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Most Wanted Features!


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#1461 KursedVixen

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Posted 05 July 2023 - 02:16 AM

View Postkrazzyknight, on 17 April 2023 - 12:49 AM, said:

More game modes, koth, ctf, etc. Game modes with respawn. A game mode where damage=points and team with most points at end of timer or hits set point score wins. I think it was called destruction back on mw4. If you added respawn it would work for that game mode or a ctf game.
Koth Is domination


View PostA Child of Kerensky, on 01 July 2023 - 09:33 PM, said:

Could we PLEASE get Solid-Slug rounds for the Clan-LB-Xs?
Clan Ac's

Edited by KursedVixen, 05 July 2023 - 02:16 AM.


#1462 KursedVixen

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Posted 05 July 2023 - 02:39 AM

Atms to do 2 damage within 0-90 then up to the 2.5 at the next and then down to 15 at the long range bracket. Atm's have less tubes than any other missile launcher.

#1463 ESC 907

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Posted 05 July 2023 - 07:43 AM

View PostKursedVixen, on 05 July 2023 - 02:16 AM, said:

Clan Ac's

How many projectiles are there in Clan ACs again? I would like to see Clans get access to single-shot ballistics.

#1464 KursedVixen

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Posted 05 July 2023 - 08:37 AM

View PostESC 907, on 05 July 2023 - 07:43 AM, said:

How many projectiles are there in Clan ACs again? I would like to see Clans get access to single-shot ballistics.


ultra 2's and c-ac2's fire one shot

C-ac5's also fire one shot but clan ultra ac5 fires 2
C-ac 10 fires 2, C-ultra fires 3
C-ac20 fires 3 c-Ultra 20 fires 4
both ultra and C-AC have the same weight for the class so the c-ac2 is the same weight as a c-ultra 2, the ony diffrence is the C-AC is as large as the pellet LBX as the C_AC are suppose to be solid slug LBX
(I have witnessed this through testing and playing)

when the space is avalibe I us the C-Ac over the ultra as they have more range have a shorter cool down and I think are colder in most cases, the only downside is the C-AC's are the size of the C-LBX So where you have the room it will work Outside of high jam chance quirks I use C-ac's


I wish C ultra 5 was like the IS one shot one tap



On another note can we get the Hyper Assault guass already??

Edited by KursedVixen, 05 July 2023 - 08:45 AM.


#1465 BLACKR0SE

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Posted 06 July 2023 - 02:11 AM

I wish there was an avatar feature in the game, forum, and website.

Posted Image

Edited by BLACKR0SE, 06 July 2023 - 02:27 AM.


#1466 JumpingHunter

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Posted 20 July 2023 - 01:17 PM

Make game have multiple rounds in one match of QP game and simple AI made of FP or inqursion Defense Turret's aim and shoot AI and Academy target practice bots and VIP from Escort movement AI to get control over disconnected players' mechs.

First idea would make game more enjoyable in general (because only one round per match in QP is just far too short playtime in comparising with the huge wait time between matches, and also it would allow some strategic plays in second or third rounds, instead of just being swarmed by pack of MG boating lights or killed by 100 damage alpha strike from laser vomit direwolf) and second idea would allow make game feel more consistent with it's own super serious treatment of QP "participation" (you know, ranked matchmaking, time-out punishment for leaving and arena-styled matches with no respawn, this stuff), because for some reason game does't care if currently disadvantage of 1 less player means almost immenent loss, it doesn't help suffering team, it only punishes everyone.

#1467 JumpingHunter

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Posted 20 July 2023 - 01:25 PM

View PostESC 907, on 08 April 2023 - 04:14 PM, said:

Most wanted feature? How about something to dissuade all of these mentally deficient ERLL-boats? Who else is tired of all of the ERLL boating DWF-Cs?

Perhaps there can be something like a passive heat-creep that happens when a mech has more than 4xLarge Lasers? Boating 4xERLLs/LPLs/LLs? Your mech cooks itself whenever it is powered on and energizing the weapons.

