

Most Wanted Features!
#1561
Posted 04 November 2024 - 09:10 PM
Things I would like to see in game.
1. When creating a group with friends, I would like it if when inviting them to a group the group was automatically made and was on the main screen. So it can bee seen without having to open the group window to check when your friends are ready to launch. Also make the main launch button work with the group instead of having to launch from the group page.
2. When clicking the launch button can it be made so the icon changes to indicate it is searching for a match instead of locking the page and having a spinner in the center of you page. This would allow us to look around the shop and check mech's etc. Make it so some options are locked while searching, but still able to do something. Some matches take a while to load into and it sux just looking at a spinner and waiting.
3. When destroyed in a match, can we have an exit match button beside the "spectate team" button? The amount of times I have exited the game by mistake is annoying. I just want to return to the hanger and work on my next mech.
4. I can figure out if there is a scroll option for the chat. Sometimes I miss what is being said in the txt chat and cannot scroll up to read it.
5. Some of the maps need a look at with collisions. I have found some rocks and buildings have an invisible barrier where they shouldn't.
6. Can we have a hanger update? or maybe more to choose from? A in game option that isn't a mod.
That's all for now. I have been away for a while and just come back. Love the game but it could use a face lift. Things be sagging from old age.
Cheers all ! ! !
#1562
Posted 16 November 2024 - 08:21 PM
#1563
Posted 18 November 2024 - 05:03 PM
#1564
Posted 14 December 2024 - 06:23 AM
NotAGeeko, on 18 November 2024 - 05:03 PM, said:
I can very much relate to this request. In my opinion it would make the gameplay very comfortable, especially if the override could be maintained and the sensitivity set for each zoom level. (Of course, I understand that having it override every time is what creates the atmosphere.)
I had a very difficult time making headshots in this event. First of all, I can't figure out where the head is (I managed to deal with this by looking at the hitbox diagram and selecting the prey...).
So, for example, I would like to see an auxiliary function added that would allow me to know which part of the body I am aiming at while I am looking through the advanced zoom.... I wish it could be added....
#1565
Posted 03 February 2025 - 09:34 PM
- small cockpit
- compact gyro
- XL gyro
#1566
Posted 06 February 2025 - 11:13 PM
- NSR-9J
- Remove ER PPC HSL +1
- Add PPC Family HSL +1
- Remove ER PPC HSL +1
#1567
Posted 11 February 2025 - 08:11 PM
Instead of making more mechs, work backwards and put small stuff to play on maps somehow as an ejected by death of the mech or otherwise and or but not the death of the pilot unless a mech head shot death is scored and the ability to get back in.
There are also game types that could be made that require a pilot to get out and go do something towards an objective. You could also put some turrets into maps that people jump into and run and jump out again.
This is the only way to achieve perspective of size and give true immersion. You are tiny with a very wide angle camera view that makes everything close appear huge and everything else far away,
You see and feel a huge mech walk past you and you also may see a tiny pilot form, not in a mech, who is also playing the game. So you get the perspective of it's commanding size and form via the experience of being out of it and in battle with it at the same time.
This is mostly camera angle of view stuff the actual pilot model in the augmented suit can look like whatever you think it should, but it can still follow all the same rules as the mech itself. Have a small amount of defense and body augmentation suit for extra speed so it not helpless civilian.
You could eject with some small weapons that may do one, or half point, or whatever damage to a mech.
This pilot suit thing could be another idea on builds and perks etc.
Now you also design your eject class or arsenal etc.
To me, the advance and immersion part of this is not going to happen until you experience it in battle as the tiny human form as well as being in the mech. You are the huge monster and the tiny monster hunter at the same time.
I want the game to be me as human form and the mech as the secondary vehicle form.
To me that is where the game advances into more elements or it doesn't go anywhere else from here?
#1568
Posted 12 February 2025 - 12:20 PM
Equuleus, on 11 February 2025 - 08:11 PM, said:
Instead of making more mechs, work backwards and put small stuff to play on maps somehow as an ejected by death of the mech or otherwise and or but not the death of the pilot unless a mech head shot death is scored and the ability to get back in.
There are also game types that could be made that require a pilot to get out and go do something towards an objective. You could also put some turrets into maps that people jump into and run and jump out again.
