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Ask The Devs 4!


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#21 Monky

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Posted 23 May 2012 - 02:49 PM

What are you planning for in game purchases/game affecting purchases with real money? Are there any specifics available?

#22 ManDaisy

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Posted 23 May 2012 - 02:49 PM

what are the official ranges/dmg/heat of all weapons?

#23 GrimWulf

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Posted 23 May 2012 - 03:03 PM

I probably missed it somewhere but here goes.

Will the game support Multiple (physical and virtual) CPU/GPUs?

#24 jhempsrt4

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Posted 23 May 2012 - 03:10 PM

Will I need to buy 4 elite founders packages to get all 4 founder mechs?

#25 Axen Marik

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Posted 23 May 2012 - 03:59 PM

Will there be remakes of previous mech games multiplayer maps for us to enjoy?

#26 GrizzlyViking

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Posted 23 May 2012 - 04:35 PM

1. Does a below average computer system prevent a closed beta invite?

2. If so, what are the minimum system requirements to be eligible for an invite to closed beta?

#27 Felicitatem Parco

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Posted 23 May 2012 - 04:54 PM

How does the nature of your software environment dictate the kinds of environmental features (and environmental interactions) make it into the game? Are you pleased with the level of detail-capacity and the kinds of tools you have at your fingertips?

I know you have to balance your time and the game's overall properties, but, with the kinds of tools and programming time you have at your disposal: What kind of features have you added that you really wanted to see in this game; what kinds of possibly-neat things are you begrudgingly leaving out for technical reasons; and what things do you want in the game but simply don't have the time for?

#28 SweetJackal

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Posted 23 May 2012 - 04:55 PM

On the topic of the Founders Mechs:

View PostGarth Erlam, on 22 May 2012 - 03:06 PM, said:

These will not be vastly superior death machines - they will be on par with other variants; they are merely different not better.

How will the Founder Mechs be different? Just a different weapon loadout but the same hardpoints? Different hardpoints that match a different mech's layout (Like a jenner getting a raven's hardpoint setup)? Or will these mechs be 100% completely unique so that some builds on them won't be possible on any non premium mech? Or will the differences be only the C-Bill booster and the model for the mech itself, all gameplay aspects being the same as something else already in the game?

#29 tPagen

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Posted 23 May 2012 - 04:59 PM

Is there a minimum amount of C-Bills and XP that a player gets at the end of each match?

#30 Yeach

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Posted 23 May 2012 - 05:09 PM

How do you upgrade/downgrade engines?
Are they restricted by TT movement points
ie for a Hunchback
4 walk MP = 200 engine
5 walk MP = 250 engine
6 walk MP = 300 engine
http://mwomercs.com/...engine-choices/

Or can you take a non-TT engine upgrades like Mechwarrior 3.
And can you swap between XL and standard engines?

#31 Morashtak

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Posted 23 May 2012 - 05:15 PM

How do you foresee making the hard points different enough between the Mechs of similar weight to ensure that a future addition is not simply an already included one but wearing a different skin?

Ex. Should the Trebuchet make an appearance how do you see it having a different HP layout than the Hunchback? Or any 45t or 55t Mech introduced before the Trebuchet?

Do you see this being a problem or have you planned for a limited number of Mechs in each weight class? i.e. Only 2 each of each tonnage, etc.

#32 Felicitatem Parco

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Posted 23 May 2012 - 05:59 PM

Has Bryan physically recovered from his curb-stomping yet?

#33 Mattiator

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Posted 23 May 2012 - 06:13 PM

What methods of payment will you be accepting for in-game purchases at launch?

#34 Ranger207

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Posted 23 May 2012 - 06:30 PM

Will weapons have different models? As in, a Defiance Killer Type T have 10 damage every 10 seconds, while a Mydron B does 1 damage every second?

#35 BanditRaptor

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Posted 23 May 2012 - 07:02 PM

Just what are the founder's mechs? Will they only be a certain variant of those four mechs or will they be a variant of our choice/omnimech versions? Will the cosmetic, model-based differences between these mechs and the concept art be exclusive to founder's mechs or are these finalized designs compared to earlier concept art? (the different nose on the catapult, the one-eyed atlas, etc)

Are the founder's mechs the same mechs that everyone else will get just with increased C-Bills/XP per match, or will there be distinct, model-based physical cosmetic differences for the founder's mechs?

#36 Qman

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Posted 23 May 2012 - 07:22 PM

Out of the mech's announced so far which do you feel has the goldern ratio of: speed, armour and firepower?

#37 BarHaid

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Posted 23 May 2012 - 08:45 PM

And now it's my turn to bring a question back from the last set. HANDS. Many of us have them, yet they seem to do nothing but mock us. Do you plan on rectifying that? This goes well beyond melee. This could encompass raiding parties, blocking or unblocking streets with rubble, so much more! Tell us your dreams!

#38 Mota Prefect

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Posted 23 May 2012 - 08:58 PM

Does PGI stand for Piranha Games Interactive, or is there no "I" at all and the community and I been using the wrong acronym this whole time?

#39 Tornox

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Posted 23 May 2012 - 11:02 PM

I missed the Mechlab cut off, Will we be able to add rear facing weapons on our mechs (ex. Atlas to keep enemy scouts behind them honest since their torso turned so slow) ?

PS. I LOVE the Lab your setting up reminds me of the fantastic one that was made for Windows 98! (includes being able to change internal structure.... Fist pump!!)

#40 Felicitatem Parco

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Posted 23 May 2012 - 11:37 PM

Given the current hardpoint and critical slot restrictions, will there be anything to stop me from lightening-up a Hunchback 4G by removing the AC/20 and all other default weapons and then replacing them with a PPC on each arm (since a 55ton Mech with hand actuators can still fit a PPC on each arm)?

Edited by Prosperity Park, 23 May 2012 - 11:39 PM.






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