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Ask The Devs 29A!


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#221 Homeless Bill

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Posted 25 December 2012 - 12:35 PM

View PostEns, on 25 December 2012 - 09:10 AM, said:

Q: how will this be taken care of?

https://www.facebook...444044445637863

its from october, as far as i can see

LOL @ aimbot that doesn't account for the netcode. Maybe they shouldn't fix it after all...

#222 Strum Wealh

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Posted 25 December 2012 - 05:55 PM

View PostAdam ODochartaigh, on 23 December 2012 - 10:38 AM, said:


At least with Clan LRM's they can't be fired indirectly, Line of Sight Only.

--Maybe they will make the range on them 750 too??

Source?

According to Total Warfare (pg. 111), all standard LRM-type weapons are capable of indirect fire.

Quote

Units armed with LRM-type weapons may fire those missiles indirectly. Units armed with LRM-type weapons may fire those missiles indirectly.


However, the Clans' Streak LRMs (deployed in 3057 by Clan Coyote) are specifically incapable of indirect fire.

Quote

The result was a weapon system that sacrifices the indirect-fire capabilities of the standard LRM, but also conserves ammunition as effectively as Streak SRMs, ensuring the maximum possible yield when fired.
(Tactical Operations, pg. 327)

Also, missiles used by the Clans' "Advanced Tactical Missile" system - including the LRM-analogues - are incapable of indirect fire.

Quote

The ATM may not fire indirectly using the LRM Indirect Fire rules.
(Total Warfare, pg. 138)

#223 Irreverence

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Posted 25 December 2012 - 06:18 PM

Q1: Approximately how many hours per week do you or other developers play MWO with the community? In addition, what are your alternate names? :)

Q2: Are there still plans to implement features like, UAVs, Naval Bombardment, Airstrikes, charging etc?

Q3: When using nightvision, why do buildings/other objects that do not emit or reflect light create so much lens flare?

Edited by Irreverence, 26 December 2012 - 06:13 PM.


#224 Strum Wealh

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Posted 25 December 2012 - 06:45 PM

View PostPeiper, on 24 December 2012 - 12:50 PM, said:

http://mwomercs.com/...70#entry1598770

Please answer Tolkien's question about ECM linked above. Then answer this: Did you test ECM in 8 v. 8 non-drop weighted matches like we fight?

Also answer: When are you going to allow all mechs to have access to ECM as it should be, or if you're not, at least remove it from the Atlas DC so it isn't the only mech over 40 tons seen on the battlefields?

Funny, you guys think it's working fine, but the majority of players disagree with you and we've got many thousands times more hours of testing done externally to your hours internally to back up our arguments. Please don't continue to disregard all the great suggestions out there to change/rebalance/fix/adjust ECM. Please LISTEN to us and RESPOND, darnit.

If it is actually operating as the Devs described, then it is generally doing more-or-less what it should be doing.

Quote

[When your Mech is disrupted by an enemy ECM:
  • You will not know where your teammates are, and they won’t know where you are, unless you have direct line of sight to each other.
  • You cannot share any targeting data with the rest of your team, and vice versa.
  • Your Beagle Active Probe ceases to function.
  • You cannot achieve any missile locks.
  • Your TAG laser can still fire but provides no bonuses.
  • Your battlegrid and targeting information will flicker.


From Total Warfare, pg. 134:
"Active probes cannot penetrate the ECM’s area of effect. The probing unit would notice that it is being jammed, however."
"ECM blocks the effects of Artemis IV fire control systems. Artemis-equipped launchers may be fired as normal missiles through the ECM..."
"Missiles equipped to home in on an attached Narc pod lose the... bonus for that system if the pods themselves lie within an ECM 'bubble'."
"ECM has the effect of 'cutting off' any C3-equipped unit from its network. If a C3 master unit is isolated from the network because it ventures inside the ECM radius, the entire portion of the network below it is effectively shut off."
"The ECM suite does not affect other scanning and targeting devices, such as TAG and targeting computers."

From TRO 3050 Revised, pg 196:
"The Guardian emits a broad-band signal that interferes with all sonar, radar, UV, IR, and magscan sensors, thus protecting all units in a radius of up to 180 meters by projecting a "cloak" to its enemies. Enemy long-range sensors can find vehicles and 'Mechs within the curtain, but the Guardian obscures the reading and prevents identification. By the time the enemy enters visual range, sensors can sometimes override the jamming, but by this time most pilots rely on their own eyes to track the opposition."

Also, the Guardian ECM Suite apparently includes an integral ECCM capacity (the operation of which is described in Tactical Operations, pgs. 224-225), which accounts for the "counter mode" implemented in MWO.

In conclusion: MWO's implementation of ECM is indeed potent, but the abilities exhibited thus far do generally have a basis in BT canon or are logical and intuitive consequences thereof.

Edited by Strum Wealh, 25 December 2012 - 07:35 PM.


