

Most Wanted Features!
#1141
Posted 02 April 2018 - 12:36 PM
Peace and Blessings,
Monk
#1143
Posted 03 April 2018 - 06:34 AM
Sniper09121986, on 31 March 2018 - 02:25 PM, said:
Its the "~" Tilde key, to the left of your top row number "1" key.

Edited by Pellew, 03 April 2018 - 06:55 AM.
#1144
Posted 05 April 2018 - 12:40 PM
TheStranger, on 11 March 2018 - 06:06 PM, said:
This. For any who probably don't get it, 12 player Solaris would be a free for all against each other. Like on MW4:Mercs. The 1v1 and 2v2 Solaris mode is a nice start and I can't wait, but I hope the large scale free for all is already on PGI's list of future updates.
TheStranger, on 11 March 2018 - 06:15 PM, said:
This too. Probably one of the things I wish they took from MW4. Granted the omnimechs on MW4 didn't have all omnipod only hardpoints. They did however have maybe 2 omni locations, while the rest were all specific weapon types. While I'm sure TheStranger meant they wanted all hardpoints to be omnipods, removing the need to swap body parts, However, if that was the case, then having different variants available would be pointless for omnimechs. I would rather if only a couple or so on each variant were omnipods, and the rest were fixed, and put the omnipods in different locations for each variant so there can still be options, and maybe each omnipod would have a different number of omni hardpoints available. For example - maybe a RT of a Timber Wolf can have 1 fixed missile point and 1 or 2 omni hardpoints. Granted, I can see the reason for the existing system. Say we use the same example I just gave - 1 fixed missile and 2 omni - That RT would be able to use 1M/2E, or 1M/1E/1B, or 1M/2B, or 3M. This would potentially make it more powerful than probably intended (depnding on weapons used), so in the case of that example, 1 fixed and 1 omni would be probably be best. The only way having more than 1 omni hardpoint on a body part would be if there were no fixed ones on the same part too.
As for my own request, I would like to be able to save different loadouts for the same mech. I'm sure I'm not the only one who has mentioned something like this.
Edited by Sevronis, 05 April 2018 - 12:47 PM.
#1145
Posted 05 April 2018 - 05:58 PM
#1146
Posted 06 April 2018 - 02:30 AM
Huge scale invasion games where you have a "map" running for 1h but you can drop in and out after your "waves" are used and new player takes your spot.
e.g.
you still have 12 vs 12 players, but once you used up all 4 mechs, you would leave the game and let the next player join.
This would be more similar to the "oldschool" map servers.
This could be combined with chained maps for a complete "campaign".
Or it could even start with a 4vs4 and then once an objective is completed (eg. scout) more players reinforce the teams.
And if it's possible AI controlled "grunts" aka Tanks and infantry to try to storm the enemy base every now and then ... ahh still dreaming for a great FP style.
#1147
Posted 18 April 2018 - 01:42 AM
The Issue
Quite regulary, players of bigger mechs entrench themselves in corners to get a hold on faster mechs. It is certainly a viable tactic, but often leads to a waiting game, were often those lose, who do the move. The issue is, that this is, for most players, utterly boring.
One of many occassions, were the bigger mechs hide at their spawn point:

