1. ECM & Radar. Rethink the entire ECM/Radar system. Mech4 had a great radar model. Active radar. Passive radar. ECM. BAP. All items and modes where useful. I shouldn't have to detail the mech4 radar system here, but PGI should be able to draw from it to create a proper radar and detection system that has pros and cons depending on what systems you take.
We really need radar that works, mechwarrior has always been about radar, MWO feels more like CS when it comes to radar.
2. Missiles - all need reworking. SRMS seem fine except for the crazy damage for little heat they do. SSRMS for a 2 do too much damage, but also are just too easy to use. lights with ssrms are dominant, because ssrms are so reliable in hitting and damage. 5 medium lasers should easily compete with 3 MLaser and 2 ssrm 2, but it doesnt.
LRMS - Damage is fine. Utility & useage is garbage. We need LRMS that can be directed better by the pilot, that can be showered over cover if you have a lock or a scout gets on for you.
There is way too much "peek from cover" warrior going on, and 1 major reason for this is that pilots cannot lob LRMS over cover. IF LRM tracking was lowered so that mobility even on slow mechs could avoid their fire as they fly over cover to crash down, then LRMS could again be viable direct fire and indirect fire weapons used to create a more dynamic and flowing battlefield that allows for more tactics than "Enemy spotted, peek from cover and fire"
mech3 style LRMS that turn poorly but can be aimed and vectored to fly over buildings and crash down would really help with this. in addition poor turning LRMS would also make LRM useage more challenging and rewarding, AND allow mechs caught in the open another option than simply dying or going back to cover for more peek-a-boo. currently LRMS are more in the SSRM range of turning, and thus the entire ECM must save us and associated problems.
ECM as a 180m brawlers utility is awesome. As a long range suppressant it is terrible. We need something more like:
"ecm on disrupt, disrupts all enemies within 180m, but outside the 180m your increased signal strength means you can be detected at radar +100 meters."
"ecm on counter, cuts enemy detection range on ecm mechs by 250meters, and counters ecm on disrupt."
No more losing lock or ghost targets outside the 180m range. normal radar here again please.
3. HEAT - The heatscale is still to generous and dissapation still sucks/is wrong. all my mechs have DHS. many carry 1 erppc and no additional HS outside the engine. No heat problems.
1 erppc can be fired almost forever with 10 DHS.
put 2 erppc on a mech, stack 20 DHS, and you still have more heat issues than you do with 1 erppc. 1.4 external DHS being the primary reason. givent he cirt requirements this makes DHS outside the engine almost worthless.
In fact, stuff like the 4SP is becoming worthless due to this too, as a jenner or X-5 can carry the same weapons complement (or very nearly) and have 10-12 Engine DHS vs the 4SP taking 14-16 DHS, but those extra 4 DHS are almost not worth it, nevermind the 40 KPH in speed and mobility you lose.
pushing into the 100% area faster, but improving dissapation rates, and allowing for less top heavy alpha strike behaivour and more damage over time rewaridng multiple good shots behaviour would be ebenficial in many ways.
it would curb peek-a-boo I hit you with 6 erppc / whatever / duck into cover, rinse repeat behaviour.
it would encourage more heat balanced builds and force less burst damage. mechs with heat efficiency in mind would be as viable as big bang boats.
In general I am liking MWO very much these days, hopefully these suggestions have some value for the PGI crew to find more equitable balance.
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Improving The Gameplay & Balance
Started by Corvus Antaka, Mar 18 2013 09:01 AM
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