Mwo Wishlist
#1
Posted 16 October 2016 - 11:33 PM
1.) +20 RA Structure-Quirks for Urbies, +8 on all parts. -15% LBX spread on UM-63
2.) Urbie IIC
3.) Piranha, the one with 12 MGs
4.) Bane/Kraken, the one with 10 UAC2s
5.) Rotary Autocannons
6.) MRMs
7.) My hero suggestions, KGC-B0531 "Pulsar" and UM-SN3 "Sentry".
8.) UM-63DD "Deputy Dawg"
9.) Atlas-III
10.) Locusts removed from game.
What are your wishes?
#2
Posted 16 October 2016 - 11:53 PM
- MG CoF removal
- Iterative balancing
#3
Posted 17 October 2016 - 12:04 AM
Rear View cameras.
PvE.
Clan Diamond Shark recognition.
Someone besides Paul or Russ doing balance.
PGI getting a PR guy.
Colorblind support.
Inverse kinematics.
ATMs.
Color palette options for mechs.
Anything to keep me interested in the game outside of new mechs or bad ghost heat/ED additions.
#4
Posted 17 October 2016 - 12:18 AM
PVE
CO-OP Missions
More things to do than just shoot mechs
New Maps
New Game modes
Better FW with planets that mean something
Fluff and descriptions of everything
Feeling like I'm fighting in an inter-galactic war and not just playing deathmatch all the time.
#5
Posted 25 October 2016 - 03:23 AM
Mech Lab
- Save different weapon loadout variants per mech, not just one loadout per mech
- Module finder or 'unequip every equipped module in every mech' button (it is annoying to have to look for lost modules every few hours when you do not have enough cash to equip every mech with their own set of modules)
- equip omnipods with weapon loadouts *before* plugging them into mechs. You can faster and more easily switch weapon loadouts that way. That's what Omnipods were intended to be working like lore-wise in the first place.
- add link to skill/mastery page of mech variant being currently edited.
Skills screen
- Get rid of the tile layout, do a list view instead.
- Sort weapons by rating, not just plain alphabetically.
- Add Filters for IS/Clan Skills and weapon type (missile,ballistic, energy, mech skill)
- Combine range and cooldown skills into one row, e.g. like that:
[cooldown oooxx] - [Weapon name 1] - [range oxxxx]
[cooldown oxxxx] - [Weapon name 2] - [range oooox]
[cooldown ooxxx] - [Weapon name 3] - [range ooooo]
while o's representing assigned skill points and x's available improvements.
- Add function to search/filter skill names
Assault Game Mode
- redesign. I dont see the point in winning the game while not having any combat at all by evading the enemy team. Do a CTF mode instead, so the enemy team has a last chance to intercept the flag bearer. No Kodiaks allowed. Just kidding ;D
- Alternatively you can speed up the capturing progress when having less surviving team members while slowing progress while no losses occured. That makes early on capturing less attractive while presenting a valid option for heavily outnumbered survivers to score for their team.
Equipment
- More weapon types (Heavy Lasers, ER Micro Lasers, Inferno missiles, MRM, switchable LBX Ammo)
- Mad Cat III (hence the ER micro lasers)
- Select infight which ammo container to empy
Would like to hear your opinion about this.
Maybe I come up with additional ideas later.
Edited by Yuvile, 25 October 2016 - 03:41 AM.
#6
Posted 25 October 2016 - 03:30 AM
game modes (including solaris modes).
maps!
living legends style electronic warfare (not the dumbed down abomination we use).
skill balanced fp.
end of life support (mod / custom map support and private servers).
Edited by LordNothing, 25 October 2016 - 03:32 AM.
#7
Posted 25 October 2016 - 03:30 AM
#8
Posted 25 October 2016 - 03:34 AM
#9
Posted 25 October 2016 - 03:36 AM
2. striped girls
3. +40 ct lt rt armor to king crab.
4. hero King Crab.
5. Maps!
#10
Posted 25 October 2016 - 03:39 AM
HTAL
HTAL
and...
HTAL
(colorblind support would be nice as well and being able to assign camo-designs to certain maps.)
(and some new weapons like rotaries, MRMs, Heavy/Light Gauss, Heavy/Light PPC, LongTom etc)
Edited by BulletChief, 25 October 2016 - 03:40 AM.
#11
Posted 25 October 2016 - 03:40 AM
-Introduce new weapons & defensive tech.
-Remove MG CoF
-Buff LBX so they're viable without quirks
-The Nightstar
- Rework/Replace Long toms
- New game modes such as destroy enemy dropship or VIP escort.
- Less linear maps in FP
- Module search & general removal in mechlab
- The Javelin
- Improved immersion, more descriptions, more voiced orders
- Reintroduce old Frozen
- Introduce new maps in general
Edited by TheArisen, 25 October 2016 - 03:42 AM.
#12
Posted 25 October 2016 - 03:45 AM
- Mk II
- Ghost Heat 2.0 to die in a fire
- New tech
- Gold Ebon Jaguar
- Kurumi Tokisaki figure standing item
- Toggle Crouch function
- Party with Mech Romney and fil5000 again
- 35 tonners to be just a tad smaller in size
That's my wishlist.
#13
Posted 25 October 2016 - 03:53 AM
#14
Posted 25 October 2016 - 06:08 AM
- Saveing at least two Loadouts (one active and one extra) per Mech.
- Searchfunction for "Pilot Tree" ... it might also help to make it a list and sort it properly. Why is it SRM6, SRM2 SRM4 ???
