Jump to content

Mwo Top Issues


10 replies to this topic

#1 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 04 October 2014 - 05:17 AM

This shall be a collection of the top issues MWO still suffers from. Please post the thing that bugs you most about MWO, and I will update the OP periodically to include your opinion and match it against other player's issues.
  • 2 Instant convergence pinpoint alpha strikes
  • 1 No ingame team balancing resulting in 10 vs 12 matches (or worse) frequently
  • 1 ECM (no further specification)
  • 1 Weapons balance (ballistics > energy > missiles)
  • 1 Boring random PUG matchmaking like WoT. Needs more options like Clan vs. IS, etc.
  • 1 Heat rework: Heat cap at 30 and heat cap per sink 0.1. Implement TT heat effects.
I will start with the fact that there is no ingame team balancing, so if 2 players don't connect on one team, the match is effectively a 12 vs 10, instead of a 11 vs 11 like in any other game.

Edited by zagibu, 04 October 2014 - 01:51 PM.


#2 Glythe

    Member

  • PipPipPipPipPipPipPipPip
  • 1,566 posts

Posted 04 October 2014 - 06:08 AM

ECM
"Double heat sinks"
both enhanced vision modes suck now
Clan mechs >>> IS mechs
Ghost heat
Airstrikes/artillery/consumables exist
Elo
Forced weight matchmaking
JJ shake is both ridiculous and necessary to prevent poptarting
Ballistics lost too much range
Double gauss is too powerful
Knockdowns got removed
Cockpit shake is way overdone (if I'm in the left eye and you didn't shoot the head why did I shake)


I think that about covers it.

#3 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 04 October 2014 - 06:10 AM

One of the obvious issue ATM is the balance of ballistic, energy and missile loadouts. Basically, a ballistic mech is good in most situations in most Elo/weight range, while energy mech is much less desirable in weight over 45 tons, unless it can mount JJs. Missile mechs are always hit or miss (literally in the case of SRMs, HSR will screw you raw) and LRMs can be great in pugs but useless in comp play.

Needs to be addressed.

Edited by El Bandito, 04 October 2014 - 06:13 AM.


#4 Riverboat Sam

    Member

  • PipPipPipPipPipPip
  • The Resolute
  • The Resolute
  • 209 posts

Posted 04 October 2014 - 06:23 AM

Limited, unimaginative, BORING match building. I know, I know, they do it "just like World of Tanks", so it must be right. Right?

Matches could be so much more. How about giving us options like a Clan v. IS queue? How about an option for a single group lance v. a 12 man pug in some sort of capture ground challenge? There are so, so many ways PGI could draw on the best of the old Mechwarrior games to come up with fun and creative game modes - but all they ever think of is, "World of Tanks is the most profitable free to play ever so we must do EVERYTHING the way World of Tanks does it".

#5 Wolfways

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Mercenary
  • 6,499 posts
  • LocationIn a shutdown overheated mech near you.

Posted 04 October 2014 - 06:52 AM

Memory Allocation error.
No 12v10 IS v clan queue.
Far too much freedom in customizing IS mechs (mostly engines because everything is too fast).
Maps are too small and bland.
Convergence (too much damage possible in one hit)
ECM.
Weapon balance (LRM's are weak, AC's are OP, lasers are too hot)

#6 Xanquil

    Member

  • PipPipPipPipPipPip
  • Wrath
  • Wrath
  • 474 posts

Posted 04 October 2014 - 06:59 AM

The biggest one: perfect instant convergent pinpoint alpha strikes.
Followed by ECM
Heat, weapon balance, and TTK all require these to be addressed otherwise we are just putting another Band-Aid on the problem and letting it continue to fester.

#7 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 04 October 2014 - 08:30 AM

Instant convergence is more of a problem since clan tech entered the game. Some of the alphas are way to high, simple as that. My fully armored medium mech is losing pieces in single alphas from dire wolves like right leg gone, next shot right arm gone, next shot right torso gone.

And I am not talking about standing still. My wolverine was running across a gap at 97.2 kph in mid air using jump jets and before I landed my fully armoured right leg was gone. Landed on the other side of the gap legged.......

I peaked over a hill once in my Orion for exactly 3 second and lost right torso, left torso then center torso in that order....... it was nearly instantaneous.

I am not sure what is to be done about this. But matches at the moment 1 dire wolf, 1 warhawk, 1 t-wolf, all on the same team getting all the victories....

Edited by Johnny Z, 04 October 2014 - 08:39 AM.


#8 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 04 October 2014 - 10:58 AM

I do agree that the high alphas are a problem, but for me, it's much less enjoyable to start a game already 2 men down.

#9 Alistair Winter

    Member

  • PipPipPipPipPipPipPipPipPipPipPip
  • Storm
  • Storm
  • 10,823 posts
  • LocationBergen, Norway, FRR

Posted 04 October 2014 - 12:22 PM

Wouldn't it be easier to bump one of these threads from 6-8 months ago? The game hasn't changed all that much lately.

#10 Nothing Whatsoever

    Member

  • PipPipPipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 3,655 posts
  • LocationNowhere

Posted 04 October 2014 - 12:35 PM

My top five issues that I'd like to see addressed in MWO:
  • Go with a 30 Heat Capacity with reduced Heat Sink Capacity to 0.1 for SHS and DHS. Then consider implementing Heat Effects.

    Spoiler


  • Lock On Independence from ECM (followed by tweaks to ECM, LRMs, SSRMs and looking to make SRMs actual missiles!)

Follow-up Tweaks after Locking change:

Spoiler



  • Continue Hit Box tweaks


    (continue the tweaks, it was going well until it was stopped)


  • Convert all Mech Tree efficiencies into unlock-able Modules and adjust values.



    Spoiler



  • Increase the number of Modules (and add a new system, details here) to have another method to dynamically customize our mechs. And also allow certain Equipment to increase the available slots to mount Modules.


    Spoiler


#11 zagibu

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,253 posts

Posted 04 October 2014 - 01:52 PM

View PostAlistair Winter, on 04 October 2014 - 12:22 PM, said:

Wouldn't it be easier to bump one of these threads from 6-8 months ago? The game hasn't changed all that much lately.


Sure, if you link me to a thread that did a comprehensive collection by summarizing and counting all opinions.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users