- A mechs' legs would fall through the map and the mech pilot would still be in-game in a destroyed mech. Happened to too many players.
- Shots would not connect in matches over time, in that the first few matches the shots would register, but after a set amount of matches they would register but not affect the targeted mech the same.
- Certain mechs that are coincidentally available for strictly mc, that have just been released, have an odd invulnerability at point blank range (ie. Jenner IIC). I've oddly noticed this same invulnerability with a Shadowcat P variant, and clearly the Spider variants as they are moving. Shouldn't take over 8 gauss to the Center Torso to put down those mechs. I say 8 Gauss because I used over 8, with lasers, and each of those mechs still kept moving with lack of damage which is irregular.
- Geometry exploits in that a player can shoot a player continuously through terrain. This has been going on for some time in several maps, and most popularly in Mining Colony through ramp walls, and Terra Therma on the rock outcropping ramps when entering the center. I reported the most recent player that openly admitted to doing so in a match in chat when I was shocked that it could even happen in a particular map (they gloated and repeated it several times to critically hit a mech, and that player knew they shouldn't do it which is why I did what I did).
Gameplay
- Everything, when viewed from a distance seemed and felt like a nauseating, jumping-around Call of Duty/Counter Strike brawl fest where the pace was just uncontrollable.
- Didn't feel immersive or tactical, but rather irritating.
- Started to become boring and repetitive rather fast for a veteran player (lack of maps)
- Wishing there was a better implementation of the Commander Role.
- Needs another game mode in Quick Play to improve a PUG/Group session (http://mwomercs.com/...asion-game-mode)
Final Thoughts
In the past, with previous renditions of MechWarrior, Weapon Recoil (http://mwomercs.com/...n-weapon-recoil) existed and was felt on mechs that couldn't handle the recoil. It would knock them down. There wasn't extreme cockpit shaking. Just a massive shunt to teeter/tilt a mech on it's back. This was implemented so Assault mechs would have a specific role in that they would be used to control the pace of a match. In the old MechWarrior games when we used to 'push' a position it was exactly that. We would literally 'push' over mechs on to their backs. Not that this is the end all solution to all problems, but it is a start to what I feel is essentially missing in this game. If you don't believe me about this old implementation then try out the previous FPS MechWarrior games. The implementation they had in Beta years ago was an implementation that was based around mech collision knockdown and had nothing do with weapons.
Also wouldn't mind owning my own automated dropship (even if it gets blown out of the sky and I have to make a crash landing) to just invade private Quick Play matches.
Have a nice day everyone. This is just my view of the game after the last 24 hours of recent gameplay this year.
Edited by m, 06 January 2016 - 09:50 PM.