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Posts

  • Gnome-InterruptusGnome-Interruptus Registered User regular
    Handgimp wrote: »
    I always run XL on Griffins, so losing that LT kills me anyway. My idea is XL340 to get a top speed of 110. 2 LL (one in each ST) 2 ML in each arm and 2 JJ. 15 DHS. Probably won't work out very well.

    Dude, give it PPC nipples, then fill the arms with 4 Small Lasers for anything that gets inside your minimum range.

    steam_sig.png
    MWO: Adamski
    nonoffensiveTiglissElvenshae
  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    .
    Elvenshae wrote: »
    Nips wrote: »
    Elvenshae wrote: »
    Fucking hell, PGI.

    Stop making Hero mechs with Standard Heat Sinks.

    It blows chunks to have to drop real money on something, and then another 1.5M CBills as a "Don't Suck" tax.

    I made the same protest over the last Hero, and would have here, except it was pointed out then that you don't have to pay real dollars for the DHS. The million-and-a-half of imaginary money doesn't seem so bad in that light, especially if you're already sitting on a pile of C-bills.

    I am never sitting on "a pile of CBills," because I have so, so many other 'mechs that also need the 1.5M CBill "Don't Suck" tax.

    Like, over the weekend (mostly Friday night), I got up to 2.2M CBills, which I then spent to upgrade my last (Saber reinforcement) Wolverine to DHS and Endo.

    I mean, I haven't really played much since the Phoenix packages dropped (and this weekend was the first time I'd played more than a single match since the clans dropped), so I might be an outlier, but it really, really sucks (to me) to ask your players to drop a not-tiny amount of real money on something, and then need to go grind for several hours so that it doesn't blow chunks.

    It might be different if SHS vs. DHS was some kind of decision, but it's literally a straight upgrade - and for an energy boat platform, it's stupidly essential.

    In that case yeah, that blows, and I'm totally with you in the outrage.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    Elvenshae
  • ButtcleftButtcleft Registered User regular
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Buttcleft wrote: »
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

    Are you sure that's a bug? I'm pretty sure there's a movement-suppression effect on losing a leg, that only goes away under non-combat circumstances which allows you to go back to the 40 kph minimum.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    Gnome-InterruptusElvenshae
  • nonoffensivenonoffensive Registered User regular
    Buttcleft wrote: »
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

    I'm not sure PGI even knows about it. Here's what I found on the forum:

    http://mwomercs.com/forums/topic/170177-legged-speeds-limit-on-lights-stuck-on-15-kph/

  • ButtcleftButtcleft Registered User regular
    Nips wrote: »
    Buttcleft wrote: »
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

    Are you sure that's a bug? I'm pretty sure there's a movement-suppression effect on losing a leg, that only goes away under non-combat circumstances which allows you to go back to the 40 kph minimum.

    So its even stupider than I thought it was.

    Gethnonoffensive
  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Buttcleft wrote: »
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

    I'm not sure PGI even knows about it. Here's what I found on the forum:

    http://mwomercs.com/forums/topic/170177-legged-speeds-limit-on-lights-stuck-on-15-kph/

    Again, I'm pretty sure this is intended behavior. It was in a patch sometime in the last year or so.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
  • nonoffensivenonoffensive Registered User regular
    Nips wrote: »
    Buttcleft wrote: »
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

    I'm not sure PGI even knows about it. Here's what I found on the forum:

    http://mwomercs.com/forums/topic/170177-legged-speeds-limit-on-lights-stuck-on-15-kph/

    Again, I'm pretty sure this is intended behavior. It was in a patch sometime in the last year or so.

    I can remember a few occasions on Caustic and Alpine where I was limping around at 15kph for the rest of the match. Obviously I'm mistaken and there's no possibility there's a bug with the recovery mechanism. I'll try and get a screenshot the next time I'm not insta-gibbed by the 4+ assaults packed into every team because lights aren't popular to play for some strange reason.

  • NipsNips He/Him Luxuriating in existential crisis.Registered User regular
    Nips wrote: »
    Buttcleft wrote: »
    So the current patch didn't fix the bug where if you lose a leg you randomly can only go 15kph

    I'm not sure PGI even knows about it. Here's what I found on the forum:

    http://mwomercs.com/forums/topic/170177-legged-speeds-limit-on-lights-stuck-on-15-kph/

    Again, I'm pretty sure this is intended behavior. It was in a patch sometime in the last year or so.

