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Ask The Devs 29A!


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#141 Rina Fujimoto

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Posted 21 December 2012 - 10:06 PM

View PostNorris J Packard, on 21 December 2012 - 09:38 PM, said:

It is going to be 3050 in a few days, can we see the Atlas-S by the Spider update?


Yes I'd like to see it too.


I'd also liked Accurs removed from the game.

#142 Solis Obscuri

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Posted 21 December 2012 - 10:21 PM

  • Why did you design ECM in such a way that it obviates the existing role/information warfare dynamic between scouts, spotters, and fire support, and that there is no available counter outside of fighting expensive LosTech with expensive LosTech?
  • Can we have ARAD LRMs 7 years early as a Christmas present? I promise I've been good all year...
  • When is the CN9-AH coming back?
  • Any updates on the timeline for implementing the Community/Faction warfare features? I'm looking forward to the new maps and game mode that have been announced, but I'm still champing at the bit for the metagame that will tie it all together.
  • What happened to the old forum's "Advanced Search" options? I haven't been able to find them since the forums rolled to the new Open Beta format, and I miss the functionality. :rolleyes:
  • Has any thought been given to slightly buffing the RoF of the AC/10? Right now it lags behind both the AC/5 and AC/20 in DoT.
  • 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?


#143 Dremster

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Posted 21 December 2012 - 11:38 PM

You took a bit of artistic license to implement a hero Cataphract, even adding some lore to go with it. A few times in the forums when a player expresses their desire to see a certain battlemech in MWO, sometimes people will point out there isn't enough variety variant wise to include it in MWO. I was wondering if you might take the same route as the hero mechs and conjure up new variants so that we might see some of our favorite but less varied mechs down the road?

#144 Zero Neutral

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Posted 22 December 2012 - 12:20 AM

Can we have any more information regarding what weapon effects are planned as potential counters to ECM?

Are there plans to implement a toggle for AMS and TAG?

Are there plans to add a toggle for the PPC - Field Inhibitor?

What sort of early ideas are floating around regarding the implementation of Clan Tech?

Will weapon bay door indicators return to our cockpits?

Are the devs satisfied with the current mechanic for weapon-fire range convergence or will it be improved upon in the future?

#145 Mayhem McCrea

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Posted 22 December 2012 - 03:23 AM

When can we see some heat maps for Conquest mode like the ones you showed a while back for Assault? I'm really curious as to what routes people are taking most often between the various resource capture points.

Edited by Mayhem McCrea, 22 December 2012 - 03:24 AM.


#146 Krzysztof z Bagien

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Posted 22 December 2012 - 03:35 AM

View PostAGTMADCAT, on 21 December 2012 - 12:15 PM, said:

The 3F is the base model, so you save some money with that one, compared to the pricey 5S.

They are all very similar, though, I agree. Perhaps if one of them could support ECM... (3Fb!) I do like that I can do similar things with 3 models, however all of the models are sufficiently versatile that I can really do a lot of different things with them. I've differentiated them rather substantially with my builds.


Two words about 3F: torso twist.

Speaking of that - Some Pilot Efifciences are not working. In "Known issues" it's only mentioned, that Elite efficiences don't work as intended, though, there are Basic efficiences that don't work too (Twist X is one of them - it doesn't work for mechs without lower arm actuators, like Catapult or Stalker). When will you fix them?

#147 Slaytronic

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Posted 22 December 2012 - 04:13 AM

More of a question/idea is there going to be a in game fee to start a merc corp that is non-canon so we aren't swamped with 2,000 different group names. At that point basically no one knows any one but the groups with the most players. If so I would be willing to pay $50 in mc to do so maybe even $100 of course we would be able to upload our Merc Corps icon into the games meta game and such.

Edited by Slaytronic, 22 December 2012 - 04:13 AM.


#148 Johnny Morgan

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Posted 22 December 2012 - 05:27 AM

Community Warfare!
  • Can you go into further details on the Command and Control features we will have pre game?
  • Can you go into further details on how the command and control + voice comms will work in the game at the tactical level?
What I was wondering is if we will have control over the Lance assignments at all? Can a player that is going to command a match setup the different lances before the drop by Class type (i.e.Alpha Lance 2xMediums, 1x Heavy, 1xAssualt, Bravo Lance, 3xLights, Charlie Lance 2xHvy) and they get dropped into the problem lance with comms setup for them already?

