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Player Council

Gameplay General Metagame

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#81 Joseph Mallan

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Posted 22 September 2014 - 03:10 AM

For me the top three are
Community Warfare
Sure is sounds like a small fix, but Things Like Murphy's Law not being able to form up under its "RESERVED" name is frustrating. Me dropping with Capellans, Ghost Bears, and Everyone has gotten old.

ECM
The Magic Jesus box as it has become known, needs turned back to something more like it was meant to be on TT. A counter to Artemis and Narc. Then Adjust it for proper feel in this game.

Ghost Heat
SQUASH IT LIKE A BUG! :angry:

Thanks for reading! ^_^ B)

#82 Sandpit

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Posted 22 September 2014 - 09:38 AM

View PostJoseph Mallan, on 22 September 2014 - 03:10 AM, said:


Thanks for reading! ^_^ B)

any thing for you Joe! lol

You should come flyout with me an JoJo in War Thunder sometime ;)

#83 Maxx Blue

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Posted 23 September 2014 - 10:30 AM

Some of my high-priority items:

- Real-money pricing for mechs and customization items. See if you can figure out a way to raise volume and reduce prices. It is still waaay too much of a struggle for me when I think about spending money on this game.

- Improved role warfare. It still feels like the point of every mech is to directly try to blow up other mechs. If you don't focus on that it can be painful to gain XP and CBills.

- Balanced customization: RIght now, there is no down-side to ripping apart a stock mech and completely rebuilding it to whatever specification the hardpoints will allow. I would like some down-sides to completely re-building a mech to help balance out the power of being able to radically change the loadout of a mech.

- Additional 'flavor' quirks for particular drops. It would be interesting to have some random properties that were applied to a drop to help add variety without having to create new maps or game modes. To clarify I am looking for pretty significant modifiers like: 'High Gravity' - All jump-jets produce half thrust and all agililty -15%, or 'Magnetic Interference' - PPC range and sensor range reduced by 30%, or 'Rainstorm' - Heat sink efficiency increased by 10%, but all lasers range reduced by 20%. Stuff like that. It wouldn't have to be on every drop, but it would make things more interesting for me.

- Do SOMETHING with the Pinpoint pilot tree skill. It is a black-eye to the game that it is still just a 3000XP do-nothing.

There is plenty more that could be done, but these are all things that would actually get me to play more often and probably spend more money on the game.

#84 Almond Brown

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Posted 23 September 2014 - 10:36 AM

View PostRedshift2k5, on 18 September 2014 - 03:48 PM, said:

New player experience
  • tutorials
  • starting assets
  • ability to tutor new players in a private match without the rookie needing premium time


Add:

Allow 2 players (max.) into the Training area. No need for anyone to have "Premium" and tutoring would be much, much easier.

#85 VoodooLou Kerensky

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Posted 23 September 2014 - 12:12 PM

In Regards to the ECM 'adjustments' that may come about during/after the discussion; Has there been a full on Pro's and Con's about adding in a Toggle for Active/Passive Sensor's (since its supposed to be the detection of OpFor (Opposing Forces for the non-military out there) Mechs Sensor's rather than their Engine Emissions?) Also what about a Manual Targeting Key, that allows the Individual doing the Manual target ONLY to Target lock the Target under Reticle unless they have BAP and after then after a moderate delay it allows Friendlies to target the Manually Targeted Mech (but it only maintains the Bracketting and sharing of target if the Person who Manually Targeted that mech maintains the lock; I.E. they switch targets, shutdown, die and Lock is lost to Friendlies)

#86 Hagoromo Gitsune

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Posted 23 September 2014 - 12:31 PM

View PostRedshift2k5, on 18 September 2014 - 03:48 PM, said:

New player experience
  • tutorials
  • starting assets
  • ability to tutor new players in a private match without the rookie needing premium time


Totaly disagree...

Taking away from rookie ability to get his first free 10kk C-Bills from the start will set game to a WarThunder grinding level. Instead of this Tutorial must have also some C-B's bonus.

Like I said before: - Players Council will ruin the game with those "briliant" ideas.

And I gonna repeat it again.... - I told you so! :rolleyes:

#87 IraqiWalker

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Posted 23 September 2014 - 02:06 PM

View PostHagoromo Gitsune, on 23 September 2014 - 12:31 PM, said:


Totaly disagree...

Taking away from rookie ability to get his first free 10kk C-Bills from the start will set game to a WarThunder grinding level. Instead of this Tutorial must have also some C-B's bonus.

