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Ask The Devs 29A!


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#101 Farix

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Posted 21 December 2012 - 05:12 AM

One recycled question and two new ones.

1. Are there any plans for a PvE matches, either solo or as teams?

2. What was the reason behind removing the base capture bonus in Assault mode, given that it is the primary objective of the mode?

3. What was the reason for not giving an additional bonus for achieving the 750 resource point objective beyond the merger 25 C-bills per resources point, which is far less than one would get from killing off their opponents?

#102 Chou Senwan

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Posted 21 December 2012 - 05:56 AM

Could you explain how effective you want jump jets to be, with examples? How far and high should a Spider be able to jump? Onto the roof of the skyscraper in Frozen City? Out of the ravine? Over the head of an Urbanmech?

How about a Highlander?

Are there any plans to implement a bit of lateral adjustment in jump jets? Y'know, to help Highlanders 'stick the landing' on their enemies' heads, or to let you get onto the roof of a building without having to scrape your face up the front of it?

Thanks guys. I'm loving the game overall. I just want my jump jets to be fun and useful.

View PostReno Blade, on 21 December 2012 - 03:33 AM, said:

Did you consider to use arms independendly for shooting to the side if moving the crosshair further to the side (see MW3)?
That way, you could use arm weapons (on one side) to a greater degree, but would be limited by cockpit size, because you cant see much on some cockpits.


If you hold Ctrl and move your mouse, your arms move independently of your reticule. So you can turn your torso the full arc, then use Ctrl to aim a little farther out your side window.

#103 Livewyr

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Posted 21 December 2012 - 06:01 AM

What is the possibility of making Thermal vision into a module?

As it is currently, there is no purpose to Night vision (as Thermal is better in every regard) and there really is no point to a night map since flipping on Thermals gives you pretty much the exact same effect as playing on a Day map with thermals...

(Also removes a lot of the purpose of Camo/ECM since with Thermals one can see farther than without, and it highlights the mech.)

#104 Tice Daurus

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Posted 21 December 2012 - 06:07 AM

A couple of questions more actually...

Inferno SRM rounds...will we be seeing these in the future?

Thunder LRM rounds...will we be seeing these also in the future?

Other different rounds of ammo for weapons?

Also...I posted a while back a suggestion in which in Conquest, we're supposed to be collecting Germanium and getting paid for it in Conquest for c-bills. In the future, will we be able to see that we will keep a portion of Germanium in Conquest rounds to collect and use to offset travel for jumpship transport when Community Warfare comes into play in the future? Sort of as a collectable resource for house units, merc units, and clan units to use and be a part of the Mechwarrior: Online economy?

#105 kilgor

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Posted 21 December 2012 - 06:24 AM

With the recent changes, do you feel that lighter 'Mechs without ECM are being used even less and what kind of changes might be planned so they get used more?
Previously, I used a Light, non ECM 'Mech, to help generate C-Bills to help fund my Assault 'Mech's R&R, which given that an Assault 'Mech is expensive, that's understandable and that's why Medium 'mechs were essentially the workhorse 'Mech. Since R&R went away and there's more emphasis on damage with nothing going toward capture, the Light 'Mech generates a pitiful amount of money compared to an Assault 'Mech.

Can the Gauss Rifle automatically power down if all the ammo is depleted or destroyed or can we manually power it down and either not be able to power it back on for the rest of the match or have it take something like 30 seconds to power it up?

Can we get the ability to dump ammo?
An option to dump all ammo would probably be okay at first, then later implement it for individual systems

Can we get a better explanation of the current collision system because I do see some damage when a 'Mech runs into mine.

Edited by kilgor, 21 December 2012 - 10:36 AM.


#106 KuruptU4Fun

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Posted 21 December 2012 - 06:46 AM

After seeing a couple of days of how a Conquest match works in your original design, are there any changes you're considering to promote going to the capture points over getting in the middle and making it another TDM?

#107 KerenskyClone

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Posted 21 December 2012 - 06:46 AM

Why is the Night River City map so rare in rotation?? Is this intentional or a bug?

I have played 50+ games since the last patch and I have yet to see this map...

#108 Noth

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Posted 21 December 2012 - 07:07 AM

Why does the current ECM act like an ECM + Null signature (denying locks, lowering detection range) and expands the null signature to all the team mates in the bubble without any of the disadvantages of the Null signature or stealth armor (taking a lot more crit spots, 7 and 14 respectively, generating heat, and disallowing the use of certain high end electronics such as C3 and BAP)?

#109 Krzysztof z Bagien

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Posted 21 December 2012 - 07:09 AM

View PostLivewyr, on 21 December 2012 - 06:01 AM, said:

What is the possibility of making Thermal vision into a module?

As it is currently, there is no purpose to Night vision (as Thermal is better in every regard) and there really is no point to a night map since flipping on Thermals gives you pretty much the exact same effect as playing on a Day map with thermals...

