Most Wanted Features!
#981
Posted 27 June 2017 - 06:20 PM
#982
Posted 28 June 2017 - 10:15 AM
FiveOClock, on 27 June 2017 - 06:20 PM, said:
1) Group queue averages the pilot ratings of those in the group. Of course that also leads to groups like the one I belong to with lots of Tier 4-5 pilots, but also a good bit of tier 2-3, and myself at tier 1. Half the Tier 2 guys are knocking on moving up to 1 as well. If I drop with me and 3 of our Tier 5 members, that still averages out at Tier 4 for the match maker. We aren't a competitive team, just a bunch of people who know each other from IRL or other games and all play MWO together, so it's not like we recruit Tier 5 players to average us down or anything.
2) PGI loosened up the matchmaker a lot some time back so that it did not take as long to find a match. It's a balancing act, especially in a game without a huge player base, to balance those two things.
3) I feel your pain. Especially late at night on Friday and Saturday nights, it is not uncommon for my unit (who averages Tier 3 +/- depending on which players are in the group queue at the time) to face 5-8+ man competitive units. Those matches we usually get our butts kicked. The flip side of that is that playing against opponents better than you is one of the best ways to get better at something, learning from your mistakes. That doesn't mean repeatedly getting stomped doesn't get old quick.
Edited by Digital_Angel, 28 June 2017 - 10:16 AM.
#983
Posted 28 June 2017 - 09:54 PM
#984
Posted 29 June 2017 - 06:24 AM
- More Maps
- Reimplementation of some older maps versions into the mapcycle
- Reimplementation of 8vs8
- Remove Gauss-Charge for mechs with a single Gauss equipped (and/or make it a skill)
most important:
- Reimpementation of the fun we had back in closed beta
Edited by Herr Vorragend, 29 June 2017 - 06:25 AM.
#987
Posted 01 July 2017 - 05:24 AM
First of all Escort can be a fantastic gamemode. It has a lot of potential!
1.) I think it would be a good idea for the defending team to see where the VIP is going to go. Make it so that you can see its way in the minimap and the normal map. This isn´t something new. It is done this way in other games as well.
This is for several reasons:
- you can play tactical by setting up traps and fireing lines because now you know where you have to do that
- clearer separation between Escort an the other gamemodes
- this gives a real reason to play as a team / everyone can see what has to be done and where to be
- takes away the randomness which created so much frustration about this gamemode ( I think it´s not only me who see this gamemode being avoided by the majority of players)
2.) The second option is to put one player of the defending team into the Atlas. To avoid problems with let´s say unsportsmanlike behaviour, give it a huge prize if it makes it to the extraction zone e.g. 500.000 C-Bills for the player controlling the Atlas. The reasons for that are similar to the ones I wrote in 1.
#988
Posted 01 July 2017 - 09:02 AM
While game assets and things like refresh rates and clutter may prevent too much additional detail being put into these maps without any appreciable effect on the battle because supposedly mobile vehicles and infantry units couldn't actually impact or damage mechs, I think they are still a necessary thing to include in objectives and in creating the versimilitude of a real battle field.
As another example, at the beginning of many matches, dropships are depositing a balanced number of enemy mechs and your team mechs onto a battle field at roughly the same time. The thing is, as is pointed out in escort mode and other situations, often one side is the defender the other the attacker. Even without defenses, having mechs stationed at an urban center or outpost should mean that side is not having dropships speeding away at start, but rather at drop start your mech powers up as normal from a line or storage shed or hangar, whereas the enemy actually ARE being dropped. This isn't done however, instead in a relatively dense area, enemy drop ships are choosing to drop their loads and then burn like hell away from the conflict zone in a "herringbone" pattern across the sky. Amazingly enough they don't crash into each other as they do this air traffic control nightmare choreography without communicating... and they also don't take pot shots at each other, despite being perfectly happy to shoot at mechs on certain modes and fire on mechs and bases when Air Control is engaged in other modes.
One thing that would bring the atmosphere home would be to have these dropships in that brief time as they streak away across the sky firing at each other, making a bit of a light show as they show that the conflict is raging somewhere other than just in the cockpits of the mega million dollar mechwarrior. Volleys of missiles and laser exchanges from those dropships would be over in a flash, not effecting processing power and game time, but would prove a useful bit of flavor. No actual damage even has to be possible from the weapons... as far as I know, dropships CANNOT be shot down, even by multiple attempts of this, but if it was done it would look cool AND serve to show outside conflict.
Additionally, while the art assets of air strikes coming in are great going along with player requested consumables, occasional passes of these coming in on the field when NOT called, would make sense - running pre-programmed strikes against other battle field targets, on a schedule and plan of those intending to win the day or knock out important parts of infrastructure. You could even have situations where on the battlefield, for the first X minutes after a game start, there are secondary non mech targets that are blue or red, letting you know that your command team wants them protected (blue) or destroyed (red). Implementing this could be like a good variant on CTF/Conquest for a points system, but also tells you that area will be a target for bombing runs from your forces aerospace fighters... and this could be helpful if you can lure enemy mechs to shelter around a target, rather than destroying it first with your own weapons fire. In this way too, select structures could be rendered destructible, without every single structure being rendered so. Again, this already is done somewhat, but these sorts of interactive ways that the larger conflict is represented in the current battlefield are sorely missing and could add to the experience even at this late date.
#989
Posted 01 July 2017 - 04:00 PM
I came up with this quick classification of maps by colour theme, just to help illustrate the idea. Each group has a specific user definable pattern/colours for mechs that drop there.
