

Most Wanted Features!
#1041
Posted 06 October 2017 - 02:02 PM
Add a unit storage. Or where house like the coffers idea but make it a place only the unit members can donate and pick up items....I would suggest only c bill items and or chassis nothing special or anything that would require only. Mc ...but a unit community resource pool of sortts.
You would also be able to reward unit drops by awarding caches directly to the unit as encouragement for the organised unit drops
This could also be used in the future should the decision to award salvage be made, it could b e awarded directly to the unit as it was in lore, rather than the individuals unless of course you are a free lancer.
#1042
Posted 06 October 2017 - 04:57 PM
Edited by Will9761, 15 November 2017 - 05:34 PM.
#1043
Posted 12 October 2017 - 11:21 PM
Rear vision camera
P.S. - I hope that you can solve this engine limitation.
Edited by Vortyrion, 12 October 2017 - 11:24 PM.
#1044
Posted 13 October 2017 - 11:44 AM
Edited by VXJaeger, 13 October 2017 - 11:45 AM.
#1045
Posted 13 October 2017 - 11:39 PM
Tanks and fighter jets in some game modes? or a consumable to call them.
Eject animations
Repair bays on maps, cost credits to use.
Game Mode -
Survival mode - wave after wave of PVE mechs for random or private games
Orbital bombing - everyone takes damage every 5 mins. last one kills all for draw or defeat other team to win.
2 mech quick play matches same time limit and winning conditions.
"Boss fight" - each team gets a powerful dropship to destroy on seperate sides of the map.
Timed damage - both team fights a giant worm or alien, then each other.
"Lance Battle" - each lance faces off against another lance till they are defeated and can move on to assist a fellow team lance.
No radar or compass mode. tags and narc for locks
Random Solar event - heavy gravity slows mechs and balistics, heavy static hurts lasers and radar.
Nuke runner - race to get the nuke and bring it back, drop it befor dieing or blow. nuke slows player and respawns after blowing.
More maps -
Space ships
Under water
Under ground cavern
Inside mech creation building
Cold map = no heat
Massive trees and rain
Narrow venting pipes
Farms / Fields, Old battle ground, lots of dead mechs / dropships
Crater = Faster down than up.
"Active war zone", loads of activity, gun fire, bombs, jets, dropships, will or not damage players
Incursion = add a nuke station in the middle that you must capture for a minute to destroy base.
Escort = remove
Conquest = capture points need to tic faster to be worth it. currently its just deathball then cap.
Domination = remove radar in the circle. or add more staions on the map for different effects. capture (X) station for radar / increase range / lower heat / small repair, something.
Hope these few ideas help. most people I know want more in the game to include myself.
Edited by Havoc SC, 14 October 2017 - 12:07 AM.
#1046
Posted 16 October 2017 - 04:54 PM
Probably wouldn't even take it out to battle (unless it was an Urbie), but I wouldn't mind it in the Mechodex.
#1047
Posted 16 October 2017 - 05:35 PM
VXJaeger, on 13 October 2017 - 11:44 AM, said:
that and pretty much do what i mentioned above with my topic. incentivize clanners to act slightly more like clanners, and equalize out the merc units on each side. we don't need IS Vs Clans and IS with Clantech.
#1048
Posted 17 October 2017 - 06:23 PM
Vortyrion, on 12 October 2017 - 11:21 PM, said:
Rear vision camera
P.S. - I hope that you can solve this engine limitation.
Agreed, even if it's a toggleable camera that looks in a particular direction, like we used to get with our joysticks' POV hats back in the day.
I would like to see the option to add specific colours to our favourites, in order to quickly select them on other 'Mechs.
I'd also like the ability to adjust decals' positions with the arrow keys, to gently nudge them around, Photoshop-style.
Also the ability to duplicate decals and then replace them with another decal so that letters and numbers in a series can be all of the same size.
In terms of decals I'd like to see in-game, I'd really like a 1st Somerset Strikers decal. We all know of the parity between information and ammunition, as well as the guts to galaxy correlation. I'd like to display as much on my 'Mechs, if possible, without having to pay for two decals and overlap them like in the cartoon's opening.
Will pay cash.
#1049
Posted 19 October 2017 - 01:49 PM
Instead of nerfing weapons and mechs. How about these ideas?
Balancing- Strategic strikes like Inner Sphere Artillery and Air Strikes make them more lethal and accurate.
Add infantry and armor strikes (these work under structures and underground) -only for inner sphere
Add Elemental strikes for clans. Acts like IS infantry and armor attack.(these work in harsh atmospheres. ie. Caustic Valley, Terra Therma, etc.
Allow for clan vs. clan in FP.
More maps not play modes.
How about an option for a company or lance commander to call artillery and air strikes from the map (

#1050
Posted 21 October 2017 - 08:33 AM
Widowmaker1972, on 19 October 2017 - 01:49 PM, said:
Instead of nerfing weapons and mechs. How about these ideas?
Balancing- Strategic strikes like Inner Sphere Artillery and Air Strikes make them more lethal and accurate.
Add infantry and armor strikes (these work under structures and underground) -only for inner sphere
Add Elemental strikes for clans. Acts like IS infantry and armor attack.(these work in harsh atmospheres. ie. Caustic Valley, Terra Therma, etc.
Allow for clan vs. clan in FP.
More maps not play modes.
How about an option for a company or lance commander to call artillery and air strikes from the map (

