Most Wanted Features!
#761
Posted 18 August 2016 - 09:55 PM
A fast easy feature suggestion that can help with the sometimes utter confusion upon initial drops in quick play.
The map in the lower right corner of the round ready player list. Add icons to show objectives, allied drop points, and ect. This could help with pre planning for the pug teams and help players familiarize themselves with the maps.
I feel it could be a better representation to the full battlegrid.
Gadjet.
#762
Posted 20 August 2016 - 10:09 AM
Make it a skill we unlock then purchase under each mech as a mod layout for each mech. purchase it under skills once unlocked.
1.allows all mechs to gain a new skill and to be replayed again.
2.gives you something else to make a cbill purchase on.
Also so you dont lose the cbill earnings on wepaons,
Ex. i have 4 mechs that use 20 med lasers.5 mechs use 6 ac5 3 mechs use 4 uac 5's all have radar depth seismic and cool down for the various weapons
once i reach a minimum weapons threshold that outfits lets say 5 complete mechs with those weapons, i now can configure a weapons mod pack that can be customized for those 5 mechs and there variants.
through a skill level just like speed boost and heat and other various skills.
once you reach the minimum threshold each mech can have any number of mods you create and asign to that mech.( as long as you own enough of those weapons).
if you don't get the mod pack you need to do it all manually anyways so nothing changes for those guys
So anyone who owns 60 or more mechs and likes to play back and forth from new to old needs to spend 14 hours looking for and configuring modules from mech to mech
find the mech remove the modules save the mech find a mech remove a module save the mech open the mech you are going to use add the modules and save the mech 14 hours later i might be ready to get into a match.
the possible solution to this mess. I for one must have and own at least 10 radar deps and 10 seismic mods but still cant find a single one i can strip and put on a mech i'm about to use in a fair amount of time that the rest of my team is not waiting around picking there privates for 30 minutes then someone else says, oh yea let me do that too 45 min later we might be able to drop.
Solution:
make a mech slot you master that allows you to setup a mech mod package through the skills leveling where you can purchase a mod pack for each mech.
Multiple Mod packs that we can purchase and name for the mechs we use and already have a configuration for. so i can pick my mech see that it uses this mod pack all the time and i can have it already to go in the mech bay and it auto installs it if its not there.
now 6 months later i have not played that mech and i've probably stripped that mod out some time ago and its traded mechs 10 times by now.
i'm not stripping out my go to mechs because i never know when im going to be called into a match last minute.
my go to mechs now all get mod packs that when i choose the mech insert the pack for that mech the mod pack is ready to go and it strips the necessary mod from a lesser mechs that is designated to have the mod stripped from it.
however it has a mod pack and if i need to go back to that mech next week i can have a mod pack all ready to go for it and it auto installs and im ready to go. click the mod pack listed for that mech and here you go (seismic, radar dep,LP Cooldown,MP Cooldown) weapons pack(5mp laser, 3 LPL, 9 Heat sinks etc.)
I now have the convenience of buying as many modules i may need to outfit 100 mechs
though mod packs. without buying 100 radar depths.
and you can set a minimum if you own 4 of these you can purchase 1 mod pack
if you own 8 of these you can purchase 2 mod packs.
lets hear your ideas i'm just getting tired and annoyed of searching through my lights and mediums for weapons and mods that i know i own and need to scavenge through to play for an hour but i need 40 minutes to setup the mech i want to use. so i don't even bother and play another game instead.
Edited by Thegreywolf, 20 August 2016 - 02:08 PM.
#763
Posted 20 August 2016 - 12:18 PM
These first few things are simple fixes that could (and should) be taken care of in an upcoming patch as quickly as possible.
1) A check box on the window that pops up when you're awarded a supply cache so you never have to see it again. There is no reason to keep telling everyone how supply caches work when they've already been through the routine 4 times.
2) The option to strip all modules from all mechs. It shouldn't be that hard to do. It might take a while to accomplish, a la the long save times. The game will have to go through every mech you own and strip the modules. The more mechs you have the longer it will take, but that's fine.
