Mwo Improvements For 2015
#1
Posted 04 January 2015 - 09:19 AM
MWO has problems, not a shock to anyone who plays I'm sure. IMO the problems are the same problems that most mechwarrior games have faced. Namely pinpoint damage and customization.
We never should have gotten a fully customization mechlab. The clan roll out pretty much showed that yes people will play even with out that ability, so don't be the kid who howls that they wouldn't be here if it wasn't. For god sake peolpe spent 500 dollars on a single mech! We wouldn't need ghost heat and the other crazy crap we have if it wasn't a min max fest, pretty much like every mechwarrior game becomes. I had hope back when they revealed the laser mechanics only to have that dashed with ppc, and ac weapons. PPC should be a beam, and ac weapons should be like the clan ac weapons. Again look at how the clans play and I have a hard time saying its not a better mechanic. Why ever take FF armor? Why ever use single HS? Why ever use anything that doesn't do pinpont 10, 20, 25, 30, 40 or 50 damage?
Pinpoint accuracy is a bad idea. At best arm weapons should be accurate with torso weapons being cone. This would make the game feel more like mechwarrior and less like COD. At least make PPC a beam and adjust IS AC weapons to a stream like the clans.
As to IS vs CLAN, I get the limitations of 12 vs 12 and that there can't be a 10 vs 12 mechanic. So why not do a bit of the CW in all games? WEIGHT LIMITS FOR A TEAM! Yes 240 vs 220 would be about right and stop the mix and match IS and Clan games.
Lastly I'd ask to slow everything down a bit. Torso twisting needs a nerf all around. Lights should stay about the same with a slight adjust to med, then more to heavy and assualts need to be cut by atleast 20%. Do the same for speed while you are at it. This is MWO not COD.Thanks for listening to an old timer gripe... its what we do best anyway.
#2
Posted 04 January 2015 - 09:43 AM
But I'm not exactly playing clans, now am I?
Never the less, pretty sure TT had even more lax customization rules (no hardpoints, cough), albeit with time restraints.
I think its a nice trade.
#3
Posted 04 January 2015 - 10:46 AM
Burktross, on 04 January 2015 - 09:43 AM, said:
But I'm not exactly playing clans, now am I?
Never the less, pretty sure TT had even more lax customization rules (no hardpoints, cough), albeit with time restraints.
I think its a nice trade.
TT did have an option for more customization. No one would use all the options because it was to much. Any real TT games had real hard limits on mechs, otherwise it was 7/11/7 jumping mechs with pulse lasers everywhere! Clans seem more popular than IS right now and they have more restrictions and speak directly to my issues. Yet people paid ALOT of money to play them.
#4
Posted 04 January 2015 - 10:59 AM
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This.
Plus the game should have started in the 3025 era, balance the basics before advancing the timeline and adding in the upgraded tech.
However, it is what it is and here we are. They aren't going to start from scratch, so we're stuck with what we've got.
#5
Posted 04 January 2015 - 11:03 AM
#6
Posted 04 January 2015 - 11:09 AM
Zerstorer Stallin, on 04 January 2015 - 09:19 AM, said:
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We never should have gotten a fully customization mechlab.
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Burktross, on 04 January 2015 - 09:43 AM, said:
#7
Posted 04 January 2015 - 11:11 AM
I personally would have loved stock mechs and role warfare and hardcore mode and repair & rearm, but PGI wants this to be a team brawling simulator with people smashing their fists at the keyboard until they explode and respawn, and it's not going to change.
As much as I agree with the OP, this thread should have been called "MWO improvements for 2012".