More strikes? what? you want strike warrior online or what? O_o until last or prelast patch people were spamming strikes so much you could barely reach the front without losing 25% of your mech to strikes, noooo thank you, no more strikes!
Regarding the topic: a rework of polar highlands, please. As a player using mostly brawl mechs, in 8 out of 10 matches on polar highlands I could blow myself up at the beginning as well. Walking 3 km to see the enemy and then get torn apart by lrms while searching for cover which simply doesnt exist is not fun at all. So my ideas:
-cut the map in half, still big enough for QP, use the whole map for fw.
-Add some more buildings -> make those "cities" a bit bigger
-canyons/crevasses! Big enough to fit around 2 or 3 mechs next to each other. Brawlers can then get to the enemy lines without walking completely useless over the open map
-completely different idea: if there is a map that obviously favours range builds, there also need to be maps which obviously favour short range builds (like the old version of frozen city), a complete city map (river city still has a lot of long range options) or a underground map, a mine or something.
#1051
Posted 21 October 2017 - 02:08 PM
#1052
Posted 22 October 2017 - 07:30 AM
2. New Periphery Factions for the IS and Homeworld Factions for the Clans
3. RPG elements for factions so they can be more than just forum icons
4. IS Brigade Decals and Clan Galaxy Decals
5. The Hatamoto-Chi, Rifleman IIC, Fafnir, and the other IS OmniMechs
#1053
Posted 22 October 2017 - 05:58 PM
You could put a plaza in I suppose. Or a citadel. For giggles.
#1054
Posted 25 October 2017 - 01:53 AM
So I come to MWO as a tanker. I have played 40,000 battles over 5 years in a game called World of Tanks. Good game, but not perfect and I really want to find something else that meets my needs. I stumbled onto MWO last year, played a few games, didn’t like it, and gave up. Now I am back and enjoying myself much more.
But I can’t help comparing the two games. In some ways WOT is better and in some ways MWO is better. So I thought it would be helpful in describing where MWO could improve itself and grow its player base.
- Data is everything. Players in WOT get off on their game ratings and compare themselves to each other all the time, both overall and in individual battles. In MWO this comparison doesn’t work as well because of the disjointed information that is provided to the players. For instance, in WOT you can see the damage you inflict when it occurs. The game also tallies how much damage I have done in real time. So I can tell, for instance, if I did damage to a tank and how much damage that was. I can’t tell this in MWO. In fact, ½ the time I can’t tell if I even hit another tank (especially at range). At the end of a match or when I die I get a report showing the total damage I inflicted, but it doesn’t describe what I damaged or with what weapons.
- Worse than this, if I exit a match because I die early I will never know what kind of experience I earned in that match or whether I won or lost. If I go to my statistics I can see that I have done 5000 damage in my hunchback, but that doesn’t answer the question of how the damage was applied or tell me if I won the match. I would recommend that MWO needs a reportable page showing:
- Over the last 10 matches, how much damage I inflicted overall
- How much experience I gained in each match
- How many kills or components or whatever I inflicted
- What mechs I killed or damaged
- What each of my weapons did in each of those battles (I’m working on configuring new mechs, and this is hard to do if you don’t have a good sense of which weapons are doing it for you)
- Where I am in relation to other players on my team in the match.
- Over the last 10 matches, how much damage I inflicted overall
- For end of battle results (where I have not exited the game) I would recommend:
- Resorting the data so that I can see, based on whatever criteria I choose, whether I was successful or now. For instance, the ability to sort the data so that I can tell who on my team did the most damage or who got the most experience. The way the information is displayed now it takes a minute to figure out if it was a good game or a bad game relative to your teammates.
- Other recommendations
- Better explanation of some of the items that can be built into a mech. No idea truly what or how AMS works, for instance.
- Better explanation of how I can scroll in and get a close up view of tanks I am shooting at. I have seen other mechs do this on my team, which really helps their aiming. How do I even do this?
- Better explanation of some of the items that can be built into a mech. No idea truly what or how AMS works, for instance.
#1055
Posted 25 October 2017 - 05:22 AM
Hero-Sale for Halloween, pleeaassee?

Especially the K-9 would be cool

#1056
Posted 28 October 2017 - 12:56 PM
#1057
Posted 28 October 2017 - 10:33 PM
So i want and wish to have the UI updated, to be more easy on the eyes.
#1058
Posted 29 October 2017 - 12:23 AM
spawning inside a union class drop ship.. the hole team coming out of the drop ship together
ejection animation, and ability to eject when ever for what ever reason.. (dead or capture) *cost money
gravitational effect on mechs.. planet to planet
bitchen betty giving planetary information like in 1995 "planet sedatus, ambient temperature two six point one five degree: all systems nominal "
under water maps...
pretty much what he said in post #1047
#1059
Posted 02 November 2017 - 08:22 AM
#1060
Posted 02 November 2017 - 07:26 PM
Arkhangel, on 16 October 2017 - 05:35 PM, said:
that and pretty much do what i mentioned above with my topic. incentivize clanners to act slightly more like clanners, and equalize out the merc units on each side. we don't need IS Vs Clans and IS with Clantech.
that 10 damage c/er-ppc though xD
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