

Most Wanted Features!
#1181
Posted 19 July 2018 - 12:24 PM
#1182
Posted 21 July 2018 - 08:02 PM
Flesh Gunship, on 19 July 2018 - 04:15 AM, said:
The -5 already has a -10% Gauss cooldown... I'd just like to see something of similar power applied to the others.
Flesh Gunship, on 19 July 2018 - 04:15 AM, said:
Those are the same planets as the main factions. Can't add more of the same.
Flesh Gunship, on 19 July 2018 - 04:15 AM, said:
100% agree.
#1183
Posted 22 July 2018 - 10:20 AM
BTGbullseye, on 21 July 2018 - 08:02 PM, said:
The idea behind the mega quirk is simple: Fafnir was created to carry the heavy gauss (if I recall correctly), so it must be the best gauss carrier in the game. Right now, this is not happening (to say the least). Ofc once it's set other gauss-specific quirks should be removed. Make Fafnir Great Again.
#1184
Posted 22 July 2018 - 02:08 PM
What kills the game for me and many former unit mates is the stomp after stomp after stomp.
The hit reg isn't that much of a concern in comparison.
#1185
Posted 25 July 2018 - 12:06 PM
Or how about a circle that slowly moves VIP style?
#1186
Posted 29 July 2018 - 01:58 PM
Features:
Importing Custom Decals

Different Dropship Dialogue based on your faction - It would be nice if the dropship pilots gave us different dialogue depending on what faction you were with. For example, if you were with House Steiner, your pilot would say something like: "Soldiers to House Steiner Command, the Archon needs you to remove any hostiles on the field. Good luck." Or being Jade Falcon would give lines like: "Warriors of Clan Jade Falcon, we need you to cut down these freebirth scum with the claws of Turkina. Do not fail us."
Faction Dropships - To differentiate between what faction you are attacking, give each dropship their own colors and decals. For example, you scout a Kuritan for intel only to find the enemy dropship. However, because you are in House Kurita territory the dropship well be painted in red with the House Kurita logo on the fin of the ship, as were if you were attack Smoke Jaguar territory, you would be attack by a gray dropship with the Smoke Jaguar insignia. You would also be extracting from them if you were from that faction. For that, just use the standard colors from the Resistance and Clan Wave 2 mechpacks. HBS Battletech had them, so add them in Faction Warfare. Maybe for scouting or Seige.
Battletech personalities- If FP ever gets reworked or revamped, please add some notable faction personalities to the game. I get so sick and tired look at a faction text telling the history about a faction we already know, so make the faction screen fell a little more lively, so added them in the info screen and change the dialogue to make it appear like they are talking to us. There are many characters you can use at your disposal, SO USE THEM!


Seriously? That's sad.

