While i really like the idea, that the incoming missile message is only shown when AMS is equipped, i believe it would be harmful for new players.
The game already has a very step learning curve. Without the missile message it would be even worse for new players. At least there need to be some other kind of feedback, whether i am targeted or tag'ed. Otherwise new players will have no clue when some is taging them from behind and missiles are incoming.
Experienced players don't need the message usually. I know how long i can stay out of cover without being targeted. I can count for that missile message. Its also kinda annoying sometime, i would prefer just an optical waring anyways.
So removing the message would just hurt new players, which is not a good thing.
New Player Thoughts On Mwo And Suggestions
Started by Martis Gradivus, Oct 17 2013 02:30 PM
24 replies to this topic
#21
Posted 18 October 2013 - 05:00 AM
#22
Posted 18 October 2013 - 05:29 AM
SchwarzerPeter, on 18 October 2013 - 05:00 AM, said:
So removing the message would just hurt new players, which is not a good thing.
LRM, usage and avoiding them including tag, narc, artemis and ams should be a tutorial for its own.
Edited by Galenit, 18 October 2013 - 05:29 AM.
#23
Posted 18 October 2013 - 05:34 AM
LoL this thread has lots of letters. You can even fill a whole MWO Handbook with that. For all guys who are scared of enemy fire of all kinds one suggestion, always try to be near by some or lots of cover
! And against LRM use AMS, I even have variants with double AMS.
Edited by Teela Zain Elmes, 18 October 2013 - 05:35 AM.
#24
Posted 18 October 2013 - 05:36 AM
Only fix I would recommend is cutting the duration of the laser beams to half what they are. Too easy for lights to pirouette (*cough* Spider *cough*) and take insignificant damage from several large laser hits. (Pulses should go WHACK WHACK WHACK, and ER's should go SNAP IMHO.)
No damage beyond what the max range would fix a lot of problems, but would make the game a constant knife fight.
Reduce accuracy of LRM's from what they are (spread), make them pretty much AOE. Then add swarm munitions later. Double the speed. However I don't have the data on what that would do to them. I liked to think of them as almost dumb fire like hydra rocket pods instead of the slow swarms that they currently are. I wouldn't be surprised if it was a netcode issue why they are so slow.
Ballistics and PPC's should drop in damage much more dramatically or become inaccurate. Ballistic drop after optimal range, or screwy random spread. I don't think the code is in a place where it can be added though, I could be mistaken.
No damage beyond what the max range would fix a lot of problems, but would make the game a constant knife fight.
Reduce accuracy of LRM's from what they are (spread), make them pretty much AOE. Then add swarm munitions later. Double the speed. However I don't have the data on what that would do to them. I liked to think of them as almost dumb fire like hydra rocket pods instead of the slow swarms that they currently are. I wouldn't be surprised if it was a netcode issue why they are so slow.
Ballistics and PPC's should drop in damage much more dramatically or become inaccurate. Ballistic drop after optimal range, or screwy random spread. I don't think the code is in a place where it can be added though, I could be mistaken.
#25
Posted 18 October 2013 - 05:49 AM
Skunk Wolf - your changes would practically be an entirely different game. Not necessarily a bad game - but said entirely different game would have to be rebalanced from the ground up.
No!
No!
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