

Most Wanted Features!
#361
Posted 11 October 2015 - 11:18 PM
Full pattern function on the King Crab mechs.
#362
Posted 12 October 2015 - 05:08 AM
#363
Posted 18 October 2015 - 11:45 AM
Can we finally get proper tube modeling on the Catapult missile launchers? All tubes should fit inside the arms as they are, they are way too huge to need the "VCRs". There's already some great model examples on this forum.
AC/2 cooldown module. C'mon, it's such an oddball being the only ballistic without one. It's not like it's in danger of becoming OP either.
Machine Gun ROF module. I know they can program this, we've already seen the quirk for it. Again, the MG is not in any danger of being OP.
I know it's rare to see a build where this would come up, but as small as the MGs are, 3 should fit in a King Crab claw. Perhaps even 3 AC/2s. For those of you saying not to bother because nobody fits MGs to a KGC, I've seen it in the wild, and I personally run one. In fact, it's currently my highest KDR in 132 mechs!
Decals! It could be a great way to spend MC, therefore great revenue generation for PGI. The initial roll out wouldn't even need new art, just let us display our badges and/or faction affiliation.
That is all, comments welcome.
#364
Posted 19 October 2015 - 07:03 AM
A little background firstly. I own an Ebon Jaguar - C. Really awesome mech that is quite useful and, thanks to the omnipods, very versatile. I use it for both sniping and brawling to great effect…sometimes. "Why do you say sometimes?" you ask? Well, I often run into the problem where I outfit my Jaguar with the thought, "I'm gonna snipe and be the bane of everyone's existence from over a kilometer away!" *Gets put into river city where the majority of players get into brawling range which I'm not suited for at this point* Or, "I'm gonna brawl and tear **** up!" *Gets put in Alpine Peaks where I get beat up long before I get in range.*
The issue here is that mechs are configured for a particular style of play by the players, who then often find themselves woefully unprepared for the impending match. I know I'm not the only other one sensitive to this, as I have found forum articles about similar topics dating back to mid 2013. I kind of find it hard to believe that there is no ability to "hot swap" the loadout right before the start of a game, which is when the identity of the map is given, especially with the Omnimechs, as they are built to quickly swap components to better suit the mission at hand. Even then, when it comes to IS mechs still allow them to swap their weapons and equipment, so people aren't specializing for roles that don't exist on certain maps (eg. sniping in the confines of upper River City).
#365
Posted 21 October 2015 - 09:10 AM

#366
Posted 24 October 2015 - 06:12 PM
MadLibrarian, on 21 October 2015 - 09:10 AM, said:

Skirmish is basically a deathmetch already.
My suggestion, during CW, allowing the side that fills their 12-man team up first to attack unless they already have 100% of he planet. I am sick of destroying landing beacons and gaining zero territory after waiting for 10+ minutes.
Edited by Jep, 24 October 2015 - 06:18 PM.
#367
Posted 24 October 2015 - 08:32 PM
#368
Posted 26 October 2015 - 02:53 AM
why not a new set of master skills, ones that tailor that mech to the pilots design. For instance, Several additional master skills, like one for armor glazing (increased armor) another for vastly increased ballistic cyclic rate, and another for increased missile hit ratio, then maybe a laser heat reduction. We only get to pick one maser slot, why not let in be the finishing touch on the platform we built? honestly the additional module could stay but its really kind of old.
#369
Posted 30 October 2015 - 10:07 AM
#371
Posted 01 November 2015 - 11:44 AM
It's a bit over-powered and too complex for many players yet for the 100 ton assaults it's very over-powered since they can run multiple Gauss with full laser arrays as a back-up for when the 2xGauss can't be used. It did not used to be 2000 mps either. Make it more like a Battle Tech Gauss Rifle's canon description and less like a Quake sniper rifle and balance it with speed and recycle time. I don't think the Gauss Rifle should be restricted to the group of players who can make the charge-up work with a mouse. It's a standard piece of equipment used by many mechs in Battle Tech, it should not be restricted from any player.
#372
Posted 03 November 2015 - 02:36 AM
I'm sure you have heard it enough already but, how about some different maps? Or even map sizes? Inner city fighting when equipped for long range is useless and you just end up getting slaughtered. Which doesn't work well with your pilot rating scale does it? Same is true when you do get into a larger map and you're equipped for short range inner city fighting and you get sniped at range.
I've tried to balance out my loads with a mixture of both but you are still at the mercy of the match maker and that is no guarantee you will contribute much to your team.
#373
Posted 04 November 2015 - 10:08 AM
Edited by Vetal, 04 November 2015 - 11:28 AM.
#374
Posted 04 November 2015 - 04:32 PM
But one day i was searching for something to put in my cockpit and i was surprise for not find any reference of any kind to my country, that is Portugal! =/
And i was amazed because i find already a lot of Portuguese player that would love for having something like a coupe of hot coffee with Portuguese flag, the Portuguese Flag and something like this https://en.wikipedia...rocha_medio.jpg or this https://en.wikipedia...e:Zepovinho.jpg for the the control panel.
Huge famous games have already adopted Portugal as reference when creating outfits, like Dying Light, P.E.S. and many more, because prominent figures like Daniela Ruah, Cristiano Ronaldo, Diogo Morgado and Joaquim d'Almeida.
Please guys try to make it all, i know the Cup and the Flag are easy, the other would be a little more challenging but worthed because i bed the people will find funny to buy them! XD
Keep th good work guys!
#375
Posted 08 November 2015 - 09:28 PM
Vetal, on 04 November 2015 - 10:08 AM, said:
So...like Titanfall?
#376
Posted 09 November 2015 - 07:55 PM
i mean, im looking at the concept art right now, its the websites background. and even it has the raven with its twin large lasers that actually look like large lasers
honestly? i just want the in game models to look more like the concept art. i want individual mechs to look unique. i want the raven to have its extended barrelled lasers, i want the awesome to have its single PPC arm when it only has on PPC equipped. i want the vulture to have long tubed arms.
i mean, im looking at the concept art right now, its the websites background. and even it has the raven with its twin large lasers that actually look like large lasers
#377
Posted 10 November 2015 - 04:46 PM
#378
Posted 10 November 2015 - 11:36 PM
A Bt Betty collision warning or maybe have the cockpit window wipers come on with the annoying ding dong warning?
Remember stupid should hurt. 8-)
Edited by MW222, 10 November 2015 - 11:36 PM.
#379
Posted 11 November 2015 - 05:03 PM
So, more maps with less demanding terrain that makes people lag and low FPS. I mean its been 3 years, and we have 5 hole maps. How about making some that have actual bases we start in? With walls, turrets, tanks, and air assets. I really miss that game mode from NBT, MWL, and MWA. Make one teams attack while protecting the dropship, and the other defend the base.
#380
Posted 12 November 2015 - 11:26 AM
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