Ask The Devs 28!
#81
Posted 07 December 2012 - 04:33 PM
The homescreen is tinny. It only takes up about 1/2 the screen and there's a lot of info on it- shrunk to fit.
Are there any plans to make it bigger? Full screen windowed would be awsome. When you're at this screen, I don't really see why it has to be so small.
#82
Posted 07 December 2012 - 04:57 PM
Without this ability, it seems that certain 'Mechs (such as the KGC-000 and KGC-0000 variants of the King Crab, or the AXM-1N variant of the Axman) would not be able to be properly implemented in MWO...
#83
Posted 07 December 2012 - 04:58 PM
#84
Posted 07 December 2012 - 05:18 PM
Which game do you draw more influence from? MechWarrior 3 or MechWarrior 4?
From these games, what have you tried to recreate?
#85
Posted 07 December 2012 - 05:26 PM
To ask a serious question aswell, are we allowed to develop our own HUDs?
#86
Posted 07 December 2012 - 06:17 PM
#87
Posted 07 December 2012 - 06:27 PM
What the frak is that thing in the base? That looks more like a huge platform that was miniaturized to replace the beacons. Any chance of removing it? I think the model is too complex (high poly count) - not to mention it is clearly out of scale. You could use it in a map with its original size instead.
Question 2:
Please consider adding a bonus to the Ferro Fibrous. Something like 6% boost in maximum armor (12%, like proposed by Zyllos might be too much).
Question 3:
Would you please consider remaking the Yen Lo Wang to allow us to upgrade it to the YLW2? Just add 2 energy hardpoints to the Left Arm. Not only the mech would be more attractive, but you could return the CN9-AH (as both would be more different).
Question 4:
Please don't delay too much the next mech announcement (AKA Orion), would you?
Question 5:
Please consider adding the Dragon Yoryioshi as the next hero mech. And the DRG-1G as a playable variant.
Question 6:
I know it is hard to balance (maybe 6 energy hardpoints in the right torso?), but wouldn't you consider to add the Jenner JRN-A variant?
Question 7:
There is a missing Hunchback variant, the HBK-4N, with ballistics, energy and missiles. Could you think about adding it?
End of questions...
Strum Wealh, on 07 December 2012 - 04:57 PM, said:
Without this ability, it seems that certain 'Mechs (such as the KGC-000 and KGC-0000 variants of the King Crab, or the AXM-1N variant of the Axman) would not be able to be properly implemented in MWO...
Or Arrow IV...
Edited by Odanan, 08 December 2012 - 12:53 PM.
#88
Posted 07 December 2012 - 07:00 PM
Q2: Whats your plan's for critical hit's on systems like actuator's sensor's, life support etc? how much will be able to be hit and what should we expect to see happened when there damaged / destroyed?
Q3: How pink will rhonda snord's highlander be when you finally release it as a hero mech? And will it have awesome speaker's on the outside that you can blast music with like lore describes it having?
#89
Posted 07 December 2012 - 07:31 PM
#90
Posted 07 December 2012 - 07:47 PM
Thanks
Wraith
#91
Posted 07 December 2012 - 08:48 PM
#92
Posted 07 December 2012 - 10:17 PM
Second Question - Per the updated content road map thread in the command chair section (http://mwomercs.com/...ember-4th-2012/) the Spider is listed to be released before the Trebuchet. My question is this because you are looking to overhaul the jump jet system to go with it or just a unannounced change from the release schedule?
Third Question - Will you ever add he HBK-4N variant to the game? It seems to be the only Hunchback variant that is missing.
Edited by Butane9000, 07 December 2012 - 10:21 PM.
#93
Posted 07 December 2012 - 11:25 PM
What's a rough target quarter/year for community warfare?
#94
Posted 07 December 2012 - 11:47 PM
#95
Posted 08 December 2012 - 12:16 AM
Edited by INAPPROPRIATE NAME 0001, 08 December 2012 - 12:19 AM.
#96
Posted 08 December 2012 - 12:21 AM
#97
Posted 08 December 2012 - 12:58 AM
The current version seems to be a very advanced for IS tech (cough cough).
It seem to be able jamming of multiple frequencies and works very effective in close range especially versus locks of SSRMs.
Why the ECM mech or other friendly mechs can use SSRMs especially in close range (<180m) ?
#98
Posted 08 December 2012 - 01:06 AM
Can you give any hints at all to what this actually means?
#99
Posted 08 December 2012 - 02:32 AM
1. Will it be possible to preconfigure a Mech in Mechlab before you buy it? I hate being dependant on 3rd party out of game tools to check that.
2. Any ETA on collision model being reimplemented?
3. Can we expect any form of enviromental damage?
4. Any chance of seeing some cokpit damage ie. broken glass, HUD flickering or something like that when Mech is about to go down?
5. Is it possible to add Bitching Betty voice when entering game? Reactor online, sensors online, weapons online. All systems nominal.
6. Any christmas or new year gifts for players maybe? Extra Mech bay, free skin, maybe a few MC's?
Thanks and keep up the good work.
#100
Posted 08 December 2012 - 02:38 AM
Q2: earlyer there was "player online counter" in lobby, why you remooved it, and when you bring it back?
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