This is the only way to achieve perspective of size and give true immersion. You are tiny with a very wide angle camera view that makes everything close appear huge and everything else far away,
You see and feel a huge mech walk past you and you also may see a tiny pilot form, not in a mech, who is also playing the game. So you get the perspective of it's commanding size and form via the experience of being out of it and in battle with it at the same time.
This is mostly camera angle of view stuff the actual pilot model in the augmented suit can look like whatever you think it should, but it can still follow all the same rules as the mech itself. Have a small amount of defense and body augmentation suit for extra speed so it not helpless civilian.
You could eject with some small weapons that may do one, or half point, or whatever damage to a mech.
This pilot suit thing could be another idea on builds and perks etc.
Now you also design your eject class or arsenal etc.
To me, the advance and immersion part of this is not going to happen until you experience it in battle as the tiny human form as well as being in the mech. You are the huge monster and the tiny monster hunter at the same time.
I want the game to be me as human form and the mech as the secondary vehicle form.
To me that is where the game advances into more elements or it doesn't go anywhere else from here?
Brilliant ideas. This would elevate the game to a whole new level and even bring old players back. Love the idea of customizing your exosuits with their own nodes and having classes.. and how about jet packs?!
PGI are you paying attention?
#1569
Posted 15 February 2025 - 05:24 PM
- Melee: even if it's some sort of janky ballistic weapon - Rocket Fist - so that the engine can handle it
- DFA: flying kicks for one damage are funny, but it'd be cool if you could actually do serious damage by falling on someone
- Mech re-size: the mech sizes are all over the place. Some are way too huge and some are way too small. The new minis are to scale, could use them for reference and rebalance as needed.
- Cosmetics: in the regular shop, in the regular sale rotation. Other free to play games have long established that cosmetics make money while new content (e.g. new mechs) take a large investment and monetize poorly.
#1570
Posted 22 February 2025 - 01:47 PM
A player is able to look at statistics for their vehicle, Win/Losses with that vehicle, average damage, etc. All the things that let a player know if they are good with a particular type of vehicle. Like this.
https://preview.redd...to=webpb6d3e828
Edited by Araevin Teshurr, 22 February 2025 - 01:55 PM.
#1571
Posted 18 March 2025 - 11:37 AM
Immersive evolution.
Like no onscreen jargon that says this person killed that person and only stuff like enemy jaeger mech has been destroyed and only your teams call sign sees your name.
The ability to get out of the mech and be a pilot first in the RPG of the sim of the rest of it.
Just basically remove what is not sim like and put more sim in from the time I hit the start game button to the time I hit exit game button. Whatever evolution you can muster towards that?
#1572
Posted 26 March 2025 - 02:54 PM
#1573
Posted 28 March 2025 - 09:02 PM
IS Patterns for Clan IS Mechs
Black Hawk KU
Behemoth
Clan Patterns for IS Clan Mechs
Wolfhound IIC
Commando IIC
Wolf's Dragoons Mechs
Edited by Will9761, 28 March 2025 - 09:11 PM.
#1574
Posted 06 May 2025 - 04:41 PM
1st level improvement:
allow more stacks of consumable per cart - 1000 max ought to be sufficient
2nd level improvement:
there is already a checkbox that asks if I want the consumables to reload automatically. This implies that I am willing to pay cbills for them as well. How about just skipping the cart process altogether?
If the above change is implemented, this might imply that an inventory might no longer be necessary for other items as well. Quite honestly, I barely spend time in my inventory. I sell pretty much everything under a certain value level. I can see the value of saving up parts for new players, but in time, it begins to resemble an archive where low value items begin to amass in bulk. I'd much prefer just to use the mech bay to manage these low cost items.
Edited by oayseu, 07 May 2025 - 08:29 PM.
#1575
Posted 09 May 2025 - 01:41 PM
#1576
Posted 10 May 2025 - 06:14 AM
Ghut Callian the 2nd, on 09 May 2025 - 01:41 PM, said:
[color=#000000]The thing's got an AC/2 and SRM 2 as its primary weapons for a mighty alpha of four. I have no idea how Piranha Games would make that thing balanced... It would take some serious quirks

[color=#000000]But it is kinda adorable. It would be a silly mech to see on the battlefield.[/color]
#1577
Posted 10 May 2025 - 03:10 PM
#1578
Posted 13 June 2025 - 11:45 AM
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