

Most Wanted Features!
#741
Posted 04 August 2016 - 06:41 PM
Honestly I don't play much invasion mode matches in faction play when I do participate, because it is always over some stupid giant space gun. I'm tired of the giant gun I want something else to fight over at least once in a while.
I would also dare to say that you should take your numbers based solutions for faction play and flush them, because I'm sure I'm not the only one that migrated from faction play due to the lack of content. Words I'm sure you don't want to hear, but need to.
I've also suggested giving lesser units a chance to be awarded lesser planets for their efforts and even get bonuses from them...minor bonuses of course. However, it seems like suggestions that involve adding content get ignored. This is so disappointing.
Don't forget you have some players who prefer pve over pvp style of play playing this game. Ideas from both arenas will help this game evolve to what it should be. I shall hold off my opinion on pvp gaming since such ramblings wouldn't be productive here.
#742
Posted 05 August 2016 - 09:41 AM
Synopsis:
The goal is simple: Give us (PUGers) an obvious indicator as to who we're dropping with that deserves to be listened to. Disorganization is rampant in PUG matches because we're all apparently equals so why should anyone listen to anyone else?
The idea is simple: A small dot next to players’ names that (based off color and size) shows how winning a commander they are. To get a bigger, brighter dot all of the below must apply:
- You must be a lance or company commander at the end of the battle,
- Your team must have won,
- Other players must choose to give you a +1 at the end of the match. Players only have a single +1 to give out EACH WEEK, regardless of how many games they play or money they pay.
Full post with poll is here: http://mwomercs.com/...ven-leadership/
#743
Posted 05 August 2016 - 08:59 PM
Edited by Apollo 42, 05 August 2016 - 08:59 PM.
#744
Posted 05 August 2016 - 09:13 PM
Ogrecorps, on 05 August 2016 - 09:41 AM, said:
Synopsis:
The goal is simple: Give us (PUGers) an obvious indicator as to who we're dropping with that deserves to be listened to. Disorganization is rampant in PUG matches because we're all apparently equals so why should anyone listen to anyone else?
The idea is simple: A small dot next to players’ names that (based off color and size) shows how winning a commander they are. To get a bigger, brighter dot all of the below must apply:
- You must be a lance or company commander at the end of the battle,
- Your team must have won,
- Other players must choose to give you a +1 at the end of the match. Players only have a single +1 to give out EACH WEEK, regardless of how many games they play or money they pay.
Nice idea but there are to many variables for it to be of use, how would it be tracked or better yet how would it be implemented? Just taking command of a lance or matches with a click does not lead to a good match or show leadership. Voting is problematic.
I have to say “GAG, Urp!” The tier system does lend it's self to this but because of it's flaws I am not sold on promoting it. The before match showing of tier rank or doing so in game has an unproven value. Further to be of use it would have to be seen and YES heeded and not ignored.
Penny pilots, Credit card rookies and the bot users would have a undesired affect on this as well.
Points and achievements are awarded for lance in formation and assists and so on. The 20,000 assists cut off/ plateau could be used as an indicator but just an indicator, not the whole criteria.
Philanthropist: Get 12 assists in 1 match. (This should have a counter as is can be done multiple times.)
Big Daddy - Assault mech Achiv: for 20,000 assists.
Heavy Lifter - Heavy mech Achiv: for 20,000 assists.
The People’s Hero - Medium mech Achiv: for 20,000 assists.
Littlest Helper - Light mech Achiv: for 20,000 assists.
PUGers, public match players are not just singles but a lot of team players and associated players. Before the tier system I saw many players on a continual basics and knew who I could count on. Who to watch, who to target first and who to just stay away from. Now with the tier system I see maybe 1/10 of the people I use to recognize. Truth be known I do not know if it's because they have quit the game or are tiers above or below me.
I don't know where this will end up but I will sum it up with the advice I been offered and I have offered before.
DO.
Get a mic and get vocal in a game. Call targets. Get noticed by your play style and contributions. Assist other players and provide help, offer suggestions, praise and encouragement. The next thing you know players will be looking to you for leadership and will invite you to a team or want to team with you.
DON'T.
Yell at or denigrate other players. “I'm dead, we lost! Because you all suck! Is only going to get you muted.
Just because you know or think you know what you doing or the best tactic DO NOT assume that everybody else does. Not everyone has equipped them selves with the ESP module.
Use what you got, use what you brought. Go hard and Carrie heavy.
Note: If you keep getting hosed when you go left, stop going left or get the left turn module 8-).
Edited by MW222, 05 August 2016 - 09:31 PM.
#745
Posted 06 August 2016 - 01:24 AM
#746
Posted 06 August 2016 - 07:57 AM
The idea: create an online mode against other players where players respawn. It would be for practice only and give no rewards. It would admittedly not be a refined gamemode, or be indicative of the actual game, but it would go a long way to helping players grasp the general piloting skills before they have to work on strategy and teamwork. I know PGI has mentioned that there is an extremely minimal AI and they question the return in developing a full AI. I appreciate that, and I think a good solution is to let new plays get acclimated against other new players without the harsh consequences of a quick death.
There are many things I would like to see added to the game, but I think building tools to help soften the learning curve (without changing the core game) would go a long way to helping the whole community.
#747
Posted 06 August 2016 - 01:06 PM
Apollo 42, on 05 August 2016 - 08:59 PM, said:
Bench mark testing before and game is running is not hard to do and system configuration can make a large difference in performance. The below may help.
Use this site to get a base line read out of your connection.
TestMy.net http://testmy.net/
Then use a system configuration utility tune your TCP/IP setting for the best performance.
DR TCP/IP http://www.dslreports.com/faq/578
This web site will show you what service (s) can be turned off for better performance.