    I can remember a few occasions on Caustic and Alpine where I was limping around at 15kph for the rest of the match. Obviously I'm mistaken and there's no possibility there's a bug with the recovery mechanism. I'll try and get a screenshot the next time I'm not insta-gibbed by the 4+ assaults packed into every team because lights aren't popular to play for some strange reason.

    I mean, there could be a bug in there if you get stuck at 15 kph forevermore. My memory of the mechanic was "Lose a leg, drop to 15 kph until you stop getting shot at. Some short time later, speed up to 40 kph until shot again." I wouldn't be shocked if there was a bug somewhere in all that mess.

    JXUBxMxP0QndjQUEnTwTxOkfKmx8kWNvuc-FUtbSz_23_DAhGKe7W9spFKLXAtkpTBqM8Dt6kQrv-rS69Hi3FheL3fays2xTeVUvWR7g5UyLHnFA0frGk1BC12GYdOSRn9lbaJB-uH0htiLPJMrc9cSRsIgk5Dx7jg9K8rJVfG43lkeAWxTgcolNscW9KO2UZjKT8GMbYAFgFvu2TaMoLH8LBA5p2pm6VNYRsQK3QGjCsze1TOv2yIbCazmDwCHmjiQxNDf6LHP35msyiXo3CxuWs9Y8DQvJjvj10kWaspRNlWHKjS5w9Y0KLuIkhQKOxgaDziG290v4zBmTi-i7OfDz-foqIqKzC9wTbn9i_uU87GRitmrNAJdzRRsaTW5VQu_XX_5gCN8XCoNyu5RWWVGTsjJuyezz1_NpFa903Uj2TnFqnL1wJ-RZiFAAd2Bdut-G1pdQtdQihsq2dx_BjtmtGC3KZRyylO1t2c12dhfb0rStq4v8pg46ciOcdtT_1qm85IgUmGd7AmgLxCFPb0xnxWZvr26G-oXSqrQdjKA1zNIInSowiHcbUO2O8S5LRJVR6vQiEg0fbGXw4vqJYEn917tnzHMh8r0xom8BLKMvoFDelk6wbEeNq8w8Eyu2ouGjEMIvvJcb2az2AKQ1uE_7gdatfKG2QdvfdSBRSc35MQ=w498-h80-no
    Elvenshae
  • HandgimpHandgimp R+L=J Family PhotoRegistered User regular
    Well, I feel like a surgeon's scalpel rocking my Spider-5D with 3 MPL and both the range and cooldown modules.

    PwH4Ipj.jpg
    NipsElvenshae
  • KashaarKashaar Low OrbitRegistered User regular
    Nips wrote: »
    (65:45) Map Production? Do maps still cost $250k to produce? Community developed maps?
    -(A little more discussion about the last question on lost faith, missed deadlines, improving, and the immediate future)
    -Maps! Don't cost anywhere near that much anymore. That number was a peak, extreme number, when every single asset on-map had to be created.
    -There was a team of a half-dozen on maps at first, to get the map-making pipeline established. But that's now in-place.
    -INDUSTRIAL CITY has very little in the way of brand-new assets, with a smattering of new objects. It's looking great.
    -Russ understands that there's concerns over map production, PGI is just as frustrated at the slow pace
    -IGP THROWN UNDER THE BUS: PGI WANTED TO MAKE MAPS, IGP SAID NO, HAD TO PUT RESOURCES ON CLAN MECHS INSTEAD
    -Three guys/two guys working on maps full-time. Guessing it takes about $40k for a new map, using asset types they currently have.
    -Utilizing the assets they have, maps can be done cheaper and quicker.
    -Industrial City: About two months of work, all-in. September 23rd target release. Going into stable patch branch tomorrow (Tuesday)
    -SWAMP: Already being worked on. Last of new asset set, already had a bunch of work done.
    -Future maps, community created or PGI created, will be targeted to use the asset sets that will exist post-Swamp-release.
    -Not feeling like they'll need significant new assets
    -Bottom Line: Finish Industrial City, Finish Swamp, Finish next CW module *WHICH COMES WITH A NEW MAP AND MODE ITSELF*
    -ATTACK/DEFEND game mode, with an additional map, and map work {on existing maps?}
    -PGI is thinking about community map creation, but MWO is still a closed system, so they need to create a system or pipeline to manage this.
    -The quality and style of community-made maps has to fit within what's in MWO currently.
    -Russ knows there are talented guys out there in the community that can do this. PGI knows there's potential here.