OR, make an inherent negative quirk to cooldowns under the same conditions? Something like a 1000% increase to cooldowns sounds like a fair incentive to avoid these builds.


I would love to see something like this, i am also tired of these builds. I would say that both ideas would work decently well, OR game can scale down the damage of each laser, so overall firing each of them once would only deal maximum damage equal to damage dealt by 4x Lasers, no matter how much of them this build has. Kind of like the power system is unable to properly power up SU much power-hungry weapons and just splits energy between them, so they deal less damage with each laser installed. It would make less sense as a preventive action against these builds, but it would also not go so far agians't mechwarroir free mechlab. Though i liked your ideas with passive heat production too, it's both logical and effective.

#1468 JumpingHunter

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Posted 23 July 2023 - 06:50 AM

Nerf Machineguns.

For now QP is plagued with group queues or single players running Crael Crusaders with 10x MGs, which is just stupid and broken. They deal 10-15 DPS without any heat generation or jam chance, AND they have 4xSRM6 for busting through armor, as if 10 uninterrupted DPS wasn't enough, AND they have a ton of armor on top of all that. A lot of times there are groups of 4 or 3 Craels running together and dealing overall DPS of 40-60 (!!!) with ONLY machineguns, not counting SRMs yet. If they are not instantly focused by everyone, they just drill through any armor in few seconds, and even faster with their SRMs. This is broken, not fun, not fair and should be fixed. My ideas:

-Make MGs produce heat, similarily how Flamers are produceing heat (exponentially), maybe with slightly more time for firing;
-Make MGs have jam chance, similarily to how RACs jam chance works (give them gauge of jamming, like RACs have), maybe with slightly less time spent jammed, but with REALLY big jam chance to prevent huge uninterrupted DPS of machinegun boats.
-Maybe it would be good to make all these effects take place ONLY when there are more than 4 machineguns installed on mech, then they would be still free to use as a finishing weapon for normal mechs, but would work more like RACs on MG boats.
-Reduce ammo capacity of 1 ton of MG ammo in half or more. This would make them less spammable, and more likely to be used as a finishing tool, instead of main weapon system.
-Reduce Crael's either speed or armor. If they are heavy mechs with THAT much uninterrupted DPS - they should walk like any normal RAC-boating heavies, and if they are cosplaying light mechs with their speed and - they should be armored NOT more than any light or at most medium mechs.

OR, alternatively, make MGs not deal any damage to armor, or at least nerf their damage REALLY heavily, which would make them primarily a finishing tool, and not a DPS system for a heavy mech (for now AC20 spends more time busting through armor than machineguns, which is just stupid and unreasonably silly, not in a good way).

#1469 DAEDALOS513

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Posted 23 July 2023 - 07:35 AM

View PostJumpingHunter, on 23 July 2023 - 06:50 AM, said:

Nerf Machineguns.

For now QP is plagued with group queues or single players running Crael Crusaders with 10x MGs, which is just stupid and broken. They deal 10-15 DPS without any heat generation or jam chance, AND they have 4xSRM6 for busting through armor, as if 10 uninterrupted DPS wasn't enough, AND they have a ton of armor on top of all that. A lot of times there are groups of 4 or 3 Craels running together and dealing overall DPS of 40-60 (!!!) with ONLY machineguns, not counting SRMs yet. If they are not instantly focused by everyone, they just drill through any armor in few seconds, and even faster with their SRMs. This is broken, not fun, not fair and should be fixed. My ideas:

-Make MGs produce heat, similarily how Flamers are produceing heat (exponentially), maybe with slightly more time for firing;
-Make MGs have jam chance, similarily to how RACs jam chance works (give them gauge of jamming, like RACs have), maybe with slightly less time spent jammed, but with REALLY big jam chance to prevent huge uninterrupted DPS of machinegun boats.
-Maybe it would be good to make all these effects take place ONLY when there are more than 4 machineguns installed on mech, then they would be still free to use as a finishing weapon for normal mechs, but would work more like RACs on MG boats.
-Reduce ammo capacity of 1 ton of MG ammo in half or more. This would make them less spammable, and more likely to be used as a finishing tool, instead of main weapon system.
-Reduce Crael's either speed or armor. If they are heavy mechs with THAT much uninterrupted DPS - they should walk like any normal RAC-boating heavies, and if they are cosplaying light mechs with their speed and - they should be armored NOT more than any light or at most medium mechs.

