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List Of "small Things" To Hopefully Get Fixed Soon

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#41 Heffay

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Posted 02 June 2014 - 11:17 AM

View PostRedDragon, on 02 June 2014 - 06:45 AM, said:


It's canonical (and logical), because if all your armor is gone and the internal structure is damaged under water, the corresponding zone will flood and be destroyed in the process. It's not only because of realism that this rule should be implemented, but also because it balances the advantages being under water provides (heat sinks working better, you can't be seen/hit that well under water). So it would be a decision to go in/under water, not a no-brainer. This would be especially important if we finally had some maps with really deep water.


Armor does not imply water tight. If you're going to make a 10M death machine that breaks when it rains, you need to hire better engineers.

#42 Heffay

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Posted 02 June 2014 - 11:20 AM

View PostBarHaid, on 02 June 2014 - 10:49 AM, said:

This one isn't so much a fix as an OCD request. The team chat and All chat should be reversed: "T" for team, and "Y" for yell at everybody. Lance chat obviously doesn't fit in this mnemonic system, so it stays stuck at "U".


This is the first thing I've had to rebind when I reinstall. Target goes from R to E, T goes to team chat, Y goes to Yell (all).

#43 Maxx Blue

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Posted 02 June 2014 - 11:23 AM

The 'Pinpoint' skill in the elite pilot skill tree...Make it do something. I don't even care WHAT it does or if you have to rename it, but make that an actual skill, not just a 3000xp speedbump on the way to mastery. My suggestion? call it 'Sensor Suite' and have it decrease target info gathering time by 10%. Or how about 'Fleet of Foot' and give a 5% boost to hill climbing. I really don't care what you put in that slot, but the 'Pinpoint' skill has been useless for far too long.

#44 RedDragon

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Posted 02 June 2014 - 11:23 AM

View PostHeffay, on 02 June 2014 - 11:17 AM, said:


Armor does not imply water tight. If you're going to make a 10M death machine that breaks when it rains, you need to hire better engineers.

Eh, what? Mechs are sealed water and air tight for limited space- and underwater operations. If the hull is damaged, the seal might be breached. Get a source book or look it up on Sarna if you don't believe me.

#45 Redshift2k5

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Posted 02 June 2014 - 11:26 AM

Crits on engines, actuators, etc doesn't sound like a "small thing". A good idea, of course, but not a small idea.

#46 Heffay

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Posted 02 June 2014 - 11:29 AM

View PostRedDragon, on 02 June 2014 - 11:23 AM, said:

Eh, what? Mechs are sealed water and air tight for limited space- and underwater operations. If the hull is damaged, the seal might be breached. Get a source book or look it up on Sarna if you don't believe me.


This is why we shouldn't be handcuffed by lore. Armor should only be used to protect components from external attacks. Critical components should function regardless of whether it's submerged in water or in a vacuum. The component itself should be protected as part of being the component. When the component is destroyed, that is when the built in protections should no longer function. Are you suggesting that if the cockpit armor is destroyed that the pilot dies due to life support equipment being exposed to a vacuum or water?

Diesel engines work just fine under water, for example.

Edited by Heffay, 02 June 2014 - 11:31 AM.


#47 RedDragon

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Posted 02 June 2014 - 11:30 AM

View PostRedshift2k5, on 02 June 2014 - 11:26 AM, said:

Crits on engines, actuators, etc doesn't sound like a "small thing". A good idea, of course, but not a small idea.

No idea how that works in MWO, maybe it's just a few lines of code for "If engine gets a crit, add 10 heat" or whatever - better to have it on the list than not I guess :P

#48 Kanajashi

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Posted 02 June 2014 - 11:31 AM

The things that I want to see, mostly revolving around immersion:
  • Line of sight check on AMS, I have had far to many times where I have been on the other side of a building or inside a cave and have had my AMS firing at missiles that I cannot see. I dont know what kind of impact all the extra ray-traces will have on the games performance but it really breaks immersion.
  • The fact that any legged mech goes from its max speed of 40kph to 15kph because of the slight graze of a laser or single MG round. It doesnt seem logical that my huge 100 ton assault mech will have to instantly crawl to a hault because of the impact of a single MG round. I personally would like the "15kph while under fire" rule to simply go away since being stuck at 40kph in anything is a serious enough drawback.

Edited by Kanajashi, 02 June 2014 - 11:31 AM.


#49 12Breacher

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Posted 02 June 2014 - 11:33 AM

Why are there no sounds for collisions?

#50 Hobo Dan

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Posted 02 June 2014 - 11:36 AM

View PostHelm21B, on 02 June 2014 - 11:33 AM, said:

Why are there no sounds for collisions?

I believe the phrase "small things" is being thrown around. Probably has somthing to do with it...

Edited by Hobo Dan, 02 June 2014 - 11:39 AM.


