The biggest machanic broken is the hit-registration. I've noticed that it has been bad for a while and needs to be PGI's priority for the next bunch of patches. I was playing in my stalker and noticed that my back torso had being critically damage, to my surprise there were little lights (easy-modes) sniping me. OK, I'm fine with that but I WISH I KNOWN EARLIER!!! I your wanting to create a competitive game, then this needs to be fixed seriously, call helf from other devs who used this version of the cry engine and fix it asap please.
Another problem is the momentum. AHHHHH, it's so annoying to slot on a small ledge when i'm repositioning my atlas. Who agrees. This mechanic needs fixing to make battles more intense and nail-biting. I would suggest a gear mechanic to help with this problem. You change gear to increase power to the engine to help generate more momentum to over come hills and the annoying small bumps (accleration and speed don't increase or decrease). Maybe add a time limit for the gears to be activated and decreases all turning speeds (arms, torso and legs). The assults would have the most gears and lights would have no gears (they don't seem to encounter this problem at all, unless traversing a really tall hill).
The easy mode ECM... I'll admit it's not as OP as it was but there needs to be a cool down on it so that lights that run arround with them can't run around with them on all the time. the total time an ECM can be on is 60 seconds with a 1:3 cool down ratio (1 second of use=3 seconds of cool down) that might be a bit to harsh but you get the point. Another thing is that the two modes whuold have more varation to make then more strategic. I think disrupt modes should disrupt enermy sensors and targeting systems (cloak) and counter mode would be to counter enermy weapon systems (LRMs) and other ECM but would reveal itself to the enemy radar. If a PPC is hit then the cool down mechanic is activated.
Classes of mechs feel the same these days. The assults are designed for brawling, heavy for long range fire support (LRM, sniping), mediums for harssing and lights for scouting. Assults are too vulnerable these days, they feel like a very big and clumberson medium. This is due to the increase in players which greatly increased the fire power these days. They need more armour and less manuvrability to be more feared when encountering it in close quarters.. Because of this MWO is turning into COD very slowly. Possibly a bit more HP for the interior as well.
Back to LRMs. They used to be more fun to operate as they slow, in-accurate but hit hard. This meant that timing was everything, and you had to keep that lock until it hit the mech. Now, you fire it and it's there, no skill required. Tell me guys, do you prefer the nerfed LRMs in teh next patch or do you prefer the glorious slow, in-accurate and hard hitting LRMs, (I prefer the original LRMS

I think I said enough. Let me know what you think of these machincs and suggest you own. PGI, I would like to hear your thoughts sespecially, we are trying help you make this game better but we don't know what you guys think of our suggestions please reply. You are making this game for everyone.
Thanks for you time
Edited by darrencheesecake, 31 March 2014 - 01:54 AM.