Edited by Will9761, 29 December 2012 - 01:02 PM.
Ask The Devs 29A!
#241
Posted 26 December 2012 - 06:16 PM
#242
Posted 27 December 2012 - 01:57 AM
#244
Posted 27 December 2012 - 04:40 AM
If I were to give you a PoC + source for detecting a certain infamous & stealthy cheat tool available for MWO, would you:
a.) Promise to pack the game exe using top tier protection BEFORE implementing my detection to help prevent an arms race? (I have a recommendation I've already tested with the game client)
and
b.) Give me copious amounts of game currency?
Let me know =)
Edited by xenoglyph, 27 December 2012 - 04:42 AM.
#245
Posted 27 December 2012 - 05:57 AM
Can we also get more 'Mechs with balanced weapon loadouts on each side?
As it is, there's so may 'Mechs whose main weapons reside in their Right Arm or Right Torso, so when that section gets destroyed, they become very ineffective.
Edited by kilgor, 27 December 2012 - 08:26 AM.
#246
Posted 27 December 2012 - 09:19 AM
kilgor, on 27 December 2012 - 05:57 AM, said:
Can we also get more 'Mechs with balanced weapon loadouts on each side?
As it is, there's so may 'Mechs whose main weapons reside in their Right Arm or Right Torso, so when that section gets destroyed, they become very ineffective.
really? you whant to take out something that has always been in mw? please just go away. shoo
#247
Posted 27 December 2012 - 09:43 AM
#248
Posted 27 December 2012 - 10:37 AM
neviu, on 27 December 2012 - 09:19 AM, said:
really? you whant to take out something that has always been in mw? please just go away. shoo
Alpha strikes were meant as more of a last ditch effort to destroy your enemy because you usually expended all your ammo in the process or shut down immediately after using it.
Edited by kilgor, 27 December 2012 - 10:37 AM.
#249
Posted 27 December 2012 - 10:55 AM
Edited by Will9761, 27 December 2012 - 11:02 AM.
#250
Posted 27 December 2012 - 10:57 AM
#251
Posted 27 December 2012 - 12:25 PM
MustrumRidcully, on 26 December 2012 - 03:14 AM, said:
Speaking as someone that was born and raised in Hereford, I can say without hesitation that... I never noticed, lol. But I don't recal ever seeing a "Colour".
(I think its the stone building to the West (upstream) of the main bridge over the river Wye, just South of the town center).
#252
Posted 27 December 2012 - 12:43 PM
Check out Helter's idea; it's one of the best I've seen, despite the fact that it won't affect me in any way: http://mwomercs.com/...ix-trial-mechs/
#253
Posted 27 December 2012 - 01:06 PM
#254
Posted 27 December 2012 - 01:31 PM
Example thread:
http://mwomercs.com/...tle-more-color/
#255
Posted 27 December 2012 - 01:58 PM
RedDragon, on 20 December 2012 - 04:08 PM, said:
I would also like to see what the Dev's opinion on the clan invasion is. Right now we don't have any sort of faction control system, and a mech every two weeks. I have no problem with one mech every two weeks, but still just a bit curious on how PG, and IGP plan on handling this. The forums would probably explode with rage if people don't get their precious MadCat. On a much brighter note, I just want to say that you guys have done great job so far, and I have a feeling this will be a very successful resurrection of the mechwarrior universe.
#256
Posted 27 December 2012 - 02:34 PM
What was the reason for 360 degree radar not being implemented?
I suspect it due to possible module availability in the future like the 360 degree target module, but I am curious to hear the answer.
Thanks.
#257
Posted 27 December 2012 - 02:39 PM
Regulus1990, on 27 December 2012 - 01:58 PM, said:
While I am a fan of the Clans, they've been covered / been in the game since Mechwarrior 2. After reading many of the pre-clan novels, I find that I've just as much become a fan of the succession wars as the clan wars, perhaps even moreso. With the Clans, it's basically one big thrust, then a bunch of infighting and little wars. Before the clans you had big power plays, invasions, counterstrikes, and a great balancing game. The Clans come in, throw everything out of whack, and then the borders stabilize again, but you basically have no more succession wars.
Yeah, Clan tech is nice, but it's not necessary to make a great game. Once clan tech comes along, there are those who have and have not, and eventually, it's all balanced out again and it doesn't matter.
With the clans, to balance out the drops, either they have to have different objectives and, probably more importantly, drop weight distinctions. So, maybe have 800 tons facing every 500 tons of clan mechs. I'm just throwing the numbers out there, but if clanners really are that fantastic (and we are), we should be able to accomplish the same objectives with less weight than our inner sphere opponents. This is all an argument for another time, though, as I would like to argue for at least a year of fully functioning community warfare WITHOUT the clans as playable factions. Let's mess with the borders of the inner sphere a little bit first, and at least see who the top dogs are before the clans show up and upset everything. By going with a 1:1 day to day ratio, the Devs are setting themselves up for what are undoubtedly much-too-strict timelines. With or without the clans, they have to figure out how the inner sphere economy works. Yeah, one house can invade another, but can it keep up its supply lines to keep the push going? Can they still defend their other borders while they try to expand in any particular direction? Planetary invasion doesn't take one 15 minute match. It should take days to conquer a PLANET. We are talking PLANETS here, not tiny patches of land no bigger than a couple football fields (which is how big our current maps seem to be).
PGI needs to hire a team to basically create a working model, with planetary economies/weather/supply/loyalty factors already built in. They need to figure out how long it takes for dropships and jumpships to move from one planet/system to the next, and how long it takes to rearm/refit/order/manufacture battlemechs. This is if they really want to do it right and not just abstract it all with a bunch of stupid stories on why we're playing deathmatches over and over. The programs/matrix for all of the above already exists, but PGI won't =REDACTED=, so it will be interesting to see how long it takes them to gather the right people to put together something, and they have a steep hill to climb if they're going to get it done before the Battle of Tukayyid. It took =REDACTED= a lot of time and effort to create a great model for interplanetary combat - detailing 3000 planets. I don't see how they could do it any faster.
Anyway, I guess the point of all this is to advocate for a good amount of succession war style fighting before we even worry about the clans.
'nuff said, me thinks.
#258
Posted 27 December 2012 - 03:02 PM
#259
Posted 27 December 2012 - 03:23 PM
Edited by Pariah Devalis, 27 December 2012 - 03:31 PM.
#260
Posted 27 December 2012 - 04:14 PM
When all the engagements pretty much comes down to an under 90 meters fight.
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