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Most Unpopular Feature For Mwo Would Be....


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Poll: Unpopular feature (40 member(s) have cast votes)

What do you reckon would be the worst implementation to battle open customization in the mechlab?

  1. Energy Draw (23 votes [57.50%])

    Percentage of vote: 57.50%

  2. Hardpoint Size restriction (6 votes [15.00%])

    Percentage of vote: 15.00%

  3. They are both bad ideas. I have the solution: (Please explain below) (11 votes [27.50%])

    Percentage of vote: 27.50%

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#1 Acid Phase

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Posted 26 October 2016 - 08:01 AM

It's very clear and apparent after reading here in the forums, in reddit & in twitter that energy draw does not sit well with the community. I ask however, which would be the worst implementation to battle the open customization in the mechlab?

Edited by Acid Phase, 26 October 2016 - 04:29 PM.


#2 Acid Phase

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Posted 26 October 2016 - 01:19 PM

Edit: "Most Unpopular Feature for MWO would be"

Edited by Acid Phase, 31 October 2016 - 03:07 PM.


#3 Kuaron

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Posted 26 October 2016 - 03:55 PM

I'd like a hardpoint size restriction. :)

#4 Acid Phase

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Posted 29 October 2016 - 10:35 PM

More votes please. Keep em coming.

#5 Juodas Varnas

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Posted 30 October 2016 - 06:08 AM

I'm with El Bandito on this one - I WANT Sized Hardpoints.

View PostEl Bandito, on 19 October 2016 - 08:41 AM, said:

Posted Image


#6 Exzander

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Posted 31 October 2016 - 10:52 AM

Sized hardpoints would actually probably benefit the game, preventing a lot of problems of boating. This would prevent the use of say, using a nonexistant example, fitting a gauss rifle into a slot that could only previously carry something smaller, like an ac/5.

#7 naterist

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Posted 31 October 2016 - 06:46 PM

Hardpoint size limitation similar to mw4. Would be cool, but dont redo the whole mechlab to match mw4, the only bit to change would be a limit to the size allowed.

#8 Acid Phase

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Posted 02 November 2016 - 05:32 PM

View PostExodus23, on 31 October 2016 - 10:52 AM, said:

Sized hardpoints would actually probably benefit the game, preventing a lot of problems of boating. This would prevent the use of say, using a nonexistant example, fitting a gauss rifle into a slot that could only previously carry something smaller, like an ac/5.

View Postnaterist, on 31 October 2016 - 06:46 PM, said:

Hardpoint size limitation similar to mw4. Would be cool, but dont redo the whole mechlab to match mw4, the only bit to change would be a limit to the size allowed.


YES! 100% Spot on guys.

#9 MechWarrior849305

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Posted 03 November 2016 - 02:25 AM

THIS!!!.... solves nothing Posted Image Restrict me from using 100500+ small lasers, please, give it a try. Make 1/2 slot hardpoints maybe? Posted Image

#10 Acid Phase

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Posted 04 November 2016 - 12:47 PM

So far there's 3 votes claiming these are both bad ideas, yet I see no explanation as to why are they bad ideas and what is thier possible solutions to battle the open customization abuse in the mechlab. The mechlab, I feel is the number one problem when it come to balance issues.

Stock mechs tend to come with variable weapon loadouts ranging from small to large, but the player is allowed to swap a small energy/ballistic/missle hardpoint for large ones and stack them all with the largest possible. That to me is ridiculous and it directly affects TTK (time to kill). So if energy draw is not the fix to this, surely hardpoint size restriction can do tons better.

I do quite understand it's also an unpopular feature with developers (otherwise it would have been considered long time ago), but mostly it would not sit well with the playerbase. To be frank, I'm sure there will be a mass exodus if that is even remotely an option to use in MWO. People just want thier insta-gib like kills. For that I would rather play Unreal tournament. But I stuck around since closed beta in hopes that we would eventually have a reason to pilot a vast majority of mechs with builds meant for role warfare. Not as we have it today where lights are forced to brawl rather than recon, inpect and infiltrate some objective.

