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Most Wanted Features!


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#521 TTDeadsayer

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Posted 02 February 2016 - 12:15 PM

How about the ability to view the battlegrid when spectating? That would be cool, yes?

Edited by TTDeadsayer, 02 February 2016 - 12:16 PM.


#522 Havyek

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Posted 02 February 2016 - 01:26 PM

Ability to save multiple drop decks for CW.

Ability to save multiple configurations for a chassis would be awesome!

#523 Digital_Angel

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Posted 02 February 2016 - 02:51 PM

View PostHavyek, on 02 February 2016 - 01:26 PM, said:

Ability to save multiple configurations for a chassis would be awesome!


Agreed, but then they can't encourage people to own multiples of the same variant, therefore needing more Mech Bays.

#524 Stitchedup

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Posted 02 February 2016 - 03:26 PM

when a ECM Mech is hit by a ppc have a chain lightning animation covering the mech for the time the ECM in disabled.

#525 White Bear 84

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Posted 02 February 2016 - 03:55 PM

View PostStitchedup, on 02 February 2016 - 03:26 PM, said:

when a ECM Mech is hit by a ppc have a chain lightning animation covering the mech for the time the ECM in disabled.


That is pretty cool! Posted Image

#526 Smidjun 1

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Posted 02 February 2016 - 06:58 PM

How about allow mech choice after map is chosen?

#527 Tabbas VMP

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Posted 04 February 2016 - 05:30 AM

Weapon Grouping - Please add RA, RT, HD, LT, LA, CT, RL, LL to the weapons in the grouping area. So we don't have to enter a map to set them.

Color Blind - Your color blind mode needs 3 or 4 colors to choose from on the cross hair. I can not see the red when I am locked on for example on a lot of maps. Be nice if I could change the color to something I can see.

ROCKING from weapon hits - Add a % or something to how much a weapon rocks its target based on size of weapon. THEN add a reduction % to each mech based on its size. AC 20 rocks the most, but a 100 ton mech wouldn't notice it like a 30 ton. Don't understand how AC 5's cause my Dire Wolf to rock so much I cant return fire. Even a lot of them. A 50 Cal. firing on a Up armored Humvee doesn't eventually make it rock. Even 20 of them fire all at the same time.

LRM's - Make all LRM cool downs the same. Make LRM's fire in groups of 5 with each 5 missiles having the same spread as if it where the full group. Example using generic numbers that are not the actual values. Spread patterns LRM 5 = 1m, LRM 10 = 2m, LRM 15 = 3m, LRM 20 = 4m. LRM 20 now fires 4 groups of 5 at a spread of 4m for each group. The spread would make sure they don't do more damage to CT then they should and spread to hit randomly all over the mech. This would also reduce how much they rock the target. And last thing. Speed them up a little. You shouldn't have mechs that move faster then any weapon. They fire them at full speed and hit themselves.


I am an LRM boat player because Im not very good yet at this systems aiming. I do notice the good and bad. So this isn't a suggestion hating on them. I think it would make them more of a support style weapon that would be more fun for everyone and still be useful.

#528 Manthor

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Posted 07 February 2016 - 04:12 PM

Mechlab try before you pay please.

a test button above the save button so you can try your build on a testing grounds map before you commit the C-bills.

#529 Aeon Veritas

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Posted 08 February 2016 - 02:07 AM

Whoops, I have just now read the first post.

I advocate for Actual Weapon Values In Mechlab.

Spoiler

Edited by Aeon Veritas, 08 February 2016 - 05:36 AM.


#530 The Dark Lord

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Posted 08 February 2016 - 07:22 AM

I've added a couple of suggestions:

A 'Favourites' tab for mech selection:
http://mwomercs.com/...ech-favourites/

Introducing a Kill Most Damage Dealt / Death ratio:
http://mwomercs.com/...kmddeath-ratio/

#531 White Bear 84

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Posted 08 February 2016 - 02:16 PM

View PostThe Dark Lord, on 08 February 2016 - 07:22 AM, said:

I've added a couple of suggestions:

A 'Favourites' tab for mech selection:
http://mwomercs.com/...ech-favourites/

Introducing a Kill Most Damage Dealt / Death ratio:
http://mwomercs.com/...kmddeath-ratio/


1. YES! I think I heard a whiff something might be in the works but cannot vouch for that. Idk why on earth the devs took this feature away when it was such an integral part in the previous UI. Even more so I would like to see the ability to track modules.. ..with 200 mechs how am I supposed to find them all without spending hours sifting through all the mechs...

