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Small Things That Will Never Get Fixed


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#21 Johnny Z

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Posted 01 July 2016 - 07:09 AM

Remove gauss charge up or have it auto fire after charge.

Tag toggle on and off.

Some really great points so far in this topic.

Edited by Johnny Z, 01 July 2016 - 07:09 AM.


#22 Navid A1

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Posted 01 July 2016 - 07:16 AM

View PostNightshade24, on 01 July 2016 - 06:49 AM, said:

Proposed SRM 6's: Very nice.
Proposed LRM 15: This looks worse then the normal LRM 15's...

Nah... nothing is worse than those huge boxes... shark-like lurms ftw.

View PostGreen Mamba, on 01 July 2016 - 07:08 AM, said:

When are they putting knockdowns back in ? Posted Image

We desperately need a kick function...

You know those situations you wish you could kick someone in the b*tt?

Edited by Navid A1, 01 July 2016 - 08:29 AM.


#23 Tordin

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Posted 01 July 2016 - 07:18 AM

View PostNavid A1, on 01 July 2016 - 06:39 AM, said:


The skill tree is being reworked.
Confirmed by Russ


I agree on PPC min range though... its stupid... Damage fall off below 90m should return


PPC and LRM min range, damage falloff are lore/ canon right? If so, then YES that should be a thing.
As far as I know. Clan lurms do some damage at min range but IS lurms do not. Remove IS lurm min range fall off and increase the clan lurm dmg min range.
Same for PPC too.

Also regarding the Battlemasters west hand ballistic hardpoint. It should be symmetrical to the east hand. I really dont hope its for balance sake, to make convergence worse etc.

There several other mechs that should have heightened their left and right weapon hardpoints, especially for the arm hardpoints. The Panthers right arm PPC comes to mind..

Edited by Tordin, 01 July 2016 - 07:22 AM.


#24 Appogee

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Posted 01 July 2016 - 07:32 AM

Cockpit Monitors.
AMS that shoots through cave walls.
Artemis that aids Streak locks but shouldn't.
Differing ammo types for LBX.
Developer with neither ambition nor imagination.

#25 Idealsuspect

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Posted 01 July 2016 - 07:43 AM

View PostNavid A1, on 01 July 2016 - 03:47 AM, said:


2- Battlemaster Ballistic hardpoint:

Posted Image




But this way its perfect for shoot into groin !
PGI - Protected Groin Inside

And i love your secondary missile hardpoint on timber, in fact this way the timber look like back to a real timber we have in ours memories....

Edited by Idealsuspect, 01 July 2016 - 07:47 AM.


#26 Noxcuse

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Posted 01 July 2016 - 07:51 AM

never will be fixed..brain delivery to pgi headquater

#27 Thorn Hallis

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Posted 01 July 2016 - 07:54 AM

View PostTordin, on 01 July 2016 - 07:18 AM, said:

PPC and LRM min range, damage falloff are lore/ canon right? If so, then YES that should be a thing.


Well yes, it's part of the rules of Battletech. But while the TT-PPC is a fearsome weapon, the MWO-PPC is not.

#28 Felbombling

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Posted 01 July 2016 - 08:32 AM

Couple of ideas I've posted before. Might be kind of hard to read, but...

Posted Image

Small but important at a glance details for Mechs that would make life a lot easier.

Posted Image

Another small improvement that I cannot imagine why it wasn't in the first, second or third U.I.

Edited by StaggerCheck, 01 July 2016 - 08:33 AM.


#29 Johnny Z

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Posted 01 July 2016 - 10:17 AM

View PostStaggerCheck, on 01 July 2016 - 08:32 AM, said:

Couple of ideas I've posted before. Might be kind of hard to read, but...

Posted Image

Small but important at a glance details for Mechs that would make life a lot easier.

Posted Image

Another small improvement that I cannot imagine why it wasn't in the first, second or third U.I.


The idea about the owned mechs being highlighted makes a good point. Get rid of trial mechs. Period. Give new players a mech of their own... Make a queue for those mechs for newbies. There is so much wrong with the trial mech mentality I don't know where to begin, but it starts with a player being invested in the game or not.

