Ask The Devs 28!
#1
Posted 07 December 2012 - 10:27 AM
#2
Posted 07 December 2012 - 10:31 AM
Edited by Ceribus, 07 December 2012 - 10:31 AM.
#3
Posted 07 December 2012 - 10:31 AM
What are your plans for dealing with the variants of the venerable Stalker? The majority of it's variants are so similar in loadout, and all of them are already bristling with a large number of laser and missle hardpoints, how will you make each variant unique without relying on "extra hardpoints" or making some variants obsolete?
Obviously the 5M has -1 laser and +1 missile(NARC), but the rest are generally all 6x energy 4x missile (or 6x energy 2x missile which is an obsolete downgrade)
Can I have a Stalker 3Fb for Christmas (Canon ECM equippable Stalker variant)?
Edited by Redshift2k5, 07 December 2012 - 10:42 AM.
#4
Posted 07 December 2012 - 10:33 AM
#5
Posted 07 December 2012 - 10:33 AM
Second, and I am aware that the answer could open a can of worms with the general MWO populace, but Any hints on to how CW is coming along?
And what is the next mech Chassis to be announced.
Thanks again (happy client)
#6
Posted 07 December 2012 - 10:34 AM
#7
Posted 07 December 2012 - 10:36 AM
Will Founders mech's base colour be repaintable? The strip is cool and everything but would be ace to change the base colour.
Lastly. Considering the Ilya Muroments is a PGI creation of a hero and hero mech. Could there be an opportunity once tournaments flair up that a winner's 'mech may become a hero 'mech or champion mech? The winner of said tournament would suggest a paint scheme and loudout of the mech used to win the tournament as a basis for said 'mech (balanced by PGI of course). Why not make our own heroes.
Edited by Sears, 07 December 2012 - 10:37 AM.
#8
Posted 07 December 2012 - 10:39 AM
Q: Why was FF reduced to 35.84 from 36 points per ton? @ 36 weights end up at nice round numbers, @ 35.84 they can end odd. Additionally @ 35.84 it is highly unlikely you are using all of your max tonnage as armor rarely ends at even numbers.
#9
Posted 07 December 2012 - 10:45 AM
I think Paul should answer this one.
#10
Posted 07 December 2012 - 10:47 AM
Malrock, on 07 December 2012 - 10:33 AM, said:
I would second this question, though not with the LRM focus so much. Targeting and coordination in general got a big nerf with the addition of ECM as it is now. There is a great discussion thread about this over here:
http://mwomercs.com/...-ecm-really-do/
#11
Posted 07 December 2012 - 10:47 AM
*ammo, takes up a missile slot, really bad range, no guarantee it'll hit being the issues that spring to mind, but again it never ever gets deployed so its hard to verify what it exactly does
Edited by raptorian, 07 December 2012 - 12:17 PM.
#12
Posted 07 December 2012 - 10:47 AM
also do you have a preference for a specific type of weapon (ballistic, missle, energy) or just like to throw everything at the mech and see what sticks.
#13
Posted 07 December 2012 - 10:49 AM
#14
Posted 07 December 2012 - 10:49 AM
Ceribus, on 07 December 2012 - 10:34 AM, said:
It will be on the same maps, but I would love more details about it in general. What is the objective? 'Conquest' makes it sound like another form of 'capture the base' - or maybe bases? I expect we won't get much detail, though, as it is probably being saved for a nice big announcement...
#15
Posted 07 December 2012 - 10:49 AM
#16
Posted 07 December 2012 - 10:50 AM
What's the plans regarding XP generation? I ask because currently the XP/GXP system seems a touch adrift? Once you've unlocked all of a Mech's skills, the amount of XP you can transfer out to GXP for unlocking either skills for other mech's or for modules seems to have a fairly short longevity.
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?
Hopeful of an answer.
Em.
Edited by Emrys Ap Morgravaine, 07 December 2012 - 10:50 AM.
#19
Posted 07 December 2012 - 11:04 AM
I've read that you'll be showing some love to NARC by giving it a longer duration, any thoughts about it piercing the EW cloud? I mean, afterall, it's really just a missile with a magnet, a battery, and a transmitter screaming "HERE I AM"
Edited by Roadbeer, 07 December 2012 - 11:04 AM.
#20
Posted 07 December 2012 - 11:09 AM
Roadbeer, on 07 December 2012 - 11:04 AM, said:
I've read that you'll be showing some love to NARC by giving it a longer duration, any thoughts about it piercing the EW cloud? I mean, afterall, it's really just a missile with a magnet, a battery, and a transmitter screaming "HERE I AM"
NARC is one of the things that is specifically suppose to be blocked by ECM, so I'm fine with leaving that affected. However, it should last a lot longer - maybe 2 minutes? - or until the part of the mech it is latched onto is destroyed. As it is now, it is a waste.
TAG is also, I have always assumed, more like laser-guidance today. It isn't depending on a signal, but is simply providing a visual spot for missiles to home in on. I would like it if it worked a little more like that in MWO: you would target the friendly TAG-equipped mech, and fire missiles, and they would simply land *exactly* where the TAG laser was pointing. That could be an enemy mech, the ground, anything. I understand that this isn't how the game works now, though, and likely never will be.
Edited by WardenWolf, 07 December 2012 - 11:09 AM.
2 user(s) are reading this topic
0 members, 2 guests, 0 anonymous users