That makes no sense at all. Its neither alphabetical, nor numerical...its just random. Similar thing can be seen with ACs. AC10.5.2.20 ?
I also agree that makeing it a list would work much better. The small icons do nothing for the recognition of the module you are looking for...I can't find my droids in there.
- When opening the Skill menu it should automaticly jump to the current selected mech. Also keep the order of the Mechs shown constant. Its annoying that they keep jumping around.
- When Equiping a Mech with modules and the player dosn't have a free module he should be asked if he wants to buy a new one or if he wants to use one thats equiped on another mech.
If he choses to use another mechs module he will be presented with a list of Mechs that currently use that module. He can then select the mech he wants to strip the module from.
- Rework of the "Heat MGMT" in the MechLab
The value given there is a bit abstract and with the new heat/energie-draw system comming it will be even more confusing.
I suggest that you have something similar to "http://mwo.smurfy-net.de/mechlab" -> Weaponlab.
Here you get realy helpfull information about what weapon configuraton does what heat and how long you can fire. Nicely detailed informative page.
- Reactor tonnage and additional heatsinks
There are some reactors that require you to equip additional heatsinks. Make a small (XX) behind these reactors where (xx) is the tonnage of the reactor with the additional heatsinks.
Also there is the Assault mode.
In its current form its my least favorite. The reason for that is that there are a lot of games that end without a shoot fired or that a single scout ends the game while everyone else was battleing it out and haveing fun.
The other thing that could happen that it turns into skirmish and no one even bothers about the cap...making it a pretty useless game mode.
So what could be done about it? Easiest option...delete it!
Not my kind of doing. Haveing different game modes is what keeps the game interesting. Therefore here are my two cents:
A)
Like Yuvile sugessted let the cap speed be dependent on the number of team members still alive.
The more people are still alive, the less capping works.
Problem could be that if the team that has to stop the capping is made up of assaults it has lost. No real chance and that is boring too.
B]
Let caping be an option ONLY after a certain number of team members have died.
Kinda the same problem like A) but in reverse as when the last member(s) alive are assaults and they won't be fast enough to get near the enemy base.
C)
Captain Kirrahe Mode - Including "Hold the line" speech at the beginning [https://www.youtube....?v=UXLVFnl3WcE]
Kidding about the name and speech....BUT take the Faction Warfare mode where one team holds a base while the other attacks and make it avaible for Quickmatches. Including the option for dropdecks. (Frankly we should use Dropdecks for all modes)
Fa...comm...whatever Warfare
Minimum....give us some Lore to the War.
I did love to see some kind of fiction fluf to the planets. It would add some interesting stuff for new people to read. Its not much but its the little things that make it a better experiance.
Overall I am still not certain what Faction Warfare is supposed to be. It has elements of beeing like a sandbox but without the numbers of players and all the other things that make a sandbox intersting. It has parts of a mini-mission thing going but thats also only haveway done.
So sad it would be but I did drop the Faction Warfare as it is completly. As long as there isn't a chance that ALOT of resources are focused on creating something bigger then glorrified Skirmesh modes it gives us nothing but trouble.
Instead just focus on makeing the Quickmatches realy interesting. Get the bugs out of the gameplay...like glitching through mechs and make the gameplay the best it can be.
As for what I would wish for a full Faction-Warfare gameplay I think another post would be better.
#16
Posted 25 October 2016 - 06:25 AM
So putting even more weapons in the game seams counterproductive.
Don't get me wrong. I like new guns and stuff but as said...lets first get the problems out the way before introducing new ones.
Edited by Nesutizale, 25 October 2016 - 06:25 AM.
#18
Posted 25 October 2016 - 04:28 PM
Personally, I'd like for there to be 9 15 to 20 mission campaigns. (One per faction.)
#19
Posted 25 October 2016 - 04:48 PM
Starting in November:
11) Pillager
12) Rifleman IIC
1) Crusader
2) Warhammer IIC
3) Annihilator
4) Shadowhawk IIC
5) Wasp
6) Locust IIC
7) Fafnir
8) Mad Cat MK2
9) Stinger
10) Firemoth
11) Nova Cat
12 Hollander (2)
1) Solitaire
This includes weapon updates like Rotatory Auto cannons, proper clan LBX auto cannon ammo variation, X pulse lasers, ER large pulse lasers, MRM's, Light gauss rifles, plasma cannons, etc. That should have been in the game initially. I think that 2017 should be the year of primarily light mechs for both IS/Clan. And maybe some interesting new features like an underwater map and/or a new zero g gravity map (Like for example how in GBL you had to fight off fighters on top of a dropship. Make it a huge war class ship like the ghost bear's Leviathan as an entire map).
Most of all a single player/coop mode where in case this game dies in 2017, I don't feel ripped off with my $20 past purchase into this game(and the many, many others that spent way more than I did).
And for the love of God no ED/Ghost heat/or any made up mechanics that doesn't exist in the Battletech universe.
Edited by Arnold The Governator, 25 October 2016 - 05:08 PM.
#20
Posted 25 October 2016 - 04:57 PM
Vellron2005, on 17 October 2016 - 12:18 AM, said:
PVE
CO-OP Missions
More things to do than just shoot mechs
New Maps
New Game modes
Better FW with planets that mean something
Fluff and descriptions of everything
Feeling like I'm fighting in an inter-galactic war and not just playing deathmatch all the time.
This and first person mechbay, Aerotech, Wasp, Sting and Valkyrie, mine layers, dropship air support, NPC's, jumpships and dropships for sale.
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