TheCaptainJZ, on 21 July 2014 - 03:28 PM, said:
Well, arty and airstrikes won't be so overpowering if there were other good choices to compete with, but we only have 4 consumables right now. The more modules they offer (of roughly equal value), the less likely everyone will carry the same.
I agree with that, but also think that arty/air, and possibly UAV, should be tied to the CTC/CC, since they are all Command-type modules. Require CTC/CC before those can be equipped, and it balances them much better.
Sandpit, on 21 July 2014 - 05:21 PM, said:
Ok...
I think PGI is really dropping the ball here and missing the biggest potential factor in helping get a diverse variety of mechs on the battlefield.
To mirror what a few others have said (although I think I'm taking it a step further)
First make some modules that are mech and weight specific.
IE:
Scouting Module: +5% sensor range or a speed boost for certain mechs (or weight classes although using this on specific chassis such as the locust would give a reason to use those mechs more) and a +10% cbill and/or xp earned for any action related to scouting (think a bonus for every spotting reward you get)
Recon Module = increase in enemy lock time, or reduced enemy sensor range for your mech only, stuff like that.
Get creative with this stuff. This is where you have a chance to add some diversity to the game. Brawler module = maybe a bigger twist radius. You can doo all kinds of stuff with this. Limit some of the modules to specific chassis and this entices players to use those unpopular mechs more often without feeling "forced" to do so.
This is supposed to be mechWARRIOR online. That means we're supposed to be playing as an IS or CLan pilot. The mechs aren't the "characters" we are. So give pilots some skills and a certain number of skill "modules" that are tied to the pilot, not the mech.
Light Mech Specialist: Once this skill is purchased the player gets a speed and sensor bonus to all light mechs they pilot. If they decide to become a "heavy specialist" later, allow them to reset the skill and purchase a different weight class (for a cbill or xp cost so people don't just switch it out every match) Each weight class has its own set of perks.
Medium = speed boost and something like a bonus to their mobility (so they can torso twist a little further, turn a little faster, etc.)
Heavy = maybe a slightly faster heat dissipation
Assault = something like above and maybe add in or substitute a torso twist boost, etc.
Leadership: You get a bonus to assists as opposed to kills. or your entire team gets a boost to their sensor range (to simulate an experienced "leader" being on the field)
Sensor Specialist: Any mech carrying advanced sensor suites gets a bonus to them (Narc, Tag, ECM, BAP, etc.)
Special piloting skills such as recon, brawler, etc. Tie these skills to the pilot and give them xx amount of "slots" to add in skills for their character as opposed to putting everything on the mech. you're completely forgetting that mechs aren't the only "units" in the game. We have warrior characters. It adds depth and immersion.
The current system that's being proposed just doesn't "help" anything or create anything new or add to depth. All of this stuff should be "fairly" simple because you've already laid the groundwork with weapon modules and such. You're really missing an opportunity to add a lot of depth. And the old "soon" or "well for now we're just going with this" taglines aren't cutting it. It's time for you to listen to your community on stuff like this BEFORE you deploy it. Listen to your customers telling you what they want and need to enjoy the game more.
Totally agree, though with a bit less snarkiness, lol.
Niko (or whoever may be reading from PGI), please consider some of these suggestions. Things are looking a lot better, but there are a lot of ideas the community is throwing around that just needs some feedback to focus the think tank into a wonderful product for you. Use us, please...
Noesis, on 21 July 2014 - 07:16 PM, said:
You yourself historically have claimed being "influential" to PGI with suggestions in previous discussion threads and we have seen PGI respond to player concerns on many occasion. I guess however sometimes you have to accept that PGI has a vision for MWO that might slightly differ from your own and try to come to terms with it in a mature way? Being beligerant with your concerns then could be detrimental to those interests, e.g. getting banned from Twitter perhaps?
That was not called for, and I see no reason for it to be brought up.