    What a fucking load of horse shit.
    Seriously.
    As someone with a level design background, I can tell you that maps of the quality and scope that PGI puts out, using existing assets, would take a single skilled level designer, generously, a single month to create. So where does that 40k figure come from? I call bullshit.

    It's somewhat good to hear that it was IGP blocking the prioritization of new maps though.

    Indie Dev Blog | Twitter | Steam
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    I'm working on a cute little video game! Here's a link for you.
  • Gnome-InterruptusGnome-Interruptus Registered User regular
    Kashaar wrote: »
    Nips wrote: »
    (65:45) Map Production? Do maps still cost $250k to produce? Community developed maps?
    -(A little more discussion about the last question on lost faith, missed deadlines, improving, and the immediate future)
    -Maps! Don't cost anywhere near that much anymore. That number was a peak, extreme number, when every single asset on-map had to be created.
    -There was a team of a half-dozen on maps at first, to get the map-making pipeline established. But that's now in-place.
    -INDUSTRIAL CITY has very little in the way of brand-new assets, with a smattering of new objects. It's looking great.
    -Russ understands that there's concerns over map production, PGI is just as frustrated at the slow pace
    -IGP THROWN UNDER THE BUS: PGI WANTED TO MAKE MAPS, IGP SAID NO, HAD TO PUT RESOURCES ON CLAN MECHS INSTEAD
    -Three guys/two guys working on maps full-time. Guessing it takes about $40k for a new map, using asset types they currently have.
    -Utilizing the assets they have, maps can be done cheaper and quicker.
    -Industrial City: About two months of work, all-in. September 23rd target release. Going into stable patch branch tomorrow (Tuesday)
    -SWAMP: Already being worked on. Last of new asset set, already had a bunch of work done.
    -Future maps, community created or PGI created, will be targeted to use the asset sets that will exist post-Swamp-release.
    -Not feeling like they'll need significant new assets
    -Bottom Line: Finish Industrial City, Finish Swamp, Finish next CW module *WHICH COMES WITH A NEW MAP AND MODE ITSELF*
    -ATTACK/DEFEND game mode, with an additional map, and map work {on existing maps?}
    -PGI is thinking about community map creation, but MWO is still a closed system, so they need to create a system or pipeline to manage this.
    -The quality and style of community-made maps has to fit within what's in MWO currently.
    -Russ knows there are talented guys out there in the community that can do this. PGI knows there's potential here.

    What a fucking load of horse shit.
    Seriously.
    As someone with a level design background, I can tell you that maps of the quality and scope that PGI puts out, using existing assets, would take a single skilled level designer, generously, a single month to create. So where does that 40k figure come from? I call bullshit.

    It's somewhat good to hear that it was IGP blocking the prioritization of new maps though.

    I'm not sure if the level design is separate from finding all the fall through the world locations / stuck on a pebbles, but that could be part of it.

    steam_sig.png
    MWO: Adamski
    Geth
  • KashaarKashaar Low OrbitRegistered User regular
    Kashaar wrote: »
    Nips wrote: »
    (65:45) Map Production? Do maps still cost $250k to produce? Community developed maps?
    -(A little more discussion about the last question on lost faith, missed deadlines, improving, and the immediate future)
    -Maps! Don't cost anywhere near that much anymore. That number was a peak, extreme number, when every single asset on-map had to be created.
    -There was a team of a half-dozen on maps at first, to get the map-making pipeline established. But that's now in-place.
    -INDUSTRIAL CITY has very little in the way of brand-new assets, with a smattering of new objects. It's looking great.
    -Russ understands that there's concerns over map production, PGI is just as frustrated at the slow pace
    -IGP THROWN UNDER THE BUS: PGI WANTED TO MAKE MAPS, IGP SAID NO, HAD TO PUT RESOURCES ON CLAN MECHS INSTEAD
    -Three guys/two guys working on maps full-time. Guessing it takes about $40k for a new map, using asset types they currently have.
    -Utilizing the assets they have, maps can be done cheaper and quicker.
    -Industrial City: About two months of work, all-in. September 23rd target release. Going into stable patch branch tomorrow (Tuesday)
    -SWAMP: Already being worked on. Last of new asset set, already had a bunch of work done.
    -Future maps, community created or PGI created, will be targeted to use the asset sets that will exist post-Swamp-release.
    -Not feeling like they'll need significant new assets
    -Bottom Line: Finish Industrial City, Finish Swamp, Finish next CW module *WHICH COMES WITH A NEW MAP AND MODE ITSELF*
    -ATTACK/DEFEND game mode, with an additional map, and map work {on existing maps?}
    -PGI is thinking about community map creation, but MWO is still a closed system, so they need to create a system or pipeline to manage this.
    -The quality and style of community-made maps has to fit within what's in MWO currently.
    -Russ knows there are talented guys out there in the community that can do this. PGI knows there's potential here.

