Ask The Devs 30 - New Formula!
#61
Posted 08 January 2013 - 01:25 PM
#62
Posted 08 January 2013 - 01:26 PM
- Why did you design ECM in such a way that it obviates the existing role/information warfare dynamic between scouts, spotters, and fire support, and that there is no available counter outside of fighting expensive LosTech with expensive LosTech?
- When is the CN9-AH coming back? Why was it removed in the first place, when it was a unique and distinct alternative the the AN9-A, CN9-AL, and CN9-YLW?
- Any updates on the timeline for implementing the Community/Faction warfare features? I'm looking forward to the new maps and game mode that have been announced, but I'm still champing at the bit for the metagame that will tie it all together.
- What happened to the old forum's "Advanced Search" options? I haven't been able to find them since the forums rolled to the new Open Beta format, and I miss the functionality.
- Has any thought been given to slightly buffing the RoF of the AC/10? Right now it lags behind both the AC/5 and AC/20 in DoT.
- GXP gain seems very slow relative to module unlocks currently. Is unlocking modues meant to be this grindy, or is it just that way currently because we have relatively few modules to work towards?
- Where are things at with Community Warfare? Can you give us any hints at how Merc Corps are going to be managed, how contracts will work, when/how planetary conquests occur?
Why does using bullet points break my post half the time?
Edited by Solis Obscuri, 08 January 2013 - 01:26 PM.
#63
Posted 08 January 2013 - 01:27 PM
Thanks, and keep up the good work!
-AGT
#64
Posted 08 January 2013 - 01:55 PM
#65
Posted 08 January 2013 - 02:04 PM
#66
Posted 08 January 2013 - 02:12 PM
#67
Posted 08 January 2013 - 02:12 PM
How would Dropship mode visually looked like? Do you have relese date? Is it in progress?
2) Battlegrid
Battlegrids are something that you as Devs decided to add new to the MW games and as that you can add anything to it because it didnt exist in TT as well. That is something that nobody actualy had experience to use it so much as you wanted to.
Well, do you have any plans for it? To change display or add more command features ( being able to send air support and stuff like that).
3) Information warfare equipment and cockpit animations
Im sure that there is a lot of fun stuff to use when you look at information warfare section (UAV, IFF jammer, passive sensor). Basicaly, your opinion about it (Do you want do add anything more that we didnt saw in earlier versions of Mechwarrior games?). Cockpit animations - here, nothing to much just a couple of animation to bring that mechwarrior (sitting over there) to life.
Sry for the post up there i accidentally double it so i had to delete it
4) C3 and communication
Its good that people use ts3 and some other comm programs as well (Raidcall...), but what if we have communication between players that is controled by the game? Like, "ECM can disable communications between enemy lancemates". Do you have any solution? Would C3 offer something that other communication programs cannot, so that you can attract player to use ingame communication instead alternative.
5) Lasers
Can we have option to decide laser duration manualy, while in combat, when we fire it? Like if you are in situation where you know that you cannot be able to fire the full duration laser and decide to fire just a bit of it.
Imagine you have cooldown bar of laser devided in 3 sections. When you fire the laser (and hold the button) that bar starts to fill. Now:
-first section represents short duration (tap a button), less heat , less dmg, lower cooldown
-second represents normal duration (tap<x<2 secs), normal heat , normal dmg, normal cooldown
-third section represents extended duration(2 secs<x<4 or 5 secs), greater heat, greater dmg, greater cooldown
Edited by Big Giant Head, 08 January 2013 - 02:15 PM.
#68
Posted 08 January 2013 - 02:17 PM
#69
Posted 08 January 2013 - 02:18 PM
#70
Posted 08 January 2013 - 02:29 PM
I rather commend companies that put effort into timely responses to the public. A good company knows their limits and tries to do both. Free to play games is one model, however their resources are limited and they don't have a cash cow like Blizzard and enormous coffers to pay community managers.
My question: Is damage too high? in shooters the players feel powerful taking down the enemies with one or two shots...the amount of players relying on alpha strikes is relatively high. Even good teams are dumping as much damage as possible as a strategy. Shouldn't mech battle take some time? these 100 ton mechs are goliath's in the field and should be able to take a dish out punishment in epic propotions like godzilla and mothra.
Would slowing down the battle hurt or help the genre?