#9
Posted 04 January 2015 - 12:38 PM
Alistair Winter, on 04 January 2015 - 11:11 AM, said:
So, say a Catapult loses an LRM-15... if there's an LRM-15 in stock, or from 'Mech salvage, it goes on the Catapult. However, if there is no LRM-15, have a pair of SRM-6s put on there, with re-tooling for ammo reloads, etc. If a player is willing to have the bay in which the old weapon or equipment was converted into something different, or more, say changing the infrastructure for a missile pod to that of a laser or ballistic mount, paying the price and waiting a certain amount of time, that would be cool in my book. Alternately, a bay could be rebuilt and expanded to include both or all three. What I would also recommend is having the MechLab available, but only in a Smurfy's-like capacity, where a player can design the 'Mech they want to have, but it's going to take time to get replacement parts, and they have to pay for each part they want. What doesn't make sense to me is the weapon hardpoints... there are enough critical slots and tonnage to limit all of that, and people would be required to learn how to design the entire 'Mech, as it was in the box set rule book.
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As much as I agree with the OP, this thread should have been called "MWO improvements for 2012".
#10
Posted 04 January 2015 - 01:27 PM
Zerstorer Stallin, on 04 January 2015 - 09:19 AM, said:
Full customization of your mech is the core component of the MechWarrior game series, and to a great degree of the original Battletech game. Hell, in the original you could just make your own mech from scratch as they had everything explained on how to do it. You can't just ditch the customisation, it's like having lemonade without any citrus flavour or a musical without any music. It just doesn't work. It's our Barbie collection! It's the reason we're here (beyond laser death and Hunchbacks).
If there is a balancing problem that means there is a problem with the balancing, not with the customization, so maybe ask for alterations on that rather than on the basic building blocks. We currently use tonnage, which is phenomenally blunt, is maybe ask for something like CBills or Elo to be the key marker.
#11
Posted 04 January 2015 - 01:58 PM
Max Liao, on 04 January 2015 - 10:59 AM, said:
Plus the game should have started in the 3025 era, balance the basics before advancing the timeline and adding in the upgraded tech.
However, it is what it is and here we are. They aren't going to start from scratch, so we're stuck with what we've got.
Are you me? because seriously, I've been saying this since Closed Beta.
#12
Posted 04 January 2015 - 02:19 PM
Flash Frame, on 04 January 2015 - 01:58 PM, said:
Are you me? because seriously, I've been saying this since Closed Beta.
I hope not, because if so I am a very confused person right now.
I don't have time to blast so many of the arguments above, as it was this talk that caused me to quit playing MWO (and quit this community) for nearly a year. I have resigned myself to the fact that this game is not MechWarrior Online, it's Giant Stompy Robots Online. As a robot shooter it's okay and getting better. I accept that. As for Battletech, well, this game BINO. Battletech in name only.
#13
Posted 04 January 2015 - 02:20 PM
#14
Posted 04 January 2015 - 02:34 PM
LCPL 4, on 04 January 2015 - 11:03 AM, said:
Are you kidding? They are a company. What they do with the money you give them is none of your business. You are not an investor or something.
#16
Posted 04 January 2015 - 03:08 PM
Kay Wolf, on 04 January 2015 - 11:09 AM, said:
The Space Pope is quite confused by posts like this.
When is it advisable for a light mech pilot to operate like a "main battle tank" at the moment? The Space Pope has certainly seen a resurgence of hit and run tactics as well as focus fire for a group of light mechs but he has not seen light mechs brawling and tanking damage with fresh assault mechs, at least not in a successful matter with any frequency (this assumes of course that the heavier mech pilots can aim and have enough experience not to panic).
Similarly, if lights were made useless as fighting mechs, which they would be if suddenly lights couldn't fight anything heavier than a medium, then there would be no reason to use them anymore at all. It would then instead be advisable to use fast mediums or heavies as they could do everything these neutered light mechs could in the game and still tangle with the big boys.
Edited by Merlevade, 04 January 2015 - 03:17 PM.
#17
Posted 04 January 2015 - 03:23 PM
Zerstorer Stallin, on 04 January 2015 - 09:19 AM, said:
Maybe, I'd like to see more depth from the Mechlab. Such as having a dynamic weight for Gyros, where you need a bigger one when sticking in a bigger engine or it weighs less with a smaller one for example.
For example, taking a Jenner with its stock STD 245 its Gyro is supposed to weigh 2.45 (so maybe rounded to 2.5), swap that out for an XL 300 and the Gyro's weight needs to be 3 tons.