#30 Chuck Jager

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Posted 01 July 2016 - 10:34 AM

The fact that the forums yelled about band aids and then PGI started by making all mech volumes movement and volume equal for their tonnage and folks still yelled because all they felt was the band aid being pulled off.

Sometimes it is better to keep known issues that are not game breaking, because change just creates new yelling and screaming (the internet).

#31 Rhaythe

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Posted 01 July 2016 - 10:44 AM

View PostGreen Mamba, on 01 July 2016 - 07:08 AM, said:

When are they putting knockdowns back in ? Posted Image

As soon as the community reaches a state where they won't abuse it?

#32 The Mech behind you

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Posted 01 July 2016 - 11:27 AM

That bug that skyrockets you if you jump to a higher ground and bump into the edge. Ending with removing half of your leg armor once you touch the ground again.

It crushed my legs even if I managed to achieve a soft landing with my reamaining JJ fuel Posted Image

#33 Akhri Mala

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Posted 01 July 2016 - 11:39 AM

View PostThe Mech behind you, on 01 July 2016 - 11:27 AM, said:

That bug that skyrockets you if you jump to a higher ground and bump into the edge. Ending with removing half of your leg armor once you touch the ground again.

It crushed my legs even if I managed to achieve a soft landing with my reamaining JJ fuel Posted Image


Heh.
I live in NYC, my ping to North American servers is usually in the 20-30 range.

I will not use jumpjets on the European servers because every time i try, I blow out my legs landing.
Even if its a 30 foot jump with half my fuel left. Legs just go red.

#34 C E Dwyer

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Posted 01 July 2016 - 12:27 PM

Jump Jets.

More Jump Jets

Faction Warfare.

1980's speedo wearing pilots.

Large launcher LRMs more effective than small tube launchers

#35 Moldur

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Posted 01 July 2016 - 12:35 PM

View PostGreen Mamba, on 01 July 2016 - 07:08 AM, said:

When are they putting knockdowns back in ? Posted Image


It's never getting fixed, hence why it was removed altogether.

#36 Mcgral18

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Posted 01 July 2016 - 12:56 PM

Machine Gun CoF

#37 Dr Hobo

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Posted 01 July 2016 - 01:29 PM

MG COF
CW
JJ
Display panels being useful and displaying correct information(cmon PGI you said 2.0!)
movement animations are still kinda wonky on some mechs. Does anybody know if the Urbies still moon walk? Mine don't have engines at the moment.

I could go on.

#38 Red Shrike

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Posted 01 July 2016 - 02:06 PM

View PostNavid A1, on 01 July 2016 - 06:14 AM, said:

lol..
that direwolf animation was fixed a year ago
I constantly bugged PGI animator over it, until he fixed it. XD

Fixed or not, the walking animations of a lot of mechs in MWO still bother me to no end.
Spoiler


I also think the TBR has put on a little bit too much weight since MW4.

#39 Tarogato

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Posted 01 July 2016 - 02:43 PM

View PostJohnny Z, on 01 July 2016 - 07:09 AM, said:

Remove gauss charge up or have it auto fire after charge.


Eek, that would make gauss a lot harder to use. There's a reason people don't use macros to auto-fire the gauss. And removing the charge altogether would bring us back to square one: gauss being overpowered. Plus, I like the charge mechanic. Feels ... satisfying... when you land shots with it.

#40 DAYLEET

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Posted 01 July 2016 - 02:57 PM

View PostTarogato, on 01 July 2016 - 02:43 PM, said:

Eek, that would make gauss a lot harder to use. There's a reason people don't use macros to auto-fire the gauss. And removing the charge altogether would bring us back to square one: gauss being overpowered. Plus, I like the charge mechanic. Feels ... satisfying... when you land shots with it.

i aim a lot better when im forced to by the charge/discharge mechanic too. The sync is easy to get, but damn the 4sec cooldown has hit it hard for me, i farm kkmd rather than kills with it now.





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