EASY:
Text messages last for a few seconds before disappearing. In a fight, they're useless. Increase length team and lance messages are shown. Persistent message box would be nice.
Disconnect detection. Save hunting down disconnected mechs. Not hard to detect a player with 0 ping.
ADVANCED:
Matchmaker to try and find a new player if connection time for one exceeds a pre-set. No one takes 40 seconds to connect. FInd a new player and discard anyone who can't connect within 30 seconds. No one uses a 486 and floppy disks these days.
Message handling: history & squelch. These features were requested since closed beta.
ELO improvement. Something a bit better than a decaying average of team win/loss. Ends up with experienced players balancing up newbie teams against overall moderately experienced teams and lots of frustration. Algorithm for matchmaking needs MUCH attention, even if you get 3:3:3:3 weight balancing working.
General UI 2 improvements in Mechlab. Illogical and hard to use. Tiny font. Component weight hidden away. Hard to select mech limb. Non intuitive.
"Check out"... what is this, a Battlemech engineering simulator or a grocery store? Most of screen useless. ARGH! HORRIBLE UI! See endless negative feedback over the months.
HSR still bugged. Light mechs are always the last in any game because they're hard to hit. That's not just pilot skill, it's lag compensation issues and difficulty damaging fast mechs. The last thing an assault mech wants is to be faced with a light. Lucky ballistics shot can kill a light, but mostly endless laser strafing and inexplicable low damage. Canon suggest an assault mech should wipe the floor with a light. That hardly ever happens.
LRM boats can win or lose battles because ECM isn't considered in the matchmaker. A couple of LRM boats and ECM mechs vs a team without either will have an easy win 9 times out of 10. LRM deaths are too easy and punishing. Being pounded by LRMs is not fun and once locked, it's hard to find anywhere on most maps that will shelter. Lights are almost immune from LRM pummelling compare to unmanoeuvrable heavy and assault mechs that can die in around five seconds from non-line of sight missiles.
This is from the point of view of a PUG game player and applies much less to team/group/premade/clan players whose teams tend to be better balanced.


Improvements And Fixes
Started by FREDtheDEAD, May 29 2014 04:40 AM
4 replies to this topic
#1
Posted 29 May 2014 - 04:40 AM
#2
Posted 29 May 2014 - 05:27 AM
i'd like to see pre-made groups marked in the score board some how.
#3
Posted 29 May 2014 - 06:24 AM
It would only provide ammo to the haters until they have fixed the matchmaker to balance premades/weight/classes between the teams.
#4
Posted 29 May 2014 - 08:44 AM
getting my leg crited by 2xgaus jags from 700m hitting one of my legs with both shells whle im running ay 150kmph says that there is something wrong with hsr but not the way you describe it.
lights live longer because they can easly dissengage from badly chosen encounters. thats something heavy or assault can rarely do.
other thing is that ppc/erl [like erppc spider 5d or 2erll raven 3l] lights became very popular.
another reason lights live longer is how convergence is working in this game
as for assaults wiping the flor with lights i disagree again.
from my experience in this game it works like that:
lights counters assaults, medium counters lights, heavys counters mediums, assaults counters heavys.
and if you think about it this way, it works.
other than that i like your ideas, and i agree with everything else you said.
lights live longer because they can easly dissengage from badly chosen encounters. thats something heavy or assault can rarely do.
other thing is that ppc/erl [like erppc spider 5d or 2erll raven 3l] lights became very popular.
another reason lights live longer is how convergence is working in this game
Spoiler
as for assaults wiping the flor with lights i disagree again.
from my experience in this game it works like that:
lights counters assaults, medium counters lights, heavys counters mediums, assaults counters heavys.
and if you think about it this way, it works.
other than that i like your ideas, and i agree with everything else you said.
Edited by Ustarish, 29 May 2014 - 08:47 AM.
#5
Posted 29 May 2014 - 08:57 AM
Some good suggestions. But you wont see anything of them in the game in the next months.
First: we will see the clan invasion, then clan weapon balancing
And remember: the balancing of IS weapons isn't finished till now. Nearly Two years after starting the game.
First: we will see the clan invasion, then clan weapon balancing
And remember: the balancing of IS weapons isn't finished till now. Nearly Two years after starting the game.
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