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Ask The Devs 27!


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#121 buckX

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Posted 30 November 2012 - 07:30 AM

1) Is the current implementation of engine caps finalized, or is that something that is still being looked at?

It seems odd to have such huge differences in engine capacity within a single chassis, such as 260 vs. 390 with the Centurions. Also, the 8.5*tonnage cap disallows certain canon mechs, such as the Jenner IIC. Given that speed is the primary reason to take a smaller mech, it seems likes anything smaller than a Jenner, which can already hit that cap, will be deprived of the primary advantage for shedding tonnage.

2) Do you think mech efficacy by size is currently balanced, or do you think heavier mechs are, in general, more powerful? Is matchmaking by tonnage under consideration?

3) Jumpjets currently give full benefit from a single jet. Obviously this is wrong, and it's been noted in the past that this will be addressed eventually. Where does this stand in terms of priority? Is there anything in particular holding it back, or just a lot on your plate. When it does end up getting implemented, what kind of performance should we expect. Is the current implementation the maximum possible, or reflective of some pretty normal number, like 4 or 5? Would you plan on supporting silly 20 JJ builds?

Edited by buckX, 30 November 2012 - 02:10 PM.


#122 Malsumis

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Posted 30 November 2012 - 07:37 AM

Will we ever have an option to configure a mech chassis in the mech lab prior to purchasing said chassis?I think this would be a great help to all as you will be able to see where the hard points are located on the mech to help a player decide on how they would like to equip their mech AND it could also give the player an idea of how much the chassis with their desired loadout would cost. I think this would really help with buyers remorse.


Another question I have is if the distance blurring will ever be toned down or removed?

#123 Red1769

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Posted 30 November 2012 - 07:41 AM

Will the economy recieve further tweaks as new content is made available/added?

I've read horror stories about these expensive builds being unviable to the free player, thus making it pay to win. I'm not buying into that, just something that's been on my mind awhile.

Will the repair/rearm costs also receive further tweaks? I've kinda noticed half the repair cost of my economical Centurian is armor, and I'm not using FF armor at all. My highest repair bill has been 48,000 c-bills approx., just to put things into perspective (ammo and items being roughly tied, and structure being the cheapest, kinda odd since I have Endo-Steel on it). I can't imagine a free player running anything heavier than a Catapult or Dragon with armor repair costs the way they are, especially FF armor. (Though I should note that I agree it should be more expensive to run/maintain a heavier mech, but I guess another question that I'm sure you guys have asked yourselves is: How much more expensive? Thus the question)

#124 Butane9000

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Posted 30 November 2012 - 08:12 AM

Any chance you are going to address how you've made Ultra Auto-cannon 5's nearly unusable. At the moment they have the possibility of jamming with the very first shot, something that has happened to me many times. have you considered scaling back the jamming percentage or looking into it being caused by the networking side of the game (the single fire jam does tend to happen after a double tap firing)?

#125 Apoc1138

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Posted 30 November 2012 - 08:29 AM

When will we start getting solid info on community warfare?

#126 p4r4g0n

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Posted 30 November 2012 - 09:14 AM

In view of the number of players reporting unplayable or almost unplayable fps rates, are the minimum specification for the game listed here still applicable?

If not, what are the new minimum specifications required?

#127 Pando

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Posted 30 November 2012 - 09:22 AM

Hello,

1) Are there any plans to add a payment option for mech' camospec patterns? For example 4 times the normal amount of MC to make a "skin" a permanent selection for a specific mech, OR have the "skin" permanent for your entire account ( not limited to one specific chassis).

2) Are there any plans to add something similar to "premium" but regarding camospec? Similar to activating premium time, it consumes "X" MC and gives you full access to camospec for "X" days. When the time runs out, your patterns (that aren't already purchased) return to default.

3) Are there any plans to add something similar to BF3's premium experience such as "2x EXP/Cbill" weekend for premium subscribers"?

4) Are there any plans to add "pack of the week" or similar deals on purchasing grouped mechs or mech'bay combinations? Example; Mech'Pack week 3 December - 1 mech'bay + (insert variant here) for a total of 15% off!

Thanks!

#128 Taizan

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Posted 30 November 2012 - 09:28 AM

Currently when we start matches, mechs basically "pop" in around the friendly HPG. Would it be possible that in later iterations of the current maps or for new maps we will have actual starting bases, where mechs walk out of their hangars and personnel carriers scuttle away to transport the civilians to a safe location? A bit more atmosphere giving the mission some kind of background would be nice.

#129 Gowan

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Posted 30 November 2012 - 09:30 AM

View PostFarix, on 29 November 2012 - 06:02 PM, said:


2) Can we see the option of bypassing the opening animation in the client and go directly to the login screen (either by hitting esc, or through setting an option in the client? The long opening can be rather annoying after a couple of times.



Spacebar, bro!

