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#81 Al Bert

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Posted 13 December 2012 - 11:30 PM

View PostStaplebeater, on 13 December 2012 - 08:36 PM, said:

For the capture module. I have heard arguments that it is for target capture and also that it is base capture. Is it base capture or is it target capture?


The capture module gives you 15% quicker capture on the base cap. I think it is also explained in the in-lab explanation of the module itself.

Al Bert

View Postivr56, on 13 December 2012 - 12:37 PM, said:

When can we expect a new mode?
[...]


I bet this thing here

http://mwomercs.com/...-mode-conquest/

Will be seen in Dec. 18th patch B)

Al Bert

#82 Grissnap

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Posted 13 December 2012 - 11:34 PM

Thank you for the upcoming Stalker, I now have an Assault I can add to my stable (and despite what the vocal minority is saying, it looks sweeeet!).

My questions are:

Q) What are the hard points for each Stalker variant? And in the future, can you add the hardpoints to the new mech announcements?

Q) Any plans for making toggling an option for TAG, rather than having to hold down the fire button for it?

Edited by Grissnap, 13 December 2012 - 11:34 PM.


#83 Al Bert

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Posted 13 December 2012 - 11:44 PM

View PostSolis Obscuri, on 13 December 2012 - 12:47 PM, said:

    [...]
  • GXP gain seems very slow relative to module unlocks currently. Is unlocking modues meant to be this grindy, or is it just that way currently because we have relatively few modules to work towards?


GXP is 5% of the XP you gain. It should be that slow since you can pay MC to convert XP to GXP (25 XP conversion cost you 1 MC or 6250 XP conversion equals 250 MC=1$) and bottom line it is a F2P, not free game. The conversion can be done in the Pilot Lab, Mech Tree by clicking on "exchange XP".

Al Bert

Edited by Al Bert, 13 December 2012 - 11:44 PM.


#84 Al Bert

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Posted 13 December 2012 - 11:48 PM

View Postkilgor, on 13 December 2012 - 01:12 PM, said:

[...]
Q; Can you reconsider extending the range for TAG?
I would rather see ECM not cloak 'Mechs and require longer lock on times because a 'Mech that is TAGged means an LRM system requires no lock on time and they can just fire. The 450m range made that more of an iffy proposition, because it gave the other 'Mech the ability to close the the gap more quickly.

[...]

Q: Will there ever be a virtual 'Mech Lab on the web site or the ability from within the game client to preview and customize 'Mechs prior to purchasing so we can see if our loadout plans work?

Q: WIll we ever have the ability to save multiple loadouts for a 'Mech, instead of haivng to spend the time to equip different weapons and equipment and readjust armor?


Regarding the first: dec. 18th is your day: http://mwomercs.com/...ost__p__1591483

Regarding the other two: + 1 like from my side! Many times suggested already, though.

#85 Omar Ravenhurst

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Posted 14 December 2012 - 12:09 AM

Will there be Master Efficiencies other than the added Module Slot?

Will the Pilot Tree implement Pilot Skills at some point, or Module Unlocking the solution going forward?

Where in the list of priorities is adding Modules and revisiting the ones that are already implemented to determine if they are having the desired effect?

Thanks!

#86 Vulix

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Posted 14 December 2012 - 12:28 AM

1. Why not give newbies access to every mech as a trial mech? That way they immediately have more to play with, which will keep their interest in the game longer, increasing the probability of converting them to a long time player.

2. Can we get some finer grained details about matchmaking phase 3? Specifically with 8v8 matches? Will you be matching teams based on total weight, mech classes, or what?

3. When will we see some sort of in-game functionality that supports mercenary corporations? I checked command chair and didn't see much

4. What exactly happens to reported afk'ers\suiciders\team killers?

Also, a comment (not question!) about community warfare: if you have to delay it, just do it but tell us soon. I think many of us will understand and be fine with it. In particular, I would like a more stable game, more maps, and more mechs to make the launch of CW be truly epic. Take the time needed to give it the launch it deserves

Thanks again, and I feel like you guys are doing an excellent job.

