

A Major Unannounced New Feature In The Coming Months...
#41
Posted 03 June 2017 - 03:36 AM
Hmmm...a previously unannounced and new feature...
Got it!
3 new in game currencies. All directed to increasing your odds of not getting crap in the goodie crates.
or how about that they will finally put in game references and mech descriptions in. Or maybe they hired back that one guy who can now give switchable ammo to the LBX?
#42
Posted 03 June 2017 - 03:53 AM
#43
Posted 03 June 2017 - 04:16 AM
Bombs, mines, tripwires and all sorts of other hidden dirty tactics to surprise the enemy.
"Big boy mech trying to chase after your little PB? You could outrun him, but you just bought the latest in Vibrabomb technology. The Vibrabomb - a little piece of hell ready to burrow in the ground and lie in wait for your pursuant."
http://www.sarna.net/wiki/Vibrabomb
http://www.sarna.net/wiki/Ordnance_Types
Check out the list of ordanance! We could have some fun with those. Suprise narc beacon sounds fun too,
Edited by HGAK47, 03 June 2017 - 04:21 AM.
#45
Posted 03 June 2017 - 04:44 AM
#46
Posted 03 June 2017 - 05:20 AM
#47
Posted 03 June 2017 - 05:30 AM
Ryllen Kriel, on 02 June 2017 - 09:00 PM, said:
Tourmaline Highlands
Frozen Citylands
Canyon Networklands
River Waterlands
Forest Colonylands
The list goes on, live and LRM MechWarriors!
I can't tell if you're being snarky or not, lol.
#48
Posted 03 June 2017 - 05:42 AM
#49
Posted 03 June 2017 - 06:19 AM
Bud Crue, on 03 June 2017 - 03:36 AM, said:
They pulled Solaris because,,,,, they couldn't do replays. How do replays even matter in the age of twitch and youtube?
#50
Posted 03 June 2017 - 06:29 AM
sycocys, on 03 June 2017 - 06:19 AM, said:
They pulled Solaris because,,,,, they couldn't do replays. How do replays even matter in the age of twitch and youtube?
Free roam navigation replays have been useful since halo 3. In both content creation and in quality breakdowns of epic moments or fails.
#51
Posted 03 June 2017 - 06:41 AM
Ie yet another Mech Pack.
So I suggest you all keep your pants on.
#52
Posted 03 June 2017 - 06:55 AM
---Engine upgrade(possible, unlikely): New Unreal engines are super easy to work with and should cut dev time in half.
---New vehicles(very unlikely): Tanks, power armor and Aerospace.
---Quad/tripod mechs(unlikely): I don't know how I feel about these types of mechs since their extra legs doesn't really give any bonuses.
---Updated sound and HUD(possible, unlikely): One shouldn't have to use sound mods to make the game sound better, it should already have sound that sucks you into the game. Also bitching betty isn't bitching loud enough, I want to KNOW when a warning goes off(option to turn her voice up and down).
New HUD because the current one doesn't convey enough information like the older MW games, current one is too watered down and too plain(option to use older MW HUD and current one).
---New character customization, skills(possible): Don't know what skills the pilot could use though since skills are tied into the mech itself, has to be a different type of skills.
Only a few I could think of at the moment.
#53
Posted 03 June 2017 - 07:02 AM
#55
Posted 03 June 2017 - 09:24 AM
Imperius, on 03 June 2017 - 06:29 AM, said:
There's no way they can't figure out how to do a free roaming/possibly invisible camera.
And if they did require replay for some reason they have the hit state rewind that should already be capturing all the data they need to do that.
#56
Posted 03 June 2017 - 10:03 AM
GrimRiver, on 03 June 2017 - 06:55 AM, said:
Maybe it's just me, but I think CTF would actually be a huge boon to this game.
The bog standard CTB (Capture The Base) Assault/Incursion, or even Domination game modes are pretty much played out and everyone by now knows the best way to victory.
But CTF would actually require teams to use some real tactics. For instance you couldn't just send your whole company out without risking some Commando sneaking in the back and stealing your flag out from under you.
Especially if the base and the flag aren't protected by turrets, which I would hope PGI wouldn't be stupid enough to put into a CTF mode, because then it'd be just like Assault/Domination/Incursion.
Kill everything and move on.
