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My Beta Experience


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#1 Georgegad

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Posted 05 May 2013 - 01:27 AM

An old player from pencil and paper and later the playstation and PC versions and have been playing MWO for a little while now. Since it was a beta thought i should report in some manner my thoughts,

For the most part, it is simply all good. A nice transition of a favorite game. There are always going to be a few things that i think would improve the game so i made a bit of a list.

.........


MWO really does need some form of in game voice chat system. I realise it has been mentioned already, but the improvement to coordination of random groups if each person in your team was automatically assigned to a temporary team voice chat channel would seem to me to be overwhealming. It seems to me to be the most direct step to improve the quality of the game experience.



Also a toggle option for my TAG to turn it on and off

I could be mistaken but you do not seem to be able to spend exp on mechs you have owned once you sell them. This makes it quite an inconvenience to master a type of mech. It would be much better if you could stockpile the needed exp and sell the mech, then spend it later once you have master the other two types.


Any mech variation that moved and upper leg actuator from the leg slots up into the left and right torso. Even if it took two torso slots and only gained one extra leg slot.
The intention being to have three open slots on the legs to let you mount double heat sinks and give your mech the benefits of water cooling.



I was under the impression SRM streaks are not supposed to fire if they would not hit. I personally do not think they are supposed to fire when out of range either and it does not seem to be functioning that way.



Aerospace fighters.
I am imagining a vehicle that enters the battlefield from one edge and passess over the battlefield to exit the other side. While it is on map the player in controll would have top down view over the battlefield and fire weapons down at the ground, call targets, fire at other fighters etc.


Mech mines as a consumable.


Melee weapons.


More information on mech quirks at the purchase menu. It wasnt untill long after i made my initial mech choices that i found out there were subtle differences in handling between different variations. As more and more of these quirks are added it would probably be useful to add a page of statistics on turning arcs and other similar statistics that a player could choose to examine before making their choice.

The ability to buy mechs without equipment. You can sell and keep the equipment so it seems logical to me that you would be able to buy them striped of gear as well.

More "mission" style scenarios. For instance something like the dropship missions or the train guarding missions from the older games.

I would quite like the idea of eight or sixteen of us going against a fortress or military base, guarded by a small army of server controlled bots or a series of mounted turrets. Perhaps a maze style complex with randomly spawned defences so it would be fun to replay.

An indoor mission, something like a multi story mech garage or a mining facility, or a spacestation, or an oil rig.

Weekly Solaris Vii tournaments..... Perhaps with rotating arenas and special hazards. Stuff like.... Sixteen mechs free for all in an area the size of football field. Flamethrower and chainsaw room. A fight on narrow bridges over a chasm.

Time trial, one hundred robot drones with one HP and an SRM 1 launcher each, and a high score chart for each mech type telling who got the best times. Daily, weekly, monthly, and best ever scores recorded.

#2 Nerroth

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Posted 05 May 2013 - 10:20 AM

You might get a little more traction with this thread on one of the sub-boards dedicated to MechWarrior: Online itself. (This section of the forum is set aside for handling the tabletop side of BattleTech, so may not get as much traffic from those who are more focused on MW:O proper.)

Edited by Nerroth, 05 May 2013 - 10:20 AM.






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