#532 Y2kHippy

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Posted 08 February 2016 - 04:08 PM

"Quick Command" menu in game for basic communications. Many other games have used them for many years and it allows those without a microphone to quickly organise or pass on vital information to the team while in the heat of a battle. The option in the Battle Grid menu was a nice try but it is not used because it is not a fluid and simple system.

New statistic, "Focus Fire" calculating the number of pilots targeting (hitting) a single Mech at a time. This would be a great statistic for a lance and encourage them to work together and fight as one. And this also deliberately ignores if the target goes down or not because sometimes you are just out matched.


Combining a couple from the recent posts.
Bringing back the "Favorites" option in the Mech Lab to use as a limited selection "After Map Vote" so that you can select what Mech best suits the battle a head. Think of it as a Drop Deck from Community Warfare but for quick play, and only having 10 seconds to choose will not delay things to much. The issue I can foresee is group drops then having issues managing weight and so I would suggest only allowing it for solo drops or solo to 4 man lance drops. Limiting it to solo drops only would greatly assist those players who do not have others to play with and this may allow the rejoining of both solo and group drops. Something I would not like to see again.

Edited by Y2kHippy, 08 February 2016 - 04:32 PM.


#533 AWOL 01

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Posted 08 February 2016 - 06:56 PM

First off, I would just like to say that I love this game. There are very few, if any, mech games out right now that even come close to MWO, so thank you for satisfying our need for giant stompy robots PGI.

The Mechlab

A search function to quickly find a specific mech/chassis

A favorites tab, where you can choose a "favorite" mech from each weight class

A "best mech" tab, where you can see the mechs you get the highest score in for each weight class

Friends List/Community

The ability to voice chat while not in battle - you can quickly ask if a friend wants to drop together or whatnot (also a "do not disturb" option if you don't want to be pestered)

The ability to trade with friends - C-bills/weapons/equipment/mechs (this can be limited per day?)

Ranking System

Your rank should play a large part in determining who you play with, what kind of drops you participate in, and what mechs and equipment are available to you
  • Low ranked players will play with other low ranked players (obviously not foolproof)
  • Low ranked players participate in 4v4 and work their way up to 12v12
  • Low ranked players are relegated to light and/or medium mechs and work their way up to heavies and assaults, and/or have to complete a training course to be "certified"
Your rank is displayed before battle so the commander can arrange the lances by skill, or even have Alpha lance be the highest skilled players and Charlie lance the lowest skilled players.

Gameplay

Make things have a purpose
  • Heat should have more effects, similar to Battletech - ammo cooking off, mech speed decreased, etc.
  • Make actuators and life support play a part in gameplay - slowed movement, less accuracy, pilot blackout in hostile environments
  • Actuators should allow for more precise movement - Battlemechs aren't just tanks with legs, they are capable of precision movements: crouching to decrease profile & peek from cover or allow allies to fire over you, raising/extending arms to shoot over cover or allies, but with a penalty to accuracy, and jumping
Gamemodes - This is probably the most important feature
  • Update existing gamemodes - Assault should drop one lance at the base that receives XP and C-bills for defending it, and gives the other two points for attacking and/or capturing; Conquest needs a huge overhaul - possibly only rewarding kills when you are in/attacking a mech that's in a capture point? Make the capture points more defensible to encourage players to hold capture points? Greater rewards for a certain lance capturing a certain point to encourage separating instead of deathballing?
  • Gamemodes with different objectives - Defend/Attack Convoy, Patrol vs Ambush (Heavy/Assault lance vs Lights/Mediums), Base Defense/Attack
  • Less generic gamemodes - Escort (protect one lance, with more rewards for more mechs surviving), Sabotage (one team destroy specific points, while the other team defends), Multi-team (3+ teams of one lance)
  • Gamemodes for specific builds - Weight Class (all lights, all assaults, etc.), Role (all brawlers, all LRMs), Year (all early mechs, all new mechs), or use these qualifiers to build teams in other ques, so there's a lance of scouts, a lance of support mechs, and a lance of brawlers in Skirmish/Conquest/etc.
  • CW gamemodes - including some of the previous ideas, maybe a gamemode that allows your dropships to land at captured points on the map?
AI - implement tanks and turrets to help defend positions or scout/harass/distract the enemy, and let these be commanded by the lance commander

