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Most Wanted Features!
#801
Posted 26 September 2016 - 02:26 PM
The joystick feature would help people playing with disabilities and fine motor skills.
thks
#802
Posted 27 September 2016 - 10:55 AM
#803
Posted 27 September 2016 - 04:49 PM
Would it be too much to ask for a Puerto Rico flag?
tress
#804
Posted 30 September 2016 - 02:33 PM
--Hard-point configurations and omnipods need to be more flexible. Rather than have hard-points restricted by variant and/or weapon type (energy, ballistic, missile), Restrict them to the typical loadout for the Mech, thus simple Mechs like the Marauder would only have 2 hard-points in each arm, the one in the right torso, and perhaps give a few others spread across the torso sections for just a bit more flexibility; but still keeping the Mech itself typical to typical variants used. Or even the Warhammer, having typically only 1 arm mounted weapon for each arm, several torso weapons (typically lasers), and the one over the shoulder missile launcher in most of its common configurations. Even though it lowers the amount of "variants" available for purchase, it gives players more flexibility. This could also allow for the creation of new Mechs quicker. Or the sale of pre-configured variants, because they either don't want to mess with using the Mechlab; or for additional weapon access. Or the implementation of weapons and/or weapon packs to gain access to weapons, beyond what the Mechs the player owns would give them access to; could be used.
--For AMS limitations or other Misc equipment, the player should only be restricted on if they have the weight and slots available. Though a preset limit of say AMS per Mech would be fair. And as anything else with ammo, the player has to choose how much weight/space they'll invest towards it.
--Also making skill trees should be per "chassis" (Mech type), not per variant. Or even smaller skill trees based upon player equipment usage. So for example, if a player never uses an AC/20 but one day decides to equip one and try it out, he'll be missing the "proficiency" that others may have.
Notes:
--In regards to weapon balancing, the weapons seem to fit their place in the Battletech lore. Having damage ratings and heat accordingly assigned. And since armor seems to be also based at least upon the Mech class, these damage ratings are more than fair. While it can make for "fast" paced matches, as PPCs, large autocannons, and so forth can easily cripple or destroy even assault mechs with well placed shots. But this is an accurate display of their firepower, and with the cooldowns set, even an assault mech armed with multiple PPCs is less of a threat than many think. PPCs trade heavy hitting for high heat spikes and higher cooldowns, so you can't just "blast" away without caution. In colder environments, one can worry about heat less, but with the high spikes firing multiple PPCs at once create, the player still has to pay attention.
#805
Posted 06 October 2016 - 08:19 AM
1. The display screen in the command console of the mechs needs a little more function. It would be nice if you could hover over a friendly and see who that person was. It could also use a little bit better resolution.
2. The skill system is pretty tough, at least for a newbie like me. I saw someone else here comment about a PvE system to help gain a boost in basic skills. I think something like that would really help new players.
3. I saved my skill points to get 'Radar Deprivation' to help with missile spam but 6 million credits for the module? Per Mech? Really? Some of the items could be cheaper. Once you get 15K to obtain the skill it should be a little easier to buy the modules...
#806
Posted 08 October 2016 - 08:46 PM
#807
Posted 10 October 2016 - 02:21 PM
#808
Posted 11 October 2016 - 09:14 AM
AmodedomA, on 02 June 2015 - 11:37 PM, said:
I've been playing a Mechwarrior game on PC since they first came out. Bought and played all of them and I'm still playing MW4 Vengeance. I really thought the series was dead and only recently discovered MWO. Never was a fan of games that are server based, but the desire to continue to battle in a Mech is strong.
I haven't been here long but I am somewhat dismayed by the fact that the only way to develop skills is to go directly into combat. That's a steep learning curve, and though I'm gleaning what I can spectating, and watching training videos, I wish there were a bot based training series to acquire skills on before facing the experience hungry veterans. I don't mind being the little fish for a while, but the difference in skill levels is making it so I don't last long, ergo I don't learn much.
Still I like the game and it's server response, graphics and playability are great. I sincerely hope to dominate the game before losing interest due to the sensation of being an easy kill to keep the veterans fed.
you still playing?
replace map vote with random maps again BUT add the ability to choose from a quick play drop deck in the time window
you now have for map vote.Lets say 2 dropdecks ala` scouting dropdeck (1 mech) free, 2 additional purchasable maybie.
Woud help the game i am sure since map vote makes MWO a repetitive experience lately
#809
Posted 12 October 2016 - 08:27 AM
Plenty of votes so far. Comments recently enabled. We want guns son!
#810
Posted 13 October 2016 - 03:23 AM
When it comes to the last few mechs of a match (or during a stomp) - it's often a mad race to get the kill shot
A cool Warhorn to have would be the sound from the seagulls in Finding Nemo
"Mine, mine, mine, mine minemine"
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Edited by Samurai Phoenix, 13 October 2016 - 03:44 AM.
#811
Posted 14 October 2016 - 12:39 AM
There should be a downside to playing on maps that are 50 degrees below zero. Surely mechs aren't built for an optimal operating environment of Hoth. Maybe actuators would be slower by some percentage, weapon jams more likely (even for lrms and ACs), laser damage could be reduced because stuff melts slower when its cold.
Make explosions and dismemberments more impressive. Btech1 had a more exciting arm blown off graphic.
Also, when you fall from height, why do you take damage to your leg armor? Try this experiment - jump off a four story building and try to land on your feet. If you miss and land on your back, repeat the experiment until you get it right. Now - what broke the most? Answer - your bones and joints, not your skin.
#812
Posted 15 October 2016 - 07:02 AM
I generally use a shades of grey camo, which is great in polar maps, hpg, and mining collective (because of the lighting), but I stick out like a sore thumb on every thing else. I would like to have 3 presets of colors to apply after the map is chosen.
I would also like to be able to edit my avatar. I mean, pairing orange padding on a green digital camo is horrible. I would much rather be in an all black jumpsuit with red highlights/padding/etc. In fact, I would actually spend some money on that.
#814
Posted 16 October 2016 - 02:50 AM
#815
Posted 16 October 2016 - 09:03 PM
#816
Posted 17 October 2016 - 09:05 AM
#817
Posted 18 October 2016 - 12:54 PM
#818
Posted 20 October 2016 - 10:45 PM
#819
Posted 21 October 2016 - 09:38 AM
#820
Posted 23 October 2016 - 11:50 PM
NO ED system please !
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