i think they should experiment with forcing 3/3/3/3 again.
You can still play what you want assuming you want to wait OR maybe....just maybe, try other mechs and weight classes and find out they are still having fun.


Incentives For Pilots To Actually Pilot Light Mechs
Started by Darian DelFord, Sep 30 2014 08:56 AM
Gameplay
25 replies to this topic
#21
Posted 30 September 2014 - 12:52 PM
#22
Posted 30 September 2014 - 01:00 PM
Rather than give us monetary incentives to play light mechs, why don't they just make light mechs more worthwhile particularly in the hardpoint department (SDR-5V, Im glaring at you). Light mechs simply don't have the tonnage to go max speed and carrying anything but a bunch of Lasers, MGs, and maybe some SRMs.
If you want low speed light mechs to actually be valuable to a team ("Pein" Hammer comes to mind, such a useful little guy in TT), some sort of BV system would be more valuable than a tonnage/class based balancing system that we entertain now. Sure it is still a system that would have its problems, but at least slow Light mechs would be worthwhile.
If you want low speed light mechs to actually be valuable to a team ("Pein" Hammer comes to mind, such a useful little guy in TT), some sort of BV system would be more valuable than a tonnage/class based balancing system that we entertain now. Sure it is still a system that would have its problems, but at least slow Light mechs would be worthwhile.
#23
Posted 30 September 2014 - 01:08 PM
Well the one light I play is the Kit Fox, so I am mostly escorting the fatties to the battle with ecm and giving fire support to them. So my ping has no effect on my effectiveness. I suppose it is a factor in lighter mechs. I think just shrink their hitboxes a bit so they don't get legged as easily.
#24
Posted 30 September 2014 - 01:13 PM
OP: You're late. About 24 hours late:
Updated Reward System
Since the implementation of the Queue size window, we have been working on an improvement to the reward system to help promote the use of Medium and Light 'Mechs. What we have done is rework the rewards table by adding some brand new rewards, as well as adjusting how the current ones work. Once implemented, it should represent a moderate improvement to the Role Warfare pillar of MWO.
http://mwomercs.com/...33#entry3776433
ETA: Oct 21st or Nov 4th patch.
Updated Reward System
Since the implementation of the Queue size window, we have been working on an improvement to the reward system to help promote the use of Medium and Light 'Mechs. What we have done is rework the rewards table by adding some brand new rewards, as well as adjusting how the current ones work. Once implemented, it should represent a moderate improvement to the Role Warfare pillar of MWO.
http://mwomercs.com/...33#entry3776433
ETA: Oct 21st or Nov 4th patch.
#25
Posted 30 September 2014 - 01:24 PM
LauLiao, on 30 September 2014 - 01:13 PM, said:
OP: You're late. About 24 hours late:
Updated Reward System
Since the implementation of the Queue size window, we have been working on an improvement to the reward system to help promote the use of Medium and Light 'Mechs. What we have done is rework the rewards table by adding some brand new rewards, as well as adjusting how the current ones work. Once implemented, it should represent a moderate improvement to the Role Warfare pillar of MWO.
http://mwomercs.com/...33#entry3776433
ETA: Oct 21st or Nov 4th patch.
Updated Reward System
Since the implementation of the Queue size window, we have been working on an improvement to the reward system to help promote the use of Medium and Light 'Mechs. What we have done is rework the rewards table by adding some brand new rewards, as well as adjusting how the current ones work. Once implemented, it should represent a moderate improvement to the Role Warfare pillar of MWO.
http://mwomercs.com/...33#entry3776433
ETA: Oct 21st or Nov 4th patch.
Heheh not late, this post is a spawn on Russ's post in the CC, I even referenced it in point 5 in regards to fall damage. I am hoping they can expound on it a bit more or even take some of our ideas and go with it.
#26
Posted 01 October 2014 - 01:23 AM
Darian DelFord, on 30 September 2014 - 12:26 PM, said:
I do not know about that, the armor was already doubled, however what I think would help the game tremendously is return all the ammo amounts per ton back to their table top values. Most were significantly increased when the armor was doubled. Do this and you fix alot of the AC/Gauss/LRM QQ you see, as the builds that rely on those will have to be very careful with how they build their mechs. Which in turn helps the survivability of light mechs.
I'd be completely against reducing ammo/ton. Stock mechs with ammo-based weapons are barely viable as it is as PGI did not triple the amount of ammo/ton when they tripled the match length, and that's before taking into consideration the increase for double armour.
Brody319, on 30 September 2014 - 01:08 PM, said:
Well the one light I play is the Kit Fox, so I am mostly escorting the fatties to the battle with ecm and giving fire support to them. So my ping has no effect on my effectiveness. I suppose it is a factor in lighter mechs. I think just shrink their hitboxes a bit so they don't get legged as easily.
And make them all Spiders? No thanks.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users