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Ask The Devs 29A!


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#181 Tex Arcana

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Posted 23 December 2012 - 02:41 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 164 likes at last count (165 if you count me).

Bump

#182 SmaSol

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Posted 23 December 2012 - 02:47 PM

What counts for victory or defeat when in 'Assault' game mode the timer has run out ?

Kills ? Damage ? Capture (seems not to be in the ranking out of personal experience) ?

#183 Farix

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Posted 23 December 2012 - 03:04 PM

View PostTex Arcana, on 23 December 2012 - 02:41 PM, said:

Bump

Why keep posting this over and over again when the page count goes up? It's not going to increase the likelihood of it being addressed and Garth seems to focus on questions that are (a) direct and to the point and (b) not soapboxing. Repeatedly posting the same question over again makes it look like you are soapboxing.

Edited by Farix, 23 December 2012 - 03:04 PM.


#184 Deadoon

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Posted 23 December 2012 - 03:41 PM

When can we expect alternative munitions to be available for the autocannon, lbx autocannon or Missile systems?

#185 Almeras

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Posted 23 December 2012 - 04:45 PM

Any chance of getting an IFF on the target ******? It would help alot with friendly fire if the ****** turned say to a blue X (ala MW4) if you target a friendly (who's face hugging the mech your target box is around).

If we do see stricter FF punishments can we have a forgive button. As a light pilot I know allot of friendly I take is of my own doing.

#186 Ashnod

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Posted 23 December 2012 - 05:23 PM

What was the reasoning to change the stalkers legs from humanoid to chicken walker?

#187 Krzysztof z Bagien

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Posted 23 December 2012 - 05:32 PM

View PostAshnod, on 23 December 2012 - 05:23 PM, said:

What was the reasoning to change the stalkers legs from humanoid to chicken walker?

Do you know that chiken's legs work exactly the same way human legs do? What seems to be chicken's knee is actually its ankle.

Edited by Krzysztof z Bagien, 24 December 2012 - 02:17 AM.


#188 Farix

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Posted 23 December 2012 - 05:41 PM

View PostAshnod, on 23 December 2012 - 05:23 PM, said:

What was the reasoning to change the stalkers legs from humanoid to chicken walker?

I remember a comment before on NGNG podcast that from an engineering point of view, a humanoid legs would have cause the Stalker to fall down. It is in whichever episode that featured the Stalker as the 'Mech of the Week'.

#189 Farix

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Posted 23 December 2012 - 07:04 PM

4) Just to clear up some confusion, in this thread, it is stated that double heat sinks in the engine are actually running at x1.4 (using patch notes from 1.0.142). However, most people have presumed that engine double heat sinks at x2. So which is the correct figure?

#190 slide

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Posted 23 December 2012 - 07:08 PM

What is the official dev policy on Sync dropping 2*4 premade groups with the intention of creating an 8 man pugstomp? We have introduced a blanket ban amongst our unit on the basis that the Devs have a very dim view of this sort of behaviour. However I cannot find any concrete evidence of this position in the forums. Could I have some clarification please?

#191 SilverlightPony

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Posted 23 December 2012 - 07:22 PM

View PostFarix, on 23 December 2012 - 07:04 PM, said:

4) Just to clear up some confusion, in this thread, it is stated that double heat sinks in the engine are actually running at x1.4 (using patch notes from 1.0.142). However, most people have presumed that engine double heat sinks at x2. So which is the correct figure?

For sake of clarity, I'll be using the following terms to refer to the different locations heatsinks can be found on a 'Mech:

Internal heatsinks are the heatsinks that are permanently built into the engine (1 for every 25 points of engine rating).

Slotted heatsinks are extra heatsinks placed inside a 275 or larger engine.

External heatsinks are heatsinks placed elsewhere on the 'Mech.



Here's the rundown:

When DHS were first introduced, External (and possibly Slotted, I don't remember) heatsinks got set to 2.0x effectiveness; Internal heatsinks remained at 1.0x effectiveness, leading to an average overall efficiency of around 1.42x, depending on chassis and loadout.