3) Get rid of the window that pops up when you leave a match early and click the "Quick Play" button. If I wanted to rejoin the match I was just in, I would have the mech in question selected. When I select a different mech and click "Quick Play", I want to play a quick play match with my selected mech, Just the way it used to work before. it's really that simple.
4) The ability to filter pilot weapon skills by IS or Clan.
5) The ability to view the battlegrid when spectating.
6) The ability to edit weapon groups while waiting for everyone to click the READY button.
7) Locations of objectives and allied drop points on the mini map during the READY screen.
8) Get rid of duplicate kill count screens in mech cockpits. They're pointless. Maybe this has already been done. I haven't paid attention in a while.
The rest of these are maybe not such simple fixes but things that I think are logical improvements and could be done over time.
9) Rust camo pattern
10) Random drop points and objective locations for Assault, Conquest and Domination game modes. Though still displayed on the READY screen mini map. You don't know where you're dropping until you see that screen.
11) To add more actual functionality to the screens in the cockpits, put the actual HUD information on them and give the HUD a toggle key so that if you can't see all the HUD information on the cockpit screens, you can turn on the HUD and see it all. Also, some information regarding the climate of the planet (say, ambient temperature, etc) can be displayed on one cockpit screen if there's a free one available for that purpose.
12) The ability to take a mech for a spin. Go to the in game store, view a mech in the mechlab, **** around with the build, and take it for a spin in the testing grounds. See how it handles, how the heat management is, etc, without buying it.
13) The ability to customise mechs before you buy them. Go to the in game store, view a mech in the mechlab, **** around with the build, and then buy it in your own custom configuration.
14) Disable a dead player's voice and text chat until the end of the match. They're dead. They can't help their team anymore. You could even go so far as to have it disabled the instant their mech is destroyed, even mid sentence. That would add immersion to the game.
15) News ticker. Keep us updated on current events in the Battletech universe. What year is it? Who currently rules the great houses? Who are the khans and ilkhans of the clans?
16) Maybe the ability to keep notes on particular mechs? Say, if I remove an engine from a mech to put on another mech, I can make a note on that mech so that I can remember where I put the engine so I can fetch it later to put back on. It's hard to remember sometimes when you take a part from one mech, play a few matches, have a few tokes, play a few different mechs. Then you go back to the mech you removed the part from a week or two later and you're like "Damn, which mech did I put this engine on again?"
Edited by TTDeadsayer, 20 August 2016 - 01:34 PM.
#764
Posted 22 August 2016 - 12:43 AM
That would be pretty cool.
"cheers!"
P.S I know my grammar sucks
#765
Posted 22 August 2016 - 04:01 PM
#766
Posted 23 August 2016 - 02:43 AM
The number of times I've fired into thin air and worse simply because I didn't notice the location of my arm-reticule is starting to get distressing
#767
Posted 24 August 2016 - 11:47 AM
#768
Posted 24 August 2016 - 10:09 PM
Allow us to select a mech after the map vote from the list of favorited mechs
Feature 2:
Allow us to configure multiple paint jobs on our mechs for the different terrain types. It makes no sense to bring a bright red mech to the frozen tundra or a white mech to therma.
Feature 3:
If feature 1 isn't possible. Allow us to create multiple configurations for each mech so we can have multiple builds for different situations that we can choose from after map selection.
Edited by DoRkcHoPs, 24 August 2016 - 10:16 PM.
#769
Posted 25 August 2016 - 09:24 AM
I feel that it safeguards any purchases made with pgi and it also gives the players somthing if the servers or the company ever dies out for whatever reason. somthing to edit and to play with.
somthing when they are gone.
#770
Posted 25 August 2016 - 02:18 PM
#771
Posted 28 August 2016 - 03:43 PM
1. I've seen a few posts about it but no time frame or even its being done (Physical attack mechs) such as Axman, Hatchman. Clan hated fighting Intersphere physical attack mechs, dishonorable combat...
2. Quad Mechs, ie.: Scorpion, Goliath, Tarantula, Stalking Spider, Barghest. Inproved mobility, stability, and could go places other mechs could not.
3. Inproved falling, I fell off a wall in the Mines and took as much damage as when I feel of a bridge (much greater drop) in the city.
