know I saw a post about the thoughts of balancing the matches by tonnage, but was mentioned that ELO was going to be brought in for balancing. Was this statement in agreement that tonnage + some skill rating (ELO or otherwise) going to be used in the future for creation of random teams joining into the random queue of games? Will this also lead to the need of a lobby of some type for pre-game orginization before the match begins?
5) Has there been any talks about revamping the Pilot Skill tree to make it more choice oriented than the current system? Maybe make the current Pilot Skill account specific that apply to all the mechs that the play uses (basically MechWarrior experience) and have each chassis/variant have a group of their own. Then only allow X amount of EXP to be used in your Pilot tree and Mech tree or reuse the current Module system by slotted the EXP skills bought into each Mech/MechWarrior?
6) Are the screens inside each cockpit going to be customizable in the future? (Options > Screen Setup > Screen 1 = Ammo, Screen 2 = Heatsinks, Screen 3 = Damage Indicators, Screen 4 = ..., ...) Along with this, is there a way to disable the HUD now or in the future?
Thanks in advanced if any of my questions where picked among the several hundered going to be asked here.
#211
Posted 01 December 2012 - 04:08 PM
#212
Posted 01 December 2012 - 04:54 PM
#213
Posted 01 December 2012 - 05:00 PM
Garth Erlam, on 29 November 2012 - 02:06 PM, said:
Garth Erlam, on 29 November 2012 - 02:06 PM, said:
When are we going to fixes for such bugs like the 4FPS bug, the yellow ribbon and crashes to desktop?
#214
Posted 01 December 2012 - 05:49 PM
#215
Posted 01 December 2012 - 06:01 PM

2) Will be Pc gamer skin problem fixed in next patch?
3) When will we see NEW map's in the game?(not recolored old maps)
Edited by Nick Drezary, 03 December 2012 - 05:40 AM.
#216
Posted 01 December 2012 - 06:35 PM
I asked about this in early CBeta. It would be immensely helpful for merc commanders and groupmates to see who is actively playing. Currently I can see when people were last active by clicking on their forum profile, but what a pain.
I would like to clean out my friends list, but I have no idea who has inactive accounts, who hasn't played in months, etc.
Would be a VERY helpful tool, and I think the development cost is fairly minimal. If there is a reason it couldn't be implemented, like lack of spacing on the UI, etc. I would understand....or if there are already plans for that, then disregard.
Thanks Garth.
#217
Posted 01 December 2012 - 06:36 PM
My question is regarding digial vs analogue mech movement and joystick implementation.
Regarding the Net-Code Roadmap in the Command Chair forum, posted by Matthew Craig, Mat states in his post:
'This is exactly what we are doing and have been doing for weeks now our network engineers have been going over the movement code and re-factoring it with everything they’ve learned so far working with CryEngines netcode and simplifying the system to make it more robust and less prone to bugs. This isn’t a fast process but as mentioned weeks ago we had meetings discussing the long term roadmap for Mech movement and weapon firing and we decided to take the time to get it right from the ground up.'
Of note it is mentioned: 'long term roadmap for Mech movement'.
A while ago on a NGNG podcast a developer was asked about joystick implementation and metioned that it would require a significant restructuring/recoding of the core game due to lower torso controls being 'digital' where the upper torso is somewhat 'analogue'.
Does this 'long term roadmap for Mech movement' mentioned above hint at the implimentation of full-analogue controls for mech movement? Would this is part of a future implementation? Or a completely different matter?
Cheers,
ebea51
#218
Posted 01 December 2012 - 07:05 PM
Will B.Betty's ques be expanded eventually to state the planets name, ambient temerature and local time and date like in the MechWarrior2 startup?
Just curious...

Cheers
ps. CHEERS FOR BETTY! SHES FRIGGIN AWESOME

Edited by ebea51, 01 December 2012 - 07:09 PM.
#219
Posted 01 December 2012 - 07:11 PM
#220
Posted 01 December 2012 - 08:27 PM
Thank you for your time.
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