MECHs
Clan
-STONE RHINO
https://youtu.be/2UL1Zo9pIP4?t=157
people will pay for "direwhale 2.0"
oh and have to make quad gauss alpha possible for stone rhino (and other mechs for balance anything that can hold gauss should fire it all and for great timing).
-IIC's
locust IIC / warhammer IIC / maurader IIC
Flea and Firemoth duality pack (IS and Clan lights of lights)
Open up ideas for clan mechs packs (need them).
Weapons / Load out:
- arrow IV systems / mech mortar for some new user destruction
-Make heatsink requirement for 20 tonners or less reasonable (two or 1). i mean at higher tiers the one shot of locusts goes up . . .
So give incentives so people actually play them outside of the masochistic types or 'its a cool looking mech'
=Fix flamers
Right now its still a troll weapon / make it have longer range option like
naplam flame thrower options to light up mechs on fire to keep the heat up to 300 m
= Fix machine guns
So its not a troll weapon. I remember MW2 one could take 12 machine guns
and become a "melee" buzz saw. Not make them op, but where its worth loading up and
bringing into battle.
Maybe make a special mgunz ballistic, or 1 ballistic hardpoint can mount multiple mguns so
mechs can load out on them. I notice the 4-6+ mgunz can really open up unarmored spots.
Maybe have armor piercing rounds on every 3rd so mgunz can chew (but not quickly) armor.
= LBX viability
+ on this: LBX viability / more dangerous like damage bonus + crits up close like 30-40% of
max range. And at longer ranges tighten spread a bit so does near normal damage
= AC 2 LBX 2 fix
+ on fix clan AC and UAC especially AC2's cuz the damage vs tonnage. IS ac2 also.
Side story: Of course all the meta ninjas really hate my lbx 2 cheeta and for some reason really love
to chase the mech and its pilot, leading for some interesting cookie leading into a venus
flytrap of my team moments.
There was a flanking sexecutioner and its huggin + locust partner chasing amity with the
lbx-2 and the exe using MASC to its fullest, so I lead them on and runs into my teams trio
of ECM atlas's and the streak crow and dual oxide. And then comes the late guy, their ACH
just to check up on things . . .
Best tollhouse moment.
Yeah the LBX / AC2 needs some love.
-SRM Idea
+ on SRMs ballstics continue past range and dropping off or doing less damage past optimal
range instead of just blowing up at optimal range.
Combat
- Arty air controller spotter only
Make lights and some mediums the only 'mechs can do the forward air controller / artillery
spotter role so they can call in air strikes.
-Make a 3rd strike:
orbital bombardment (can target specific mechs for damage vs area of effect) or it has special effect instead of damage), like it can cause massive overheating for area of effect / or EMP shutdown etc
- NARC Love
give NARC some love like kill assist (if narc mech is killed), or bonuses for narcing mechs. Maybe make it light enough so it doesn't kill lights load out + more ammo.
- On Hatchets and mechs
"Hatchet man. "
" That's what I like to hear. But I got a word of warning for all you would-be mech warriors. When you join my command, you take on debit. A debit you owe me personally. Each and every man/lady under my command owes me one hundred mech scalps. And I want my scalps.
And all y'all will git me one hundred mech scalps, taken from the heads of one hundred dead mechs. Or you will die tryin'."
I would be against melee. I mean I loved the concept of it . .. you know like FInal Fight
or Street Fighter 2 or Max Payne kungfu edition. Melee is complicated and there is alot (not just coding) but fitting it in so it feels right in BT universe as opposed to matrix <insert favorite anime mecha melee> or what not.
But not here and not with this engine. There is much more to fix than to add melee . . .
Maybe MWO 2.0 and limit it so its not like Halflife people running around with crowbars and 3 hitting kills or in old CounterStrike where people with grenades and a knife was just as viable or more as the arctic sniper rifle people.
There is a reason why firearms have become the primary weapon of armies world wide instead of swords so melee has to be planned and implemented properly so it becomes a situational thing and not the primary meta of the game.
And to get good at melee takes more pratice (MMA of 3050 means 'mech martial arts) maybe have something similar to MOunt and Blade's combat somewhat complicated but not too complicated or bad so no one uses it) as opposed to Call of Duty's press a button and insta knife kill.
