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Issue, Suggestions And Comments


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#1 Ground Pounder

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Posted 26 February 2013 - 01:24 PM

Hey folks,

So I have picked up playing again and I have to say the progress is encouraging. The following are a few comments and what not that I have and hopefully a few constructive suggestions for the future. I am sure many if not all of them have been mentioned, so if they have, please just take it as me reinforcing and supporting the issue ;)

ECM- plain and simple, IMHO, is way too effective. Needs to be throttled back a bit. Instead of completely blocking radar and lock abilities, make it more like the table top and have it increase the lock time and reduce accuracy of missiles and what not. Its not a stealth field. Also, the MM has to be tweaked so that ALL the ECM mechs are not put on the same team. This has happened quite a few times over the last couple days.

Team ID Command Button- Instead of having to target your friendlys with your crosshairs to identify them, a simple command button (Tab button for example) that will overlay their names/mechs/health status in % is needed. This will help with communications and coordination.

Map Ping Ability- The ability to ping a map grid that brings your teammates attention to said area is needed.

Cockpit shake from weapons damage- A modification to this should be considered and this could also help with balancing Ballistic weapons. Lasers should have very little impact and cockpit shake affect. They are simply high intensity light and heat. There is no/very little kinetic punch. Ballistic weapons on the other hand should have a rock affect that should vary depending on the size of mech hit and size of weapon. Heavier mechs will suffer less shake than a lighter mech due to stability and weight ratio.

Re-log in and Re-join battle after being dropped- COMPLETELY annoying to get into a fight only to be dropped and not being able to rejoin the fight. If you drop and re-log in, it should give you the option to rejoin the battle or simply force you to rejoin a fight in which you have a surviving mech.

Clan Mech Introduction/Clan Tech- This is a very tricky issue as, when clan tech is introduced, there is very little you can do to make it balanced with IS tech. Its like adding a super predator into an ecosystem...all the other predators just become new kinds of prey. You add clan tech and there is really no reason to take IS tech. SO, this being said, an idea that several of us have discussed is to make Clan Warriors NPCs basically. Have a battle type where you have an IS team (12 mechs) fighting a PGI team using (10) clan mechs. Zellbrigen rules can be developed.
Folks who kill a clanner, will "Salvage" random gear from the mech which will be added to thier gear listing. An advanced mech tech skill must be researched, but once it has been, the Mechwarrior can mount any clan tech he has salvaged. To show how precious and rare these things are and how hard they are for the IS to maintain due to the technology, if an item is destroyed in subsequent battles, it is lost if no replacement has been salvaged. This type of battle can be done as an event, similiar to a tournament held regularly or it can be available as an alternate mission type depending on PGI gamer availability.


MM Balance- Either by tonnage, mech weight classes, player combat stat ratios or some other means, teams have to be balanced a bit better.

New Mission Scenario "Defend the Drop Ship"- a new mission type where one team is playing defense, covering the powerup and launch of thier drop ship, while the other team is attempting to stop the launch.

New Mechs- Keep them coming :D Love them.

Again, I am highly encouraged by what I am seeing. I have been playing table top battletech and mechwarrior for decades as well as the earlier editions of Mechwarrior PC/Console games. Early on, the direction of this game was really worrying but as I see the improvements and additions, I look forward to the future.





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