Ask The Devs 30 - New Formula!
#121
Posted 09 January 2013 - 05:00 AM
ECM is a lowsy bandaid. Missiles are support weapons but currently they are weapons of mass destruction as people can easily rack up points using them. Will you ever return them to how they're suppose to work?
#122
Posted 09 January 2013 - 06:33 AM
Garth Erlam said:
NEW LOOK
Same great taste!
#123
Posted 09 January 2013 - 06:55 AM
Here are my questions:
- Can we get a definitive statement on ECM so that we can generally know if changes are needed (I'm fine with the way it works, I don't particularly care, I just feel the community needs an answer to this topic)?
- Originally, during closed beta, the mech XP trees were labeled as "placeholders". Are there plans for a revamp of the XP system, and if so, what are the general ideas (including pilot modules)? Should we expect revisions to this as we go along, or should we expect this post-full release?
- Are the current rewards systems where you want (i. e. minor tweaks) or do they need further expansion/revision? What are the general "milestones" you are going for where you feel the reward system would be "balanced"?
#124
Posted 09 January 2013 - 07:06 AM
2. Many consider the heat scale especially for energy weapons high. Do you see clan mechs overheating very quickly in their stock setup? (for instance the Daishi has 4 ER Large Lasers and the Masakari has 4 ER PPCs)
3. Are there plans to include future tech such as snub-nose PPC, plasma cannon, rotary AC, or light fusion engines?
4. Speaking of clan invasion, if we do not have clan tech and we aren't fighting NPCs, how will we initially face off against clan mechs?
5. Will the Clan invasion occur during open beta or after launch?
6. 3rd Person Camera was proposed to make the game accessible to those that have a hard time with the torso rotation and yet ECM makes the game even less accessible to new persons. Any chance you are going to balance ECM to be less OP?
7. Are we going to be able to drop as teams of 5, 6, or 7? (Our persons online tend to be in the range of 6 or 14 which makes 4 and 8 man drops less then ideal)
#125
Posted 09 January 2013 - 07:15 AM
2. Also, how would the SDR-5D and SDR-5V show any uniqueness? They both have the same type and number of hardpoints if we go by their TT variants. Two Beam (well, one's a flamer but it's the same in MW:O) weapons both, everything is identical.
3. Might there be an idea for an achievement type system, or something that would let players strive for more then just killing others or base capping, (and whatever other game modes are forthcoming, obviously,) and getting C-Bills/XP for it. And not necessarily achievements like you see on X-box or in certain other platforms where something pops up and gives you meaningless points....possibly MC. Say you reach a milestone, 100 wins, and you reward is 20 MC or something of the sort. Reach 500 assists, and you get 50, etc. Values obviously would be different based on what PGI would like.
Small incentives that might push someone over that little edge when they look at an item and go "@#%^% I'm 20 MC from buying this Hula Doll!!" Might help gear it toward things that help a team mentality or helping PGI find bugs/etc so that it can be used to benefit player and game. This leads into an idea for number...
4. Obviously this is something for down the road, but might there be any thoughts to producing MW:O miniatures of the Hero 'Mechs you create, if PGI could somehow procure the rights or work with whatever company is needed to achieve this? An idea would be something like, you produce a hero 'mech or even a stock design and sell a miniature that costs a bit more then a standard Battletech/Mechwarrior figure, and it gives you a code to unlock said design in game AND we get a cool momento!
5. Orion variants and hardpoints please?
*BONUS!* WTB Cupholders, make it happen? Need to be able to select Battletech inspired drinks that are sitting in them!
#126
Posted 09 January 2013 - 07:28 AM
Jack Gallows, on 09 January 2013 - 07:15 AM, said:
2. Also, how would the SDR-5D and SDR-5V show any uniqueness? They both have the same type and number of hardpoints if we go by their TT variants. Two Beam (well, one's a flamer but it's the same in MW:O) weapons both, everything is identical.
You do realize the Spider will be out on the 15th whereas it will take 2 weeks for them to reply with answers right?
#127
Posted 09 January 2013 - 07:48 AM
1.) Any plans for high/low gravity maps?
