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Most Wanted Features!


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#481 Raubwurst

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Posted 13 January 2016 - 02:03 AM

View PostHeroForHire, on 12 January 2016 - 09:01 PM, said:

  • Removal of ALL weapon velocity and range quirks for ALL mechs.
  • Allow Clan mechs to swap out engines. At least engine size, if not type.


Ok. Remove the buff to the IS 'Mechs + Reduce the nerf to Clan 'Mechs.
Would feel a lot like MechWarrior. Overpowered Clans everywhere, no one could/would play an IS 'Mech anymore.
That is no "Most wanted feature", that is madness!

:)

#482 Hotthedd

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Posted 13 January 2016 - 04:44 AM

Removal of pinpoint convergence when group firing weapons, replaced with scaling reticle bloom based on the # of weapons fired simultaneously. (This would mitigate massive alphas, while still allowing precision if chain firing)

Make all A/Cs (including MGs) fire in bursts. (mitigating massive ballistic alphas)

Increase burn time on all lasers. (mitigating massive laser alphas)

Implement a TT inspired heat scale with movement and aiming (precision) penalties, HUD flicker, etc.

Remove lock-on capabilities for missiles that do not have assistance from TAG, NARC, or UAVs, but allow pilot guidance with the reticle on targets (for effective indirect fire, and the ability to aim for components in direct fire), and increase speed of LRMs.

#483 Inkarnus

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Posted 13 January 2016 - 05:05 AM

V A C

#484 LightningStorm

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Posted 13 January 2016 - 05:23 AM

Quadrupedal Mechs
Melee weapons

#485 Karl Streiger

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Posted 13 January 2016 - 06:58 AM

Make Gold Mechs the only "REAL" P2W Mechs

Edited by Karl Streiger, 13 January 2016 - 06:59 AM.


#486 IraqiWalker

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Posted 14 January 2016 - 12:22 AM

View PostKarl Streiger, on 13 January 2016 - 12:21 AM, said:

But shouldn't the smaller cannon fire more shells?

afaik the old missile handling for energy and ballistic weapons...
can fire pellets of size 5 max.... mounting a AC 20 result in a burst of 4 shots a 5dmg.
can fire 6dmg per second energy hardpoint:
  • Medium Laser = 0.833sec Burn Time
  • Small Laser = 0.5sec Burn Time
  • Large Laser = 1.5sec Burn Time
Of course with exception of the "bullet" size the burn time could be managed by quirks.






Yes, a smaller gun should fire more shells, the problem here is that it was very unfair for non-assault pilots.

Canonically speaking I can plant the Chemjet gun on any mech. Even a Raven. So while the barrel looks tiny, it should still function the same way from a gameplay perspective.

It would be cool if we got different variants for each weapon (like in the example of the AC 20, I would prefer the chemjet on the raven, and the Pontiac on the Centy, or other faster mechs, since they would be able to utilize it's higher rate of fire in their wolfpacks, and raids.)
I'm not sure what it is you meant by "missile handling" here, though, so I'll need clarification before I can comment on that.

View PostHotthedd, on 13 January 2016 - 04:44 AM, said:

Removal of pinpoint convergence when group firing weapons, replaced with scaling reticle bloom based on the # of weapons fired simultaneously. (This would mitigate massive alphas, while still allowing precision if chain firing)

Make all A/Cs (including MGs) fire in bursts. (mitigating massive ballistic alphas)

Increase burn time on all lasers. (mitigating massive laser alphas)

Implement a TT inspired heat scale with movement and aiming (precision) penalties, HUD flicker, etc.

Remove lock-on capabilities for missiles that do not have assistance from TAG, NARC, or UAVs, but allow pilot guidance with the reticle on targets (for effective indirect fire, and the ability to aim for components in direct fire), and increase speed of LRMs.

Funny, if we want to bring TT, pinpoint convergent alpha strikes are canon in TT.

NVA-PRIME

This is a TT, and canon, compliant build that can land all 10 ER-MLs onto the exact same spot. Bloom on number of weapons just breaks laser builds which are recoil-less, what exactly is the reason for the bloom on a 10 ER ML build, when they cause no recoil?

