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PROBLEM: Multiple 'Mech loadouts can't be saved.
In order to have more than one loadout that is good to go for one 'Mech, you have to own more than one of the same variant each with their own separate loadouts. This, I'm assuming, is "working as intended", since PGI probably considers it an incentive for players to purchase more 'Mechs (and I'm assuming some players actually do this just for the convenience factor that doesn't inherently exist in the game). But this is just silly in my opinion, and being able to save loadouts would be extremely useful and give the community and the game something that it desperately needs: convenience.
As it is now, MWO is extremely inconvenient to play. The UI is a mess and is, for all intents and purposes, an awkward experience as a whole. It's inconvenient to browse 'Mechs, switch 'Mechs, find and switch modules, start a group, launch a game in a group, and most of all, it's inconvenient to switch loadouts on a given 'Mech.
If I'm with a group and I start making a tiny change to my loadout, it's a huge inconvenience to everyone because it ends up taking so damn long. Being able to save multiple loadouts would go such a long way to improving the player experience for this game, on so many levels.
SOLUTION: Give each 'Mech 2-3 loadout profiles. Here are a couple of ideas for implementing this aside from simply giving us profiles without strings attached:
- When a 'Mech is first purchased, it only has 1-2 loadout profiles available. When the variant is mastered, it unlocks a 2nd or 3rd loadout profile. (my favorite solution)
- Allow players to add 'Mech loadout profiles to a 'Mech using C-Bills.
PROBLEM: Often a chosen 'Mech loadout ends up not being fit for the randomly selected map. Nothing, in my opinion, is more discouraging than switching from a long range build to an SRM/brawler build only to see that Alpine Peaks loading screen pop up after finding a game. Not only does it make zero sense in the context of a military operation to blindly drop without preparing your loadout for the mission, it's just plain annoying.
SOLUTION: With the 3x4 matchmaker, I'm assuming it's out of the question to be able to choose 'Mechs after the map has been selected. Luckily, I think there are a few potential solutions:
- The first possible solution ties into the previous issue that I brought up: 'Mech loadout profiles. Let's say you chose your SRM brawler Griffin, and Alpine Peaks is selected. But wait! You have an LRM profile saved for the same 'Mech! Now from the 'Ready' screen, you can change your loadout to adjust for the map that you ended up dropping on without ruining the 3x4 philosophy that the matchmaker is striving to fulfill.
- The second solution is doable without adding profile saves. Instead of choosing a specific 'Mech from the Mechbay before a drop, instead you choose a weight class. The 3x4 matchmaker then does its thing and finds 3 Lights, 3 Mediums, 3 Heavies, and 3 Assaults to build both teams (to the best of its ability). Then from the ready screen, you would be able to select a 'Mech from your Mechbay that's in the weight class you selected.
- The third solution is similar to the second. You'd choose your 'Mech from the Mechbay just as it currently works. After the 3x4 matchmaker does its thing and the map is selected, you would then have the option to switch to another 'Mech in the same weight class as the 'Mech that was originally selected. If the variation of tonnage was a big issue, some limitations could be in place such as only being able to switch to a 'Mech that is within 5 tons (above or below) the originally selected 'Mech.
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PROBLEM: Command Consoles are simply gimped Targeting Computers for Inner Sphere. I sincerely hope that the current implementation of the Command Console are only placeholder functions, because if not, their implementation into the game is one of the laziest attempts I've ever seen.
There is so much potential for Command Consoles to be awesome, (especially with it potentialy fitting into one of the supposed "pillars of the game," Information Warfare) yet its current implementation is nothing more than extremely lame passive bonuses. Come on, guys...there's so much that can be done here.
SOLUTION: I've seen multiple threads (that I can't find) having some awesome ideas. Here are some that are from my memory, and I'm sure there are better ones:
- Allow the player to mark/prioritize targets for other teammates.
- Give the player advanced Battle Grid functionalities (draw on the grid to show routes for teammates to take/view enemy target "paper dolls" based on last targeting information acquired for that particular 'Mech/etc.)
- Increase the amount of targets that can be selected at a given time, and share that targeting data with other teammates that also have the Command Console equipped.
- Make Command Consoles a requirement for dropping Artillery/Air Strikes, or potentially grant some added functionality surrounding those consumables (being able to call them down from the Battle Grid, being able to place a "beacon" of some sort on the Battle Grid which is shown to teammates and grants some sort of minor bonus to any Artillery/Air Strikes that are called for within that small radius for a short time (Can only be activated once per match), etc.
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PROBLEM: There is literally no indication as to what each weapon/equipment/item/'Mech does and how they behave.
New players are literally buying their first 'Mech and gear completely blind, unless they have the sense to scour the internet for information. "What makes a PPC different from a Medium Laser? What is a Gauss Rifle? How do these weapons behave? Why might I choose a Kintaro over a Jagermech?" are likely just a few questions that new players must be asking themselves as they trudge through the UI for the first time.
There is no guidance or direction and too often I see threads on here where new players will spend their cadet bonus C-Bills unwisely due to lack of information. I got lucky and ended up purchasing a 'Mech that I ended up liking, but I can imagine had I chose a Locust as my first 'Mech, that I possibly would not have stuck with the game.
SOLUTION: Include brief descriptions that give new players SOME idea as to the advantages and disadvantages to each weapon/item/'Mech, along with how they behave (Example: Gauss Rifles are highly accurate long range projectile weapons that require a short charge up time prior to firing). Something like this would go a long way.
I'm not even asking for more tutorials here (although, there needs to be more tutorials). This is just some text fluff which may actually be the difference from a player having a great experience or a bad one, and MWO can use all the new players it can get.
Edited by Vertigo 1, 03 September 2014 - 10:35 AM.