2.) In the offical trailer you show an Atlas making a "hot drop". Are there any plans for a game mode where one side defends and the other side makes a hot drop? Maybe for when a unit makes it's frist drop on a contested planet when community warfare is implmented?
3.) Any plans for a Solaris VII map or maps? It will let you guys make a Free-For-ALL game mode. Pilots could even place wagers on the outcome or even a manditory buy in to create the winners purse.
#128
Posted 09 January 2013 - 08:18 AM
With the Yen-Lo-Wang we saw the first use of tweaking of mech performance and giving them a unique feel. You guys have stated that all mechs eventually will have these tweaks. Could we potentially see it see it that these tweaks extend to the weapons that the mech can equip? Each mech variant has it's traditional set up, could this be used to attempt to maintain that mechs original feel. For instance the Awesome could have a reduction of heat generated for PPC fire which something like an Atlas wouldn't have because the Awesome was originally built with PPCs in mind.
#129
Posted 09 January 2013 - 08:42 AM
#130
Posted 09 January 2013 - 08:42 AM
Sears, on 09 January 2013 - 08:18 AM, said:
With the Yen-Lo-Wang we saw the first use of tweaking of mech performance and giving them a unique feel. You guys have stated that all mechs eventually will have these tweaks. Could we potentially see it see it that these tweaks extend to the weapons that the mech can equip? Each mech variant has it's traditional set up, could this be used to attempt to maintain that mechs original feel. For instance the Awesome could have a reduction of heat generated for PPC fire which something like an Atlas wouldn't have because the Awesome was originally built with PPCs in mind.
+1, make it happen.
#131
Posted 09 January 2013 - 09:11 AM
What kind of changes and timetable can we expect to see when it comes to the Paint and Camo area of the Mech Lab?
Question 2:
When will some sort of "Organized Competitive Matchmaking (or Lobby)" be making an appearance? Will the Rewards and Match Bonuses be adjusted to prevent C-Bill Grinding (reduced), or Encourage Competitive Play (boosted)?
Question 3:
Is PGI looking into alternative or creative ways to spend the excess Mech XP earned from piloting Mastered Mechs? (other than using MC to convert it to GXP)
Question 4:
Will Clans be considered a different faction when they are implemented?
If so, what kind of differences can Clanners expect to see compared to the Inner Sphere factions when it comes to Matchmaking, Match Rewards, and the Economy?
Edited by Syllogy, 09 January 2013 - 09:15 AM.
#132
Posted 09 January 2013 - 09:31 AM
#133
Posted 09 January 2013 - 10:21 AM
2) Why is not the LB-10X fully represented in this game (i.e. able to shoot both LB ammo and standard AC10 ammo)?
2a) If the reason was to not outshadow the standard AC10, why not adjust the number of shots that come per ton when assignning ammo toward a LB-10X (say like 10 per ton instead of 15) and the reduce the range on cluster rounds?
#134
Posted 09 January 2013 - 10:34 AM
I would like to know if you work on a lobby-system.
It would make companytrainings and Clanwars much more simply and more fun.
Thanks for your patient. keep up the pace
#135
Posted 09 January 2013 - 10:38 AM
#136
Posted 09 January 2013 - 10:57 AM
#137
Posted 09 January 2013 - 11:04 AM
#138
Posted 09 January 2013 - 11:11 AM
tank2010, on 09 January 2013 - 11:04 AM, said:
This is not the thread you are looking for. This is Ask the Devs, where we supposedly ask questions relevant to the community at large, and we supposedly get answers to them. This is your problem, and your problem alone; make a support ticket.
Try support@mwomercs.com
#139
Posted 09 January 2013 - 11:15 AM
And i ll tell ya why ECM is so powerful (right now not in future), it is because its the only thing that information warfare is based right now. ECM will get its normal function be less powerful as it is right now and will be available on most chassis. When they introduce whole game and equipment there is, then you can complain about it not right now.
Edited by Big Giant Head, 09 January 2013 - 11:19 AM.
#140
Posted 09 January 2013 - 11:59 AM
2: Will we ever see a tutorial level?
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