Features
Switchable mechs for map:
CW and puglandia drops idea: lock class of mechs but allow switching of mechs within that
class once map selection is made.
Don't like it when you have your brawler atlas and the map is polar . . . or alpine? No problem, just swap it for another assault. Or swap your drop deck for a map specific drop deck with same set of class mechs matching the tonnage.
Make mechs switchable but only within weight class. So you can swap a light for another light that might be better for that map.
This will allow us to build and use cammoflage / colors to fit certain maps (like polar I could roll out with ghostbear white cammo in my kodiak but for mining, i could choose the brawly atlas with the urban cammo and matching colors)
The idea of a locked weight class prevents matchmaker from freaking out (it has to balance out both sides) and helps with the drop so that people don't show up in all heavies and the other side gets only 1 assault mech and rest are lights, half of them are mist lynxies and PPC jenners. And the matchmaker works to have equal tonnage across both teams (but if my clan idea is used, matchmaker will give an extra mech[s] to the IS side) and also this has less changes on coding side.
bonus to other roles than just straight up damage.
I know there is a spotting / flanking bonus. But how about using support stuff like ECM or tagging / narc bonus to make those mechs viable (and maybe game dynamic tweaking).
Implement some MW legends stuff:
=non mech vehicles
elementals / protomechs / vtol / helo type / aerospace fighters
But unlike MWL, mechs should be the most bad455 vehicles as lore goes, so vehicles have to roll in entire double/ triple lances or a star(s) of elementals or protomechs to take down a mech.
One of the main problems of MWL was there was this aerospace fighter that was strong enough to establish air superiority vs other models of aerospace and then anyone on the ground of the team fielding the proper aerospace meta just died to aerospace fighter attacks. Air superiority became the meta of that game (which in reality it is similar to that in RW military but for a mech game or even combined arms was bad because ground was just to be pounded).
Or if one were elemental and equip with hand held ppc and hand held er laser, you could troll mechs if you have some cover (armor self healed) and defeat mechs all day in pairs or single handedly and the size / hitboxes were really small so you could be hard to hit. So for MWO balance so Mechs are king of vehicles.
So mechs would have to be clearly OP to aerospace / vehicles / elementals / protomechs / elementals (clan only)
To get people to play vehicles maybe a mech slot will allow 5 players (or AI) with their vehicle or lesser vehicles can respawn (limited or unlimited).
Aerospace fighter load out for CAS gives that team more air strikes. Mechs can take down fighters with streaks or lrms or specific anti air guidance / targeting systems (maybe bit tonnage like artemis or have a seperate crit slot one ton AA targeting 'puter) for mechs to take birds down.
HUD / LRM cluster missles like anime
LRM / STreaks have option to follow cross hairs for homing.
SRM can follow cross hairs but not as long as LRM / streaks
Then go big and even have dropship piloting Union class dropship was mentioned. We would like to know more!
End of MWL stuff
= Combat Support / resupply
Have some support only mechs or vehicles like coolant truck or reload mech / field repair mechs or distraction / armor / tank/ or mechs with effect weapon like area of effect local climate change to have a hot spot or a emp bomber that shuts down mechs etc), but these would be uber at support.
(maybe have them as extra support to a 12 vs 12 so its 14 vs 14 (two support only mechs)
Yeah its kinda like MOBA ish, but it adds dimensions to game play. So you do have to pay attention to other team's the EMP mech and a cooridinated push . . . or if a team is camping and despite alphas and no orange CT's to be found due to their field repair mech.
AI and single playa campaign
Something AI / maybe an awesome single player campaign game / you could also make it a "add
on" and charger it like San Diego or MC it . IS campaign and clan campaign.
----------
Make clans like lore.
I mean not seriously uber / OP, but make it more closer to lore than it is now. A clan mechwarrior and his/her mech is the pinnacle of mechwarrior / peak of battlemech tech. Since this game is heavily on player skill, only practice makes perfect but the clan mechs and weaponry should reflect lore.
I remember at comic con of yesteryear, battlemech dice rollers would have IS teams roll in with more mechs than clan and clan was like special forces. And if a IS guy one on one got a clanner it was something like the IS guy had been going to church of skill.