    What a fucking load of horse shit.
    Seriously.
    As someone with a level design background, I can tell you that maps of the quality and scope that PGI puts out, using existing assets, would take a single skilled level designer, generously, a single month to create. So where does that 40k figure come from? I call bullshit.

    It's somewhat good to hear that it was IGP blocking the prioritization of new maps though.

    I'm not sure if the level design is separate from finding all the fall through the world locations / stuck on a pebbles, but that could be part of it.

    Fair point. That's QA though, not LD - but if they've included it in the figure it would at least make it look slightly more sane.
    wyld_thang wrote: »
    Call me a noob (which I am) but how can I join the Irregulars? Do I need an invite? Is it a problem that I am playing from Germany?

    Hi! I'm playing from Germany too, and I'm not the only one :) If you want a sig, me or @TOGSolid‌ make them. Is @wyld_thang‌ your ingame name as well?

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • TiglissTigliss Registered User regular
    Kashaar wrote: »
    Nips wrote: »
    (65:45) Map Production? Do maps still cost $250k to produce? Community developed maps?
    -(A little more discussion about the last question on lost faith, missed deadlines, improving, and the immediate future)
    -Maps! Don't cost anywhere near that much anymore. That number was a peak, extreme number, when every single asset on-map had to be created.
    -There was a team of a half-dozen on maps at first, to get the map-making pipeline established. But that's now in-place.
    -INDUSTRIAL CITY has very little in the way of brand-new assets, with a smattering of new objects. It's looking great.
    -Russ understands that there's concerns over map production, PGI is just as frustrated at the slow pace
    -IGP THROWN UNDER THE BUS: PGI WANTED TO MAKE MAPS, IGP SAID NO, HAD TO PUT RESOURCES ON CLAN MECHS INSTEAD
    -Three guys/two guys working on maps full-time. Guessing it takes about $40k for a new map, using asset types they currently have.
    -Utilizing the assets they have, maps can be done cheaper and quicker.
    -Industrial City: About two months of work, all-in. September 23rd target release. Going into stable patch branch tomorrow (Tuesday)
    -SWAMP: Already being worked on. Last of new asset set, already had a bunch of work done.
    -Future maps, community created or PGI created, will be targeted to use the asset sets that will exist post-Swamp-release.
    -Not feeling like they'll need significant new assets
    -Bottom Line: Finish Industrial City, Finish Swamp, Finish next CW module *WHICH COMES WITH A NEW MAP AND MODE ITSELF*
    -ATTACK/DEFEND game mode, with an additional map, and map work {on existing maps?}
    -PGI is thinking about community map creation, but MWO is still a closed system, so they need to create a system or pipeline to manage this.
    -The quality and style of community-made maps has to fit within what's in MWO currently.
    -Russ knows there are talented guys out there in the community that can do this. PGI knows there's potential here.

    What a fucking load of horse shit.
    Seriously.
    As someone with a level design background, I can tell you that maps of the quality and scope that PGI puts out, using existing assets, would take a single skilled level designer, generously, a single month to create. So where does that 40k figure come from? I call bullshit.

    It's somewhat good to hear that it was IGP blocking the prioritization of new maps though.

    40k is about 3.5 staff months of work: art, dev, testing, and release could realistically be about 40k. That being said, bring on the community maps! I would love a curated set of maps.

    l7n41RV.png?1
    ElbasunuElvenshae
  • imperialparadoximperialparadox Houston, TXRegistered User regular
    Russ's QA seemed to have a lot of "we're not blaming IGP, but we're blaming IGP" along with a lot of "we'll keep working on the game as long as you keep giving us money, so pay up" mentions."