A Suggestion
Require the teams or single players to collect 'time'. Time is ticking and the players who runs out of it lose. Several items of time are placed on the battlefield. Time is a respawning item with a team color, to show, which team can collect it. Time given should be generous and easily maintainable even with legged mechs.
This would encourage flexibilty, reduce brawling and get lighter mechs back to the division edge.
I believe, that this issue should be resolved soon, but there are certainly more (and hopefully better) ways to do so.
#1148
Posted 22 April 2018 - 06:03 PM
#1149
Posted 23 April 2018 - 05:52 AM
Ligths x2 : Scouting, hit-n-run, flanking, base cup, etc
Meds x2 : Hit-n-run, flanking, base cup. AMS, ECM in lance.
Neavy x2 : most damage, kill blow, AMS, ECM etc
Assault: x2: some tank reward, most damage, kill blow etc.
Motivate players to do what they should do in diffent class mechs.
Sorry for my english. (:
Edited by ChilD, 23 April 2018 - 05:53 AM.
#1150
Posted 05 May 2018 - 01:56 PM
Bigga Moonpye, on 02 June 2015 - 08:30 PM, said:
Bigga Moonpye, on 02 June 2015 - 06:18 AM, said:
Mechs used in CW should be built from a players salvage inventory, filling in the gaps with c-bill bought components. Components and mechs destroyed in combat are lost.
We would need have saved builds that could easily be assembled from all the components and mech in your inventory that you have salvaged or bought.
instead of trial mech in CW you should get a deck from your faction. (Kurita would have something like dragon, banshee, centurion, panther)
if you drop in a faction/trial mech you get less salvage
Planets factor in to the economy too.
Planets have economy buffs, If your faction owns it, you get the buff, reducing the cost of a component, an AC 20 for example, or the acquisition cost of specific chassis.
That gives us a reason to fight over a planet.
Price of mechs will help balance the game, not solely having to rely on quirks to solve balance problems.
This is classic battletech!
Bigga Moonpye
I really want this to be in works in some function or another also i quote this by Bigga Moonpye raise this suggestion to number 1! Or Bigga Moonpye repost please.
#1151
Posted 06 May 2018 - 05:04 PM
#1152
Posted 08 May 2018 - 11:40 AM
- In a competitive eSports game like Starcraft, players will often look over a replay after a game they just played to figure out exactly where they went wrong to improve their play. Without a feature like this, they can only make an educated guess as to how a match was definitively won or lost.
- World of Tanks, for example, it has a lot of community contributors like Mighty Jingles who record and commentate high-level replays that are submitted to them. This can build a stronger community and helps lesser-known content creators by getting a spotlight from the more well-known.
- Replays can help catch hackers, cheaters and other griefers, because you can check after the fact, rather than having to record proof as it's happening.
Edited by Ghastly, 08 May 2018 - 11:41 AM.
#1153
Posted 13 May 2018 - 01:26 PM
It would be nice if I could set my override shutdown to ENGAGED by default. Then if I want to shut it off, I can as normal.
I try to remember to override every match, per my play style, but sometimes get sidetracked and forget.
I often hear the lamentations of my team mates with the same issue.
What's the chance that we could add a toggle in one of the game play menus to handle this?
(My apologies if this has already been mentioned)
#1154
Posted 13 May 2018 - 03:54 PM
#1155
Posted 14 May 2018 - 09:51 AM
I will speak for the Quickplay Part only, because i never found my way into the Factional Warfare.
I would love to have other Gamemodes:
Like Lance vs Lance Fighting. Just 4 vs 4 ... like good old Innere Sphere Warfare times.
Or Lance vs Star, with Balanced Tonnage Dropping Output.
dont get me Wrong, i love the ******* 12 vs 12. But its annoying at some Point.
I would also suggest you change existing Gamemodes: Like Incursion.
The Idea is really great though, but having two Bases on the Field just feels wrong. And i never expierienced how this mode should be played.
First of all, the Turrets are a ******* Joke. They Do nothing to you, whereas in the new Battletech game they are ******* vicious! Off course they are blown away very fast, but if you dont bring the Range or the Movement you get ******* Obliterated.
I feel like thats what the Gamemode Needs. Just remove One of the Bases, let the Resources to be catched be still outside, so the Lights have a real Purpose. And Buff the Turrets in terms of Firepower.
Then Again, i dont know if this would Work Out. Make this fight 4 vs 12 or 4 vs 8, or 4 vs 4
Let the Players chose, of course 4 vs 12 gets you more Reward than 4 vs 4.
4 Players Defending the Base, and the others need to attack.
Remove Assault from the Gamemodes, the two bases are just plainly anoying. Its a Skirmish most of the time.
The Problem with the Escort mode is the nature of the Fight. The AI is ******* stupid, choose a Player to be the Escorted VIP, give him a good Mech, not a Slow and Puddgy Atlas.
Skirmish and Domination are Fine Modes. Just would love the got the 4 vs 4 or 8 vs 8 possibility.
Another Thing i miss very Hard is the possibilty to play against AI, with good Missions. Like Destroying or Defending a Base with 4, 8, or 12 Players. Having havoc wreaking Tanks or Airplanes, or Helicopters. I know this might be Stuff for Mechwarrior 5 Mercenaries. But since these two were completly different Games i have the fear that none of the Two will not get it Right.
Another Thing i think would be very Cool to Have is a Gamemode like the Great Melee. 24 Players Deathmatch! or 36 Players ... if thats Possible. But Please dont Bring Reloading and Repairing Stations on the Maps, that would be a Bad Idea...
I hope its not to Much to Ask. But i bet if done this way it would be very fun for me. As many Configs just cease to be effective, due to the nature of the 12 vs 12 games ...
#1156
Posted 28 May 2018 - 12:22 AM

