

Most Wanted Features!
#181
Posted 07 July 2015 - 07:22 AM
#182
Posted 07 July 2015 - 09:44 PM
the option of passive or active and hostile mechs in testing grounds
.
hud / reticle color customization.
voice to text speech recognition so when someone speaks through the mic you see a text fersion displayed as well.
missile view.......i just miss it..
#183
Posted 07 July 2015 - 10:39 PM
#184
Posted 07 July 2015 - 10:47 PM
Bigga Moonpye, on 02 June 2015 - 08:30 PM, said:
I would like to see Salvage components (uncommon) weapons (rare) and Mechs (Epic) drops
MatesRates, on 07 July 2015 - 07:22 AM, said:
Maybe even the ability to look at something other than a searching screen when queuing.
#185
Posted 09 July 2015 - 09:11 AM
Machine Guns: Increase rate of fire a good deal (2-4 times more). That way they have higher dps but require more ammo to feed.
Flamers: Turn it into a single shot weapon that deals 2 damage (like lore), produces 3 heat (like lore), adds 2 heat per shot to a receiving mech, and can set trees/grass on fire for LOS blocking goodness.
Missiles: Increase velocity a great deal (especially on LRMs). Make variable arcs for LRMs depending on distance to target (short=low, med=med, long=high). Give SRMs a slight tracking ability (basically they curve towards the intended target a bit). Decrease lock on time for SSRMs and LRMs a good amount.
PPCs: Increase velocity to near Gauss Rifle levels (100-150 m/s less is fine) and add a charge up mechanism like the Gauss Rifle (a little longer though). Make the IS PPC charge up the fastest, then the IS ER PPC, and lastly make the Clan ER PPC take the longest to charge. Also limit how many can be charged at a time (3 for IS PPC and ER PPC, 2 for Clan ER PPC), and make the Clan ER PPC deal 15 pinpoint damage like the Gauss Rifle. Remove Ghost Heat for PPCs since they will now have to charge up. To dissuade firing 2 Gauss with 2-3 PPCs double the charge up time required for both weapon systems if they try and fire them together. Basically if I have 2 Gauss and 2 Clan ER PPCs for example I can fire either the 2 Gauss or the 2 PPCs normally but if I try and fire them together it will take twice as long to charge them. If I pair 1 of my ER PPCs with the Gauss Rifles it increases the charge up time by 50%. For IS make it 33.33% increase in charge up time per PPC/ER PPC paired with the 2 Gauss Rifles.
Edited by TheSilken, 09 July 2015 - 03:10 PM.
#186
Posted 09 July 2015 - 11:03 AM
Should also have enough positive quirks for ER ML to make it possible to play using 12xML.
Probably needs 30% less heat maybe even more and %50 shorter fire times.
Edited by RolfS, 09 July 2015 - 11:03 AM.
#187
Posted 09 July 2015 - 02:00 PM
TheSilken, on 09 July 2015 - 09:11 AM, said:
Machine Guns: Increase rate of fire a good deal. That way they have higher dps but require more ammo to feed.
Flamers: Turn it into a single shot weapon that deals 2 damage (like lore), produces 3 heat (like lore), adds 2 heat per shot to a receiving mech, and can set trees/grass on fire for LOS blocking goodness.
Missiles: Increase velocity a great deal (especially on LRMs). Make variable arcs for LRMs depending on distance to target (short=low, med=med, long=high). Give SRMs a slight tracking ability (basically they curve towards the intended target a bit). Decrease lock on time for SSRMs and LRMs a good amount.
PPCs: Increase velocity to near Gauss Rifle levels (100-150 m/s less is fine) and add a charge up mechanism like the Gauss Rifle (a little longer though). Make the IS PPC charge up the fastest, then the IS ER PPC, and lastly make the Clan ER PPC take the longest to charge. Also limit how many can be charged at a time (3 for IS PPC and ER PPC, 2 for Clan ER PPC), and make the Clan ER PPC deal 15 pinpoint damage like the Gauss Rifle. Remove Ghost Heat for PPCs since they will now have to charge up. To dissuade firing 2 Gauss with 2-3 PPCs double the charge up time required for both weapon systems if they try and fire them together. Basically if I have 2 Gauss and 2 Clan ER PPCs for example I can fire either the 2 Gauss or the 2 PPCs normally but if I try and fire them together it will take twice as long to charge them. If I pair 1 of my ER PPCs with the Gauss Rifles it increases the charge up time by 50%. For IS make it 33.33% increase in charge up time per PPC/ER PPC paired with the 2 Gauss Rifles.
Well thought out. Good Post.
#188
Posted 09 July 2015 - 03:17 PM
I'd also like to see the missile bay doors on Mechs like the Catapult and Centurion return too!
#189
Posted 10 July 2015 - 04:22 AM
Tina Benoit, on 02 June 2015 - 06:41 PM, said:
Just like the Event Suggestion sub-forums, I'll be checking up on this sub-forum here for the most wanted features from the community. The most talked about wants and wishes! (Please make new threads so I can see your suggestion's popularity!)
It's important for us to know what you are most looking forward to, or what you really wish you could have in MWO right now.
So let's keep this sub-forum active together and post your MWO Features wish-list here!
I want more funny post/topics like this one

