Issue #1: Mechlab
- Allow us to play around in the mechlab while in any of the ques. Just lockout any mechs you are in que with (or in your drop deck).
Issue #2: Clan quirks
- Please stop settling on just giving quirks to the weakest clan mechs. They are weak for a reason and it is not the lack of quirks. The ones you added are so small as well it is a joke to begin with.
Issue #3: Alpha vs DPS
- So far what I have read and for the most part see for myself is that IS is designed to have the best alpha by a noticeable margin. Well this game is based on PvP. It doesn't take brilliance to know that in PvP, burst is king. You simply cannot have 2 sides of a conflict and have one side's arsenal be completely designed to have the advantage of burst and the other not. Now I could be completely wrong on this, but in any case if not, I couldn't care less if the current implementation is "canon", if you want the game to thrive this has to be fixed.
Issue #4: Nerfs and Balancing
- Stop nerfing mechs/weapons/etc just because a minority complains about them.
Even if you try and make the "metrics" argument it will still be easily shot down. Any metric that says X clan mech or X IS mech is overpowered is 9/10 so skewed because of the plethora of blatantly underpowered options that only the hardcore "enthusiast" or newer player will play. Solve this by buffing the under used/underpowered stuff first and then see how the metrics play out.
Issue #5: CW
- When both teams are formed and you are waiting to drop. Even though it allows you to edit your drop deck and save it, and claims to be saved, it does not save.
- Fix invasion so that light rush tactics are not allowed to end the game in the first couple minutes. Some solutions to this are making the gates and walls around them much higher. Another solution is to give the omega a large damage reduction until the attackers have gotten a certain number of kills.
- Fix the drop zones on certain maps to greatly reduce spawn camping.
- Remove the omega destruction requirement from counter-attack. Make counter attack a straight up skirmish/attrition
Issue #6: Lack of real anti-cheat
- I have been in quite a few matches were certain individuals and even units are clearly using some sort of trainer (or Cheat engine). These are scenarios where it is clear that is it far beyond anything that lag may cause. Some examples are Raven's, sometimes even still ones that take more damage then 3 Atlases combined before even going critical. I have even seen a certain unit where every mech was immune to rear damage. I have seen mechs stand there and non stop alpha 4/+ LL or LPL and not only not shut down nor show any signs of heat. I have even seen a light with a single LL turn a fresh assault mech critical from a single front hit.
Notes:
- Certain changes I would like to see to specific clan mechs are as follows
Ice Ferret: Reduce the minimum tonnage. It has sooo many open slots, soo little tonnage and few hardpoints to play with.
Kit Fox: Increase the max speed and base torso twist speed.
Nova: Up the quirk %s or add more to make up for the slow speed compared to other better meds
Thanks for reading, I look forward to responses.
Edited by Knyx, 22 March 2015 - 10:38 AM.




