(Also removes a lot of the purpose of Camo/ECM since with Thermals one can see farther than without, and it highlights the mech.)


That would require makeing NV usefull at all.


View PostNoth, on 21 December 2012 - 07:07 AM, said:

Why does the current ECM act like an ECM + Null signature (denying locks, lowering detection range) and expands the null signature to all the team mates in the bubble without any of the disadvantages of the Null signature or stealth armor (taking a lot more crit spots, 7 and 14 respectively, generating heat, and disallowing the use of certain high end electronics such as C3 and BAP)?


Yeah, ECM funcionality could be split into several systems, it would create more diversity on a battlefield.

Edited by Krzysztof z Bagien, 21 December 2012 - 07:14 AM.


#110 Ignatz22

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Posted 21 December 2012 - 07:53 AM

I was wondering what is planned to happen when the Beta ends regarding purchasedMechs; do they transfer over or will there be some form of compensation system for repurchasing?

When the Clans come on they will have Clan Mechs available, but players with existing, upgraded Inner Sphere Mechs will want the newer machines; again, how will the transition be implemented?

Thanks! andMerry Christmas!

#111 Tex Arcana

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Posted 21 December 2012 - 08:12 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.

#112 ColdCutz

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Posted 21 December 2012 - 08:23 AM

I had three questions on page 9 of the first Ask-A-Dev 29, but I was most curious about the first one

Q: How do you feel about replacing the current PPC sound with the one from the Pre-Vis or MechCommander 2?

Edited by ColdCutz, 21 December 2012 - 08:26 AM.


#113 kev4ev

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Posted 21 December 2012 - 08:26 AM

Is there 'a pilot head bob' effect in the 'to do' list ? There is a suggestion topic about it:

http://mwomercs.com/...ch-cockpit-bob/

#114 bunk3rk1ng

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Posted 21 December 2012 - 08:33 AM

When will knock down be making a return?

#115 WardenWolf

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Posted 21 December 2012 - 08:45 AM

View PostMonsoon, on 20 December 2012 - 05:39 PM, said:


We want Danielle!!!!! She had the Atlas I'm really dying to see.

Danielle's Atlas would likely be too OP for a Hero mech. It would be 1 ballistic, 1 missile, and 6 energy hardpoints - all in the arms (3 each). That much firepower with perfect aim is overkill, unfortunately... or at least so I think.

Another candidate would be the Atlas piloted by warlord Grieg Samsonov, which could be closer in hardpoints to those currently in the game.

For folks who aren't aware, Sarna lists known custom variants of mechs - you can see those listed for the Atlas here:

http://www.sarna.net...las_(BattleMech) [note that two are dependent on future tech at this point]

#116 Strucker

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Posted 21 December 2012 - 08:56 AM

Q: Collision and knockdown between Mechs was removed some time ago, this has left a gap with regards to the engagement of enemy light Mechs, and created alot of clipping and warping. Has there been any progress on the re-implementation of the collision effects and when we might see their return?

Q: Hero Mechs have come quite a way since their first implementation, with the recent surprise release of the 'Twins' we now have a total of 4 to choose from, however, there are only two of the current four classes covered. 1) What process do you use in the deciding which Hero Mech to develop and implement? 2) Are there any speculations on when we may see another Hero Mech from a different class (Light or Assault)?

Q: Obviously the MW universe is grand, myself only being turned onto it by a friend this summer in regards to MWO, that said there are many more options for weapons in the canon. Do you have any current ideas with regards to future weapons that you can share?

Q: I have to include a fun question with any Q&A I submit, what is the most consumed food at PGI?

#117 steelblueskies

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Posted 21 December 2012 - 09:08 AM

given that ecm interferes with target sharing friendly target awareness etc, and this has been attributed at points prior to us getting free c3 systems, will we then be seeing the weight and or crit space consumed on a baked in basis in the near future(when c3 actually became available in the timeline, which is during 3050 and not before) like gyro weight and similar things, or will we be seeing an actual c3 system that does what a c3 system should in the future during the grand ew implementation push?


[also how is/was the wedding?]

#118 Jale

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Posted 21 December 2012 - 09:33 AM

Hi Garth, i like to use LB-X AC - but i heard from someone that LB-X AC/10 is kinda weak in comparison to AC/10 .Do you think it should be different (tweak it a little bit, maybe not idk) , what have devs planned for it in future

#119 Habukkuk

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Posted 21 December 2012 - 09:52 AM

When Clan mechs come out what are you guys' plans about making multiple variants useful? Due to the nature of their omni-hardpoints I imagine that owning more than one would seem a bit redundant.

#120 p4p3rth1n

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Posted 21 December 2012 - 09:59 AM

Could we get the ability to permanently buy colors for mechs, even if you need to buy that color for each variant? The reason I would like that is so that I can switch between the colors of the team I play for, and then switch back to the colors I like to run when I am playing by myself without penalty.





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