    The thing that bothers me the most is that they consider 3 of the 4 "pillars" to be delivered. Role Warfare? Hah. There are what, two roles? Either you have a speed around 150 and you are a scout, or you are slower and you are a weapon platform of varying degrees of sturdiness. The whole 3/3/3/3 thing was because they utterly failed on delivering role warfare.

    ...but I'm sure CW is 90 days away, for real this time guys. No really. In the meantime buy our next mech pack with medallion boosters that will be implemented soon.*

    * - soon may or may not be defined as never.

    steam_sig.png
    Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
    XBL Gamertag: Paradox3351 | PSN: imperialparadox
    nonoffensiveNipsElvenshae
  • ButtcleftButtcleft Registered User regular
    edited September 2014
    there are two roles in MWO

    LRM Spewer, and LRM spotter.

    In regards to that, I wish I could fit another two LRM15 in my Jager-A

    Buttcleft on
  • imperialparadoximperialparadox Houston, TXRegistered User regular
    Also, PGI's countdown page for the new game seems to be broken, but it's coming back up in pieces.

    http://transversegame.com/about/game

    EVE Elite:Dangerous Star Citizen killer spotted!

    steam_sig.png
    Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
    XBL Gamertag: Paradox3351 | PSN: imperialparadox
  • Kaboodles_The_AssassinKaboodles_The_Assassin Kill the meat. Save the metal.Registered User regular
    Elvenshae wrote: »
    Fucking hell, PGI.

    Stop making Hero mechs with Standard Heat Sinks.

    It blows chunks to have to drop real money on something, and then another 1.5M CBills as a "Don't Suck" tax.

    It's a canon hero mech design that came with SHS, so them's the breaks.

    sXXjb1B.png
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    http://transversegame.com/about/game

    So this is their new game??? I'll pass. If i want space combat, theres plenty else out there already. I suspect a flop.

    kx3klFE.png
    imperialparadoxTOGSolid
  • nonoffensivenonoffensive Registered User regular
    Buttcleft wrote: »
    there are two roles in MWO

    LRM Spewer, and LRM spotter.

    In regards to that, I wish I could fit another two LRM15 in my Jager-A

    I'd say more like: ECM Mule and DPS.

    If you have ECM (i.e. Spider, Raven, 3M, DDC) you have a role. If you have good hardpoints (i.e. Jenner, Firestarter, Jagermech, Clams, etc.) you can DPS. Damage is so overwhelming at the moment, there's no real way to tank, so either you have superior DPS or the ability to mitigate DPS with good hitboxes, high hardpoints, deadsiding, etc.

    Information warfare is basically ECM and UAVs neither of which are restricted to anything in particular. Narc gets an honorable mention after a year plus of buffs that has finally kind of made it ok.

    A team of heavies and assaults would probably be superior to anything with Mediums in it, and one or two lights is really all you'd want.

    Elvenshae
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    http://transversegame.com/about/game

    So this is their new game??? I'll pass. If i want space combat, theres plenty else out there already. I suspect a flop.

    just give it ten years, you'll see

    3basnids3lf9.jpg




    HydroSqueegeeTOGSolid
  • nonoffensivenonoffensive Registered User regular
    edited September 2014
    Also, PGI's countdown page for the new game seems to be broken, but it's coming back up in pieces.

    http://transversegame.com/about/game

    Aww yeah, that teaser is awesome. I can't wait to drop out of space and conquor planets in my customized machine of destruction.

    nonoffensive on
    Gnome-InterruptusElvenshae
  • HydroSqueegeeHydroSqueegee ULTRACAT!!!™®© Registered User regular
    50,000 GXP and 9,000,000 cbills later, cooldown stuff is unlocked and some modules purchased. we'll see how this goes.

    kx3klFE.png
    Elvenshae
  • imperialparadoximperialparadox Houston, TXRegistered User regular
    So if it just makes barely over a million...you can fly around and...that's it?

    steam_sig.png
    Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
    XBL Gamertag: Paradox3351 | PSN: imperialparadox
  • ButtcleftButtcleft Registered User regular
    I think they are shooting themselves in the foot with not giving the 30 dollars tier beta access.

    TaranisElbasunu
  • TaranisTaranis Registered User regular
    Buttcleft wrote: »
    I think they are shooting themselves in the foot with not giving the 30 dollars tier beta access.

    But that's how Star Citizen did it!

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  • wyld_thangwyld_thang Registered User regular
    I'm back. My ingame handle is "Selfried".

