Ask The Devs 28!
#161
Posted 09 December 2012 - 01:10 PM
#163
Posted 09 December 2012 - 02:16 PM
Some say CTF is single armored.
I'm not sure but I feel like there's a bug with CTF armor.
#164
Posted 09 December 2012 - 03:37 PM
#165
Posted 09 December 2012 - 04:03 PM
#167
Posted 09 December 2012 - 04:37 PM
Are there plans to produce maps that would have other alternative physics, i.e Space combat? (Asteroid, Moon, Hull of a large Jumpship), Under Water? When would we be likely to see them?
#168
Posted 09 December 2012 - 05:02 PM
WHEN ARE YOU GOING TO FIX THE UAC5. THE MECHANICS NEED CHANGING!
The weapon ise a useless P.O.S. now. It is pot luck. I have more luck at the race track betting quinellas.
If your stupid RnG permits you to fight, you will fight. If it doesn't, oh well better luck next time! It wasn't your skill, it was our 1/4 jam rate decided by a dice roll...
When is this weapon going to be scaled back!? It doesnt need to fire that fast!
Not only that, it is unreliable! The weapon fires twice when clicked once after initial shots. This weapon is not for the skilled now. This weapon is for Cataphract pilots as the teams pot-luck DPS...
Why are you guys turning this game into CoD?
MWO was supposed to be skill based!
#169
Posted 09 December 2012 - 05:39 PM
#170
Posted 09 December 2012 - 05:44 PM
But onto more importany ? when are we going to get the centurion AH varient and Dragon's G varient also like to offer money for the early addition of the Urbanmech as a Hero mech " Duff's Keg" .
#171
Posted 09 December 2012 - 05:56 PM
Edited by Will9761, 09 December 2012 - 06:03 PM.
#172
Posted 09 December 2012 - 06:06 PM
#173
Posted 09 December 2012 - 09:27 PM
How long after that might it be addressed?
Hundreds have chimed in on various threads throughout the forums. Based on that, I suspect thousands are affected.
The most common issue is crashing during level load, while grouped up. Some people crash in the midst of game play, too.
There was a Known Issue poll for the CtDs on map load, but after several hundred Yes votes were collected it has since disappeared, leaving only the one for CtDs that occur mid-game.
Eye-candy, weapon balance, new 'Mechs & tech, even my lower-than-before framerates, these matter little to me if I can't drop in a group without crashing.
#174
Posted 09 December 2012 - 11:11 PM
Here's a suggestion. Instead of charging MC, how about having a conversion ratio instead? Charge us a percentage of mech xp when we convert it. I'm thinking 25% would be fair. It's bad enough we have to level three mechs at the same time, and I always have a ton of mech xp I can't use because I refuse to spend cash on something like that. I'll pay for premium time. I'll pay for paint jobs and cockpit items, but charging for xp is ridiculous.
#175
Posted 09 December 2012 - 11:44 PM
Can you give us some timeline info on the new player experience and other UI upgrades that will help ease new players into the game?
If all the mechs, upgrades, and cosmetic items are purchased via the Mechlab and Premium Time has its own interface at the bottom of the main screen, what purpose will the Store tab serve in the future?
Since you've decided to create your own Hero mechs now, do you plan on speeding up the release of Hero versions of existing mechs such as the Awesome, Hunchback, and Raven? Will you be matching each new mech release with a Hero version as well?
Can you lower the price on the LB-10X?
I hope that you are considering something like this idea in the future where we can use MC to upgrade any mech with a c-bill bonus that is less than Founders/Hero.
Would you consider an idea where purchased mechs that are run as 100% stock gain a small repair discount? The reason could be that since it is stock, repairs and parts are easy since they are the standard models. Once anything is customized, it will lose this bonus. 5%-10% sounds good.
INTnWIS, on 09 December 2012 - 02:16 PM, said:
Some say CTF is single armored.
I'm not sure but I feel like there's a bug with CTF armor.
Default CTF armor is pretty low (at least for the 1X). You need to mechlab that thing and shift a few more tons into armor to feel like a heavy mech.
#176
Posted 09 December 2012 - 11:55 PM
What types of combat options will we see being rolled out as the game progresses? Is it possible I might one day be launching minefields from my LRM rack while shooting smoke shells from an AC/20? Beyond munitions, will there be things like artillery/airstrikes or other forms of indirect fire support implemented?
#177
Posted 09 December 2012 - 11:56 PM
Why not make "assault" mode a real assault mode, not base rush mode.
This can be done by having 1 Base, 1 Team defend, 1 team ASSAULT. Then you do a 2nd drop with the same people if possible with the roles reversed.
#178
Posted 10 December 2012 - 12:07 AM
If I look at other games, if I pay for a customization, I own it and can re-use it whenever I want to. In MWO, I have to pay over and over again if I want to change it. I would be willing to pay a higher prize for a "winter color set" or a "desert color set" that I can then use for all my mechs whenever I want to. But I won`t pay any money for a color that is gone if I don`t like it any more 2 weeks later.
#179
Posted 10 December 2012 - 02:18 AM
#180
Posted 10 December 2012 - 04:21 AM
and when are we going to get more details and a potential release date on Community Warfare?
(I for one won't hold you to this and won't throw all my toys out of the pram when you miss that date by a week or two, but a rough estimate would be nice )
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