It feels like mechs have training-wheels. I know the intent is to increase time to kill, but some mechs are supposed to have the advantage of killing faster. That's just the nature of the beast.
Though I was excited to fire the Gauss Rifle without charging after 3 years, I found the current charging system to be better, because of the long recycle time on the server.
Ballistics are not supposed to generate heat, or if they do, given that gun barrels do heat up, it would still be miniscule compared to lasers. And yes, I still did well with IS lasers against Clan mechs before the Clan laser nerf.
How will these changes effect FW/CW? If time to kill becomes that much longer, I would think 12 mechs should be able to make it to generators, because the enemy wouldn't be able to kill them fast enough. Even with their nerfed weapons, the attackers would still be able to more quickly destroy the gens without the defenders being able to put down 12 enemy mechs. Since the best way to defend the gens is to not let the enemy reach them, how would defenders be able to stop gen rushes? Would the hit bar on the gens increase? Would there be bigger maps to allow more time to shoot mechs before they reach the gens?
From what I've gathered, people who complain the most about the current system are people who don't know how to play effectively in general. These are the people who cannot conceive of how they were killed by someone who devoted enough time to learn how to build mechs, aim, position properly, read the radar, move with the team, help the team in key areas, and not stand by while teammates are pushing. Instead of trying to get better, or learn from the more experienced, they create excuses. They blame people for running "meta" (meta has existed in every previous MechWarrior game, though the loadouts were different). They blame the current game's design. They accuse people of cheating. The way to fix this already exists with the tier system and matchmaking. Don't listen to the lowest common demoninator when it comes to making changes in the game mechanics. Players need to be properly matched so they can quit whining about the game. But I understand that if the Tier 3s and below were set up to never see the Tier 2s and above, everyone would be waiting a long time for a match. And this is because of the other recent patches which have scared people away from the game.
Instead of implimenting these changes, why not fix or improve the game as it is? Here is a list of things that should fixed or included in the next patch, or in future patches to come:
- Clean up the invisible walls on Sulfurous Rift and Vitric Force. Sulfurous Rift has been around since the release of CW/FW, and it still needs to be fixed.
- Roll back Crimson Strait. The map was beautiful the way it was. That map DID NOT need to be touched. Instead, new maps should have been created.
- Get rid of Long Toms! It was a horrible idea to begin with. I'm not sure who thought it would be a good idea to impliment a weapon which will kill players' mechs in one shot, with little or no warning, with a small-to-none escape avenue. I don't keep up with most of the news from MWO.
- Bring back the radar contacts' direction on the radar, or at least the friendly contacts' direction, if not enemy contacts. This was an important feature to determine which way the team is heading. It is not necessary in previous single player MechWarrirors, since we knew where our lancemates were going, but in this game, it is very much needed. And no, I don't think having a command console to do this is good enough.
- What does smiley face decals have to do with MechWarrior/Battletech? It appears to be some kind of sick joke. Same thing with these lame cockpit items that have been released since years ago. These things don't feel MechWarriorish (if that's a word).
- Slowly introduce more weapons to the game to help diversify mech builds. There's plenty to choose from: Light Gauss Rifles, Heavy Gauss Rifles, MRMs, X-Lasers, Bombast Lasers, Rotary Autocannons.
- Hire critical, experienced players from different units, and we'll tell you where to improve the game, and don't only listen to the "yes-men" of the community. Just something to consider.
- I'm probably alone on this one, but make the Kodiak look like a Kodiak, and not as much like an Atlas.
- Make the NVA-D(L) and EXE-C(L) sellable mechs so we can get rid of them, or give us the ability to change the camo, this way I don't have to send e-mails to have these mechs removed from my inventory, just like I did with the valkyrie-camoed Atlas and Centurion. Even better, give us the ability to edit the camo for all Clan Invasion Prime mechs.
- Either relocate the Domination zone on Alpine Peaks, or make the zone larger. This way one team doesn't have the advantage to dishonorably win the match without combat before the other team can get into the circle.
- Roll Clan lasers back to when they had better range. Clan weapons are supposed to cause more damage and have a longer range.
- Revert the grid designation back to the original. People call grids on memory of locations, and changing it messes up the flow of things. Also, make the grid designations readable.
Edited by Raby760, 25 August 2016 - 01:56 PM.















