I C Wiener, on 03 June 2015 - 12:57 AM, said:
- More and better rewards for public and CW.
- Specific achievements and better rewards to encourage role warfare
- More maps and revamp of existing ones (you're already on that one I know)
- More and better tutorials (training mode with bots if possible)
/edit: - Possibility to see your premades on the map
I'd like to expand on this, as i like what is written here, as well as i don't. What i like: what was said.
what i don't like: how it was said.
More rewards in public and CW-
CM coverage- 100 per mech per 10 secs of coverage
Bullet sponge- 2500 per 10% mech damage lost.
Unkillable- Finsih bonus of like 25000 if you finish the map with less than 30% decreasing bonus per set of 10% you are over 30%
Long shot- get extra points for doing damage over X distance
Back stab- do damage without having return fire
Sacrifice- be the first to die during a push, or lead a charge, be the first mech to be attacked by 4 different simultaneous targets, 10k or something
TAG/NARC- Any damage being done to a tagged or narced target should be benefited from, not just LRMs, its a good marking strategy that can be used to create focused firing even with people that arent readily able to be talked to, nor are you readily able to talk
Focus Firing- be the 3rd, 4th...12th person to attack the same target within 2 seconds of it initially taking damage
Support- LRM damage from within 300 meters of target, instead of over 800. Lrms should be a SUPPORT weapon imo, not a boated weapon. to be able to shoot a target from over top of a friendly.
Gnat- have more than 2 people firing at you for more than 5 seconds without losing any components, most do damage once per 2 seconds- every 2 seconds
David- get "kill most damage dealt" on a mech bigger than you, another 5k
lance in formation- every 5 seconds instead of 10
Follow the leader- stay within 100 meters of your lance commander *same bonus if you are the lance leader*
Called shot- 3 other squad mates hit the same component on an enemy mech
Maps- This is a huge issue. Map familiarity is one thing... but i think what we as MWO players have acquired is something akin to "the back of my hand". The maps we have are okay, its super annoying that each map is so pigeon holed into a play style. Terra Therma- no lasers, Alpine Peaks- long range *its also just way to fracking big*, viridian bog- Brawler (although i think this map is the most forgiving to all playstyles). As much as this game is NOT akin to TF2, TF2 did SO many things right, there are places EVERYWHERE in every map that one of the 9 classes will excel. Short range, long alleys, 90 degree corners, etc. All of these make maps dynamic and able to flow. What we have, is a smattering of heights valleys and city buildings thrown into a confined space and told to fight there. *despite the realisticness of possibly not fighting all battles under favorable circumstances, this is a game, where balance is... well. important.*
Ease of use issues- I would like to see an Alphabetical marker on my own team mates as well as on locked on enemies. When you start the match, somewhere on your HUD it would show you alphabetical designation so you would know when you have been called. It has been very annoying attempting to find the name of my closest allies to tell them to follow me. "Alpha, kilo, foxtrot, follow Victor." This would take the place of the standard "Q" button. I think the "all info" could be somethign else.
it would be nice to have some sort of "I NEED ASSISTANCE" button that immediately targets you two-three closest allies which then links you all on the mini map with just some lines, and the button presser changes to a different color so the linked people know who to go to, for assistance.
I would like to see %'s next to each component.
I would like to see how much effective health i have. Armor+Internal structure
I would REALLY like to see how much health Enemy mechs have on whatever component. It is SUPER annoying walking up to any mech, alphaing them into armorless and then finding out i need 4 more alphas to finish off something that i assumed was already toast. its just deceptive to lose what is supposed to protect your internals and then having your internals be tankier than your armor >_<
Give us a map where we respawn, give us a ticket counter or something, assault 4 tickets, heavy 3 tickets, ... lights 1 ticket. all to capture like one point which everyone gets c-bills for holding or something
I think the CW maps should not cycke through. It seems kind of silly.. We were on Dell, and it said "despite having no resources, the planet Dell is one of the most virile and luscious planets to colonize" or soemthign similar. What map? Grim Portico. ... clearly i dont need to, but I will, identify the falseness of the planets' description.
maps to match descriptions. You already have Viridian Bog, make a CW match that focuses on that tileset. but then make more of them. Grim portico is nice, but really, is that really the only place in space that has those Bismuth crystals? *i forget what they are supposed to be*
I liked in TF2, in payload maps, if you won, you would move to the next part of the map. The entire payload was to get from point a, to pont e with 2 check points in the center. I would like to see something like that for CW and Public. Instead of always pushing to kill a gun, maybe we should push to steal something, or to simply get into the gates of an exceptionally fortified position. I think this could benefit public queue since it offers opportunity to work together, who is good at what, etc. So many times, i have a good match that finishes and the only thing i get to say to the people that helped are "way to go!" or something equally lame. having the opportunity to have a few maps all sequentially run could be a welcomed change.
Also, each of the checkpoints should have drop in drop out capability.
I think for now that sums up most of my griefs and ideas, Thanks for reading if you made it this far!
-Oppiter