#130 Tastian

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Posted 30 November 2012 - 09:33 AM

1. In what way will omnimechs be different from standard mechs?

2. Many consider the heat scale especially for energy weapons high. Do you see clan mechs overheating very quickly in their stock setup? (for instance the Daishi has 4 ER Large Lasers and the Masakari has 4 ER PPCs)

3. Repair bills are very high and sometimes even exceed earnings per match. Will clantech be even more expensive or will this somehow get balanced?

4. Are there plans to include future tech such as snub-nose PPC, plasma cannon, rotary AC, or light fusion engines?

5. Speaking of clan invasion, if we do not have clan tech and we aren't fighting NPCs, how will we initially face off against clan mechs?

#131 Gowan

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Posted 30 November 2012 - 09:41 AM

View PostThomas Covenant, on 29 November 2012 - 07:47 PM, said:

Hero mechs, perhaps I am not getting it, but it seems the more of these are released the more paying players, or more specifically teams, will have an increasing strategic selection that is not really moving in line with the "free to play players even level with paying players" goal. More adaptability = higher ceiling for team potential.


This has already been addressed by Bryan Eckman (I believe), who said that PGI's position was that the Hero Mechs do not confer a significant battlefield advantage.

#132 Rashhaverak

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Posted 30 November 2012 - 09:48 AM

If a group member makes a custom paint job or team logo for their group, will there be a future option to allow teammates to import the paint job or logo (for the regular MC cost of creating it, of course) or will each teammates have to create the logo/paint job for themselves?

Some teammates might not have the patience to make their own, but if all you have to do is hit "import", that's easy as pie... MC making pie.

BTW, I hope you are considering changing the economy so that when I build a team logo or paint job for the group, I can put that logo on all of my mechs (for cbills) versus having to pay MC for each and every mech. That's just going to get too unbelievably expensive. I'd drop some serious cash to purchase camo types and paint, but not if that cost is going to repeat endlessly for each mech. Let me give you two bucks per paint and per camo type and keep the ability to use that color and I'll buy every color and pattern you make.

Edited by Rashhaverak, 01 December 2012 - 09:31 AM.


#133 Gowan

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Posted 30 November 2012 - 09:48 AM

View PostPhalanxDeath, on 29 November 2012 - 09:06 PM, said:

Q: Will there eventually be a way for Pugs to only play Pugs and Premades to only play Premades?


That's Phase 2 matchmaking, essentially -- there will always be four man groups (or less) dropping with pugs, but their numbers should decrease quite a bit once Phase 2 comes out (probably Tuesday), since most organized groups have more than four members anyway.

#134 Hollister

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Posted 30 November 2012 - 10:12 AM

Is there a chance we will get Bronze, Silver, and Gold paint.

Can you add Periphery House Flags for in cockpit items instead of just the lame innersphere ones?

How about adding a Pin up calander that actually changes with the months as a cockpit item?

#135 Bors Mistral

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Posted 30 November 2012 - 10:15 AM

Please come clean about DHS and explain their current implementation. Why are they 2.0 in engine, and 1.4 outside of it? Is it necessary to benefit light mechs while punishing heavies and assaults in such a way?

#136 9erRed

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Posted 30 November 2012 - 10:16 AM

Greetings all,

Question about gauss.

1. Has there been any thought about having the ability to "discharge" the gauss and give it an "off" setting?

If the element carrying the weapon is in a situation requiring a reposition, having the ability to powerdown this potentially "explosive" weapon would be very effective. Having a short "recharge" time would not effect the shooter as most times you are "aquiring" the target and can set the "charge' mode as you pull into position.

Side note; when you powerdown are you also discharging the gauss or is it again "still charged"?

Additionally when the ammo is expended does the weapon go to a powered down state or is it "still live and charged"?

Nothing critical here, just wondering if this has been discussed. Did read in canon that there will be weapons developed that can be "overcharged" for additional damage but the firing unit also recieves "splash" damage when fired. These weapons can be "powered down" or discharged.

Thank you,
9erRed

Edited by 9erRed, 30 November 2012 - 10:31 AM.


#137 Perillious

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Posted 30 November 2012 - 10:21 AM

What is the thought process in deciding which mechs to include in the game and when? The centurion and hunch back both being poor mans heavies with same weight and similar roles was confusing when you added the catapult and dragon both heavy specialized mechs. I want as many mechs as possible but for diversity reason, I have to wonder about the order your including them into the game.

#138 Vlad Ward

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Posted 30 November 2012 - 10:34 AM

Oh yeah. Second question.

Can we ever expect to see a Dev-level response regarding C-bills, Performance rewards, and, particularly, the Salvage bonus?

Frankly, I'm kinda tired of being the resident Salvage-Champion on the Forums when 90% of the game's population has absolutely no idea how it works and half of the remainder doesn't care.

Edited by Vlad Ward, 30 November 2012 - 10:34 AM.


#139 Zagum

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Posted 30 November 2012 - 10:36 AM

What do you consider when Beta will be over?

#140 Kobold

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Posted 30 November 2012 - 11:01 AM

Regarding Camo Pricing: How much credence is given to player statements about their purchasing plans (like when someone says "I won't spend MC on single use paint, but I would spend MC on paint that I could swap in and out forever")?





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