I also feel that HUD information relay is too overpowered. All it takes is one enemy mech to see your position/engage you, for the rest of the team that carries boat load of LRMs to finish you off. TAG & NARC in my opinion should be the sole feature that allows LRM pilots to lock on enemy mechs.

Edited by Acid Phase, 04 November 2016 - 12:48 PM.


#11 Vlad Striker

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Posted 19 November 2016 - 10:42 AM

If you want to resctrict you can give option. BT weapon in "live" (not table-game) universe varies. In same-class it have different ranges, action times and so on. AC can shoot burst or single shot, lasers have different colors, ranges and birn times. When it WILL be reproduced THEN I vote for restriction.

#12 Fiona Marshe

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Posted 24 November 2016 - 12:58 AM

Map voting.

#13 Jiyu Mononoke

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Posted 26 November 2016 - 06:52 PM

Quote

Most Unpopular Feature For Mwo Would Be....

... lack of an expansive community chat arena or room based system that smoothly ties into the game and it's various functions.

#14 ice trey

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Posted 27 November 2016 - 06:39 AM

The best solution to balancing the game would also be the most reviled by the player base, if only because PGI has targeted the market share that would disagree with me, anyway.

Remove pinpoint aiming on all weapons systems.

This spreads damage out over multiple locations. This makes one AC10 more effective at breaking armor than two AC5s in the same location. This makes 12 small pulse lasers on a clan mech not do obscene damage to one spot...

But of course, muh skill. Screw the fact that the game is being built off of a hit location system made with random hit distribution in mind.

#15 Johnny Z

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Posted 27 November 2016 - 12:16 PM

I like both those ideas.

#16 GabrielSun

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Posted 28 November 2016 - 11:22 AM

View Postice trey, on 27 November 2016 - 06:39 AM, said:


Remove pinpoint aiming on all weapons systems.


I rather agree with this, but how would you implement the non-pinpoint fire? A roll for each weapon across a small area would be prohibitive as a performance hit. We can't offload it to the clients.

#17 Hotthedd

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Posted 29 November 2016 - 09:46 AM

View PostGabrielSun, on 28 November 2016 - 11:22 AM, said:


I rather agree with this, but how would you implement the non-pinpoint fire? A roll for each weapon across a small area would be prohibitive as a performance hit. We can't offload it to the clients.

Reticle bloom based on heat and number of weapons fired. Reticle sway for walking/running, and jitter for jumping.
Have all weapons hit the crosshairs at either maximum range, or able to be adjusted in the MechLab.

It would allow for the player to determine the degree of inaccuracy.

#18 GabrielSun

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Posted 30 November 2016 - 08:09 AM

View PostHotthedd, on 29 November 2016 - 09:46 AM, said:

Reticle bloom based on heat and number of weapons fired. Reticle sway for walking/running, and jitter for jumping.
Have all weapons hit the crosshairs at either maximum range, or able to be adjusted in the MechLab.

It would allow for the player to determine the degree of inaccuracy.


Like a piece of equipment in the same vein of jump jets or heat sinks, except they offset a certain percentage of the inaccuracy for each one installed?

#19 Fireeagle

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Posted 01 December 2016 - 02:32 AM

Easy said: we allready have a size Limitation by the Slots a weapon takes!

#20 Hotthedd

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Posted 07 January 2017 - 06:18 AM

View PostGabrielSun, on 30 November 2016 - 08:09 AM, said:


Like a piece of equipment in the same vein of jump jets or heat sinks, except they offset a certain percentage of the inaccuracy for each one installed?

No. Player choice. Fire fewer weapons at a time, or slow your speed for more accuracy (in the case of reticle bloom), or make sure you are in the optimum range for your weapon groups (in the case of adjustable range crosshairs).





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