4. PvE
5. C-Bill stock exchange... Way to gain extra C-bills or loose them.
6. More mission types: search and destroy, guard duty, convoy escort, raides. I found out most missions end up being assault type missions (except scout fraction missions).
7. Add other forms of classic mechwarrior equipment: Battlearmor, tanks.
That is it for now.
Thanks.
#772
Posted 03 September 2016 - 07:33 PM
Fix the aiming so the reticle doesn't follow the fecking terrain!!!!!! And unlock the arms, while you're at it!
GODS
It is nearly impossible to properly aim or hit anything when the reticle (and the screen) keeps jumping away from where you are trying to shoot. Never mind trying to angle your arms to hit something above/below you or to track a target while spinning. I don't know why you don't just lock the camera to the torso crosshair and allow the arms to move just like in 1st person (which follows the arm crosshair). If it's a coding thing, just do a check for 3rd or 1st person and set the camera tracking that way. Then you can keep the camera controls isolated and simple.
I understand if it's to prevent players from hitting obstacles, but it can really cause severe disorientation and even dizziness when the screen keeps jumping around.
Why not just add a second reticle set that only shows in 3rd person? One for the aiming, and the other to show where the weapons will shoot. Do I need to make an example image or even a video?
It would also be nice to prevent the camera from zooming in on my Mech's aft plating when I'm too close to something. It's hard to see any friendly mechs behind me that might be passing if I want to back up from taking cover.
#773
Posted 04 September 2016 - 08:48 PM
Osprey Hawk, on 03 September 2016 - 07:33 PM, said:
Fix the aiming so the reticle doesn't follow the fecking terrain!!!!!! And unlock the arms, while you're at it!
GODS
It is nearly impossible to properly aim or hit anything when the reticle (and the screen) keeps jumping away from where you are trying to shoot. Never mind trying to angle your arms to hit something above/below you or to track a target while spinning. I don't know why you don't just lock the camera to the torso crosshair and allow the arms to move just like in 1st person (which follows the arm crosshair). If it's a coding thing, just do a check for 3rd or 1st person and set the camera tracking that way. Then you can keep the camera controls isolated and simple.
I understand if it's to prevent players from hitting obstacles, but it can really cause severe disorientation and even dizziness when the screen keeps jumping around.
Why not just add a second reticle set that only shows in 3rd person? One for the aiming, and the other to show where the weapons will shoot. Do I need to make an example image or even a video?
It would also be nice to prevent the camera from zooming in on my Mech's aft plating when I'm too close to something. It's hard to see any friendly mechs behind me that might be passing if I want to back up from taking cover.
#774
Posted 05 September 2016 - 03:50 PM
Seeing recent battle information once your in the mechbay.
-This should be somewhere in the menu. I'm sorry but I'm not spending 10 extra minutes in a match that's a clear trainwreck to see my damage and credits. This ought to be something we can look at after we've played a few rounds to see how we're doing that session. It doesn't have to be a permanent endless log of matches, just a per-session log is fine enough.
Smoother/faster/more responsive UI.
-Thank goodness there is a mute for that horrid chirp when mousing over things, but why is a text menu so slow and clunky? You have to click things several times for them to respond (the quickmatch button especially), and half the time dropping a piece off the mech loadout doesn't remove it, it just pops right back on. Right-click remove maybe?
Also, the Quickmatch button ought to just let us jump into another match on a single press. Does anyone want to go back into a round where they're dead and useless? Why not have the drop-down arrow button provide the ability to jump back into dead matches to spectate.
Store needs mech sorting business like the mechbay.
-Why do we have the ability to sort our 4 mechs in 30 ways, but the store with it's 200 mechs has only 4 ways? The sorting system is already made available, just slap it where it needs to be.
Condense the UI, please
-The UI tree in this game in this game is ridiculous and not intuitive at all. You only need 3 sections: Pilot (stats, leaderboard, achievements, etc.), Mechs (your mechs, with a way to get at their loadouts and skills), Store (for buying things, and please have a way to sift through the 8000 robots).
