MWLL had some quite nice gamemechanics.
What could MWO have 'learned' from MWLL?
The jumpsniping annoyance.
MWLL was really concerned about extensive use of jumpsniping. Like it once was performed in MW4 and really split the community those days.
The MWLL solution:
A shake effect (affecting camera AND crosshair, sperate from each other) while using jumpjets.
-> Jumpsniping wasn't impossible but took by far more practise and was easier to counter, because the jumping sniper had to jump higher to get more time with the smooth 'float down' phase to line up the shots.
The mech heat issue.
In MWLL players had the known bad habit of constantly running very hot and/or not caring about shutting down or simply overriding the shutdown with pure energy builds.
The MWLL solution:
part #1: Above 100% heat the armor of the mech took constant damage. Not much, but enough to not do it too often. Logic wise it made no sense at all, but it was a working and accepted mechanic.
part #2: When running above 90% heat for a too long time, the heatsinks took damage. -> Their heat effciency got decreased.
The hotter your mech was running the faster the heat effciency dropped - and the damage was permanent.
-> You entered the match with for example 16DHS. After running around at ~100% heat for some time you still had your 16DHS, but they now worked only with 75% of their original effciency. As if only 12 where mounted. Bad luck for the trigger happy laser junkie.
my personaly favored part #3: (aka 'what I always wanted in')
Heat above 120%? -> mechpilot passes out until heat is again below 80%.
(Would even be a nice pilot perk to recover earlier and/or to tolerate higher heat levels)
The LBX disease.
The MWLL LBX family had the same bad reputation of being a heavy piece of useless junk, only usable in closest encounters.
The MWLL solution:
part #1: The spread got decreased to sane levels. At ~200m the whole load of an LBX-20 (which still had the widest spread!) struck the upper torso of a heavy mech.
part #2: An damage increase for internals.
As soon as the armor was down to 25%, 25% of the LBX damage hit already the structure. No armor left, the LBX did 25% more damage.
The UAC fault.
In MWLL Ultra Autocannons got their own weapon heat bar.
For example an UAC10 could fire 5 shots in rapid succession. But then the 'heat bar' was full. The sixth shot would jam the weapon at once. Or the pilot could decide to fire with approximately the ROF of a regular AC10 and had no worries.
The cooldown speed was at ~80% of the increase in 'weapon heat'.
-> Random chances are always BS, player control ftw.
Sidenote:
Regular AC had less spread than the UAC.
Why invent the wheel a second time when you can learn from the experience of others?
EDIT #1:
What about the passive/active sensor system of MWLL?
EDIT #2:
Edited by Ragor, 25 April 2013 - 08:27 AM.