#51 Heffay

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Posted 02 June 2014 - 11:40 AM

View PostHelm21B, on 02 June 2014 - 11:33 AM, said:

Why are there no sounds for collisions?


There are in the game files. Probably legacy from when knockdowns were in the game.

#52 Scratx

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Posted 02 June 2014 - 11:40 AM

Hmm....!!
  • On UI 2.0, on the weapon group setup, need some way to setup... that kind of fire we get with backspace. You know, one weapon at a time. Meh, I forget the proper term. You get the idea. :P (if it is possible to do so already, then it's not clear how to do it)


#53 Nemesis Duck

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Posted 02 June 2014 - 11:55 AM

Requesting a fix to unchangeable hardpoint affinity weapons have. I think this should be fixed because customizing mechs is touted as a major component of this game simulator.

Some more information about this problem is in this link: http://mwomercs.com/...-order-problem/

#54 9erRed

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Posted 02 June 2014 - 11:55 AM

Greetings all,

1. Feature selection for LRM's that have Artimis FCS incorporated.

- As this feature is designed for line of sight launch's, enable very low missile arc to the target.
~ This would enable shorter 'time to target' for this direct shoot. And add one additional reason for mounting it.

As we have right now, both non and equipped launchers use the same arc flight path, whether we can directly see the target or not. This is not turning these LRM's into just long range SRM's, It's only 'Reducing' the high arc for line of sight targets', not eliminating it.

2. Advanced audio warning of inbound Aerospace fighters. (Airstrike)

- There are many unseen elements supporting the Mech's we have on the Battlefield, friendly low orbit Aerospace, orbital elements, off map support, unseen ground elements, all units that have sensors out further than our current Mechs.
- These units should be able to detect approaching fighters and transmit to our Mechs, producing a verbal warning.
- This is one of the specific uses of the JagerMech, Anti Air support.
[Ref: Designed as an anti-aircraft platform and long-range fire support unit.]
~ Even if we cannot 'Yet" shoot down this fast air element we should hear the warning.
~ In game, you can actually see the aerospace fighter approaching from quite a ways away, if your looking in that direction.
("Example: "Aerospace detected at 250", you turn to that direction and start engaging.)

3. As the next poster suggested.
Active and Passive Sensor modes.
- Absolutely, if you don't detect me before I see you, I have the advantage.
~ BAP should effect this mode also
~ 'Active', full sweep as we have now, front 120 Deg's
~ 'Passive' very reduced signature, 100m detection only

9erRed

Edited by 9erRed, 02 June 2014 - 12:34 PM.


#55 Blue Boutique

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Posted 02 June 2014 - 11:57 AM

View PostHeffay, on 02 June 2014 - 11:29 AM, said:

Diesel engines work just fine under water, for example.


Diesel engines requires oxygen to burn fuel underwater and cannot create the required energy output for separating the oxygen from the water to operate efficiently. If the lore suggest that damaged and stripped legs gets destroyed underwater, maybe that suggest that Myomer that moves the mech short circuits when placed in water.


How about active/passive radar mechanics that only affects targeting? If you set it to active, everyone sees you as you crest the hills and if passive, it takes a few moments to get a target lock on you.

Edited by Blue Boutique, 02 June 2014 - 12:00 PM.


#56 Barantor

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Posted 02 June 2014 - 12:12 PM

COLORBLIND MODE

#57 12Breacher

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Posted 02 June 2014 - 12:13 PM

View PostHeffay, on 02 June 2014 - 11:40 AM, said:


There are in the game files. Probably legacy from when knockdowns were in the game.


You're right. I do remember them being in the game. They left with knockdowns and I've never known why. I mostly want them for those moments of "Why did I stop moving?!?! Oh... that truck is stopping me."

Edited by Helm21B, 02 June 2014 - 12:16 PM.


#58 DasProjektil

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Posted 02 June 2014 - 12:14 PM

Please under no circumstances, let this delay or downgrade CW.
Sorry if this has been mentioned before or if this is off-topic, but I believe that a good Community Warfare is the single most important feature to keep people playing for a long time.

As for my on-topic suggestion:
  • Sounds for Ammo explosions like we had in closed Beta.
I believe they fell victim to the performance optimizations in the past, even if you set all your options to very high.

Edited by DasProjektil, 02 June 2014 - 12:15 PM.


#59 Glaive-

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Posted 02 June 2014 - 12:27 PM

On the subject of auto cannon slug visuals, could we ever get something like the old tracer effects again?:

(at about 1:00)

#60 Lightfoot

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Posted 02 June 2014 - 12:54 PM

Make the Gauss Rifle de-sync usable with a Joystick too. One second is not enough time to aim a joystick and you really can't click-drag-release a joystick anyway. I call it one of those quality of life issues (QoL). Really needs to be addressed somehow.





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