By the way, I can strip the 5 JJs from it, and add 5 more DHS, allowing it to shrug off 46 heat off it's alpha, before having to deal with heat problems. That's a pinpoint 70 damage alpha in TT. Long as you don't aim at the head, you're guaranteed to hit with all 70 damage, if you have a half decent pilot.

(for the record, this puts it at 14 heat after cooling from that alpha, in TT.)



Then there's the Lock on stuff. Your suggestion violates not just the lore, but TT. See if you go through Total Warfare (plus one or two other books), and read the rules for LRMs, you'd realize that any mech can spot, allowing the firing mech to perform accurate indirect fire. TAG, and NARC help with increasing accuracy even more, and in the case of NARC, it helps not just with guidance for LRMs, but also Artemis equipped SRMs (they gain homing-like abilities.)



Moving on to the heat issue. I am in favor of penalties based on how far up the heat scale you are. Not sure if you also wanted a 30 point heatscale, from your phrasing, or no, but I would advise against that.

Edited by IraqiWalker, 14 January 2016 - 12:52 AM.


#487 Hotthedd

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Posted 14 January 2016 - 04:19 AM

Sorry, but lore-wise, hitting a target on the move with multiple weapons was considered so rare, that one such shot ACTUALLY decided an entire star system.
Although the Nova COULD, theoretically hit with all weapons in one spot, the odds should be low, remember in TT, all shots are fired over 10 seconds, even alpha strikes. Even so, the ability to effectively combine several smaller weapons into one super weapon is game-breaking when combined with the component system in BattleTech.

Homing-like abilities are NOT lock-on mechanics. A spotter would allow the pilot to EFFECTIVELY guide the missiles, because they would know exactly where the target is, but it is never guaranteed success, nor is it guaranteed failure if the target breaks LOS from the pilot or the spotter. It is closer to the lore AND TT.

The 30 point heatscale from TT is just from the last 30 points, Heat sinks should add to the capacity. This is something that PGI can tweak without deviating from canon.

#488 IraqiWalker

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Posted 14 January 2016 - 07:43 PM

For the record, I know that text is not exactly the best medium to communicate, I don't intend to sound antagonistic, or like a jerk , I'm just trying to clarify some misconceptions about TT, because some people mistake tech 1 stock mechs, for "TT", or CBT.

View PostHotthedd, on 14 January 2016 - 04:19 AM, said:

Sorry, but lore-wise, hitting a target on the move with multiple weapons was considered so rare, that one such shot ACTUALLY decided an entire star system.

If you don't have a targeting computer, sure. Double check my build. It has a targeting computer that has all 10 ERMLs slaved to it. (Clan TCs weigh 1 ton, and take 1 slot per 5 tons of equipment slaved to them). This Nova can land every single shot at the exact same component, with the exception of the head. Every, single alpha strike. All you need is a 2 slot 2 ton Targeting Computer.


View PostHotthedd, on 14 January 2016 - 04:19 AM, said:

Although the Nova COULD, theoretically hit with all weapons in one spot, the odds should be low, remember in TT, all shots are fired over 10 seconds, even alpha strikes. Even so, the ability to effectively combine several smaller weapons into one super weapon is game-breaking when combined with the component system in BattleTech.


http://www.sarna.net...geting_Computer

Welcome to competitive Battletech TT

People are complaining about dual gauss mechs here, how about triple, and quad gauss devastators? With called shots, you can land almost every single one of them in the same component, and remember, in TT we have half the armor and internal health we have here. I don't even need more than one ton of Gauss ammo per rifle to make that devastator annihilate an enemy formation. (or even the dreaded Gauss-zilla, which had 5 Gauss on it)

I remember someone posted their Stone Rhino build, and it had something ludicrous like over 100 damage alpha strike and it was all relatively guaranteed to hit the same component. Even if it didn't it would still cripple the target mech in one alpha and effectively remove it from the fight.

View PostHotthedd, on 14 January 2016 - 04:19 AM, said:

Homing-like abilities are NOT lock-on mechanics. A spotter would allow the pilot to EFFECTIVELY guide the missiles, because they would know exactly where the target is, but it is never guaranteed success, nor is it guaranteed failure if the target breaks LOS from the pilot or the spotter. It is closer to the lore AND TT.