    Elvenshae
  • HandgimpHandgimp R+L=J Family PhotoRegistered User regular
    edited September 2014
    wyld_thang wrote: »
    I'm back. My ingame handle is "Selfried".

    K we just dropped but I'll invite you once the match is over, if it's not already done.

    e: And sent.

    Handgimp on
    PwH4Ipj.jpg
    HydroSqueegee
  • DaMoonRulzDaMoonRulz Mare ImbriumRegistered User regular
    Every % that game gets I lose that much more faith in humanity

    3basnids3lf9.jpg




    HydroSqueegeem!ttensimperialparadoxTOGSolidAvynte
  • chrisnlchrisnl Registered User regular
    So for a million, you get the ability to fly. For a million and a half, you can build these ships, and once you get to two million you can actually fight with them. And hey, if you get to two and a half million, we'll even let you collect resources!

    What? This is a serious thing, and not just some cruel joke? (I am prepared to believe it is both a serious thing and a cruel joke at the same time).

    Regarding MWO, which Clan mechs are available for c-bill purchase now? Nova, Summoner and some others?

    steam_sig.png
  • ButtcleftButtcleft Registered User regular
    chrisnl wrote: »
    So for a million, you get the ability to fly. For a million and a half, you can build these ships, and once you get to two million you can actually fight with them. And hey, if you get to two and a half million, we'll even let you collect resources!

    What? This is a serious thing, and not just some cruel joke? (I am prepared to believe it is both a serious thing and a cruel joke at the same time).

    Regarding MWO, which Clan mechs are available for c-bill purchase now? Nova, Summoner and some others?

    Kitfox, Nova, Summoner.

    also just need 4000 more experience to elite out my last Jagermech, the DD. so close but so burned out from the weekend.

  • TOGSolidTOGSolid Drunk sailor Seattle, WashingtonRegistered User regular
    Just a reminder that we do have a Space Sim Megathread for making fun of discussing Transverse! http://forums.penny-arcade.com/discussion/180494/the-space-sim-megathread-mechwarrior-online-devs-want-that-star-citizen-cash/p37

    wWuzwvJ.png
    imperialparadox
  • KashaarKashaar Low OrbitRegistered User regular
    wyld_thang wrote: »
    I'm back. My ingame handle is "Selfried".

    Alright, made you a sig! Download http://stuff.pyrron.com/oosiks/sigs.rar, find the file with your name on it, and upload it to your image hoster of choice (such as imgur.com for example), done!

    Indie Dev Blog | Twitter | Steam
    Unreal Engine 4 Developers Community.

    I'm working on a cute little video game! Here's a link for you.
  • MvrckMvrck Dwarven MountainhomeRegistered User regular
    I just had a thought, and it has completely altered my perception of MWO.

    It is not the story of a terrible studio failing to make their promised product over the course of two years.

    It is the heartwarming tail of triumph of a single competent programmer, Brian Buckton. How for two years, he has consistently and repeatedly made a relatively fun mech combat simulator, despite a dozen or more other people doing their best to completely fuck it up.

    ElbasunuHydroSqueegeeHandgimpimperialparadoxNotoriusBENNipsTaranisAvynteBRIAN BLESSED
  • TiglissTigliss Registered User regular
    So that last match, let's never mention it again...

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    Elvenshae
  • MazzyxMazzyx Comedy Gold Registered User regular
    I still have fun shooting giant robots in MWO but I have accepted that is all it will be. It is Mechwarrior 4 multiplayer deathmatch with better graphics and better balance.

    And if you don't believe that last part you didn't play enough MW4 multi.

    Doesn't mean it is balanced or the most amazing game but I have accepted it for what it is.

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    HydroSqueegeejjae2123Phoenix-DNips
  • wyld_thangwyld_thang Registered User regular
    Kashaar wrote: »
    wyld_thang wrote: »
    I'm back. My ingame handle is "Selfried".

    Alright, made you a sig! Download http://stuff.pyrron.com/oosiks/sigs.rar, find the file with your name on it, and upload it to your image hoster of choice (such as imgur.com for example), done!

    Thanks a load!

    Kashaar
  • Niceguy MyeyeNiceguy Myeye Registered User regular

    So, the combination of robots, Industrial City and 90's technology reminds me of this:

    https://www.youtube.com/watch?v=-8zq4LR1u6E

    italianranma
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