Edited by Vulix, 14 December 2012 - 12:39 AM.


#87 Stormwolf

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Posted 14 December 2012 - 01:05 AM

Will we ever get a stock only mode? I'm starting to get a bit tired of having to min max my ride to be able to compete.

#88 Marineballer

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Posted 14 December 2012 - 01:18 AM

Hi there,

Hi Garth,

I would like to know, if you have plans to simplify team vs. team matches.
I dont think about the 8 player group. I think about to give 2 teams wich wants to drop against each other with certain dropdecs a 100% chance to meet each other.
Such a lobby system will improve the depevolpement of leagues and tournaments and makes it much easier for units to coordinate to train nad become better.

Best regards

Marineballer
12th Donegal Guards

#89 Rooikat

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Posted 14 December 2012 - 01:32 AM

Q: Do lights take the same amount of damage as other non-light mech classes from other mech classes?

Background:
I have been repeatedly hearing from my clanmates and others ingame that Lights take 50% damage (not lag shielded) from other non-light mech classes. This is presuming that the light mech is correctly targeted and not spreading the damage.

I have searched the forums and found the thread where this was discussed and denied. Yet the rumour remains.

Once and for all to see, can you answer this question please?

#90 SneakyNZ

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Posted 14 December 2012 - 01:46 AM

Q: Are there plans for Oceanic servers?

Not sure if this one has been answered yet, love the game just playing at 300ms from New Zealand is very sad and is hardmode! Would love some servers closer to home, perhaps Austraila? Sub 100ms would be excellent!

#91 Herrmann van Hinden

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Posted 14 December 2012 - 01:47 AM

Argh, just one Question? Then I will not ask why this Forum is still not working with IE10 (the Carriage Return Thing, you know)... and Instead ask one of the things that concernes me (apologies for the "all text in a row Thing", its the bug...: When looking at the game so far and taking a few moments to think about (hey, its sunday, you just had coffee and Cookies, take the time!) what will come in the next few years (hopefully), do you really feel that this is right on track where it should be? I am thinking about the Speed of the Game and the Problem that, beside the tiny fact that this is a Battletech Franchise, the game feels strongly like other "FPS Shooters" and misses some unique Features which celarly separates it from other games. I dont think that "Battletech" is just enough to Keep People playing (or lets Name it, enough People to pay your bills). It is also not what I have expected to get when playing in the BT Universe. I expected much slower fights with the IS-Tech Mechs of that time (Pre-Clan) and I doubt that it will be more fun to be shot into pieces even more faster when Clantech Shows up on the Battleground. On the other side, keeping the same pace by adjusting the Game to Keep it where it is when clantech Shows up will also not be the best way to go. Did you consider other ways to implement the TT rules, like making only 1/3 of the damage per shot because we are ablet to shot three times as fast as in the TT and things like that? Are you really happy with the FPS-Type of gameplay at the Moment? Or is still something "in development" that can, or is even already planned to, change in the future? Well, I am not that happy with it, because I expected a more tactical Gameplay with more space to move and where it is not a good idea to Alpha strike as much as possible to get down others as fast as possible. Standing on the Top of a hill, as an LRM-Boat, should not mean you are killed in seconds, it should mean to hide from your Scouts for others, and have someone with you to protect you from Scouts.... I dont complain because it is possible to sniper away Mechs, its just not what I experienced in more than 20 Years of Battletech......

Edited by Herrmann van Hinden, 14 December 2012 - 01:49 AM.


#92 MustrumRidcully

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Posted 14 December 2012 - 02:00 AM

Q: Any plans for "assymetric" game types, e.g. one side defending (or escorting) ,and the other side attacking?