Homing like abilities are for the SRMs. The LRMs actually get a lock. A spotter either paints the target, or shares targeting information. So for LRMs they would still get a lock.

Now here's the problem with your suggestion: It makes LRMs worse. LRMs are already the worst weapon in the game, after the flamer. Making them inaccurate even more means that you will need to load up even more ammo still, in order to try and be effective. Have you seen what your typical MWO LRM mech loads? most of the mech is dedicated solely for the missile system, because bringing almost 3000 rounds of ammo (about 17 tons) is not enough sometimes.

So reducing their damage even more will push them farther out of play, and they're already near the edge.

View PostHotthedd, on 14 January 2016 - 04:19 AM, said:

The 30 point heatscale from TT is just from the last 30 points, Heat sinks should add to the capacity. This is something that PGI can tweak without deviating from canon.

I'm with you on this one 100%.

Edited by IraqiWalker, 14 January 2016 - 11:25 PM.


#489 Hotthedd

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Posted 15 January 2016 - 05:44 AM

View PostIraqiWalker, on 14 January 2016 - 07:43 PM, said:

For the record, I know that text is not exactly the best medium to communicate, I don't intend to sound antagonistic, or like a jerk , I'm just trying to clarify some misconceptions about TT, because some people mistake tech 1 stock mechs, for "TT", or CBT.

Not to worry, I don't take it that way. Despite my name, someone would really have to TRY to be an intentional jerk to get me riled up on a video game forum.
You seem to have used the solaris ruleset, or one of the later expanded rulesets in TT. I played (and base my suggestions on) the original rule set of the Table top game. It is the simulation of these rules I am trying to emulate.

View PostIraqiWalker, on 14 January 2016 - 07:43 PM, said:

If you don't have a targeting computer, sure. Double check my build. It has a targeting computer that has all 10 ERMLs slaved to it. (Clan TCs weigh 1 ton, and take 1 slot per 5 tons of equipment slaved to them). This Nova can land every single shot at the exact same component, with the exception of the head. Every, single alpha strike. All you need is a 2 slot 2 ton Targeting Computer.

http://www.sarna.net...geting_Computer

Yes, even with the targeting computer, however, the shots are not fired simultaneously, as the damage and heat are generated over a 10 second period. I understand there was a rule set that allowed on roll for grouped weapons, but IMHO that was a mistake that the original rules did not make. Each shot had a separate roll, and there was a negative modifier for aimed shots to simulate the degree of difficulty. That is the whole reason behind not giving the targeting bonus to head shots (it broke the game), just as it breaks the game in a real time shooter when individual components can be destroyed.
This problem is evident in MW:O. That broken system is directly what led to the bandaid fixes of doubled armor, increased ammo, and ghost heat.

View PostIraqiWalker, on 14 January 2016 - 07:43 PM, said:

Welcome to competitive Battletech TT

People are complaining about dual gauss mechs here, how about triple, and quad gauss devastators? With called shots, you can land almost every single one of them in the same component, and remember, in TT we have half the armor and internal health we have here. I don't even need more than one ton of Gauss ammo per rifle to make that devastator annihilate an enemy formation. (or even the dreaded Gauss-zilla, which had 5 Gauss on it)

I remember someone posted their Stone Rhino build, and it had something ludicrous like over 100 damage alpha strike and it was all relatively guaranteed to hit the same component. Even if it didn't it would still cripple the target mech in one alpha and effectively remove it from the fight.

Which goes back to the fact that we are arguing different TT rules. Perfectly precise group fired shots are not lore-friendly. More than that, they break the game. There needs to be a choice between firing everything with one trigger pull for raw devastating damage, or chain firing weapons for precision. If you can have both, there becomes no other way to play. Using heat as a balancing factor, when there is no heat scale, is wholly ineffective. Disabling and destroying Battlemechs is supposed to be very difficult, not something anyone can do with a single trigger pull.

View PostIraqiWalker, on 14 January 2016 - 07:43 PM, said:

Homing like abilities are for the SRMs. The LRMs actually get a lock. A spotter either paints the target, or shares targeting information. So for LRMs they would still get a lock.