To counter that, IS should get more one or more mechs for the drops.
Maybe puglandia has options to
a) 12 vs 12 shoryuken / all you can mechs (any mech) no IS nor clan distinction between sides
IS vs Clan, 12 IS vs 10 Clan etc
c) 8 IS vs 4 Clan etc
CW IS had more tonnage / moar mecha because in lore, invading clans had limited numbers but the IS had homefield advantage, so they could field more 'Mechs because its in their backyard.
Clanners had to go back to clan space for replenishment.
OMNI modification
Also for clans make them a bit more modifyable . . . like increase options for customizing them but limit it like jumpjets, so you can put in a pod that only mech has one or two jumpjets or engine size can be adjusted (but maybe up / down 5 increments ) and switch between standard or ferro endo to adjust tonnage or crit slots.
And customizable omnipods you can shift hardpoints to a different body part.
Granted it would be limited degree due to the model / art display / but it would give more flexibility since lore has omnipod mechs flexibility crucial to their greatness.
---------
What is an assault when heavies do the heavy lifting?
Make assaults bad455 like I ran into a atlas in my adder and thought it was a medium, maybe
rescale it so they are bigger.
Also boost their armor and back, so its not light fodder. In so many battletech stories, as soon as the Direwolf arrived or the Atlas came out, mechs were going the other way.
------
Other game modes
They had this game for Jedi Knight / Quake 2 or Q3? It was called saint or sneer the 9u33r
basically it was everyone vs everyone and goal was to find the halo. As the first player
got the halo, they got 9999 health, always full armor, every weapon / force power in the
game with unlimited ammo and various buffs (like unlimited force mana pool etc).
The goal then switched so everyone was friendly, and they all had to kill the saint but it
was fun because it was a crazy game where people were just going after the saint which was
hard to kill. And when the saint died, they dropped to halo, so someone else could grab it
(they couldn't grab it again until someone else had it) for another fun game.
For MWO it'd be captain adams saint / sneer the 9u33r : all mechs spawn in random areas
and have to find a dropship or forwarding base with captain adams. At first its everyone vs
everyone (and people can respawn for this game) the first mech to run up to the exchange
spot and change out their mechs with captain adams' mech so they gets his atlas (near
invincible).
As soon as a player gets captain adam's atlas (and he gets whatever mech you have thus
becoming a near invincible side kick). They have no heat worries / then game switches where
its everyone is friendly and captains adams & mech and his atlas pilot is the enemy. So its everyone blue doritos and adams & co are enemies (only two). It is hard to kill captain adams & his atlas + player pilot and people can rack up points / CBills / XP or MC for funzies.
The point is the person that does most damage OR lands the killing blow can take up the
mech mantle of captain adams atlas and everyone.
Note: mech can be any mech not just an atlas but has captain adam' atlas qualities.
Maybe have vehicle or VIP escort missions, or capture clan tech. Or pick up contents of a
brian cache and run the gaunlet to get home
Or defend a downed dropship.
Dropship and fire support
It kinda like the dropship laser spam for CW. PPL might not like it but I'd say increase it
to prevent spawn camping. It makes military sense to clear the dropzone.
It's like my uncle said, in Vietnam they learned to clear the dropzone so they'd airstrike
and have the gunships would clear the dropzone then drop helos in to put out troops. So
they wouldn't lose (get to the) choppas or troops disembarking getting picked off as they
left.
I really really hate spawn camping as it's driven lots of players away from certain games
(I have friends sworn off COD series multiplayer due to spawn campers)
Minigames to add 2 BT MW experience
have mini games (single or multi player) with battle tech theme that give XP or CB or bonus items like special events gifts . . .
like drop commander RTS or dropship piloting and avoiding trouble, trouble, to safely drop
cargo in designated spot and bonus for making back to to warship.
or zerg with elementals etc. tetris with dropship load out or cargo stacking . . .
warship orbital bombardment (COD gunship control) game
or brigador style 3rd person view 2D fun mech game (like running supplies or scouting)
----------------
have pilots get out and do FPS action like MWLL and titan fall, people would love it
(April fools!!)
Edited by Doraemil, 30 March 2016 - 06:35 PM.