#190
Posted 10 July 2015 - 05:04 AM
#191
Posted 10 July 2015 - 09:54 AM
Here's what I think would be better
CW = community waiting
- make it easy to add friends you are dropping with. Seriously. PUG CW is hard to add the people you just played with to your friends list. This lets you get another match going quickly
- Offer 1,000,000 C-Bills just for dropping in CW match. This will speed up matches
- teams that play in CW should have a checkbox to denote they are teams. PUG/solos doing CW should be able to say whether they want to play against teams. I will say, teams have an advantage over Solo/PUG cw drops
HITBOXES
- stormcrows are broken. Fix their side torso hit boxes. once an arm is gone, hits don't register on the side torso
- awesome...it's the size of a barn. Make the torso smaller
#192
Posted 10 July 2015 - 01:07 PM
current battlemech on homescreen or in mechlab:

'select mech' window:

#193
Posted 10 July 2015 - 11:52 PM
Every PGI Employee must play the game for [2] hours per week
Anonymously or not, during worktime or not is up to PGI and its employees. The idea behind it is: free QA and UI improvements beyond the first look of a presentation at a board or team-meeting. Important is they internally report their feedback in a organized process to the respective developer teams for consideration and discussion. It should not be that a employee does not know the product of the company he/she works for. If you work for a car company for example they strongly encourage you to use their products and report your findings back internally.
Anything found within [brackets] is considered place holder
Ingame store that actually makes me want to buy things.
Its a poorly cared for pillar of your income, in the years since CB the only thing I actually bought through the store in game are 2 mastery bundles. Now that you removed the ability to buy mechs from the mechlab, I have to go to an external site to find out what mech I buy next, because the store does not provide all the needed information. This leads to:
Team up with smurfy.
Buy his website off, hire him, whatever but incorporate his mechlab into your website. You are a free to play game, so show off what you got, let players stay on your website longer because there's actual things to do. After logging in, add faction/unit chat onto the website and Import saved mechs of registered players from the site into the game.
Rework social features to interact with players
The game is so much more fun with a group, yet most of the players play solo (and then complain about the OP groups, understandably). You claim to be a "online" game by the title, yet the online features still are pretty low level (atleast improving, slowly), heck the button to access it is smaller than the log out button! Might imply the wrong message IMHO. The Online part of the Game should get at least as much importance as the Mechlab or the Skills, UI-wise. The Faction tab should then be a part of the Online Tab since its the condensed, hardcore area of the online community.
EDIT:
Nice to be able to format everything in the editor just to have it not displayed correctly on the post. WTF :-(
Edited by jag rip, 11 July 2015 - 12:04 AM.
#194
Posted 11 July 2015 - 12:26 AM
jag rip, on 10 July 2015 - 11:52 PM, said:
Its a poorly cared for pillar of your income, in the years since CB the only thing I actually bought through the store in game are 2 mastery bundles. Now that you removed the ability to buy mechs from the mechlab, I have to go to an external site to find out what mech I buy next, because the store does not provide all the needed information. This leads to:
You haven't tried the new store, have you?
When you select a mech in there, you can click the "view in mechlab" button, to customize, and experiment with it. See the hardpoint locations. How everything fits ... etc. Even Smurfy doesn't give you as much information.
#195
Posted 11 July 2015 - 01:26 AM

#196
Posted 11 July 2015 - 01:36 AM
jag rip, on 11 July 2015 - 01:26 AM, said:

Happy to help XD.
This feature makes a big difference. Sadly, you can't purchase the final product of all your tinkering and customization. However, it gives you a great idea of what each mech is capable of.
#198
Posted 12 July 2015 - 03:34 PM
AbsUserName, on 03 June 2015 - 12:25 PM, said:
After all, the energy abuse meta is real.
Hot myomers don't work well, so mid-high heat should have penalties like mech velocity -10kph to -50kph, torso and arm speed -10% to -50%. These translate reasonably well the high heat TT BT penalty to movement and accuracy.
And ammo equipped mechs must not overheat! Mid-high heat detonates your ammo, not your mech.
In the Battletech rules (TT, Live Action, Computer Game, all modes), the mech is built to withstand whatever heat level is imposed, but the ammo isn't. Please, DireStars and StaLLkers, the time has come to get a reasonable heat scale.
Imagine a MWO where you can somehow override shutdown, and yet keep you mech whole in the process - except if there is ammo to explode!
http://mwomercs.com/...__fromsearch__1
8-)
#199
Posted 13 July 2015 - 06:49 PM
#200
Posted 13 July 2015 - 06:52 PM
Lionheart2012, on 13 July 2015 - 06:49 PM, said:
We already have player developed ones that are doing a darn good job. PGI don't even need to do much work, they can just stream them on this site.
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