OR, alternatively, make MGs not deal any damage to armor, or at least nerf their damage REALLY heavily, which would make them primarily a finishing tool, and not a DPS system for a heavy mech (for now AC20 spends more time busting through armor than machineguns, which is just stupid and unreasonably silly, not in a good way).


What you’re actually advocating for is for more long range in the game. Wouldn’t you rather they deal with the snipe problem.. where snipers consistently out damage the rest of the team while incurring little to no damage? At least with brawl (ie machine guns and srms), you have to use a lot more skill and put yourself in much greater risk.

Edited by DAEDALOS513, 23 July 2023 - 02:52 PM.


#1470 Alandios

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Posted 23 July 2023 - 07:27 PM

View PostKursedVixen, on 05 July 2023 - 02:07 AM, said:

real 360 radar so you don't ;lose lock when someone goes behind you.

Game is set in fedcom civil war...


Yeah, that's right. I keep thinking of the invasion as ending in 3052 for some reason.

Edited by Alandios, 23 July 2023 - 08:39 PM.


#1471 Kaiju-Killer

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Posted 24 July 2023 - 07:36 PM

Would like melee since we got the hatchetman but that prolly won't happen. Stuff like Arrow IV would be cool but artillary isn't something we need with this long range meta going on, already painful enough to be hit by 4 gauss rifles. I guess just more types of mechs!

#1472 JumpingHunter

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Posted 28 July 2023 - 10:28 AM

View PostKaiju-Killer, on 24 July 2023 - 07:36 PM, said:

Stuff like Arrow IV would be cool


I would love to see a Thunderbolt missiles in game as a weapon system instead of Arrow IV, but i don't know how to balace them though, as they are basically missile equivalent of Autocannons with indirect fire ability. Splash damage weapons should only be allowed as a consumable alternative to artillery strike and air stirke, Arrow IV could be a one singular missle that would deal all the damage of artillery barrage in one explosion, but with really low projectile velocity, so it can be avoided or active battlefield could just move out of it's way if it was used not carefully.

Edited by JumpingHunter, 28 July 2023 - 10:45 AM.


#1473 JumpingHunter

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Posted 28 July 2023 - 10:44 AM

View PostDAEDALOS513, on 23 July 2023 - 07:35 AM, said:


What you’re actually advocating for is for more long range in the game. Wouldn’t you rather they deal with the snipe problem.. where snipers consistently out damage the rest of the team while incurring little to no damage? At least with brawl (ie machine guns and srms), you have to use a lot more skill and put yourself in much greater risk.



I didn't mean to buff long range at all, You are absolutely right about sniping meta problems in game, however i disagree that MG boating take any particular skill, for me it seems like it does in fact lower the skill floor for brawling, since you get a constant DPS without heat, jamming and without any serious ammo management problems, and DPS you get is REALLY bugger than it should have been (basically most MG boats can drill through armor faster than some mechs with very hot loadouts, and this is concerning, especially since most of these MG boats are actually lighter and faster than most of their competitiors in DPS department). MGs are really overtuned, and other than that im fine with SRMs and Pulse Lasers and other brawling stuff. After last update we got a mech with -100% jam chance on RACs, so now RACs will feel a bit closer to MGs, maybe then it would be clearer for more people WHY i think MGs are overrtuned.