#93 CoreHunter

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Posted 14 December 2012 - 02:48 AM

Q1) Is it possible you may decresse the fire rates to better handle heat and extende playtime?
Q2) What will the Angel ECM be like when it is released?
Q3) Is specialty ammo planed for standarded ACs and will we get specialized armor later?
Q4) Is the Timeline moving in closed beta or are we waiting for release to advance the timeline?

my microwave is black... just sayin.

Edited by CoreHunter, 14 December 2012 - 02:50 AM.


#94 Cola

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Posted 14 December 2012 - 02:49 AM

Who had the Idea to build an algae scrubber in River city by the docks? At least that is what I am assuming it is, as it looks just like one.

#95 Thaar

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Posted 14 December 2012 - 03:12 AM

Q: Do you have any idea for when we will have the slider button to change Point Of View?
Q: Can we have later on some maps in really extreme conditions, like some moon or a really thick jungle with the mech movement halved to 1/2 and very poor visibility?
Q: Have you consider creating Solaris VII type of battles? 1 vs 1 / free for all and team vs team?

Thanks!

#96 Asmosis

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Posted 14 December 2012 - 03:27 AM

Question:

PLEX !! (or similar)

scenario: player buys 1500 MC (or w/e) from PGI in the form of an item that can be traded to another player for cbills. Poor players can then use shiny stuff and rich players can buy XL engines etc with MC.

Some games (EVE, spiral knights etc) have thriving economies based around this form of limited/controlled RMT.

View PostRooikat, on 14 December 2012 - 01:32 AM, said:

Q: Do lights take the same amount of damage as other non-light mech classes from other mech classes?

Background:
I have been repeatedly hearing from my clanmates and others ingame that Lights take 50% damage (not lag shielded) from other non-light mech classes. This is presuming that the light mech is correctly targeted and not spreading the damage.

Its harder to tell now that i moved to 6srm6 though, since that will literally blow the mech to pieces if you connect with 100% of the missiles (i.e. point blank range).

I have searched the forums and found the thread where this was discussed and denied. Yet the rumour remains.

Once and for all to see, can you answer this question please?


This is incorrect. I've killed light mechs multiple times with large alpha strikes to specific areas. What they are likely experiencing is their (full 100%) damage is getting spread over RT/CT/LT and arms as they are all relatively small areas to aim at. short of dual guass/ac20 you are very unlikely to get all your damage in one location.

Edited by Asmosis, 14 December 2012 - 03:33 AM.


#97 Tadrith

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Posted 14 December 2012 - 03:28 AM

Quick two part question. The sensor module (not the BAP) adds 15% sensor range, do you still get that extra range when dealing with ECM? Second part is how do the Sensor Module and BAP stack? Is it additive for a total 130% sensor range or multiplicative (as in you get 15% more on top of the 115% the first gives you) for a 132.25% sensor range? It's not that big of a difference now but it would be good to know for when more modules and equipment come out that have overlapping areas.

Edited by Tadrith, 14 December 2012 - 03:29 AM.


#98 QuaxDerBruchpilot

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Posted 14 December 2012 - 03:53 AM

Q: Will you add an symbol (silhouette) of the 'mech piloted by the players in the team roster? So you can get a quick overview of the team buildup.
Q: Will you add the possibility (in some or the other way) to see a friendly 'mechs configuration in the HUD (I can see weapons and structure of every enemy 'mech I'm targeting, so it kinda strucks me odd that I cannot see this information for a friendly 'mech)?
Q: If yes on the above - any ideas of a timeline to implementation?
Q: What do you prefer - Scottish or Irish Whiskey?

#99 Xeven

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Posted 14 December 2012 - 03:55 AM

Why are you so slow at adding maps, mechs, missions, game modes? Is it lack of developers, inexerienced game Devs? What? Are you not making enough money to grow your team to produce content and features faster?

#100 Wizard Steve

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Posted 14 December 2012 - 04:00 AM

What is the largest amount of MC bought so far on one single account?





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