So, I spent a few hours playing PTS3 yesterday, and took a few notes, I'm gonna keep this part short and sweet, so I can dive into some in depth suggestions.
1. TAG should give you a lock regardless of radar range. It's Target Acquisition Gear for crying out loud.
2. Armor/structure quirks to Atlas/Victor/Highlander are awesome.
3. I still dislike lasers dependent on target lock. It is ESPECIALLY bad when your mech has a 350 meter radar range. Which brings me to...
4. The mech radar ranges seems INCREDIBLY arbitrary. The Raven 3L, the most advanced electronics warfare package in the Inner Sphere at this time, has a shorter range of radar than an Atlas? The Dire Wolf only has 350~ meter range?!? I don't even pilot a Dire Wolf, and I'm appalled.
5. Longer Gauss cooldown sucks.
6. Love the grid location over target locks n.n
7. Skill tree changes are meh... I don't really care either way... if you're going to stick with these numbers, however, a boost to heatsinks baseline stats is in order. It'd be nice if you adjusted all mech stats base lines so that the skill tree completion gets us a smaller buff, but still brings us to current levels, but I can understand wanting to make the machines more ponderous. Either way is fine by me, though.
Suggestions!:
Here are some ideas of ways IW can be accomplished without necessarily neutering aspects of the game...
1. Instead of limiting radar ranges... what about changing refresh rates based on range?
For example, consider the Dire Wolf. You want to limit it? Fine. Make it have a really low radar refresh rate past 400 meters. If you have line of sight, your target lock would remain as it does in the live servers now. But other mechs not locked would tend to 'warp' around on your map, instead of a constant 1 to 1 motion.
Actually, this could be a good way to affect the Clans in general, while having some lore to throw at it. The Clans focus on single combat, not so much an organized fight. So let all of their radars track a targeted mech perfectly, but anything not immediately around them gets hit with a slower refresh rate, varied to suit balance of the mech. In some cases, you could make it take up to say 5 seconds to track movement not directly targeted... This could be a big thing for faster mechs to take advantage of.
2. Instead of limiting the essential radar, what about making some mechs have longer, or shorter range Night vision/thermal vision? This isn't (generally) a necessary mode. But could tip the balance on the ever more common night missions.
3. Passive Radar
Most of the other games have it... why not this one? You can clearly change radar ranges, why not let us do it too? Make a mech operating under Passive undetectable past, say, 500 meters. While giving them only say, 250 meters to see with.
4. What if, instead of limiting radar of the mechs themselves, we limit the detectability of mechs? Fast, light mechs may not be picked up further than 600 meters unless they're just standing there... Mediums 700, heavies 800, and assaults 1000. With rate of data acquisition taking longer at longer ranges universally, but the degree to which it does varies based on chassis. Maybe my Raven can see other light mechs at 1000 meters. While my Urbanmech can't see them until 600 meters... Maybe even closer, since it was built for urban combat

5. Heat Vision Revision
Okay, this one's gonna have a lot to it...
Mechs give off a lot of heat, we know this... but they give off the MOST heat from their heatsinks. After all, that's literally their purpose. What if heat vision only showed the heat exhaust ports brightly (unless the mech was near overheating) and furthermore, what if we could shut off these heat sinks, per lore? Turn off your heat sinks, and you no longer show up on Thermal except as a slightly warm patch (again, unless you're in the orange) The obvious downside is just walking that way would start to build up heat, except on very cold maps.
Everyone remembers heat vision in Closed Beta. (Well, everyone who participated in it at least) The colors were awesome IMO. Bringing that back, balanced against an effective range would be great, and help reduce the glaring OP-ness of it originally.
Either way, the environments aren't all the same temperature. Buildings should have heat signatures, the tourmaline on Tourmaline should burn out your retinas if you look at the on thermal. Having the environments show heat would make mechs less glaringly obvious.
Edited by Twilight Fenrir, 06 November 2015 - 04:24 PM.