Sniping meta can only be fixed by actually making maps that don't make sniping easy, like all current maps do, snipers should have to actually FIND their positon in relation to the current game situation. and be on constant move as the active battlefield moves around the map. By making brawlers stronger you will ONLY nerf mid-range unboats and MRM boats, since they are lacking both overwhelming firepower and alpha pin-point damage to deal with lighter close range threats and range to stay safe. I came up with MG tweaks as an unboat mech pilot, snipers dont really struggle with the MG and SRM fighters because they often get distracted and go hunting mid-range guys who hang up closer to their front line, so basically buffing MGs and SRMs only will make mid-range "ground-holding" mechs like Warhammer lifes harder, it wont have nearly as much effect on snipers, only map reworks will keep them in check.

Edited by JumpingHunter, 28 July 2023 - 10:45 AM.


#1474 JumpingHunter

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Posted 28 July 2023 - 12:36 PM

Make Active Probe serve as an actual ACTIVE probe.

I thought that if active probe had somewhat similar ability to UAV (obviously MUCH weaker, like 2x or 3x less range and a big cooldown time) it would make more sense. If player will "ping" with active probe, it will reveal all enemies in a somewhat medium radius around player for 5-7 seconds. Radar Deprivation nodes will reduce this time, and their users will only be revealed for 1 second, or even less time. And the cooldown time for the probe should be about 20-30 seconds. Also it should produce some small amount of heat. All ECMs will be disabled by this "ping" for same 5-7 seconds, and Stealth Armor will be disabled.

This would make APs more interesting to play with, will make informational warfare more engaging and mechs like Raven-3L more entertaining and rewarding to play with, and generally will make scouting for your team a more rewarding and useful job. Plus, it would make fighting these pesky Stealth Armor Fleas and Locusts less of a pain, especially when they are playing in groups. I think it's a nice idea.

Keeping passive bonuses of APs are not necessary, maybe it'll be good to keep sensor range boost only.

Edited by JumpingHunter, 28 July 2023 - 12:37 PM.


#1475 SufferingScribe

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Posted 13 August 2023 - 04:26 PM

It would be nice to have a more robust 'Mech search tool, either in game or here on the site. It can be hard for new players to find 'Mechs that work for their playstyle or support a build they want to do. Ideally I'd like to be able to filter by number of hardpoints for weapon types and equipment restrictions(like if a mech can use JJ or is an Omni-mech).That way if a new player liked Autocannons, jump jets, and heavier mechs, they could quickly find the mechs and variants that fit their parameters instead of getting me to help them look through every mech over 50 tons. If nothing else, swapping out the now kind of pointless S7 division on the store icon for some colored numbers showing the number of weapon hardpoints would be a huge timesaver.

#1476 Azulart

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Posted 27 August 2023 - 07:05 AM

Plenty of great suggestions in here, almost feel out of place suggesting something as simple as a toggle in settings for Override. Maybe just another toggle below arm lock in settings for Override to default on?

#1477 KursedVixen

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Posted 27 August 2023 - 08:05 PM

More IIC mechs
turrets back on the base in assault.
Reasons to capture points in conquest (repairs rearm?) same with the base on assault maybe, as well?

Edited by KursedVixen, 27 August 2023 - 08:05 PM.


#1478 ocular tb

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Posted 28 August 2023 - 04:12 PM

Could we consolidate the menus in the UI a bit? I think combining the home and mechlab menus would be a small but welcome QOL improvement.

#1479 Hellfire73

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Posted 16 September 2023 - 01:22 PM

- Melee attach as in Mechwarrior 5
- Mech explosion like Mechwarrior 5

#1480 Nevermore223

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Posted 19 September 2023 - 03:34 PM

I am glad folks are picking up these older topics and discussing the older problems that never went away. I have been harrassed recently about posting in these older threads, only to realize i'm not the only one who thinks they need rehashing. I know and understand the phrase "beating a dead horse"...but for god sakes, if you dont want anymore posts on a subject, delete the thread or lock it....(devs. and moderators...i'm looking at you). Making it a forum policy to repremand folks for posting in a older thread is silly. Look when this thread was started...now look at the recent activity. This is a sign from your community, telling you what you claim you want to hear...I suggest you listen. If some house cleaning in the forums needs to happen, I suggest yall get hot.





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