No Guts No Galaxy #164: Paul Inouye by NoGutsNoGalaxy published on 2018-02-12T22:21:28Z A BattleTech and MechWarrior podcast. Also available on YouTube: Genre Gaming Podcast Comment by Rustaleader Can you make just a little text message with main changes planned? its so hard to listen hourlong chitchat, 'right'? 2018-02-20T11:57:29Z Comment by Deltree Zero This podcast makes me sad for the game franchise I have loved for so long. Its obvious now after all these years, you still don't understand us at all. This hour long defense was a waste of our time, and yours. I hope you have a lot of fun in China. 2018-02-17T23:20:15Z Comment by Brian Sherman Does that mean you only have to spend 20 minutes at that wedding Paul? 2018-02-13T23:42:58Z Comment by ok1111 air strikes are way too powerful, there should be a limit on how much damage they can do to 1 mech 2018-02-13T17:31:34Z Comment by ok1111 I wish we could see detailed stats, like how many of points of damage are inflicted with each shot, how many are taken... 2018-02-13T17:05:26Z Comment by ecueD I'm hearing Solaris. Why? You have 4 broken game modes already Paul. The only mode worth playing is Conquest. Seems to me you need to fix 5 years worth of uninspired programing rather than trot out another broken game mode, 2018-02-13T12:30:05Z Comment by Andrew Maxwell 1 Sydney server! Thankyou! :D 2018-02-13T06:10:02Z Comment by Brandon Smith Also, the fact that pgi is continuously trying to increase time to kill makes me very happy. Personally i feel it is way to easy to be killed, and this comes down to the fact that everything in mwo is very accurate and pinpoint, and mechwarrior/battletech just wasnt conceived that way. As a player, would like to see a general reduction in weapon ranges across the board (besides lrms, and machineguns which with that change would need an increase to weapon spread). Also feel that autocannons across the board should have an increase in round count (besides lbx) and in increase in cone of fire (including lbx) this would help with time to kill. Including something like reticule shake on fire from larger weapons like acs/ppcs/gauss, being hit by said weapons, and reaching high heat levels would also help with this, and give more use to t-comps which would be modified to decrease this effect. Lasers would need a massive nerf bat following a change like that however. 2018-02-13T04:17:47Z Comment by Brandon Smith My biggest question, comes down to the possibility of reworking weapon systems completely. Because as it stands we have a game based on battetech, intended to have features from battletech, but, we are missing features because of engine limitations ect, which from my understanding is because the original people who developed the base code of the game left. (obviously ammunition switching is possible within cryengine). Things we are missing are things like chances to miss because of recoil, walking ect. causing reticule shake, melee, ammunition switching (which would completely change how autocannons and missiles were balanced/functioned). So, is it at all possible, over the life of the game after mechwarrior 5 is released, that either the base code be redone and the assets moved over, OR have the game moved over to unreal. I know this is on the extremely ambitious end of things, but as it stands, the engine mwo was developed on seems to have caused your team quite a bit of headache. 2018-02-13T04:06:14Z Comment by Brian Sherman Just like every other remotely playable game out there. Balance adjustments are a continuous task, dare i say it is never ending especially with the heavy flow of content PGI releases monthly. I hope Chris has good backing and resources. 2018-02-13T03:24:16Z Comment by Troa Barton I only have two issues with PSR. 1 Being that there isn't combined PSR or brackets for group play. 2 That there aren't enough tiers, it is a little too loose. Glad to hear that it is being looked into, I refuse to play in group que because of how unbalanced it is, my friends have quit outright because of it. Solo que I will defend that it is working rather well aside from the brackets being a bit too few and loose. 2018-02-13T03:04:06Z Comment by Nicolas Hausler Armor and structure should be getting buffs anyways to address tech-base discrepancies. But getting back to weapons, the whole cause of our "unfunning" debate is that balance isn't heading to a state of homeostasis like you're claiming, but keeps shifting some weapons further into the meta and other further away. We had the DHS heat cap increase by a decent amount last year, despite warnings that it would strengthen laser boating, which it did. We had the energy rebalance nerf the already uncompetitive (barring the cERSL) small-class lasers into complete uselessness, forcing the laser meta purely into mid-long range combat. After all these changes, all we have now is 400+ meter laser poking, and brawling is virtually dead, so now, this game that's supposed to encourage all kinds of builds is forcing us to use a single play-style to stay competitive in high-level play. 2018-02-13T03:03:14Z Comment by Coleman Gaines You say balance all i hear is NERRRRFFFFF 2018-02-12T23:27:10Z Comment by Adam Darkin will "balance" make the game too vanilla ? 2018-02-12T23:05:28Z