#1157
Posted 28 May 2018 - 06:28 AM
Alexander -3zEkiel- Peterson, on 14 May 2018 - 09:51 AM, said:
I will speak for the Quickplay Part only, because i never found my way into the Factional Warfare.
I would love to have other Gamemodes:
Like Lance vs Lance Fighting. Just 4 vs 4 ... like good old Innere Sphere Warfare times.
Or Lance vs Star, with Balanced Tonnage Dropping Output.
dont get me Wrong, i love the ******* 12 vs 12. But its annoying at some Point.
I would also suggest you change existing Gamemodes: Like Incursion.
The Idea is really great though, but having two Bases on the Field just feels wrong. And i never expierienced how this mode should be played.
First of all, the Turrets are a ******* Joke. They Do nothing to you, whereas in the new Battletech game they are ******* vicious! Off course they are blown away very fast, but if you dont bring the Range or the Movement you get ******* Obliterated.
I feel like thats what the Gamemode Needs. Just remove One of the Bases, let the Resources to be catched be still outside, so the Lights have a real Purpose. And Buff the Turrets in terms of Firepower.
Then Again, i dont know if this would Work Out. Make this fight 4 vs 12 or 4 vs 8, or 4 vs 4
Let the Players chose, of course 4 vs 12 gets you more Reward than 4 vs 4.
4 Players Defending the Base, and the others need to attack.
Remove Assault from the Gamemodes, the two bases are just plainly anoying. Its a Skirmish most of the time.
The Problem with the Escort mode is the nature of the Fight. The AI is ******* stupid, choose a Player to be the Escorted VIP, give him a good Mech, not a Slow and Puddgy Atlas.
Skirmish and Domination are Fine Modes. Just would love the got the 4 vs 4 or 8 vs 8 possibility.
Another Thing i miss very Hard is the possibilty to play against AI, with good Missions. Like Destroying or Defending a Base with 4, 8, or 12 Players. Having havoc wreaking Tanks or Airplanes, or Helicopters. I know this might be Stuff for Mechwarrior 5 Mercenaries. But since these two were completly different Games i have the fear that none of the Two will not get it Right.
Another Thing i think would be very Cool to Have is a Gamemode like the Great Melee. 24 Players Deathmatch! or 36 Players ... if thats Possible. But Please dont Bring Reloading and Repairing Stations on the Maps, that would be a Bad Idea...
I hope its not to Much to Ask. But i bet if done this way it would be very fun for me. As many Configs just cease to be effective, due to the nature of the 12 vs 12 games ...
Assault and Incursion need to be the QP version of Siege. I have pontificated on this countless times PGI is tone deaf on this. Bear in mind most of what PGI does is great but the have the reverse Midas touch here.
#1158
Posted 29 May 2018 - 04:26 PM

#1159
Posted 29 May 2018 - 04:33 PM
#1160
Posted 02 June 2018 - 09:14 PM
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