A game along a similar vein (vehicles controlled like tanks, research unlocks, 15v15 multiplayer arcade battles *cough*Worldoftanks*cough*) has a grand total of 2 screens most people will ever use; the default garage screen to pick a vehicle and manage weapons, and the tech-tree to unlock weapons/vehicles. Everything is right there, obvious and easily accessible. There are other sections for more in depth stuff, sure, but a lot can be learned from their design choices. For casual play and grinding especially, you needn't spend more than 2 seconds in the garage before you roll out again.
It takes 4 clicks and 2 confirmations to exit the game... or we can just kill the task.
-The logout button is so far away from everything else, the odds of pressing it by accident are so small. I want to ragequit, and going through all these extra menus is really hampering that.
TL;DR - Fix the UI.
That's my rant, I'm peeved with my recent loss streak and I don't mean to be dickish, but there really are some simple things in here that I'm amazed a 3-year-old game doesn't have sorted out already.
#775
Posted 06 September 2016 - 05:35 AM
Thank you, this will help solve tedious clicking.
#776
Posted 07 September 2016 - 07:26 AM
Perhaps an animation sequence to start with, such as a 10 second warning followed by a intense flash of light and sparks? A few weeks/months later, finish the programming to factor in damage and heat spread to surrounding mechs. Whoever stands immediately next to the cored mech gets heavy damage/destroyed/heat spike, and those standing at a relatively safe distance get a simple heat spike.
2) Ejection aftermath. Eject from your mech? For whatever reason, you ejected, and now you get -say 15 seconds- to survive on foot, no weapon (or a damageless useless laser pistol) running round simple fps style. Obviously anything and everything kills you instantly ie lava on terra therma, radiation on vitric forge, let alone getting stepped on or stray fire. All ending with a simple fade to standard spectate/exit match option screen.
3) empty casing ejection from fired AC rounds. Like the background art of the mwomercs website: note the jagermech to the lower right.
#777
Posted 07 September 2016 - 08:37 AM
#778
Posted 07 September 2016 - 04:05 PM
TTDeadsayer, on 04 September 2016 - 08:48 PM, said:
I have the arms unlocked by default. They stay unlocked in 1st person, but lock up in 3rd. There's no way to unlock them while in 3rd person.
#779
Posted 09 September 2016 - 01:49 AM
Completely broken / Terrible friend list / communication system makes it nearly impossible to tell when your friends are online. There is also no way to contact them when they are offline which makes meeting up nothing more than random luck!
The mini map has been ruined ... AGAIN!!! Now it's so small with colors so terrible that I literally can't read it. I ignore it now. It's useless!
Entering a PUG game is completely broken and backwards! In all normal and sane MechWarrior games, you choose a map and a game type, THEN you choose your mech. Not with PGI! Picking your mech before you even know what map you will be on makes no sense at all and not a hell of a lot of fun either! I'm also getting pretty damned tired of being forced into playing game modes that I don't enjoy playing!
Complete lack of decent match types! Right now your only normal options are PUG ( 12 v 12 ) or Scouting ( 4 v 4 ) or Invasion ( 36 v 36 ). First off, Scouting and Invasion are faction play. Yeah... good luck getting into one of those! Maybe once or twice a day if you are lucky ( and it takes FOREVER!!! )! So lets focus on PUG. The problem with PUG is that 12 v 12 absolutely SUCKS unless you have awesome teamwork! Without awesome teamwork, you get MURDERED over and over again! Well guess what? That ain't real fun! The simple solution isn't nerfing the mechs, heat or weapons. That's all stupid bullcrap! The solution is to allow people to set up custom match sizes. 1v1, 2v2, 4v4, 6v6 would be a lot more fun because it wouldn't depend on your ENTIRE 12 man team to keep you from getting murdered by the other 12 man team.
Basically, every single nerf that they have made to this game would never have been needed ( if they were EVER needed ) if they would have just allowed custom match sizes. Why? Because the larger the teams are, the more important team work is. Guess what you absolutely DON'T get when you put 12 random people together... yeah... you guessed it! You DON'T get teamwork. As a result newbs ( and sometimes even experienced players ) get mercilessly smashed all day every day simply because the team sizes are TOO DAMNED BIG!