Ideally I would like to know how much control we will have over the organization of drops in the future and how command features will be implemented at the tactical level.

Thanks!

p.s. loved the last patch, great performance boost for me!

#149 Big Giant Head

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Posted 22 December 2012 - 06:26 AM

Does Orion relese have date? Because i dont know if is better to w8 fot it or to buy Awsome.

#150 Noth

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Posted 22 December 2012 - 06:32 AM

View PostBig Giant Head, on 22 December 2012 - 06:26 AM, said:

Does Orion relese have date? Because i dont know if is better to w8 fot it or to buy Awsome.


Probably by about may or june

#151 Icaruss

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Posted 22 December 2012 - 07:07 AM

Will there be options for 5,6 or 7 man teams? Loosing 1 from an 8 man with the current system mean losing 3 others as well.

Maybe make 1-4 a bracket with pugs to fill, 5-7 a bracket with pugs to fill then 8 mans?

#152 Tex Arcana

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Posted 22 December 2012 - 07:45 AM

View PostTolkien, on 20 December 2012 - 01:10 PM, said:

Since it most certainly wasn't answered in the patch notes:


Question 1 is about ECM)

How was it considered balanced to introduce a 1.5 ton 2 slot piece of equipment that does all of the following:

i) Counters Artemis
ii) Counters BAP
iii) Counters TAG bonuses and the whole system inside of 180m
iv) Counters NARC - a system which weighs more and requires real skill and teamwork to use
v) Counters other ECMs
vi) Destroys LRM locks
vii) Destroys SSRM locks
viii) Ruins information sharing via minimap
ix) Scrambles HUD display of enemies
x) relegates AMS to the dustbin
xi) Requires no exploding ammo
xii) Generates no heat
xiii) Costs less than a much less useful module by a factor of 15...
xiv) Doesn't use up a weapon hardpoint

Going by tonnage and critical space the ECM should be about as useful as a small laser plus a regular heatsink.
Or a medium laser and a little armor,
Or an AMS and a ton of ammo
etc.

As it stands now, ECM is the single most useful item in the game in terms of how it affects the battlefield.

Here's a link to the existing unanswered question from 'ask the devs' 29: http://mwomercs.com/...ost__p__1598770

That question is up to 164 likes at last count (165 if you count me).

Bump

#153 Skylarr

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Posted 22 December 2012 - 08:18 AM

View PostNorris J Packard, on 21 December 2012 - 09:38 PM, said:

It is going to be 3050 in a few days, can we see the Atlas-S by the Spider update?

AS7-S - A very basic 3050's era FedCom upgrade of the standard Atlas, the S model removed five heat sinks from the design, upgrading the rest to Double Heat Sinks. The weight savings are used to add two rear firing Coventry T4H Streak SRM-2 launchers, giving the Atlas increased protection in its rear arc of fire.

I am guessing that the AS7-s will not appear in game anytime soon. It has already been said that they cannot give us the ability to look in back of us. The game cannot handle it. SO rear firing weapons cannot be used to its full potential.

#154 Tangelis

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Posted 22 December 2012 - 08:20 AM

Greetings.

The last patch IMO was outstanding, despite the removal of R&R which I rather enjoyed but also acknowledge that it needed work. Lots of goodies in the last patch both large and small all of which were welcomes. Not to mention...it was about time for a patch like that. Which leads me too my questions.

Q: No doubts there is alot of manhours that go into a patch. Currently we get one mech a month, one piece of equipment or module on average and maybe a paint pattern here and there. Bug fixes are important etc.. absolutely but will we ever see large patches like this one with content and features become more frequant? IE: 2 new mechs to play with a new map with its alternate immediately instead of waiting months for such things? As it stands since OB it seems to be a slower crawl and a long time to wait for overall game progression towards the final vision with community warefare and or a finished product..