Gregory Owen, on 08 January 2013 - 10:56 AM, said:
the biggest complaint i see right now is the lack of communication, and now they're limiting the amount of questions answered and how often they will be answered..
i don't want to see a paragraph answer on some stupid off topic question like what your dogs favorite food is or what you guys do in your free time. this needs to be professional and to the point. CLEAR COMMUNICATION.
cherry picking answers like this just looks sloppy. they should go throgh the entire thread and give brief answers for EVERY question.
#71
Posted 08 January 2013 - 03:08 PM
2) When we sell a Mech in the MechLab we do not receive any c-bills for upgrades (DHS, endo, etc.) we have purchased while we are paid for custom weapons and equipment. Is this working as intended? If so, can you explain the reasoning?
3) What are your plans for how Clan LRMs will function? In TT they're half the weight of Inner Sphere LRMs and have no minimum range. Using current implementation as a model, Clan SSRM6's have the potential to be devastating enough. But what are practically Streak-LRM20 racks... boated on a scout? Ouch.
#72
Posted 08 January 2013 - 03:11 PM
Hardened Electronics - Makes the mech resistant (not immune) to emp effects from PPCs, and allows the mech to target hostiles under an ECM envelope (would let them use Streaks and TAG and such, at ECM-reduced lock-on speeds, but not share data).
Boosted Comms - Allows a mech to share target data while under hostile ECM cover.
Gyro Stabilizer - Reduces the received impulse of incoming fire (missiles, ACs, etc.), and eventually reduces the negative mobility effects of collisions (once they're added back in).
2 - Any thoughts on making the Command Console be a counter to ECM? For instance, a mech with a CC might be able to target and share data despite hostile ECM coverage, but at a reduced rate (longer lock-on times, longer wait times to detailed target info, etc.) and/or shorter range. Such a mech would have a symbol appear near it (similar to the current ECM label), marking it as a command mech and making it vulnerable to being deliberately targeted by the enemy.
#73
Posted 08 January 2013 - 03:27 PM
2. When will the game have some peripheral support for things like joysticks, throttles and pedals?
BTW... I like ECM.
#74
Posted 08 January 2013 - 03:28 PM
#75
Posted 08 January 2013 - 03:30 PM
3. Is there a chance that we might be able to have an option to buy mech paint colors and camo patterns permanently and for multiple mech use, versus the current single time, single mech purchase?
BTW... I still like ECM.
#76
Posted 08 January 2013 - 03:35 PM
PGI’s stated goal was to create a game that involved “role warfare”. However, the current setup of both Assault and Conquest modes do not encourage any other strategy beyond “blobbing” where each team brings in the biggest mechs that deal the most amount of damage in the shortest amount of time, thus causing both modes to play out as team deathmatches. What are PGI’s plans to encourage more “role warfare” and create niches for medium and fast heavy mechs and discourage every game mode from becoming some variation of team deathmatch?
#77
Posted 08 January 2013 - 03:36 PM
Quote
After each match XP is stored in the last BattleMech used. This pool of XP can be spent on BattleMech efficiencies. Each BattleMech chassis has its own pool of XP and custom Tech Tree. At certain branch points in the BattleMech Tech Tree, a Pilot Point is awarded to the player.
Each branch under the BattleMech’s Tech Tree represents attributes that fall into the Role Categories described earlier on.
Pilot Points that are unlocked in the BattleMech Tech Tree are then assigned to the player’s pilot avatar (MechWarrior).
Now the player can use the Pilot Points to unlock pilot abilities in the Pilot Skill tree. As abilities are purchased, Modules are unlocked in the store.
Again, the branches in the Pilot Skill Tree represent attributes that fall into the Role Categories described earlier on.
And the question: when can we expect the XP system to function at least similarly to the above? Custom Mech trees, with choices, (not a simple stack with generic skills which all need to be unlocked anyway), pilot modules that are tied to the mech tree (ie. unlocking Attack skills gives access to Attack modules) and all the rest that was mentioned in the article?
And second question: the game is missing some key functionalities expected in an online shooter: in-game chatroom/lobby, single-key messages, simple group forming with a separate chat channel (also in battle) atc. Will these come with UI2.0? If not, when can we expect them?
#78
Posted 08 January 2013 - 03:39 PM
#79
Posted 08 January 2013 - 04:00 PM
#80
Posted 08 January 2013 - 04:00 PM
It is alot like the Catapult - I know.
But it also has its own unique builds and options aswell as an ECM veriant (CRD-7L to be exact)
And seeing that the ¨only¨ mechs that work now are ECM equipped mechs, it just makes sense to add it.
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