Little details like that would be nice.
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The main thing is how much potential damage our weapons can do compared to their original values. Autocannons for example can deal a whole lot more damage than the originals due to their damage and rate of fire.
And 2x Armor was a bandaid answer that then made balancing more complicated since another root problem was the implementation of the Heat system allowing us to Alpha everything with little risk compared to the original.
For example the AC/5 can deal a potential 30 damage in 10 seconds without modifiers compared to its original 5 in 10 seconds.
IS PPCs / ERPPCs are also able to a lot with their current cooldown, ~25 damage in 10 seconds to 10 damage in 10 seconds.
So tweaking weapons would be nice, I'd love to have some rapid fire dakka for the IS, but we also need to adjust the heat system.
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We might be fine with improving weapons and the heat system, but going to say 230 max for both sides is something I'd consider.
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I'd love to see out Mech Tree Efficiencies updated. Once those are doubled with an Mech taken to Elite it makes many mechs highly responsive and over-engined lights hyper-responsive.
I also would like to reduce the impact Engine Rating has on agility, where each Mech Chassis has it's own static agility profile and engine rating would only adjust straight line speed.
That way we could then have unique Mech Tree options where we could customize certain specific aspects of our mechs and not simply have different aspects all get big boosts as we currently do.
#18
Posted 04 January 2015 - 04:27 PM
Most of what you're suggesting. Requires removing aspects of the game that they built from the ground up to specifically be in the game. And they're not very keen on destroying content they created. They won't even shorten down mediums that are as tall as Assaults.
The only real problem is pin point accuracy.
Edited by MechaBattler, 04 January 2015 - 04:29 PM.
#19
Posted 04 January 2015 - 06:34 PM
About the only weapons that it can apply to are large IS ACs (read 10s and 20s) and gauss rifles. Unless your target is standing still or coming straight at you, you are not going to put two rounds in the same place on most mechs at any decent range because of the need to lead the target. Once your reticle leaves the mech your aiming at to lead it, the shots will go straight and not converge because they have no longer have a reference point. Far too many times I have seen shots that should have hit sail by my target on either side so I know this is true. ACs and gauss SHOULD do damage to the component they strike as the round impacts on one location - not many.
Many complain about PPCs but they have long travel times and actually spread damage on a hit with part of the damage going to adjacent components. Anyone standing still long enough to get hit by dual or treble PPCs deserves to be shot an killed. There's also still some hit reg issues with PPCs, this added to the high heat make them a lesser than ideal weapon choice.
Lasers have burn durations but are probably still the best weapon options. Again if you allow someone to keep their lasers in one place on your mech, you deserve to die.
All other weapons are already a cone or require multiple hits to do any serious damage because that is how that weapon should behave (i.e. missiles and smaller ACs). The reason for inaccuracy in the board game is simply because it is a board game and needed this factor added. It is not needed or wanted here. We already have enough problems getting hits to register thank you.
About the only thing I might want to see is that the more commonly boated weapons should have an increase in the number of slots the take up. LRM 15 and 20 should take a slot or two more as should AC/UC 5s and 2s. This will effect how many can be loaded an available space for ammo. This would reduce boating effectiveness without destroying the weapons functionality.
Edited by Steel Claws, 04 January 2015 - 06:47 PM.
#20
Posted 05 January 2015 - 10:54 AM
Raggedyman, on 04 January 2015 - 01:27 PM, said:
While this is true to a degree and people were all "customize this yo" in past MW games, MW games were about options, just like BT is about options. And by that, I mean rules each side agrees to adhere to. And single player portions that allowed you to play exactly how you wanted to. Also there was a MW game called Multiplayer BattleTech 3025, which was just stock Mechs only, which considered one of the lost "greats" of gaming in 2001 by those that played it. Most people don't even remember that the last game, MW4, that people played for nearly 10 years, had a plethora of server host options for setting up game rules/game types including no customization at all, limited/restricted customization, pure tech/mix tech customization, or just pure 'anything goes.'
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