Jump to content

Minor(?) Things That Are Needed


No replies to this topic

#1 Fuzzbox

    Member

  • PipPipPipPipPipPip
  • 203 posts
  • LocationTerra

Posted 05 January 2014 - 10:38 AM

Dear PGI,

There are so many things you need to implement before we have a great Mechwarrior game.
The most important currently being the Community Warfare, but there are also a bunch of smaller things that has been left behind, smaller things that would make the game more interesting and the immersion better (if you care about the latter). Below is a list if items that should have been in game a long time ago, but are hopefully not that complex to implement. These small things can be made complex (sounds, visuals, etc, but can also start out rather basic I hope)

Fall damage (seems quite borked atm. If you fall from the same height as a mech is tall you should take some serious damage, but at the same time you can take damage from a small depression. This needs some tweaking, in general more damage needs to be applied. I would think this was applied by the cry engine, so seems very strange atm)

Ammunition dumping (should have been in game from the start, can be made complex with mech standing still and risk of ammo explosion added by 100%, or kept simple: select weapon, hit a key until ammo count reaches zero)

Heat penalties (should also have been in game from start. This is not about ghost heat, just penalties, please at the minimum add speed reduction as per TT if the rest gets complicated)

Tag toggle (isn't this the purpose of tag, to keep it on target? There are workarounds, and many use it, please at least recommend one, or just make it a toggle)

Ammo types for LBX (This is the definition of this gun, to be able to use different ammo types. Will it obsolete the AC10? Yes, but you still need a good weapon progression story for 3050 tech, and soon the clans come. I think I am also quite alone to still use the AC10 anyway)

Narc (that's a lot of tonnage for something worse than tag, please buff it to be useful, give it a very short range, with a much improved lifetime to avoid LRM boats to equip it themselves)

Sound mixing (I doubt whoever is responsible for the sound mixing is playing much, start forcing him/her. Some sounds are way too loud and some are too quiet, this is a long standing issue, and some sounds are so loud you have to down all the volume, so you miss other sounds even more)

AC ranges (at least the 20 needs a look at. When I use it in complete parallel with my LL I either have too much ammo,or it's range is just too good)

Splash damage (LBX, SSRM, SRM, LRM. SSRMs looks funny when they go for their predestined hit box, SRMs just seem to go through the targets, and LRM are destined to still hit the CT with a vengeance. You have tweaked this in the past and going from killing machines to shooting peas and back, but it seems to me all of these weapons have different hit mechanics, maybe time to just let the be splash weapons only with damage transfer according to geometry not TT rules. For the LBX, a statement might be enough if you are happy with it as a shotgun, goes in accordance with the ammo types)

Critical hits (sure, it is a random in TT, but if you are stripped of armor and get hit, things should be happening, actuators, gyros, weapons, ammo etc. just too little of this in the game atm)

Command Console ( just give whoever applies this 3T Console an additional module slot until you find some real use of it?)

Putting someone on implementing these (and the ones I have forgot) would really show some improvements between your bigger drops.

Sorry for sounding like a bit harsh, but I think you have forgot about the tinkering and the small improvements for a long time, and the lack of progress on the other topics makes me think you have really dropped these off your backlog.

Edited by Ingrid, 05 January 2014 - 10:55 AM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users