Most Wanted Features!
#1201
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.
#1202
Posted 18 October 2018 - 11:20 PM
Tonxabar, on 26 September 2018 - 03:47 PM, said:
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.
Paul Innoye says clear NO Pve for MWO ...its not in and no plans to bring it in
#1203
Posted 20 October 2018 - 11:57 PM
After 5 years PGI is finally thinking about offering more than 4 drop decks (in my opinion stop thinking, just do it).
If you do so we will need 2 new options for the drop decks.
1st: An export/import function. So if people are switching from Clan to IS and back they don´t have to assemble their 12 drop decks everytime (yes i expect 12 drop decks minimum).
2nd: The option to give every drop deck a name (Dakka, Brawl, Lurms, etc.).
#1204
Posted 21 October 2018 - 02:26 AM
#1205
Posted 21 October 2018 - 08:15 AM
Wishmast3r, on 20 October 2018 - 11:57 PM, said:
After 5 years PGI is finally thinking about offering more than 4 drop decks (in my opinion stop thinking, just do it).
If you do so we will need 2 new options for the drop decks.
1st: An export/import function. So if people are switching from Clan to IS and back they don´t have to assemble their 12 drop decks everytime (yes i expect 12 drop decks minimum).
2nd: The option to give every drop deck a name (Dakka, Brawl, Lurms, etc.).
Ya, they need to implement this asap.. btw you are able to label the decks now by clicking on 'manage drop decks' and clicking on the name on the left.
Edited by DAEDALOS513, 21 October 2018 - 08:16 AM.
#1206
Posted 07 November 2018 - 07:03 PM
*EDIT*
perhaps PGI should add a "custom map" function in the custom lobby and release a map editor to the community. maps that stand out could be adopted as game official and added to QP/FP rotation. they wouldnt be the first dev team to take advantage of their player base for ideas/testing.
Edited by turdburglir, 11 November 2018 - 06:41 PM.
#1207
Posted 07 November 2018 - 11:01 PM
#1208
Posted 09 November 2018 - 08:14 PM
#1209
Posted 14 November 2018 - 02:21 PM
Edited by deadoralive117, 14 November 2018 - 02:23 PM.
#1210
Posted 21 November 2018 - 11:19 PM
Please try to make an option to buy a recorded match. Nobody has time to hit the record button in the heat of the battle.
#1211
Posted 27 November 2018 - 11:32 AM
#1212
Posted 07 December 2018 - 05:11 AM
#1213
Posted 07 December 2018 - 05:19 AM
Annihilator C
A variant of the Annihilator that was built using only Clan technology and used exclusively by the Wolf's Dragoons, the Annihilator C increased its maximum speed to 54 kph. The 'Mech was armed with four Ultra Autocannon/10s and four ER Medium Lasers. The Ultra Autocannon/10s allowed the 'Mech to fire at twice the rate of a normal autocannon, allowing it to put as much fire out as if it was carrying eight regular autocannons.
Annihilator C2
pparently based on the ANH-1G, this variant only uses Clan technology. The 'Mech's top speed was 32.4 km/h and the armor protection was reduced, but four Gauss Rifles backed up by an ER PPC in the center torso and a head mounted ER Small Laser provided withering firepower for defensive engagements. Ten tons of ammunition kept the Gauss Rifles fed through the longest engagements. To make room for all these weapons, the C2 used an Endo Steel internal structure. Integrated CASE protected the arms and torsos from Gauss Rifle explosions.
#1214
Posted 07 December 2018 - 06:29 AM
Edited by Jaime-Wolf, 07 December 2018 - 06:29 AM.
#1215
Posted 09 December 2018 - 07:56 PM
Serious note: Kidding aside, these are legitimate suggestions, and I WOULD spend MC on them.
Thank you.
OHHH, and thinking more...maybe some... Bumper stickers, like, "My other mech is an Atlas" or "My kid cored your King Crab"...."No gas no Asp"..... "Keep on Puggin'" , you get the idea. "If you can read this, your Piranha sucks.", and so on....
Edited by GryHwk, 12 January 2019 - 10:02 AM.
#1216
Posted 13 December 2018 - 01:28 PM
Jaime-Wolf, on 07 December 2018 - 06:29 AM, said:
So are Clan HAGs, ER-pulse lasers and lots of other goodies. When was the last tech level advance, a year and a half ago? I understand MW5 is the labour magnet these days, but this game needs to be progressing as well, quiaff?
#1217
Posted 22 December 2018 - 06:00 AM
PGI buffed lurms, again, and only god knows why. 50% of the players now use lurms, so half of the team is staying behind not sharing armor. It´s quite a ****** time for brawlers.
Matchmaking never really worked, but with every good player leaving MWO it gets worse. I´m constantly stuck with idiots who can´t play in a team.
2 options, nerf lurms or program a working matchmaker for Solo QP based on ELO instead of this outdated TIER system. I know people with an average of 100 damage who are TIER 1, just because they played MWO long enough. And god knows i don´t want them in my team.
So if you are working on a new matchmaker for FP make sure you do one for QP as well.
I just had a match on Mining, died first and made top damage in my team. How is that even possible?
#1218
Posted 24 December 2018 - 12:21 PM
Wishmast3r, on 22 December 2018 - 06:00 AM, said:
PGI buffed lurms, again, and only god knows why. 50% of the players now use lurms, so half of the team is staying behind not sharing armor. It´s quite a ****** time for brawlers.
Matchmaking never really worked, but with every good player leaving MWO it gets worse. I´m constantly stuck with idiots who can´t play in a team.
2 options, nerf lurms or program a working matchmaker for Solo QP based on ELO instead of this outdated TIER system. I know people with an average of 100 damage who are TIER 1, just because they played MWO long enough. And god knows i don´t want them in my team.
So if you are working on a new matchmaker for FP make sure you do one for QP as well.
I just had a match on Mining, died first and made top damage in my team. How is that even possible?
Please pass the salt.
QP is fine. I am Tier 2 and play quite a few Tier 1 matches. Plenty are brawly.
They had Elo, and that didn't work. Now we have tiers.
LRMs needed buffs because they were relegated to the ash heap in the higher tiers. Fights were predictable. Charge to F7 and duke it out. LRMs make ECM and cover more necessary.
Also talk on comms. The more you do so, the more your teammates will. This will help with coordination.
#1219
Posted 24 December 2018 - 12:31 PM
Lionheart2012, on 24 December 2018 - 12:21 PM, said:
When did we have Elo? And i know why it didn´t work ...
Lionheart2012, on 24 December 2018 - 12:21 PM, said:
That´s where you are wrong.
Lionheart2012, on 24 December 2018 - 12:21 PM, said:
Lurms never needed a buff, like MWO never needed Artistrikes.
Don´t get me wrong, i don´t have a problem with LRMs in the right hands, the hands of a skilled player that is. I can easily do more than 1.000 damage with lurms in QP. My problem is noobs playing "easy" lurms (fire and forget), staying way behind the team, sharing no armor and leaving the game with 200 damage or less.
#1220
Posted 24 December 2018 - 12:40 PM
Sniper09121986, on 13 December 2018 - 01:28 PM, said:
We don't need the power creep that HAGs, X-pulse, and ER Pulse would bring.
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