

Stupid "minor" Things That Should Have Been In The Game Long Ago
#41
Posted 09 April 2016 - 11:49 AM
#42
Posted 09 April 2016 - 12:51 PM
#43
Posted 09 April 2016 - 12:57 PM
#44
Posted 09 April 2016 - 01:19 PM
So here comes my contribution:
Add in grid overlay on the drop screen (the one where you see the enemy list first time and prepare for drop). There is a map on the bottom right. Put the grid overlay on top of it so people can coordinate and plan their strategy better while waiting. Some don't know all grids out of their mind.
Especially useful when dropping with coordinated groups in CW.
Edited by TexAce, 09 April 2016 - 01:19 PM.
#46
Posted 09 April 2016 - 02:03 PM
This should be quite easy to fix:
upon changing state, if chat is open or has focus, copy the current text before destroying the old state, create the new state (gui and all) and insert the copied chat line back into the chat widget (also give it focus).
Edited by Exilyth, 09 April 2016 - 02:07 PM.
#47
Posted 09 April 2016 - 02:13 PM
#48
Posted 10 April 2016 - 05:25 PM
TexAce, on 09 April 2016 - 01:19 PM, said:
...
Me? I just want to discuss all the very OBVIOUS crap that's been missing TOO LONG...
And at this point, I've no patience for anything other than a blunt, pull no punches tone for the conversation.
Edited by Dimento Graven, 10 April 2016 - 07:55 PM.
#49
Posted 10 April 2016 - 05:39 PM
will we have an icon for open/closed missile bays?
will be able to sell special mechs?
will we have have icons showing the installed modules on mechs?
implementing ctrl+arrows and ctrl+shift+arrows to move over/copy words in the chat.
will we have a class% indicator PER server rather than a global one?
will we be able to level up mech skills from the loadout page?
when selling omnipods, will we be able to tell the hardpoints they have?
mechbay-like GUI for selling items and for mech skills?
#50
Posted 10 April 2016 - 08:15 PM
#51
Posted 10 April 2016 - 08:31 PM
1. Now that we have actual dropships in the regular queues, why not change the "Play Now" to "Launch" instead? Every other mechwarrior game had this.

2. Add engineers to the mechlab. We have them in the academy, so why doesn't someone man the console in the mechlab?

3. At nighttime, we have absolutely no external lighting from the mech. So, why not add headlights? It may not do a lot for gameplay, but it certainly would improve nighttime immersion.

4. Active vs Passive radar implementation
#52
Posted 11 April 2016 - 12:47 AM
Bonus: Potential VR support in the future that moves non-essential HUD elements to the screens (things like heat sinks remaining and their location, internal component HP, ammo locations, hell even your throttle and direction) when using VR, an extra toggle to move *ALL* HUD elements to the screens, and non-VR options for such settings as well.
A battle value system to balance team sizes, mechs, weapons and faction/tech differences.
Bonus: PGI will no longer need to try to buff specific weapons on specific mechs to ridiculous levels for no reason whatsoever.
Easier to read damage displays. What happened to the 'bar' displays from past games? I nearly always switched right to that version so I knew exactly how much HP was left on any given component on my target, rather than going "oh his CT is 'yellow', guess I'll go for his slightly more 'orange' legs".
Bonus: Self explanatory I hope. You have a MUCH better idea of exactly how much HP any given component has rather than trying to figure out if that RT looks slightly more orange than the LT.
A heat scale that actually makes sense. Why is 30 heat capacity with the 'correct' dissipation values so bad? Still waiting on an answer on that one.
Bonus: No more ghost heat.
The part about the weapons: Autocannons that are actual autocannons instead of battleship guns. Could also change up how lasers work as well, with shorter durations, faster refire times and less damage per shot to maintain their current DPS. Ripple-fire and soft locks on SSRMs.
Bonus: Less poke and shoot gameplay using anything but specialized builds designed for it. More of that 'big bad mechs taking and dishing out beatings' feeling due to the lower spike damage potential and heavier reliance on sustained damage over time.
Don't think those last two qualify as 'stupid' or 'minor', but whatever.
#53
Posted 11 April 2016 - 01:55 AM
It's freaking stupid having to search every time the mech you are leveling on that ginormous list. A lot of clicks for no aparent reason.
#54
Posted 11 April 2016 - 02:10 AM
Dibujor, on 11 April 2016 - 01:55 AM, said:
It's freaking stupid having to search every time the mech you are leveling on that ginormous list. A lot of clicks for no aparent reason.
Agree - the pilot skills need a bit of an overhaul as true end game content. They should be streamlined and reworked. there have been countless threads on this already however... (and shouldn't be included on this list as it is not a small change!)
#55
Posted 11 April 2016 - 02:26 AM
#56
Posted 11 April 2016 - 03:00 AM
#57
Posted 11 April 2016 - 03:11 AM
-conquest shows the kill counter like the other modes. Just put the kill counter up there next to the resource counters.
-Something that made modules easier to find or just a strip all modules from mechs option.
-A customizable hud would be great but I think just a few small changes would be great. For instance override should have a little symbol or indicator light by the heat meter and a message of override engaged pop up next to the heat level warning when that comes up.
Critical damage indicator moved to down by your paper doll. Could still have it pop up in its current spot when it first happens but then have it go down there, or just go away or have a option of making it go away.
And I think in the large indicator area, shrink the messages down a little bit and have 2 different spots for messages. One for incoming missiles and one for other warnings, like mode specific base under attack.
Here is a highly detailed professionally made image of the examples I talked about (from a old thread I had).

And most everything else that was posted in my similar thread from a couple of months ago
http://mwomercs.com/...t-changedadded/
Edited by dario03, 11 April 2016 - 03:11 AM.
#58
Posted 11 April 2016 - 03:42 AM
Dimento Graven, on 10 April 2016 - 05:25 PM, said:
Me? I just want to discuss all the very OBVIOUS crap that's been missing TOO LONG...
And at this point, I've no patience for anything other than a blunt, pull no punches tone for the conversation.
We had a thread like this once, which was also recognized from PGI as valuable so some stuff in it was changed/added/fixed.
Do you want this to happen now too?
If so, think about your tone. Because with the current one its not very likely they will listen.
That's all I'm saying.
You are practically shooting yourself in the foot.
Edited by TexAce, 11 April 2016 - 03:42 AM.
#59
Posted 11 April 2016 - 03:42 AM
but oh no itl take like 6 months minimum and we wont get any new content in that time, like they added so much in the 4 years time.
#60
Posted 11 April 2016 - 03:50 AM
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