

Most Wanted Features!
#1241
Posted 24 February 2019 - 02:52 PM
- Updating the End of Round Screen to display the amount of time a player has spent on a capture point.
- Showing Sensor Range in the Mech Stats Panel.
- Showing Structure Quirks in the same manner as Armor Quirks in the Loadout Screen.
- Allowing players to activate a partial amount of Premium Time through the client as well as showing both active and banked Premium Time remaining.
Weapon Changes
Heavy Machine Gun (Both Clan and Inner Sphere):
1 ton ammo increased to 1250 (from 1000)
0.5 ton ammo increased to 625 (from 500)"
These improvements announced in the recent patch/roadmap are the most satisfying updates I have seen since the Black Lanner.
The immense amount of wasted premium time from having to activate huge groups of time for people that don't play on a daily basis is highly irritating, along with lack of basic HUD/Mechlab functionality finally seems to be slowly improved upon.
With how long this game has been in production & how far it has evolved, the lack of in game basic information available to players baffles me.
Instead of only focusing on rolling out new content all the time, please optimize & fix some basic layouts with tiny font, incorrect/lacking information, & lack of CPU multithread optimization.
1. In the Mechlab as well as in game, the 'Targeting Computers' do not show their applicable velocity/range bonuses anywhere as they should modifying the numbers when hovering over weapons in mechlab or the max optimal range meters in game.
2. Have the equipment modifiers listed under the skill point modifiers & quirk modifiers, all printed in unique color fonts so we can differentiate where each bonus is coming from, of course with the grand total at the end.
3. Velocity bonuses from targeting computers should apply to ALL weapons with a velocity mechanic including missiles, LBX, RAC, (L)AMS, flamers, & machine guns like skill points in velocity do.
Just don't apply the crit increases for certain weapons if you are worried about balance.
The targeting computer has already been nerfed to the point of being nearly useless, so could at least make it more versitile as a slot filler.
4. Update the Targeting Computer descriptions to include the aforementioned weapons & any effects or exclusions - as it is now, half the weapons are not even listed & even though RAC is a type of autocannon by name, it is not affected by any targeting computer buffs AFAIK.
5. Should have a base + skills modifier + equipment modifier +mech quirk modifier listing for mech sensor/ECM range listed in Mechlab & a max range listed in game somewhere.
6. Minimum range weapons should have their minimum effective ranges listed in hard numbers, not just on an unmarked graph.
7. Modified max effective range should also be shown in game seperate from the max optimal range & in range number/crosshair coloration, especially for damage stepped weapons like ATMs.
8. Spread reduction percentage for both missiles & LBX should be listed in Mechlab, taking into account Artemis, Mech quirks, skill points, & TAG use.
9. TAG designator itself doesn't show the lock on time & missle spread percentage decrease in Mechlab.
10. Rainbow decal.
11. Organic battlewear type of aging, similar to the founders mech skins, should be an option for all mechs - based on playtime of a particular chassis to heighten realism.
12. SMAA + FXAA Antialiasing option.
13. Modifiable chainfire interval per weapon group & per weapon (if multiple weapons are included on one weapon group.)
14. Better visual/audio alert functionality for ramp type weapons - flamers, guess, RAC, etc.
15. Font size options.
16. List equipped ammo totals per weapon type in mechlab (adjusted for skill modifiers if applicable.)
17. Thank you for including the greatest mech ever designed - Black Lanner.
#1242
Posted 24 February 2019 - 03:30 PM
an ECM consumable.
show damage taken as well as damage done.
#1243
Posted 24 February 2019 - 06:15 PM
New Tier system will be based on ones average match score on the last 25 games played.
Until your first 25 games have been played you will be placed as tier 3. Afterwards, you will be ranked accordingly as follows:
Average match score <175 = Tier 5
Average match score >=176-200< = Tier 4
Average match score >=201-225< = Tier 3
Average match score >=226-250< = Tier 2
Average match score >=251 = Tier 1
After the new system is in place PGI should institute seasons with rewards for good play.
The season will reward a specific decal, and some GXP, greater rewards for higher tier placement and Special bonuses for not dropping in Tier ranking in the season to encourage consistent play for your ranking.
Edited by Janet Yellen, 02 March 2019 - 09:21 AM.
#1244
Posted 24 February 2019 - 09:06 PM
Janet Yellen, on 24 February 2019 - 06:15 PM, said:
New Tier system will be based on ones average match score on the last 25 games played.
Until your first 25 games have been played you will be placed as tier 3. Afterwards, you will be ranked accordingly as follows:
Average match score >175 = Tier 5
Average match score<=176-200> = Tier 4
Average match score<=201-225> = Tier 3
Average match score<=226-250> = Tier 2
Average match score<=251 = Tier 1
After the new system is in place PGI should institute seasons with rewards for good play.
The season will reward a specific decal, and some GXP, greater rewards for higher tier placement and Special bonuses for not dropping in Tier ranking in the season to encourage consistent play for your ranking.
This would help the the queues if possible. Allowing the casuals to play casually and tryhards to get competition they need.
#1245
Posted 25 February 2019 - 04:43 AM
#1246
Posted 25 February 2019 - 08:52 AM
BayouDeputy, on 25 February 2019 - 04:43 AM, said:
Especially since your paying for that strike.. if the damage isn't gonna count, I want a refund