"Lush Green"
Viridian Bog
Forest Colony
Emerald Taiga
"Gray"
Crimson Strait
River City
The Mining Collective
HPG Manifold
"Basic Green"
Sulphorous Rift
Caustic Valley
"Red"
Terra Therma
Vitric Forge
"Tan"
Hellebore Springs
Canyon Network
Tourmaline Desert
"White"
Alpine Peaks
Boreal Vault
Frozen City
Polar Highlands
"Purple"
Grim Plexus
Grim Portico
If this were a thing, personally I would spend a lot more money on patterns and colours.
Edited by 045, 01 July 2017 - 04:02 PM.
#990
Posted 02 July 2017 - 03:23 AM
#991
Posted 04 July 2017 - 10:37 AM
#992
Posted 04 July 2017 - 11:10 PM
Digital_Angel, on 28 June 2017 - 10:15 AM, said:
.... The flip side of that is that playing against opponents better than you is one of the best ways to get better at something, learning from your mistakes. That doesn't mean repeatedly getting stomped doesn't get old quick.
And how much learning do you get watching your entire team go down in 3 minutes of contact with maybe 2 kills on your side because yet again no one on your team bothered to communicate, and you knew you were going to lose within 45 seconds of powering up?
Personally, I try not to play weekdays 2am to 5am UTC because it's basically a continuous run of matches like that.
Honestly, the entire point of the tier system is to maintain an ongoing feed of fresh meat into the tier 1 whales that like stomps so they keep giving PGI money.
I'm almost into tier 1 now, despite the loss ratio I have when learning new mechs. It's designed to crank you up into tier 1 unless you are really bad.
In any "self-balancing" system, I wouldn't be, I'd be sitting somewhere around the top of tier 3, because that's about where my actual skill level is.
I have no interest in being the "best".
I have an interest in not getting stomped into the ground 6 or 8 matches in a row because it's annoying and frustrating, and doing the same to someone else doesn't actually appeal to me.
#993
Posted 05 July 2017 - 08:14 PM
Flamer animation rework, and flamer rework in general....
https://mwomercs.com...it-with-socket/
A socket system, Karl Streigar has proposed an excellent theory.
#994
Posted 06 July 2017 - 03:53 AM
#995
Posted 09 July 2017 - 08:18 AM
Also the Rifleman 3N lost a chunk of ballistic cooldown and velocity with the new skill tree. Not sure why, Rifleman 3N were hardly overpowered mechs. Consider re-buffing it up a little to at least where it was previously.
#996
Posted 09 July 2017 - 08:51 AM
Valkyrie1968, on 06 July 2017 - 03:53 AM, said:
Why would you want to?
They give bonus cbills and the like.
Main reason is so you don't accidentally sell it and bug support going "Hi, I just sold that mech that I paid 50 dollars for and got 3 million cbills, could I uh, have you like, uh, undo that? Plz?"
#997
Posted 09 July 2017 - 05:55 PM
Koniving, on 09 July 2017 - 08:51 AM, said:
Why would you want to?
They give bonus cbills and the like.
Main reason is so you don't accidentally sell it and bug support going "Hi, I just sold that mech that I paid 50 dollars for and got 3 million cbills, could I uh, have you like, uh, undo that? Plz?"
Why wouldn't I!!
I have several loyalty / special mech variants I simply have never used or never will.
If I had the option to sell them I could use the cbills to buy mechs / tech I actually want to use.
#998
Posted 09 July 2017 - 06:02 PM
Koniving, on 09 July 2017 - 08:51 AM, said:
Main reason is so you don't accidentally sell it and bug support going "Hi, I just sold that mech that I paid 50 dollars for and got 3 million cbills, could I uh, have you like, uh, undo that? Plz?"
So what's stopping people doing this now - as you can buy & sell Hero / Special mech variants now without problems
#999
Posted 09 July 2017 - 07:35 PM
Valkyrie1968, on 09 July 2017 - 06:02 PM, said:
As far as I know, you cannot sell hero or special variants.
If you could, then why would you request and argue in favor of being able to sell them as if you couldn't?
Valkyrie1968, on 09 July 2017 - 05:55 PM, said:
If I had the option to sell them I could use the cbills to buy mechs / tech I actually want to use.
Implies that you can't sell them.
And saying they can sell them now, means that indeed you could too.
As for what is preventing them from doing so? That's easy, they can't sell them, and thus can't bug support to undo their sales.
Edited by Koniving, 09 July 2017 - 07:38 PM.
#1000
Posted 09 July 2017 - 08:05 PM
Koniving, on 09 July 2017 - 08:51 AM, said:
Why would you want to?
They give bonus cbills and the like.
Main reason is so you don't accidentally sell it and bug support going "Hi, I just sold that mech that I paid 50 dollars for and got 3 million cbills, could I uh, have you like, uh, undo that? Plz?"
I'll see your Flea and raise you a Venom. Especially now that one does not need to get three of a given chassis category to achieve mastery, the Venom could be a 5 ton heavier spider hero release. I've been wanting to see the Venom AND the Flea for a long time.
Seems everytime we bring these up, they say something like, they are useless or something already does the same thing... or why new spiders, what could possibly help a mech like the Spider 5v, even lots of quirks didn't make it viable. While you and I may be able to play locusts and spiders with 1 large pulse and kill with it, most cannot make such worthwhile and doing so is like pulling teeth, it's not fun after a while when you know you are starting with that large a handicap and someone like Apolyon Prime comes hunting you in his tricked out ECM Cheetah.
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