[color=#2B2E2F]Dear MWO Dev Team, and Producers, [/color]
[color=#2B2E2F]I have been a long time Mechwarrior fan. This harkens back to the days of Battletech when Mechwarrior got its start as a pen and paper game. I truly believe you are making a game for the ages. I also hope that you expand your universe in a way that really adds depth, and gravity to the realities of Mechwarrior. Below are some things that after so much Beta Testing, are suggestions for you, and your team. [/color]
[color=#2B2E2F]1) LRM Missle Damage: You had the LRMs right the first time, in that they should always remain a fire and forget. LRMs have their own targeting, and once locked on, should remain, even though, the Mech they came from, may lose and not launch another strike. Damage is well represented when EACH missle, does 1 dmg per missle. Please note that a lot of LRMs miss, because say in the case of a Jenner, they are too fast for the guidance system to hit. ECMs, while at first I did not like them, because they did not work as the original, they actually are tactically accurate, and I for one am willing to see them stay as is. That being said, think of all the obstacles an "LRM Boat", has to overcome at this stage in the game. 1) must keep targets 180M+ away, yet missiles no longer go to the max range of 2000m, as the original game intended. 2) ECMs are now more prevalent than ever, causing multiple failed targets, even after launch, causing great loss of revenue to the player. 3) Original LRM "lock on" fire and forget is no longer in game. Please keep in mind there are so many ways to escape LRMs, with AMS, Hull Downs, and ECMs, playing LRMs has become a near worthless endeavor. [/color]
[color=#2B2E2F]2) SRM Missle Damage: This equalization was in need, for while they still do more dmg overall than the LRMs, they are not affected by close range, and ECMs. However Streak Missiles should keep their dmg where they were prior to equalizations. They have become almost relegated to the weapon system heap pile. See, streaks are larger missiles, and should retain higher damage. They are affected by ECMs, and their range is short. [/color]
[color=#2B2E2F]3) Energy Weapons: I noticed that the energy weapons equalizations worked pretty well, except when it comes to pulse weapons. These weapons need higher rates of fire. In the original game, they were similar to a laser machine gun. In fact the small pulse laser current states the same dmg as the small laser, but yet more heat yet same rate of fire. Pulse lasers traditional did a little more heat, not a lot more, but their rate of fire/cooldown meant that you could over heat way faster. I have actually made one of these lasers in a chemistry lab a long time ago, with a professor of mine, and yes, they do more intense light, but we could not get the range in the beam, as we could without moderating the power coupler, and interrupter. So yes, shorter range than normal lasers, but more dmg, heat, and rate of fire. [/color]
[color=#2B2E2F]4) Flamers: I have found flamers to be totally worthless. I took out a 6 flamer mech to see what I could really do. I attacked a buddy of mine, who stood there for me. Awesome to Awesome. Guess who overheated first......ME. How is that possible? Why would anyone want to use a flamer based on that principle? Flamers in my humble opinion, should do minimal dmg, which they do. However, the amount of heat should also be minimal to the user, but great to the person getting hit. Flamers should have a chance to cook off ammo if that part of the mech is white hot. Flamers should be allowed to bypass armor and do internal dmg if that part of the mech is white hot. I am not asking for a lot on this, but try a flamer mech, and tell me, are flamers useless, or not. Just make them more worth our time. Also, they need more range. In WW2, the last known war to use flamethrowers, a M4A3E8 Sherman, equipped with flamethrower could shoot up to 60yds, and a British Crocodile could launch up to 80yds. These systems would be clearly outdated in the year 3050. Give them a little more range, maybe 120m. Lastly, think about sustained dmg for a minute, and how cool this would look in combat. You just flamed a guy, and you release your flamer....he continues to burn for a bit...extra heat, extra dmg. Graphically though, you see this mech running around on fire. Way cool...... [/color]
[color=#2B2E2F]5) Heat Sinks: Open up one more slot in the legs. Allow more efficiency in heat mitigation based on where heat sinks are located on mech. This will cause people to be more selective and think more on heat sink placement. In the original game, Heat sinks that were in the legs had double efficiency if the mech was standing in water. Mechs that were standing in water that were heating up, also were more visible(thermal imaging), due to the massive steam vapors being released. Mechs that had an energy weapon and a heat sink in the same arm, had increased efficiency in that heat sink. Think about this, you can put three large lasers in your right arm, and nothing but heat sinks in your left, how in the heck does that heat sink cool your mech down. Furthermore, heat signatures should give away which location has a high energy signature. [/color]
[color=#2B2E2F]6)MMO: Lets be real, your game so far is great. Nothing sets it apart from other FPS's other than you can customize your mech/person. This is also a huge draw. We need to see this game go to heights that will set it so far from other FPS's that there will be no possible way to dethrone such a powerhouse. I have a suggestion, and its one I implore you to look into. It will add a flavor of the old game(pen and paper) that is missing from yours, and was never captured in previous Mech Warrior Enterprises. Turn this game into a MMO. I have one example of a game that was invented a long time ago, and is still going strong, because of the MMO concept. Look at World War Two Online. It consists of a large map of earth, and you choose your side(House/Clan???), and then you drop(Dropship???) into battle zones(Maps???) These battle zones are ever changing depending on which House/Clan has the Zone of Control. So for example, the Confederated Suns(Davion/Steiner) own a portion of the universe. Let's say there are maybe 20 or so planets(these will be the Maps), each house having an amount, and Clans as well when Clans are released. On the fringes of that empire, are planets that will be under a state of war, and those are the maps we are allowed to drop into. Once one map is won, we may open up other planets(maps) near that one for our next battle zone. Open up the maps to about 20 mechs per side, and expand the size of the maps. All mechs will have to be of the same house. Allow the battle time for a zone to be say, one week timer, so that after one week, the House/Clan that has had the most victories on that planet(map), retains ownership of it, and now opens up adjacent planets to attack. In WW2 Online, it's just one big map, never ending, while we don't need that since we can have planets with space in between, this makes for some ease on the graphics engine, it would really become a Mechwarrior Universe, or a Mechaverse if you will. This would really bring in a strategic element to this game that is currently non-existent. My circle of friends and I are really enjoying the game, and have spent countless MC to keep playing. We have found this one feature, that WW2 online does, to really set it apart from all FPS's to date, and it's still going strong many years later. Why? ? ? Cause neither the Germans(players) nor the Allies(players) wants to leave, and see their land, hard fought for, be lost. They keep coming back to make sure they put some effort into protecting what they spent weeks gaining, every bloody inch of it. [/color]
[color=#2B2E2F]Sincerely Yours, [/color]
[color=#2B2E2F]Zerstorer [/color]
[color=#2B2E2F]11th AMR "The Black Horse" [/color]
[color=#2B2E2F]House Steiner [/color]
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State Of The Game: Suggestions For The Devs
Started by Zerstorerr, Apr 08 2013 08:05 PM
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