Edited by Will9761, 12 September 2018 - 06:50 AM.
#1188
Posted 27 August 2018 - 02:27 AM
Edited by Flesh Gunship, 27 August 2018 - 02:27 AM.
#1189
Posted 14 September 2018 - 07:54 AM
another feature I just thought of... when you hit the button that highlights every in your viewscreen, make it so that it can be set to both sides or just the enemy mechs... I find that if there are too many in the screen it ends up with information overload.
Edited by DaHuntress, 14 September 2018 - 07:53 AM.
#1190
Posted 21 September 2018 - 01:18 PM
This way I can better view who I killed. (Also, certain units have unit achievements for who a player killed. Bounties on certian players(in good fun of course). etc. Its hard to screen cap that at the moment of the kill.
What about a sabotage type match? Like incursion but in reverse. Players must plant bombs on enemy equipment at specific locations on the map. Each team has three or four points to attack or defend spread across the map. Players pick up "bombs" from a command post and deliver it to the opposing teams equipment. After placing there should be a short period of time that the defending unit can remove the "bomb".
#1191
Posted 22 September 2018 - 10:52 AM
#1192
Posted 26 September 2018 - 03:47 PM
I've played other games with PVP match types as MWO, for sure, but they've implemented PVE match types too, without a problem. And they were fun too!
I.E., take a look at Star Conflict, a space game with different types of ships, weapons and ranges, just like mechs, and how they did PVE. So easy.
#1193
Posted 28 September 2018 - 09:05 AM
[color="#000000"]Some thought would need to go into this an I don't have a 100lb brain. There are details to work out. But this could be a money making opportunity for PGI .[/color]
#1194
Posted 13 October 2018 - 05:40 AM
It is utterly rediculous that you drop me to the login screen.
You turn a problem of a few seconds into several minutes.
There is no reason what so ever for you to drop me to the login and it creates a huge problem where none need exist.
This a complete no brainer.
Ive told you before many times but you dont listen.
#1195
Posted 13 October 2018 - 12:06 PM
Guffrus, on 13 October 2018 - 05:40 AM, said:
The game crashes too often for a lot of people and it takes a lot of time for them to reconnect, so the addition of a quick "re-connect" flag to the login screen, which will immedeately load the game you're in, would be nice too.
#1196
Posted 14 October 2018 - 09:57 AM
#1197
Posted 18 October 2018 - 11:00 AM
- You can add some more anouncers with different personalitys and mix them up randomly from match to match.
- You could let us players decide, if we would like to toggle the anouncers on or off.
Either way would be better than only hearing the same dusty and not really funny comments that we hear now.
#1198
Posted 18 October 2018 - 12:23 PM
Tertius, on 18 October 2018 - 11:00 AM, said:
- You can add some more anouncers with different personalitys and mix them up randomly from match to match.
- You could let us players decide, if we would like to toggle the anouncers on or off.
Either way would be better than only hearing the same dusty and not really funny comments that we hear now.
Agreed , it was. Cute novelty in the beginning.. but because of the rapid drops on Solaris his voice now grates my nerves. I can’t wait till he stops making noise.. I call it noise because I don’t even listen to the words... it’s just a bunch of droning noise..
Perhaps an option to turn him off.. or maybe reduce the frequency.. maybe 1 in 5 drops might help.
#1199
Posted 18 October 2018 - 04:26 PM
DaHuntress, on 14 September 2018 - 07:54 AM, said:
FYI: on the Timber Wolf, only one variant (and thus one set of omnipods) was equipped with jump jets. If you change out the omnipods for anything other than the -S variant, you'll remove the jump jets and recover that lost tonnage.
#1200
Posted 18 October 2018 - 04:52 PM
I have a few different feature ideas that I'd like to see implemented in MWO, as well as a few buffs and nerfs.
Firstly, the main "feature" that I'd really like to see implemented, is an "omni-variant" selection screen AFTER the map/mode vote. Omnimechs' strength was their ability to be rapidly customized to the environment and mission they were facing, and rapidly repaired in the field. As a limitation to this feature, to prevent omnimechs from becoming too overpowered, the only options should be stock loadouts for all omnimech variants which can be made with currently available tech (or you can abstain to keep your customized loadout). Without this style of adapting your omnimech to the map and mode after it's known, we will NEVER see Inner Sphere Omni's, such as the Avatar and Sunder, because they will have fixed IS XL Engines, and there won't be any point to accepting that guaranteed weakness. The ability to swap to a cold loadout when you see Terra Therma, or to a long-ranged loadout when we get Frozen City Domination, etc, will make IS omnis worth the investment.
Another feature I'd love to see, is a change in the VIP mode. Specifically, a change in the VIP. I think it would be a lot of fun if someone who took Company Command could then issue movement commands to the VIP. On top of that, it would add a whole other dynamic to the game if the VIP were changed into a FUNCTIONAL mobile field base (a la MechWarrior 3), but have a time limit on reaching the destination, so the defending team has to ration their time between stopping for repairs and moving to the end point (if you keep repairing your team, you won't make it in time. Maybe even limit the supplies being carried so that the MFBs will run out of supplies after five or six repairs. You can still stop for repairs, and they'll use up whatever they have left, but anything they're out of won't get fixed).
As for the Buffs/Nerfs, I'd like to see Gauss Rifle functionality changed slightly. Currently, you can fire two Gauss rifles of any size at one time. I'd like to see that changed so you can fire one heavy Gauss, two regular Gauss, and three light Gauss at the same time. This results in 25, 30, and 24 pinpoint damage, respectively, normalizing the damage output (you can still quickly charge and fire the next set of Gauss rifles, similar to how a quad Gauss Kodiak already works).
Also, Heavy Large Lasers have been an issue since they were introduced. Their stats, as loaded in MWO, are 18 damage for 16 heat. On TableTop, they dealt 16 damage for 18 heat. Why didn't we start with those values? Why didn't we adopt those values as soon as they began to present a problem? You're not gonna get any complaints from the lore-hounds, because that's adjusting it so it matches the Lore. (Same thing with C-ERLL. TT: 10 dmg, 12 ht. MWO: 12 dmg, 10 ht, and adjusted since then a few tenths up and down). Just an observation from someone who's only recently begun studying record sheets.
On the subject of heat: Coolant Pod Consumables. You know those actually have a Lore equivalent which takes up crit slots and weight, right? Can we just have that, please? It can still be consumable, and it can still be adjusted with the skill tree, but it'd limit their overpowering effectiveness if you have to decide between a cool shot and a heat sink, which was the original dilemma they were intended to create, anyway.
For that matter, could we get rid of strike consumables and give pilots the option to carry Arrow IV and Long Tom artillery? With all of the same limitations and requirements applicable thereto. Which means to use Arrow IV artillery missiles, you have to have someone spotting a target with a TAG designator, and the TAG laser would no longer have any effect on LRMs. Long Toms are just super ballistic and hard to aim. Either that, or have the ability to dumb-fire missiles and have them automatically home in on the nearest tagged target (NARC would be too powerful, but TAG would be fun).
Otherwise, just the same old requests that are constantly asked for and constantly shot down: Fire Moth, Unreal Engine, Ammo Switching, etc. Getting thunder and inferno LRM munitions with ammo switching would be fun and add new game dynamics.

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