Community Warfare

Increase gamemodes

Better explanation of what's going on - it's all very confusing

Description of planets - what maps to expect, what rewards there will be for capturing it, etc.

Immersion

More/better visual and audio cues - cracked cockpit glass, HUD flickering when heat levels are high, noise when engine is straining

Allow mechs/loadouts/paint jobs to be changed depending on the map - it takes a while to get to the planet, so any sane pilot would take some time to pick the best tool for the job

Re-scaling of the mechs to represent their size better

Better weapon effects - lasers are pretty good, autocannons should kick up dust from the massive amount of kinetic energy being exerted and knockback/knockdown would be cool, gauss cannons are pretty lame compared to the power they have (go to MechCommander for a reference for the gauss cannon done right), and the PPC should have EMP qualities like shutting down systems (HUD, locking, comms) for a short period of time

EDIT: Numbered list wasn't working

Edited by AWOL 01, 08 February 2016 - 07:07 PM.


#534 IraqiWalker

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Posted 09 February 2016 - 05:17 AM

View PostAWOL 01, on 08 February 2016 - 06:56 PM, said:

The ability to trade with friends - C-bills/weapons/equipment/mechs (this can be limited per day?)

This can be very problematic, and would encourage account hacking. People could even reverse use it to frame other pilots.

#535 TTDeadsayer

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Posted 09 February 2016 - 06:29 AM

First, I want to restate my desire to be able to look at the battlegrid while spectating.

Also, the pilot skills need to be sorted better, particularly the weapon skills. Maybe the ability to filter them by clan or IS weapon skills as well as range or cooldown? It just annoys me when I'm looking for a specific weapon skill and they're really in no logical order AND I have to scan past all the clan ones.

EDIT: Also, I'm not sure how popular this one would be, but it would bring more immersion to the game. Have the ability to chat, voice and text, completely disabled for the duration of the match after you die, until the match is over and the scoreboard comes up, so you can't advise your team mates from beyond the grave. Even if you're in the middle of saying something as you die, it just cuts off. Maybe even have the rest of the team hear a burst of static if that happens. Maybe you'd still be able to hear the rest of the team that's still alive...or not. That doesn't really matter to me at all and would be up to the majority or PGI or whatever if this was actually implemented.

EIDT #2: Here's another suggestion. Like the ability to override auto shutdown, you can toggle the PPC inhibitor and use regular PPCs at close range at the risk of damaging your own mech. It has happened in lore.

Edited by TTDeadsayer, 09 February 2016 - 01:04 PM.


#536 ZEEL MadCat

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Posted 09 February 2016 - 11:50 PM

hey, Piranha Games! let`s test in some way mode "Convoy" mission.
For example:
Team A has randomly (or maybe - selectable) choosed assault mech (or even heavy) - that will be important thing (or person within :) ).
Wor win - that mech must reach other side of map. or some point on other side.

Team B must prevent fo this, but doesnt know, what mech is really important one to kill.

Very simple, but maybe will good playable mode, without endless shootouts on or trying "nascaring".
We already has good map for that 'mode' - that new winter plains...

#537 Boelzer

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Posted 10 February 2016 - 04:04 AM

General:
- enable chat and Mechlab while waiting for a game.

- Killing Blows which destroy the reactor create the reactor to explode. This could maybe nerf the effectivness of the "deathball".

- While drving in override, the Bodyparts where the heat is created take damage first. Pilots zombie themselfs befor killing themselfs.