But seriously, I've emailed PGI about this and I agree with you Bayou.. there's no reason why it shouldn't count.
#1247
Posted 25 February 2019 - 11:31 AM
Janet Yellen, on 24 February 2019 - 06:15 PM, said:
New Tier system will be based on ones average match score on the last 25 games played.
Until your first 25 games have been played you will be placed as tier 3. Afterwards, you will be ranked accordingly as follows:
Average match score >175 = Tier 5
Average match score<=176-200> = Tier 4
Average match score<=201-225> = Tier 3
Average match score<=226-250> = Tier 2
Average match score<=251 = Tier 1
After the new system is in place PGI should institute seasons with rewards for good play.
The season will reward a specific decal, and some GXP, greater rewards for higher tier placement and Special bonuses for not dropping in Tier ranking in the season to encourage consistent play for your ranking.
I don't play MWO anymore(because Supreme Commander online is awesome), but going from memory... those average match scores are too low for Tier 1, and the separation between categories is too narrow.
Tier 1 should shoot for ~400+ or so, unless the scoring system has changed in the last couple of years. The idea should be to keep the scrubs in plebland and let the good players play versus... good players. Start screwing up, your tier can go down.
Edited by Mister Blastman, 25 February 2019 - 11:32 AM.
#1248
Posted 25 February 2019 - 01:07 PM
#1249
Posted 02 March 2019 - 12:27 AM
Number two. Bring back random maps and lose the map voting. ******* stupid idea.
Number three. Spend some time and money on working out how to implement at least some form of matchmaker.
Last but not least. Actually give a **** about the game and it's players.
#1250
Posted 02 March 2019 - 03:37 AM
mad kat, on 02 March 2019 - 12:27 AM, said:
There will be a new MM, but only for FP. FP is dead, so this MM, which looks very good, will not work like it could, cause for a good MM to work you need a certain number of players.
But this MM also would work fine for QP. So i hope they will implement it in QP.
#1251
Posted 02 March 2019 - 11:52 AM
#1252
Posted 12 March 2019 - 12:01 PM
Mechwarrior ONLINE, out for over 5 years: Can't play with friends, still can't use a controller. But hey we got another really DUMB game mode that no one needed.
This game is dying because the dev's don't have their priorities straight.
#1253
Posted 14 March 2019 - 06:33 AM
#1254
Posted 14 March 2019 - 07:58 AM
#1255
Posted 18 March 2019 - 11:47 PM
#1256
Posted 31 March 2019 - 10:11 AM
On the Friend tab: a) be able to request to join the group your friend is leader of, and

Make the Friend tab and the LFG tab open as a window as is does with the chat box.
On the Events tab: a) have tab blink when you have completed an event and

Edited by Willy Wally, 31 March 2019 - 10:12 AM.
#1257
Posted 31 March 2019 - 10:36 AM
Also, on the same screen, I thought about adding a grudge, or respect icon, just like the mute or add friend.
Have Solaris be able to VOIP enemy combatant. I have found it hard to believe it was never part of the plan. If someone is truly abusive then mute.
#1258
Posted 07 April 2019 - 04:05 AM
#1259
Posted 17 April 2019 - 07:07 PM
#1260
Posted 20 April 2019 - 12:37 PM
1) For store/sales, and possibly for load out screen also, have a "Load out" tonnage that indicated how much weight is dedicated to weapons, heat sinks, and gear, but exclude default engine and armor.
Load out tonnage =tonnage-(Internal structure tonnage+default engine tonnage+default Armor tonnage+non-removable equipment) or
Load out tonnage =tonnage-(internal structure tonnage+current engine tonnage+current armor tonnage+non-removable equipment)
2) On the Load out screen, have a "strip all" option that doesn't include engines.
3) For events, when an objective is completed or the reward redeemed, could it automatically move to the bottom of the list so it's easier to tell what still needs to be done? This would be good for both the webpage and inside the games special events browser.
4) Could item number 3 also be done for the gift bag events? New gift bags at the top, redeemed go to the bottom? The scrolling can be a pain, especially since each "refresh" of the page sends you all the way to the top.
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