PGI really needs to move MWO as far away from the "kill everything" mentality as possible, and if people don't like having to use their brains and leave, good riddance. After all, PGI keeps touting the game as "A Thinking Mans Shooter", well it's about god damned time PGI started making game modes that require people to actually think.
#57
Posted 03 June 2017 - 10:24 AM
Bulletsponge0, on 03 June 2017 - 07:02 AM, said:
Alan Davion, on 03 June 2017 - 10:03 AM, said:
Maybe it's just me, but I think CTF would actually be a huge boon to this game.
The bog standard CTB (Capture The Base) Assault/Incursion, or even Domination game modes are pretty much played out and everyone by now knows the best way to victory.
But CTF would actually require teams to use some real tactics. For instance you couldn't just send your whole company out without risking some Commando sneaking in the back and stealing your flag out from under you.
Especially if the base and the flag aren't protected by turrets, which I would hope PGI wouldn't be stupid enough to put into a CTF mode, because then it'd be just like Assault/Domination/Incursion.
Kill everything and move on.
PGI really needs to move MWO as far away from the "kill everything" mentality as possible, and if people don't like having to use their brains and leave, good riddance. After all, PGI keeps touting the game as "A Thinking Mans Shooter", well it's about god damned time PGI started making game modes that require people to actually think.
haha lol. You've been around for a while, you should know better.
You'd still deathball to win. Move up, crush the team that split up. Exactly how all quickplay matches go.
It's not that people don't "want to think" or anything of the sort. That's a complete strawman.
The reality is that ALL our game modes end up being Skirmish because just killing the other team is always the most effective strategy. Not because people don't want to think, because they're dumb, or because they think tactics are bad; it's just that killing is the best tactic.
This would be no different in CTF.
Different game modes help "liven up" battles by giving extra things to consider while playing. For example, in Conquest, you can't just totally ignore capture points - but you still have to focus on fighting first. If several players run off "capping" early, you nearly always lose because either those people run into the mass of the OpFor and die, or the shorthanded main group runs into the full OpFor and dies. So instead, you cap two and fight at the third.
This is the reality of a non-respawn game like MWO. Having a numerical advantage is such a major deal it's more important than basically anything else, as it can be leveraged to make a larger numerical advantage. Once you have a strong numerical advantage, fulfilling other objectives is easier.
There's no way around this, short of designing a game mode that reliably ends via objective before the teams CAN kill each other. See: Conquest in Faction play with dropships, sometimes - but this is effectively a respawn gamemode due to the time limit vs. point requirement. The trouble here is that games that end this way are rarely very fun for the combatants. Consider how happy people are when teams miss each other in Assault, and it's just a non-combat cap race.
#59
Posted 03 June 2017 - 10:30 AM
Wintersdark, on 03 June 2017 - 10:24 AM, said:
haha lol. You've been around for a while, you should know better.
You'd still deathball to win. Move up, crush the team that split up. Exactly how all quickplay matches go.
It's not that people don't "want to think" or anything of the sort. That's a complete strawman.
The reality is that ALL our game modes end up being Skirmish because just killing the other team is always the most effective strategy. Not because people don't want to think, because they're dumb, or because they think tactics are bad; it's just that killing is the best tactic.
This would be no different in CTF.
Different game modes help "liven up" battles by giving extra things to consider while playing. For example, in Conquest, you can't just totally ignore capture points - but you still have to focus on fighting first. If several players run off "capping" early, you nearly always lose because either those people run into the mass of the OpFor and die, or the shorthanded main group runs into the full OpFor and dies. So instead, you cap two and fight at the third.
This is the reality of a non-respawn game like MWO. Having a numerical advantage is such a major deal it's more important than basically anything else, as it can be leveraged to make a larger numerical advantage. Once you have a strong numerical advantage, fulfilling other objectives is easier.
There's no way around this, short of designing a game mode that reliably ends via objective before the teams CAN kill each other. See: Conquest in Faction play with dropships, sometimes - but this is effectively a respawn gamemode due to the time limit vs. point requirement. The trouble here is that games that end this way are rarely very fun for the combatants. Consider how happy people are when teams miss each other in Assault, and it's just a non-combat cap race.
Which is why I said
Alan Davion, on 03 June 2017 - 10:03 AM, said:
Otherwise why bother having any game mode other than skirmish in the game if there's no point since people hardly PTFO to begin with.
#60
Posted 03 June 2017 - 10:37 AM
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