Q: Are there any plans to re-introduce R&R into the game? The old economy was harsh, the new one is spoonfed, we all get trophies for showing up. IE: the exact opposite of what we had. Is there a middle ground for economy that includes the return of R&R being worked on or is the current economy without R&R the current vision?

Edited by Tangelis, 23 December 2012 - 06:25 AM.


#155 Gremlich Johns

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Posted 22 December 2012 - 09:01 AM

Will there ever be the capability in game to utilize the hatswitch on a joystick to (at least) look left and right

#156 Rustycan

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Posted 22 December 2012 - 09:48 AM

You developers have mentioned many times that you are reworking the netcode and collision mechanics. Would you please give us a rough time frame of when you expect to release it in a patch. A raven or commando with streaks should not be able to take down a heavy or assault all by themselves...I have done it easily and it is just wrong.

#157 Noth

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Posted 22 December 2012 - 11:06 AM

View PostTolkien, on 20 December 2012 - 01:10 PM, said:

Since it most certainly wasn't answered in the patch notes:


Question 1 is about ECM)

How was it considered balanced to introduce a 1.5 ton 2 slot piece of equipment that does all of the following:

i) Counters Artemis
ii) Counters BAP
iii) Counters TAG bonuses and the whole system inside of 180m
iv) Counters NARC - a system which weighs more and requires real skill and teamwork to use
v) Counters other ECMs
vi) Destroys LRM locks
vii) Destroys SSRM locks
viii) Ruins information sharing via minimap
ix) Scrambles HUD display of enemies
x) relegates AMS to the dustbin
xi) Requires no exploding ammo
xii) Generates no heat
xiii) Costs less than a much less useful module by a factor of 15...
xiv) Doesn't use up a weapon hardpoint

Going by tonnage and critical space the ECM should be about as useful as a small laser plus a regular heatsink.
Or a medium laser and a little armor,
Or an AMS and a ton of ammo
etc.

As it stands now, ECM is the single most useful item in the game in terms of how it affects the battlefield.

Here's a link to the existing unanswered question from 'ask the devs' 29: http://mwomercs.com/...ost__p__1598770

That question is up to 164 likes at last count (165 if you count me).


^^^^ Basically that

#158 CrimsonOmega

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Posted 22 December 2012 - 12:03 PM

When are the factions going to be important in the game?

Btw like the new updates keep going :lol:

#159 Ranzear

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Posted 22 December 2012 - 12:04 PM

Q: Any chance we could see some mechs get some scale changes? Centurions are too big, Jenners are too small, etc. Seems to go well with how these mechs are 'rated' by the community too, Cents being too easy to pick your shots on and Jenners too hard to hit.

Related threads:

http://mwomercs.com/...e-distribution/
http://mwomercs.com/...hs/page__st__20
http://mwomercs.com/...-cent-is-large/

Edited by Ranzear, 22 December 2012 - 12:06 PM.


#160 Kaijin

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Posted 22 December 2012 - 02:35 PM

View PostTolkien, on 20 December 2012 - 01:10 PM, said:

Since it most certainly wasn't answered in the patch notes:


Question 1 is about ECM)

How was it considered balanced to introduce a 1.5 ton 2 slot piece of equipment that does all of the following:

i) Counters Artemis
ii) Counters BAP
iii) Counters TAG bonuses and the whole system inside of 180m
iv) Counters NARC - a system which weighs more and requires real skill and teamwork to use
v) Counters other ECMs
vi) Destroys LRM locks
vii) Destroys SSRM locks
viii) Ruins information sharing via minimap
ix) Scrambles HUD display of enemies
x) relegates AMS to the dustbin
xi) Requires no exploding ammo
xii) Generates no heat
xiii) Costs less than a much less useful module by a factor of 15...
xiv) Doesn't use up a weapon hardpoint

Going by tonnage and critical space the ECM should be about as useful as a small laser plus a regular heatsink.
Or a medium laser and a little armor,
Or an AMS and a ton of ammo
etc.

As it stands now, ECM is the single most useful item in the game in terms of how it affects the battlefield.

Here's a link to the existing unanswered question from 'ask the devs' 29: http://mwomercs.com/...ost__p__1598770

That question is up to 178 likes at last count (179 if you count me).


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