Black Viper | www.blackviper.com
Windows Service Configuration Information. Shut down unneeded services to free system resources.
Custom bat files can be easily be created to turn off and on services. Below is a how to and two examples of them.
Create Service-Stopping Batch Files to Optimize Your PC for Specific Tasks
http://lifehacker.co...-specific-tasks
Stopserv.bat
NET STOP "Cryptographic Services"
:NET STOP "DHCP Client"
:NET STOP "DNS Client"
NET STOP "Network Connections"
NET STOP "Norton AntiVirus Auto Protect Service"
NET STOP "Print Spooler"
NET STOP "Protected Storage"
NET STOP "Remote Access Auto Connection Manager"
NET STOP "Shell Hardware Detection
NET STOP "Symantec Event Manager"
NET STOP "Task Scheduler"
NET STOP "Themes"
NET STOP "Windows Management Instrumentation"
NET STOP "Windows Time"
Note: As you can see the Network and TCP/IP connection setting can be turned of for NON network play. That's why they commented out with a colon.
:NET STOP "DHCP Client"
:NET STOP "DNS Client"
Startserv.bat
NET START "Cryptographic Services"
NET START "DHCP Client"
NET START "DNS Client"
NET START "Network Connections"
NET START "Norton AntiVirus Auto Protect Service"
NET START "Print Spooler"
NET START "Protected Storage"
NET START "Remote Access Auto Connection Manager"
NET START "Shell Hardware Detection
NET START "Symantec Event Manager"
NET START "Task Scheduler"
NET START "Themes"
NET START "Windows Management Instrumentation"
NET START "Windows Time"
There are also free applications that can be downloaded that will perform the same function.
Jetboost
http://www.bluesprig.com/jetboost.html
ToolWiz has a game tourboMode.
http://www.toolwiz.com/
Use or search for one's you prefer.
Domain Name Speed Benchmark https://www.grc.com/dns/benchmark.htm
Use the DNSbench to see if you DNS servers are slow and what you can change them to for better performance.
Make sure you document any changes and keep a log of what you are doing so if needed is can be undone.
Hope this helps.
Edited by MW222, 06 August 2016 - 01:07 PM.
#748
Posted 07 August 2016 - 12:39 AM
#749
Posted 07 August 2016 - 12:18 PM
blackbullitt, on 07 August 2016 - 12:39 AM, said:
Not sure what you are referring to here. I used to play nothing but Clan mechs, but lately I have added a number of Inner Sphere mechs to my collection when I noticed that the Clan was being continuously tweaked down and IS were being tweaked up. Right now I would say that IS mechs have been improved to the point where most of them are at least as good as those of the Clan. In fact I have gotten some of my best scores using IS mechs.
#750
Posted 09 August 2016 - 11:40 AM
Personal Drop Deck
In the early days we had a drop deck that we could load up with 4 mechs. Give us that back, or make it even bigger, much like that in FW, but at least let us build up four mechs we can easily jump to as we cycle through trying to level mechs.
More Achievements
We want more, well at least I do. Give us a top damage in match cheev based on chassis or class. Give us an assist one, scouting, tag, narc… all those things, especially when it comes to the lighter mechs will help get people settling into roles.
EXP Points
Give us a way to spend these, without having to convert to GXP. One idea, give us a map specific camo ability. Break it out into three or four groups if you have to, Urban, Green, Snow, Desert…. This supports the idea that almost every time you get orders to drop you have to take specific gear for the environment. Do the same thing with auto loading modules based on the map so I don’t have load them in every time wishing I would have used radar deprivation when I loaded in 360 targeting…
Maps….
Best idea I seen was a player based map editor. You don’t have to use them or accept them, but it seems to me it is a way to generate additional content at little to no cost after the editor has been built.
#751
Posted 10 August 2016 - 04:07 PM
For instance:
Engine Pack "300-320" - includes:
XL 300,305,310,315,320 for XX C-Bills or YY MC (at a 50% discount like the Mech Mastery Packs).
Engine Pack "325-345" etc..
#752
Posted 12 August 2016 - 03:40 PM
#753
Posted 13 August 2016 - 06:41 AM
That way, if we want to play with parts for the mechs we bought we can buy the c-bill pack.
If not, we can convert our existing mech xp into gxp to apply to the new mechs.
Or add a mechanism to convert mech xp into gxp using c-bills.
Whichever is the least troublesome to implement.
#754
Posted 13 August 2016 - 07:06 AM
For quick play: I would like to be able to configure mechs to drop for the game mode that is selected by the group-think.
It seems silly that I would purposely select lazer-vomit drop-deck for a hot map in FP, or take my 43kph Atlas for conquest.
For me, this feature would help take the sting out of being forced by group-think to play a game mode I just don't want to play because of the mech I selected. If I *have* to play a game mode because that one light pilot has a 16x modifier, then at least let me play it with a mech I would *want* to play it on.
And I would rather 'take it in the shorts' in FP because the opponent has greater skill ... not because my drop deck selection sucks on the map.
If implemented correctly, this feature might capitalize the 'f' in 'hf' for me.
#755
Posted 13 August 2016 - 04:44 PM
Marshal Jim Duncan, on 13 August 2016 - 06:41 AM, said:
I'd just like the ability to convert GXP to Mech XP for a mech. It would have to basically be free or almost free (maybe a C-Bill cost). This would at least let us get a skill on a mech if we have enough with Mech XP and GXP combined, but not enough in either separately for that skill.
#756
Posted 14 August 2016 - 05:51 PM

#757
Posted 16 August 2016 - 12:49 AM
#758
Posted 18 August 2016 - 08:08 PM
Also, how about a check box with the option to never see the "Congratulations! You've been awarded with a supply cache!" window ever again? I've gotten them before. I know how they work. Enough is enough.
#759
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.
#760
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.
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