Like I said before: - Players Council will ruin the game with those "briliant" ideas.

And I gonna repeat it again.... - I told you so! :rolleyes:


If you bothered to read the post you would understand that Redshift (one of the most constructive players in the forums, btw) was talking about having to tutor new players in private lobbies, where both players HAVE to have premium time active to drop as 1v1.

Did you also notice that the words "Cadet Bonus" were never brought up? Premium time was being discussed since it's mandatory for private lobbies.

Seriously, if you're going to criticize a post, at least apply some reading comprehension.

Edited by IraqiWalker, 23 September 2014 - 02:07 PM.


#88 Rebas Kradd

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Posted 23 September 2014 - 03:42 PM

View PostHagoromo Gitsune, on 23 September 2014 - 12:31 PM, said:

Like I said before: - Players Council will ruin the game with those "briliant" ideas.


And like has been said to you dozens of times...

The Players Council is not originating any ideas. They are organizing the community's ideas and sending them to PGI. The whole shebang is seriously nothing more than a glorified mail clerk.

#89 Threat Doc

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Posted 23 September 2014 - 09:51 PM

Okay, I'm only on page 2, here, but I've read enough to know that most of what I'm reading is also what I'm thinking, so just a few points from me...

1. WHEN you redesign the basic documentation for CW, which has been recommended a couple of times, here, and you actually start using the lore, the way you should have been in the first place, I want a contracting system that takes the best of three worlds... a) Mercs Handbook, B) Mercs Handbook 3055, and c) the contracting systems from Mercs 2 and 4 computer games;

2. Coming out of that actual robust contracting system, I want to see objective-based combat, including raids, intelligence gathering/scouting/recon, actual skirmishes (not just a game-mode), and all the bells and whistles that made tabletop so excellent for more than 25 million players at one point, the world-round;

3. ECM is horribly bad, as it makes ECM-equipped 'Mechs non-lockable, but it also makes it nearly impossible to get a lock on anything. The way ECM is now, it denies the opposing team of potentially hundreds of tons of assistance, and for each ECM 'Mech equipped beyond the first, the likelihood of the other team winning drops a solid 33% each.

4. Light 'Mech's are far too maneuverable considering their weight distribution, and a mechanic needs to be built to deal with speed:turning radius. If a 'Mech wants to turn fast, it has to slow down, and if it is slowed down, it can turn fast; right now, Light's do not have to slow down to turn, and there is no fall probability for them going too fast and turning at the same time. Inertia should be utterly horrible, and yet they can turn on a dime at 100+ kph, and that's just not right. It is also impossible to clear your baffles if a Light 'Mech gets in them, and it is excessively, stupidly easy for a Light to kill anything heavier than it is, as long as it can keep up the maneuverability.

5. Assault 'Mechs are supposed to be the kings of the battlefield and, though they're supposed to also be rare, they should be returned to this status.

6. I know you, PGI, want to keep battles relatively close, and short, but I'm into maneuvering, using tactics and strategy for the win, so we need bigger maps to be able to do that.

7. Along with the IS star map, when we click on a planet, Commander's should be able to see their attack or defense postures, and be able to move parts of their unit around -by Lance, Company, Battalion, etc.- and be able to set up attacks or defenses. This super-simple idea you have of playing multiple rounds on the same map to take planetary percentage was shot to death on September 17th, 2013, and that mahucka should stay dead.

8. Bounty games... poppycock!

9. Give us what's in the books, it's what many of us want, and those who don't know about it, or don't want it, won't want to worry about it, anyway, so give it to us who want to build this community so large that you'll be required to open more servers to handle the load on a daily basis.

Yeah, I think that about covers me.

#90 Hagoromo Gitsune

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Posted 24 September 2014 - 06:01 AM

View PostIraqiWalker, on 23 September 2014 - 02:06 PM, said:


If you bothered to read the post you would understand that Redshift (one of the most constructive players in the forums, btw) was talking about having to tutor new players in private lobbies, where both players HAVE to have premium time active to drop as 1v1.

Did you also notice that the words "Cadet Bonus" were never brought up? Premium time was being discussed since it's mandatory for private lobbies.

Seriously, if you're going to criticize a post, at least apply some reading comprehension.


So if you mean that there'll be more than just a Cadet Bonus given to rookies than I'm in. If not... we will burn you heretics. :ph34r:

#91 Sandpit

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Posted 24 September 2014 - 06:57 AM

I'll start collecting the data here this weekend and compiling some polls.





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