List Of "small Things" To Hopefully Get Fixed Soon
#81
Posted 02 June 2014 - 09:19 PM
#82
Posted 02 June 2014 - 10:28 PM
- Cockpit displays. Yes, we don't forget them. After all they worked back in CB. Even if they are not displaying live-feeds, they could at least show a static image instead of "no signal". Maybe The status of gyro, life support and sensors, because they won't change anyhow. (which brings me to the next point)
- Critical hits on engine, gyro, life support, actuators etc. Long overdue. Gyro could be tricky because there is still no falling down. But for now it could result in a slower movement or shaky crosshairs.
- Toggle for AMS and TAG.
- Option to discard ammunition.
- Slower movement in water (how can this still be not in the game?)
- If you have really much time: Armor breaches under water (section gets destroyed if internally damaged and submersed in water).
- Cracks in the wind shield after getting hit in the head.
- Bit bigger thing but still, also requested since the first days of this game: HTAL (or "beam"-) diagram instead of paper doll (switchable, naturally).
- "Nav points" on the battle map: Option to press a key and get a marker on the battle map (also mini map I guess) where the crosshairs are pointing. E.g. to mark enemy positions and relay that info to team mates.
- Font size and colour should be more readable in UI 2.0.
- Toggle for chat window - make it either stay or vanish, not like now when it only is viewable when someone wrote something.
- Colour-coded death messages (Player A [red] killed Player B [blue]) so we know which team lost a mech.
- Kill counter on the main HUD on Conquest mode.
- Missile door indicator on the HUD (or at least higher visibility I guess).
- The "Pinpoint" skill in the skill tree still does nothing. Either give us convergence back or make the skill do something useful.
- Selectable hardpoint-order. Seems to be an old problem that weapons are punt into the hardpoints based on the order they were bought or something. More infos here: http://mwomercs.com/...-order-problem/
- More direct line of flight path for Artemis-LRMs, because Artemis works only with line of sight anyhow, so the missiles don't need to arc towards the target.
#83
Posted 02 June 2014 - 10:30 PM
#84
Posted 03 June 2014 - 12:30 AM
#85
Posted 03 June 2014 - 01:54 AM
Statistics improvements!!! Meaning round results export capability. Also, if assists / head shots are now achievements then those need to be on the website's standard stats screen... Really, I personally don't know what has taken them so long to offer statistics exports of end of game logs... Old ask that's been repeated.
#86
Posted 03 June 2014 - 02:14 AM
And destructible terrain is needed desperately as i am fed up of having my movement blocked by small fences.
#87
Posted 03 June 2014 - 03:22 AM
Joking, joking, I love this list. it's all, to my understanding, relatively small stuff that will polish up the game nicely.
One thing I'd love to see, though I don't think it's a small fix, is a clean up of the maps in terms of meshing and clipping problems, hitting invisible building edges or small rock formations that seem to be bigger than they appear and such.
#89
Posted 03 June 2014 - 05:41 AM
#90
Posted 03 June 2014 - 06:03 AM
#91
Posted 03 June 2014 - 06:27 AM
- 3x paper dolls of Lancemates on the minimap screen. (Teamwork!)
- Ability to target teammates (same functionality as "R" but a different key) No locks can be made while doing this.
- A use for the No Signal screens
- Auto restocking consumables (option to do so, not automatic). Should give a warning before turning ON for a mech that has MC-only consumables.
Edited by xeromynd, 03 June 2014 - 07:57 AM.
#92
Posted 03 June 2014 - 06:33 AM
#93
Posted 03 June 2014 - 07:06 AM
xeromynd, on 03 June 2014 - 06:27 AM, said:
- 3x paper dolls of Lancemates on the minimap screen. (Teamwork!)
- Ability to target teammates (same functionality as "R" but a different key) No locks can be made while doing this.
- A use for the No Signal screens
Lance mates already report damage by %. See a wounded ally, go help.
Why do you wish to Target Allies? What purpose would it serve?
Agreed. Fill all the screens. Nice to see them before the fighting begins, because they don't get much viewing attention after that...
#94
Posted 03 June 2014 - 07:16 AM
Auto re-buy on consumables! Tiny issue, not at all challenging, same function for armour and ammo used to be in game...
Make machine guns fire at full speed when you hold down button to fire. I do not use macros and it kind of sucks being so much weaker then everybody who does...
#95
Posted 03 June 2014 - 07:55 AM
Almond Brown, on 03 June 2014 - 07:06 AM, said:
Lance mates already report damage by %. See a wounded ally, go help.
Why do you wish to Target Allies? What purpose would it serve?
Agreed. Fill all the screens. Nice to see them before the fighting begins, because they don't get much viewing attention after that...
1.) Percentages can be deceiving, especially when it comes to rear torso armor, which is usually not a large chunk of a mech's entire percentage.
2.) So you can see their paperdoll as well.
Scenarios:
1.) If it's just you and a non-lancemate left, and they are critically damaged, I know I'd like to see HOW they are critically damaged. If they are getting slammed in their rear cored CT, and have decent weaponry left, it might be worth taking the hit for them, if they can get to cover and provide fire support.
2. It would also would show you their weapons, just like targeting an enemy. If it's an LRM boat or (regular) PPC boat that's lost its defensive weapons and is getting harassed by a light, you'd see that, and get in there to help out.
Overall, targeting friendlies gives pilots additional information that could help in some situations, and afaik, has no downsides. Teamkillers are going to teamkill anyway.
#97
Posted 03 June 2014 - 01:03 PM
#98
Posted 03 June 2014 - 03:11 PM
Being able to see the skill points on 'mechs I've used in the past, but no longer own.
And maybe being able to use those points, for leveling it, or turning into gxp even if one currently doesn't own that chassis.
#99
Posted 03 June 2014 - 05:01 PM
- A button in the UI to strip out all modules on all mechs
OR alternatively
- Implement a FAST way to show which mech has which modules equipped.
Also if possible I would change the mouse-over latency so it doesnt take that long to show the mech info when hovering over the mech icon in the mechlab. Also displaying the mech info when switching mechs in mechlab should be way faster so you can compare stats better. The lag is really too long
#100
Posted 18 June 2014 - 12:40 PM
But although we can only vote one feature, I strongly hope that in the end all the points will be fixed over time
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