In a later patch, they were changed so that Internal heatsinks run at a full 2.0x, while both Slotted and External heatsinks run at 1.4x effectiveness.

This is how they remain.

#192 Lukoi Banacek

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Posted 23 December 2012 - 07:28 PM

One more question for you.....

At some point after the game goes live, would you please consider allowing players to transition their stockpile of trial mechs to owned mechs, perhaps at 50% the cost of actually buying one? I ask this because after a certain point of experience, they have no real value to you if you cannot apply their MXP to gain basic/elite/master status in a Mech platform. Also, it'd be a nice incentive for players to move them over without having to pay full price to buy yet another Mech, that basically you already have.

#193 BR0WN_H0RN3T

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Posted 23 December 2012 - 08:47 PM

Why u no answer Tolkien's questions about ECM?

Pls answer the man before the Hobbit gets released.

#194 Dimestore

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Posted 23 December 2012 - 10:36 PM

How is the transition to DX11 progressing? Is there a rough timeline? Even just a relative priority ranking would be useful as a guideline (ie features X & Y are higher priority so start looking for it when they are done).

A related question: with all the UI work going on, is there any movement on the 3D vision? I long for the extra adrenaline rush from running around the corner in my ECM Streakmando and finding an ECM Atlas towering above me like a clumsy but deadly giant in full 3D.

Thanks,
Hax

Edited by Hax DB Header, 23 December 2012 - 10:37 PM.


#195 Morang

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Posted 23 December 2012 - 11:06 PM

Will we get more fair set of Basic Colors purchasable for CBs and when wil you fix Marik cockpit banner?

Now we have five basic colors. Of these, four are well suited to represent four Houses: Basic Red for autocrazy Kurita, Basic Blue for Steiner, Basic Purple for Marik, and Basic Orange for Davion (though it will be more convenient to switch both Basic Orange and Davion cockpit banner to color Gold).

But Basic Green is default color and have too much yellow hue - which is good for default color of universal camo but makes it look very unlike heraldic Liao Green. Even worse, there's no Basic Cyan color. There's no cyan color at all, so Rasalhague mechwarriors are disposessed (do you remember that Rasalhague 3rd Hussars Cicada artwork - it has cyan hue!).

Also, Marik cockpit banner looks poor compared to other banners with its field being grey. not purple.

All this concerns me because I am pro-FRR and pro-FWL (and so want to have proper color and banner) and anti-Liao (and so want my unpainted mechs in default color to be distinct from Capellan mechs).

#196 costi

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Posted 24 December 2012 - 03:35 AM

When will we have a fulscreen Mechlab?

#197 Krzysztof z Bagien

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Posted 24 December 2012 - 04:30 AM

Can you change the way pulse laser work, so they would become kind of "laser machine guns"?
Let's look at LPL: now it does 10 dmg over 0.75s and has 3.25s cooldown - The only difference is that LPL's beam pulses and LL's don't, but it's only visual. LPL works basically like LL, but weighs more, has lower range and generates more heat for only 1 point of damage more.
LPL could fire only one pulse at a single keystroke to something like 1 dmg over 0.1s and 0.3s cooldown. Keeping it's trigger pressed would give us continous discharge. Heat could be 0.8 - 0.9 per pulse. This way DPS would remain the same and generated heat would be somewhere close to what we have now. SPL and MPL could be adjusted in similar way.

#198 MadaO

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Posted 24 December 2012 - 07:14 AM

Do you have statistics as to how many games have 3 to 4 player groups on both sides? Please give us an idea, if not actual figures of the number of games with only 1 4-man premade on each side vs all pugs or a group of 2 on the other side. The number of games where one side gets rolled over within the first few minutes is appalling.

#199 Aegis Kleais

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Posted 24 December 2012 - 08:31 AM

Here's a question:

When is Q&A #29 gonna die? It's been up and out for weeks!

#200 Lusankya

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Posted 24 December 2012 - 09:55 AM

Will repair and re-arm make its way back into the game at a later point in time?





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