Now here's the problem with your suggestion: It makes LRMs worse. LRMs are already the worst weapon in the game, after the flamer. Making them inaccurate even more means that you will need to load up even more ammo still, in order to try and be effective. Have you seen what your typical MWO LRM mech loads? most of the mech is dedicated solely for the missile system, because bringing almost 3000 rounds of ammo (about 17 tons) is not enough sometimes.

I don't think it makes them worse, I think it makes them stronger, especially coupled with burst fire ACs and longer burn time lasers.
Remember, I am suggesting the SPEED of LRMs be increased to be on the same level as large caliber ballistics. This would greatly improve their use as direct-fire weapons, with the ability to correct the shot mid flight. Indirect fire with TAG or NARC would be exactly as it is now (lock-on), but with only a spotter, the LRM pilot would have to use the cursor to direct the LRMs to the target (a little more skill required). However, if LOS from the spotter is lost, the LRM firer can still guide the missiles with the reticle with his best guess instead of "losing" the target. This mechanic could also be effective in dumb-firing LRMs for area denial.

View PostIraqiWalker, on 14 January 2016 - 07:43 PM, said:

So reducing their damage even more will push them farther out of play, and they're already near the edge.

I never said anything about reducing missile damage, sorry for any confusion.

View PostIraqiWalker, on 14 January 2016 - 07:43 PM, said:

I'm with you on this one 100%.

I think we are both in the majority on this.

We can agree to disagree, and feel free to continue this discussion via PM or TS if you like, but I think we owe Tina the courtesy to not hijack her thread.Posted Image

#490 IraqiWalker

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Posted 15 January 2016 - 02:04 PM

View PostHotthedd, on 15 January 2016 - 05:44 AM, said:

We can agree to disagree, and feel free to continue this discussion via PM or TS if you like, but I think we owe Tina the courtesy to not hijack her thread.Posted Image

Absolutely

#491 Adaram1090

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Posted 15 January 2016 - 07:44 PM

1 . More Clan mechs, right now I'm loyal to the Clans
2. Being able to compare mechs of the same class simultaneously
3. Daily/weekly reports in CW. By this I'm suggesting an almost war reporter take on how each faction fares. Not saying you tell individual stories per se but something along the lines of "This week there was heavy fighting in (Insert System Name) between Faction A and Faction B resulting in........" With CW being all about fighting for control and said control shifting all the time, it might be a neat idea.
4. Rewards in CW for when your faction expands. I know players get XP and creds for playing but like in real life if a country gains more territory, they get more resources as a whole. Might be nice to see something like that.

Edited by Adaram1090, 15 January 2016 - 07:50 PM.


#492 Christopher Hamilton

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Posted 17 January 2016 - 12:36 PM

move PPC velocity buff from the mechs to the PPC. it is useless to reproduce the buff on each and every PPC wielding battlemech from awesome to warhammer over and over again.
if the buff is widely applied, move it to the weapon implementation. it is a clean sign that it otherwise sucks without the buff.
thats it.

#493 MechWarrior4023212

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Posted 18 January 2016 - 01:52 AM

Give some loyalty points for losing, come on we died for you!

Edited by Ember Stormfield, 18 January 2016 - 01:54 AM.


#494 Raubwurst

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Posted 18 January 2016 - 02:26 AM

Well you get some... These additional once are... additional. Your award for fullfilling the mission.
Failure is no success -> No additional rewards, only the loyality points which you earned by your performance.

#495 Wrathwolf

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Posted 18 January 2016 - 05:14 AM

1 - Small but nice to have.Showing weapon location on the weapons panel.
E.g. H - Head, LT - Left Torso, LA - Left Arm, RT - Right Torso, RA - Right Arm

Might be just a me thing, but with twin weapons like double PPC, I like to set the left weapon to the left mouse button and right to button. This way, when I'm playing peek-a-boo I know which weapon to fire and which is blocked by cover. You can figure this out with trail and error, but I'd rather not waste ammo and like to set it up in the mechlab before going ingame.

2 - Ability to strip decoration from a Mech that is currently using it while customizing another one. I don't want to have to save current, then try a find the item on another Mech, remove it, save. reload Mech I was working on etc.


3 - Ability to save paint jobs, so I can easily select it to reuse.


4 - In the MechLab, clicking the Mech's XP to open the Skill Tree for that variant.