Public:
- Mechselection after picking a Map:
Like a Dropdeck to choose from 4 mechs without tons limited.

- Balance Capturingrate of Mechs by tons:
Lighter mechs have a higher capturing rate.

- Balance Rewards by mechclass:
Lights gets higher rewards for scouting, capturing, narcing, tagging, and so on. Assaults and Heavies get higher rewards by killingblows. This maybe increases the chassis stick to their originated role.

- Balance Gamemode Rewards:
Winning Assault by capturing the enemie base gives more Rewards. This could maybe stop people always playing skirmish in every Gamemode.

- New Maps:
Just to call some eviroment themes. Beach with Palm trees, Mountains without snow, Desert with huge dunes, Swamp with deep mudholes. And of course the Colloseum!

- New Gamemodes:
King of the Hills. Holding specific grounds on the map, so the teams have to fight in these points, earning points while in a designated area for a short time. After the "Hill" ist taken, a different area is designated.


CW:
- chose from different dropdecks:
maybe up to 3 or 4. This will increase the playing time, instead of waiting for all 12 to adjust the dropdeck.
Example:
Dropdeck A - 1xLight, 1xMedium, 1xHeavy, 1xAssult
Dropdeck B - 2xLights,2xMediums
Dropdeck C - 2xMediums, 2xHeavies
Dropdeck D - 2xHeavies, 1xLight, 1xAssault

- Captured planets give rewards to the whole faction.
Keeping 10, 20, 30, 40 planets gives buffs to store items or something like that.

- Well known captured planets give significant buffs.
Defiance Industries (Hesperus II) has the biggest weapon and Mech facility on Steiner ground. What about holding this planet gives a slight boost to your weapons cooldown or you could get cheaper reactors? That would be great. And the planets are not just dots on the map, when you hold it you get something for it! This would add a new approach for strategies in the CW.

Edited by Boelzer, 10 February 2016 - 04:38 AM.


#538 TTDeadsayer

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Posted 10 February 2016 - 06:37 AM

View PostBoelzer, on 10 February 2016 - 04:04 AM, said:

General:
- enable chat and Mechlab while waiting for a game.

- Killing Blows which destroy the reactor create the reactor to explode. This could maybe nerf the effectivness of the "deathball".

- While drving in override, the Bodyparts where the heat is created take damage first. Pilots zombie themselfs befor killing themselfs.

- Balance Rewards by mechclass:
Lights gets higher rewards for scouting, capturing, narcing, tagging, and so on. Assaults and Heavies get higher rewards by killingblows. This maybe increases the chassis stick to their originated role.

- Balance Gamemode Rewards:
Winning Assault by capturing the enemie base gives more Rewards. This could maybe stop people always playing skirmish in every Gamemode.
This

View PostBoelzer, on 10 February 2016 - 04:04 AM, said:

- New Gamemodes:
King of the Hills. Holding specific grounds on the map, so the teams have to fight in these points, earning points while in a designated area for a short time. After the "Hill" ist taken, a different area is designated.


Excellent idea. To add to that, perhaps several points on a map that need to be taken by either side. Say, the fight starts somewhere near the middle of the map with one objective there, with 2 or 3 points to either side that need to be taken by the opposing team. When an objective is held for a certain length of time, it becomes permanently occupied and the fight moves on to the next objective. Granted, this could easily become one sided as soon as one side or the other gains the upper hand. Would need to be thought out a little more but that's a start.

Or perhaps, instead of that going one way or the other option, it could be more like the Rush game mode in Battlefield, where there are simply a number of objectives that need to be taken by either side and once an objective is permanently taken by one side or the other the fight moves on to the next objective. Whichever side wipes out the other or times out with more kills or objectives wins.

Edited by TTDeadsayer, 10 February 2016 - 06:39 AM.


#539 MW222

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Posted 10 February 2016 - 08:53 AM

Hey can we get a MECH that can move like this?



#540 Yozzman

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Posted 10 February 2016 - 11:39 PM

https://www.reddit.c...in_mech_select/

Icons for modules mounted...





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