The match maker is a complete piece of crap! Why? Because it'll sit there for half an hour sometimes searching for a match without finding one! Know what would be nice? How about if it told you WHY it's unable to place you in a game! You know... because if dropping down 20 tons would mean I wouldn't have to wait 30 minutes... I'd kinda like to know that! If adding or removing a team member would help us get a game faster... I'd kinda like to know that! If one team members ping is keeping us from getting match... I'd kinda like to know that! If we're not getting match because one of your team members teer rating is too high or too low... I'd kinda like to know that! If we can't get a match because there just aren't enough people playing... I'd kinda like to freaking know that!
There is no way to target a friendly mech! This is a feature that is needed for several reasons! If you want to keep track of someone on your team that you want to protect, cover with ECM, or follow... targeting that player is a really good and easy way to do it. If you want to check a friendly's health, targeting them is the only way to do it. If you want to know a friendly's weapon load out so that you can know how to best support them in 5 seconds or less... targeting them is the best way to do it.
The radar functionality is CRAP! There is no target nearest or target next buttons. I don't think there is even a target under reticle button ( I'm not sure if that's what the R button is supposed to do ). What I do know if that the targeting system SUCKS! I'll have an enemy mech right in front of me shooting me. I'll face him and hit the R key. It'll target his buddy 500m over instead. I hit it again, it targets some other completely irrelevant enemy. Meanwhile... I'm getting my face blown off while I try to target the mech that I'm staring at! If you happen to get the correct mech targeted and you accidentally hit the R key again in the heat of battle... good luck! You'll probably have to carefully hit it 3 to 5 more times to get that target back while he's blowing your face off! There is also no way to turn your radar off, or put it in passive mode ( which were awesome features of MechWarrior 4 )! Instead they instituted this bull crap system of being invisible to radar if you can't be seen. That's NOT how radar works!
The color and size of the text on the range finder are TERRIBLE! I'd say that 2/3rd's of the time I can't read them at all! Here's a crazy idea... why not let us choose out own text color and size? It's not exactly rocket science! Pretty much ALL of the text in this game has this problem!
The custom key config system is full of bugs! Some times I have to reboot my game just to successfully assign a new key
The joy stick control in this game is TERRIBLE! In MechWarrior 4, you could easily control the torso on the mech using the Z axis on the joystick. In MWO... it's so terrible that it's just not possible! The mouse is the only thing that you can use unless you want to die instantly!
Weapon issues:
-----------------------------
Having to charge the Gauss rifle makes no sense!
LRM's loosing their lock in flight if your mech looses lock makes no sense! ( even in the damned 20th century our missiles are better then that! )
ECM causing a targeted mech to be hard to lock makes no sense! Yes, I agree that it should make it hard to target the mech in the first place. The purpose of ECM is to hide from radar. However... once you DO appear on radar and the target is locked, it makes NO sense for missile locks to take longer! The radar already has you targeted... the targeting computer has already drawn a little red box around you... it already knows the exact distance to target... how hard can it be to put the missiles in the damned box!? We can do that even in the 20th century! This makes ECM light mechs WAY O.P. ! I'm getting pretty tired of getting killed by ECM light mechs when I have them targeted and I have plenty of missiles! Half the point of using seeking missiles to it HIT things that are hard to hit. This ECM thing basically means that you'll almost never hit an ECM light with SRMS and sometime not even with LRMS when it's 500m out.
Massive ghost heat for group firing ballistic weapons makes no sense! The ENTIRE point of ballistic weapons is that they do significant damage WITHOUT causing significant heat! That's literally the ENTIRE point! Your paying for that damage with weight rather than heat and it also has limited ammo and range. So it's not a problem unless someone starts messing with the game. Punishing ballistic users for firing their ballistic weapons as fast as they can makes no sense! That's the whole point of using ballistics in the first place! Because if you don't, then you're going to start taking damage. You probably are already light on armor ( because that's what it takes to carry a lot of ballistics sometimes ) ... and you're also going to start having ammo explosions. Additional downsides to ballistics are that you also have to lead your targets at range and you have limited ammo. Ballistics are already punished enough just by their very nature! STOP trying to punish the ballistics users!
Edited by Crazy H, 09 September 2016 - 01:50 AM.
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