#496 MW222

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Posted 18 January 2016 - 07:10 PM

View PostLadyDanams, on 10 January 2016 - 07:44 AM, said:

By the same token MWO has done a really good job of still being playable at low settings (~30 FPS) for those of us on crappy low end rigs.

Part of the reason they haven't updated thins like this might be to not break the game for those of us stuck on lower end systems.

Eye candy is nice but I tend to disable the high end stuff to save on resources but then I started with MW 2 with a monster video card.

#497 LlamaCruiser

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Posted 18 January 2016 - 11:08 PM

Hi, dunno if anynone still reads this, but it wasn't "locked".

I miss a skill (in the Pilot Tree/Mech subcategory, I guess). One or two skills, in fact, depending on how you'd design it.
One skill increasing the efficiency of Jump Jets, and or maybe a part of that skill, decreasing heat generation from use of Jump Jets,

On another note, I'd like you to somehow make all clan mechs less available. I know, it's a bit late for that. But maybe having a clan mech automatically ranks players into higher ranks, having them face "more" elite warriors than themselves? Or in lower tiers get an intrinsic and cost increasing modifier on the clan mech cost, so that it is cheaper the more veteran the pilot is (not applying to IS mechs?) I myself don't use clan mechs, so this isn't a design on my part to reduce competition, but the ready availability of clan mechs, for green warriors, is just plain unlorelike.

Perhaps also, in the far future, we could have a setting ticked whereby on searching for match, the pairing only fetch IS mechs, and thus we can simulate a succession wars match (pre clan invasion), well insofar that we cannot change the make up of the participatory mechs, or the fundamental designs of the game (naturally, if I had this option selected, I would have to accept longer load time, which I could).

Thanks for a fun game and the opportunity to pilot a mech from my couchPosted Image .

Edited by LlamaCruiser, 18 January 2016 - 11:17 PM.


#498 LlamaCruiser

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Posted 18 January 2016 - 11:15 PM

View PostEmber Stormfield, on 18 January 2016 - 01:52 AM, said:

Give some loyalty points for losing, come on we died for you!


There are *some* points related to loosing, but a loss is a loss. What Raubwurst said. But what about a "good looser" benefit, going to high scoring players on the loosing team (or everyone barring none) if the team score averge above X points (would be a challenge in and of itself).

Edited by LlamaCruiser, 18 January 2016 - 11:16 PM.


#499 Supersmacky

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Posted 19 January 2016 - 10:58 AM

- Light Fusion Engines for IS mechs
- Customizable reticle (color and alpha/transparency)
- Lance VOIP (separate from Team VOIP)
- MRMs
- Scrollable Chat
- Saveable loadouts (to be able to change the load out of a mech without having to move individual items)
- Have Mech XP of a fully mastered mech roll over to GXP automatically (even if at a reduced rate)
- Microtrasantions within game/between players (selling of equipment, modules, weapons, mechs, etc (seriously, this is a huge part of other MMOs and makes sense given the stockpile of gear people can accumulate).
- More options in the mech skill trees

Edited by Supersmacky, 19 January 2016 - 11:05 AM.


#500 Smidjun 1

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Posted 25 January 2016 - 11:14 PM

Love the game! Love the mechanics!

Have loved MechWarrior since it's start on the table top with lead figures and dice.

Here's the thing - the Commodore 128 version of this game had WAYYY more playable content in it than this does.

You have effectively turned this into COD/Mech Suit.

No reason to join a unit since there is no benefit to it.
No reason to try harder because there are no contracts to negotiate for better C's or salvage so no reason for reputation.
Buy the biggest toughest mech you can find and just run around the maps shooting stuff. No reason to work together because there is no benefit to it. No skills to gain just skill points you can buy your skills with so no actual experience gain to skills, just points.

You have taken away the reasons to KEEP playing once you have learned the game.

So here is my feature request PUT THE SUBSTANCE BACK INTO THE GAME! Give me a reason to want to work with a team. Give me a reason to want to gain reputation! Give me a reason to want to make my own lance or company!

P.S. You have the potential to make this a WOW or EQ type world with totally immersive content! You make a Nintendo version! Sheesh guys! Think bigger! WAAAAYYYYY BIGGER!





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