#225 Kaijin

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Posted 26 December 2012 - 01:53 AM

View PostStrum Wealh, on 25 December 2012 - 06:45 PM, said:

From Total Warfare, pg. 134:
....
Artemis-equipped launchers may be fired as normal missiles through the ECM..."
...
"The ECM suite does not affect other scanning and targeting devices, such as TAG and targeting computers."
...

In conclusion: MWO's implementation of ECM is indeed potent, but the abilities exhibited thus far do generally have a basis in BT canon or are logical and intuitive consequences thereof.


This is contradictory. LRMs, Artemis or otherwise, cannot be fired as normal missiles through the ECM in MWO. Streaks employ a targeting computer in canon, though they have been transformed into locking weapons in MWO. What I'm seeing from your quoted material is that ECM should not be preventing locks - only lock-sharing within it's radius.

#226 MustrumRidcully

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Posted 26 December 2012 - 03:14 AM

First a scenario:

Weapon One weighs 7 tons, and needs 10 heat sinks to be heat neutral, for a total of 17. IT deals 10 damage every 10 seconds.
Weapon Two weights 15 tons, needs 1 heat sink and 2 tons of ammo, for a total of 18 tons. It deals 15 damage every 10 seconds.

Optional Rule allows doubling the rate of fire:
Weapon One now needs 10 extra heat sinks for a total of 27 tons to be heat neutral, dealing 20 damage over 10 seconds.
Weapon Two now needs 1 extra heat sink and 2 extra tons of ammo for, for a total 21 tons. It deals 30 damage over 10 seconds.

So Without option rule, it's 17 tons for 10 damage in 10 seconds, or 18 tons for 15 damage in 10 seconds.
Without Optional Rule, it's 27 tons for 20 damage in 10 seconds, or 21 tons for 30 damage in 10 seconds.

Now for the questions:
Q: What's the color of the boathouse at Hereford?
Q: Did you expect this question?
Q: What question did you expect, and what would be your answer to that?

#227 Mazgazine1

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Posted 26 December 2012 - 03:40 AM

If removing repair and rearm is temporary, does that mean we wont be getting game modes with respawns as opposed to extra mech drops?

#228 ferluci

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Posted 26 December 2012 - 04:15 AM

I have but one easy question:

Where are my fussy dice? I want fussy dice in my cockpit dangling, so can you update when this cockpit item will be revealed?.

I love the ecm and all people still hating it.

Edited by ferluci, 26 December 2012 - 04:20 AM.


#229 steelblueskies

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Posted 26 December 2012 - 04:40 AM

View PostKaijin, on 26 December 2012 - 01:53 AM, said:


This is contradictory. LRMs, Artemis or otherwise, cannot be fired as normal missiles through the ECM in MWO. Streaks employ a targeting computer in canon, though they have been transformed into locking weapons in MWO. What I'm seeing from your quoted material is that ECM should not be preventing locks - only lock-sharing within it's radius.

nominally given indirect fire rules, if we were to be able to see a mech personally we should not be able to get a lock IF lock on is intended as the indirect fire system, however if it IS intended as the implementation of indirect fire then being able to lock a target inside ecm for the purposes of indirect fire should be possible.

in other words. when someone ELSE can see it, without tag, being able to lock onto the target of that unit needs to be possible so long as you or they are not inside a hostile ecm field, or an alternative indirect fire system must be put in.

the tracking lock on mechanic was all well and good, but it has been core to breaking streaks repeatedly, and is causal in having to fudge damage numbers, tracking rates, and more with lrms.

but perhaps instead of this you could try explaining why ecm on a mech with only two energy hardpoints(d-dc), both in the arms makes more sense than allowing it on a mech with 2 ct energy hardpoints AND two arm energy hardpoints on top of dual ams(k).
i'd tell them it's because then people would place big energy weapons in the arms, and a single 1 crit energy weapon in the ct, then add tag to the ct, whereas on the d-dc they have to give up one of the potentially big energy weapons with the most range of fire. which would also be part of why the 3m cicada got it, as otherwise you'd have a 6 energy hp mech(so no weapon choice stress really), or a 4 machinegun/2uac + tag mech which would be punitive. i can't explain the commando/raven variant choice really.it also doesn't help that the biggest stressor of torso heavy mechs effectiveness were fast movers and jumpers, and jumpjetting's kind of broken right now due to bugs with the new jet systems.

need to get the other tech out asap and fix client prediction, netcode, and collision/knockdown.

anywho, as you probably won't get to this until january, still wanna hear how the wedding went.

#230 IG 88

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Posted 26 December 2012 - 05:31 AM

1. Will you re-introduce collision ?

2. Will you introduce melee weapon ?

3. Are you guys ahead of your schedule ?

4. Will you put in place some kind of gift feature for mc ?

5. When are we getting a lobby ?

6. Where is our integrated VOIP ?

7. There is a lot of rumor on the forum about community warfare, it will be really helpful if you could confirm some obscure point
- Pay to play - Is Clan mech gonna be mc only ?
- Planets Control - like in "planetside 2" except we are capturing planet instead of hexagon zone ?
- benefit of house - is there any ?
- Clan/Guild - how will that work ?

