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.
MWO: Adamski
+3
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
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.
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 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.
+1
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
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.
0
NipsHe/HimLuxuriating in existential crisis.Registered Userregular
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.
(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.
(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.
(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.
(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.
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.*
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.
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?
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.
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!
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.
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.
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!
Posts
Dude, give it PPC nipples, then fill the arms with 4 Small Lasers for anything that gets inside your minimum range.
MWO: Adamski
In that case yeah, that blows, and I'm totally with you in the outrage.
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.
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/
So its even stupider than I thought it was.
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.
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.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
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.
MWO: Adamski
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.
Hi! I'm playing from Germany too, and I'm not the only one
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
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.
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.
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
LRM Spewer, and LRM spotter.
In regards to that, I wish I could fit another two LRM15 in my Jager-A
http://transversegame.com/about/game
EVE Elite:Dangerous Star Citizen killer spotted!
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
It's a canon hero mech design that came with SHS, so them's the breaks.
So this is their new game??? I'll pass. If i want space combat, theres plenty else out there already. I suspect a flop.
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.
just give it ten years, you'll see
Aww yeah, that teaser is awesome. I can't wait to drop out of space and conquor planets in my customized machine of destruction.
...
Nintendo Network ID: imperialparadox | 3DS FC: 2294-4029-6793
XBL Gamertag: Paradox3351 | PSN: imperialparadox
But that's how Star Citizen did it!
K we just dropped but I'll invite you once the match is over, if it's not already done.
e: And sent.
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.
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!
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
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.
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.
Thanks a load!
So, the combination of robots, Industrial City and 90's technology reminds me of this: