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Mech Selection *after* Map Selection


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#121 BGrey

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Posted 15 April 2013 - 06:59 PM

View PostShadowSpirit, on 15 April 2013 - 06:39 PM, said:

Then the entire game is screwed. This isn't chess ... it's MechWarrior. They need to enhance the social aspects of the game so people can take care of this themselves.


Clicking on the map you want, very social.

#122 ShadowSpirit

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Posted 15 April 2013 - 07:43 PM

View PostBGrey, on 15 April 2013 - 06:59 PM, said:


Clicking on the map you want, very social.


Random pugs, random maps, random bugs, ECM ... yes, it's a hoot. Would you like to buy an Atlas Santa?

Sarcasm aside ...

Letting people pick their maps and choose their mechs would enhance the joy of the game. You'd see a greater vested interest in the match and therefore a wider array of tactics. RIght now you can't really deploy a set of mechs because it tries to link everyone up by class and skill. Very bland. Very boring. There are so few drops now where there isn't at least 1 to 2 disconnects -- some of which are intentional because that person is sick of getting XYZ map.

Edited by ShadowSpirit, 15 April 2013 - 07:44 PM.


#123 BGrey

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Posted 15 April 2013 - 08:10 PM

View PostShadowSpirit, on 15 April 2013 - 07:43 PM, said:

Letting people pick their maps and choose their mechs would enhance the joy of the game. You'd see a greater vested interest in the match and therefore a wider array of tactics. RIght now you can't really deploy a set of mechs because it tries to link everyone up by class and skill. Very bland. Very boring. There are so few drops now where there isn't at least 1 to 2 disconnects -- some of which are intentional because that person is sick of getting XYZ map.


I was under the impression that most thought a map and mech choice would lead to a select few mechs and builds that were ideal for each map. Not at all a wider selection of mechs and tactics.

#124 LordDeathStrike

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Posted 15 April 2013 - 08:26 PM

View PostKuruptU4Fun, on 12 March 2013 - 07:59 AM, said:

That would mean that a very few mechs would ever see playtime on certain maps, and the cheese build designs for those maps ever more prominent.

Once PGI gets a hold on MM, I think they should consider this. Make people ready up at least 2 mechs per mode to equal out weight balancing (preferably 4) and let the MM decide what mech you ride in. Then it gives you a higher percentage of GXP to use as you see fit. If you want t o stick with one mech only then you simply have to wait longer for MM to find you a slot.

so build your mechs properly, lrms are lethal from 180m-1000m, gauss are lethal from 0-650+ and do decent dmg up to 1km, er ppcs are lethal from 0-810 and dmg up to 1500m, mlas are great from 0-270 and workable up to 450ish, llas from 0-450m lethal and dmg up to 700ish.

theres no reason you can have an lrm on your atlas and an srm, theres even a range sweetspot of 180-270m where both missile will hit to good effect, although keep it closer to the 200m mark for the srms to all hit.

instead of trying to build mechs that can ravage only at point blank or 1 km theres no reason not too have 8 mechs on your team that are capable of engaging at any range and harrassing their targets.

its a team work game after all, and we IS will need to exploit team work heavily when the clans arrive.

in fact its our only advantage, that we will *********, shoot off legs, and go for head shots. they have greater range, more firepower, and all around faster mechs. but we fight dirty (lets just hope the devs remember to keep it this way by making clan mechs unable to fire weapons when they will hit legs or heads on purpose or a mech another clanner has tagged by shooting it first)

#125 clockwerkninja

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Posted 15 April 2013 - 08:41 PM

I prefer it to remain the way it is now. Having to adapt to what you chose to bring on a map you did nto expect is part of the challenge .

#126 Ricama

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Posted 15 April 2013 - 09:43 PM

People already complain about how this game caters to min-maxers and how much of an uphill battle it is for new players and you want to implement this? This which would allow you to make a cool running mech for the hot planets and a laserboat for the ice maps. Well you can, a new player doesn't have a stable of mechs to choose from.

This may be a way to incorporate the Omni in omnimechs, you make a selection of variants for a chassis, pick the chassis, see the map, pick the variant. Other than that it would make matchmaker an absolute nightmare to program and run (as has been mentioned).

#127 RainbowToh

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Posted 16 April 2013 - 12:04 AM

For random pubs? I dont think so.

For CW or competitive maps? Maybe tell the players involve that these 3 maps are in the rotation so plan for the environments for these 3 maps. If players are allowed to know every match, it would be boring.

#128 KinLuu

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Posted 16 April 2013 - 12:12 AM

How would you make class/weight matching work if you can choose your mech after the map?

#129 Tahribator

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Posted 16 April 2013 - 12:16 AM

As OP wants to use larger fonts . . .

NO

Random maps balances the gameplay. Or would you like SRM fests in River City, Laser partys in Frozen Colony, LRM/Gauss fest in Alpine/Tourmaline? You make a build choice and deal with the consequences.

Edited by Tahribator, 16 April 2013 - 12:17 AM.


#130 Treckin

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Posted 17 April 2013 - 11:30 PM

View PostTahribator, on 16 April 2013 - 12:16 AM, said:

As OP wants to use larger fonts . . .

NO

Random maps balances the gameplay. Or would you like SRM fests in River City, Laser partys in Frozen Colony, LRM/Gauss fest in Alpine/Tourmaline? You make a build choice and deal with the consequences.


I would much prefer they balanced the weapons and load-outs properly rather then make everyone take a mix because of arbitrary map selection.

There is literally NO good reason for it to work the way it does except it's ghetto. Its not a feature you dolts, its shoddy programming backed up by stunningly slow development progress.

Edited by Treckin, 17 April 2013 - 11:31 PM.






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