8.HUD/UI - any plan on fitting the current HUD in the actual cockpit (I mean make use of all those screen and force us to pan the camera to look at our weapon group monitor and stuff like that).

9. How about you put the default cl_fov at 100 ?

I think that all I can come up with atm.

#231 steelblueskies

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Posted 26 December 2012 - 05:58 AM

is this the last time you will ever leave an ask the devs up and open while you are going to be away for more than two weeks straight?

#232 ExAstris

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Posted 26 December 2012 - 07:10 AM

1. How are you going to fix ECM?

2. Early on, several tentative module ideas were released with the first batch of role warfare info. Those included ideas for battlefield orbital scans, artillery strikes of various kinds, magnetometric/seismic sensor modes, and various modules to affect weapons' handling. Our current module selection is... lacking.

Can we get a thorough update about the module plans for MWO (since its apparently our end-game content), including what things we can expect modules to affect in the future and when we can start to see more than one new module a month? Are sensor sweeps and artillery strikes still on the table, or have those been shelved for the puny (yet insanely expensive) module bonuses we have been getting?

3. Are there plans to ramp up mech production? One mech per month is a pretty slow pace, I'm already running out of mechs I'm really excited to buy/try, and the announced mechs I'm interested in won't show up for half a year at the rate we've been getting them. Also, I don't see how the Clan invasion will be very interesting if only one new chasis shows up each month.

#233 BlackDragon83

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Posted 26 December 2012 - 08:47 AM

At the moment, the Tag/ECM/Narc choice is making pre-launch choices matter, for which I want to say a big thank you to PGI. However, most people run with the same few modules without too many tough choices due to the low number currently available. How many additional pilot modules are planned? What do those modules currently under development do and how do you envision these choices changing the dynamics of battles?

#234 Ryvucz

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Posted 26 December 2012 - 09:08 AM

I have a strong suspicion you guys worked during the 25th, is this true?

#235 Farix

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Posted 26 December 2012 - 09:09 AM

Are you sure you can answer a weeks worth of questions?

#236 Icaruss

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Posted 26 December 2012 - 10:02 AM

Will we be getting a strip mech button to make changing loadouts easier? When?

#237 Major Starscream

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Posted 26 December 2012 - 12:55 PM

1. Are you doing anything to catch hackers and prevent further hacks?
2. 4 FPS bug is really annoying. ETA on the fix?
3. How about fullscreen Mechlab?
4. Is there any chance that we could see exact Mechs fittings prior to buying them in Mechlab? I'd like to see where weapons slots are positioned.
5. Can we get Mech profiles? I would love to have saved setups and then chenge fittings by selecting profiles. 3-5 per Mech would be great.

Thanks,

#238 Ignatz22

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Posted 26 December 2012 - 03:43 PM

SIRS;

Just a thought, but being able to identify the mech-types in the post-match would be of great asistance to those of us interested in who blew us to bits and who we never saw,etc. Also it might be nice to have a minute or so post-game to post a "Thanks for saving my overpriced but poorly laid out (by me) mech" or "Great Game!" or "I'd have saved you but the cat ralphed on the mouse, and...well...thiings got sticky...".

As I say, just a thought.

#239 Kaijin

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Posted 26 December 2012 - 03:48 PM

View PostMustrumRidcully, on 26 December 2012 - 03:14 AM, said:

Q: What's the color of the boathouse at Hereford?


You have excellent taste, MustrumRidcully.

#240 That Token Canadian Guy

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Posted 26 December 2012 - 05:45 PM

any thoughts on when knockdown is coming back, thats 1, 2 when are you fixing the netcoding on light mechs, they are fun i do understand but people are abusing them(Main problem from the start that was never fixed but worsened).Lights seem to have no issues mowing down big guys.That being said yes good light pilots are capable but bad ones should not be.The ecm helps lots however give it to all light mechs or people just won't bother with other light variants.The fact you ruined 90% of the clans formed out there due to your delays of the 4 man.And yes you lost most of your cash by giving in to the pugs which were like 20% of your population.I'm hoping you fix the basic problems you have had since day one and manage to bring back the population.Basic's to fix a business.If not then the time MWO will run will be fun but will not last due to lack of interest.I'm here till its done,and i am hoping it lasts.So plz fix your problems from the past rather then adding new stuff and ignoring to old.And final thought, the less people playing the less money you make.Simple business 101 from college.Do a roll back from school and REMEMBER. Ty for your time,even though more then likely will be by passed like everything else brought to your attention.

Look if this was a money grab,then fine i understand the need for it to fail.If it is not, fix it or it will fail soon.

Edited by daxiazun, 26 December 2012 - 05:50 PM.






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