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Nov-14 Patch Wish-List


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#21 LordNothing

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Posted 08 November 2017 - 06:36 PM

fix merc bonuses.

#22 Khobai

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Posted 08 November 2017 - 06:45 PM

Quote

Well with those ATM buffs you've just made clan streaks pointless so they won't happen


streaks are already pointless though

better to have atms at least be useful and streaks be pointless

than to have both atms AND streaks be pointless

Quote

If you're gonna have to end up giving the same exact compensation quirks to a large number of mechs, that should be setting off an alarm that perhaps there's something wrong with the underlying equipment...


not a large number of mechs

mostly just the mechs that dont have the free tonnage to use anything other than medium lasers

other mechs that have more free tonnage can find solutions in using other weapons

Edited by Khobai, 08 November 2017 - 06:48 PM.


#23 FupDup

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Posted 08 November 2017 - 06:51 PM

View PostKhobai, on 08 November 2017 - 06:45 PM, said:

...mostly just the mechs that dont have the free tonnage to use anything other than medium lasers

In other words, a large number of mechs.

#24 Khobai

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Posted 08 November 2017 - 07:02 PM

Quote

In other words, a large number of mechs.


a lot of those mechs wouldnt have to use medium lasers if other weapons were options though.

some of them could use small lasers if small lasers were better

so making small lasers better is obviously part of that

some mechs need medium laser quirks. other mechs just need small laser buffs. depends largely on the mech.

srms could likely use a buff too IMO. short range damage potential is pretty lack in the game right now.

Edited by Khobai, 08 November 2017 - 07:06 PM.


#25 FupDup

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Posted 08 November 2017 - 07:05 PM

View PostKhobai, on 08 November 2017 - 07:02 PM, said:


a lot of those mechs dont have to use medium lasers though

they could use small lasers if small lasers were better

so making small lasers better is obviously part of that

some mechs need medium laser quirks. other mechs just need small laser buffs. depends largely on the mech.

You'd have to bring Small Lasers up to approximate par of the pre-nerf Mediums for that to actually work, which would then get the Smalls nerfed back down because "omg too low tonnage for the damage."

#26 Khobai

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Posted 08 November 2017 - 07:07 PM

Quote

You'd have to bring Small Lasers up to approximate par of the pre-nerf Mediums for that to actually work, which would then get the Smalls nerfed back down because "omg too low tonnage for the damage."


nah you can fix clan small lasers at least without increasing their damage

a lot of the problem is the stupid ghost heat limit on clan small lasers, it caps them way too low

whats the point of having a mech like the nova with 12 energy if you cant fire off 12 small lasers at once?

its not like a 60 damage short range laser vomit would be OP. clans already get 70+ damage laser vomits at medium range.

Edited by Khobai, 08 November 2017 - 07:13 PM.


#27 FupDup

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Posted 08 November 2017 - 07:09 PM

View PostKhobai, on 08 November 2017 - 07:07 PM, said:


nah you can fix small lasers without increasing their damage

a lot of the problem is the stupid ghost heat limit on small lasers, it caps them way too low

Pretty sure IS Small Lasers don't even have Ghost Heat, and how many lights have the hardpoints to even take advantage of a higher cap anyways?

#28 Khobai

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Posted 08 November 2017 - 07:14 PM

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Pretty sure IS Small Lasers don't even have Ghost Heat, and how many lights have the hardpoints to even take advantage of a higher cap anyways?


the clan ones do for NO good reason

#29 FupDup

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Posted 08 November 2017 - 07:19 PM

View PostKhobai, on 08 November 2017 - 07:14 PM, said:

the clan ones do for NO good reason

That still doesn't help the IS side.

#30 Athom83

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Posted 08 November 2017 - 07:21 PM

View PostKhobai, on 08 November 2017 - 07:14 PM, said:

the clan ones do for NO good reason

Pretty sure them basically being half sized IS medium lasers with less heat is a good reason. (also, HSL)

#31 Khobai

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Posted 08 November 2017 - 07:21 PM

Quote

That still doesn't help the IS side.


well the IS mechs are the ones that typically lack the tonnage to be able to use anything but medium lasers

the clan mechs generally have other options because their weapons are better. Although clan small lasers getting nerfed removed options from some clan mechs.

Quote

Pretty sure them basically being half sized IS medium lasers with less heat is a good reason. (also, HSL)


you mean more heat? because the CERSL has more heat. less range. more duration.

typical IS player making **** up that isnt true.

ISML = 3.4 heat

CERSL = 3.5 heat

so yeah like I said, there is no reason for it to be capped at 6.

Edited by Khobai, 08 November 2017 - 07:26 PM.


#32 Jun Watarase

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Posted 08 November 2017 - 08:14 PM

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PGI actually conducts bare minimum marketing research to figure out what their customers want instead of doing whatever they want


Never gonna happen.

#33 FupDup

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Posted 08 November 2017 - 08:17 PM

View PostKhobai, on 08 November 2017 - 07:21 PM, said:

so yeah like I said, there is no reason for it to be capped at 6.

Raising the cap might give PGI more reason to just nerf the base values on the weapon so that mass boated amounts don't get stronger.

I'd rather have each individual gun be usable but with Spooky Heat to keep them in check rather than having a high Spooky Heat cap but really terrible base stats.

#34 Khobai

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Posted 08 November 2017 - 08:29 PM

Quote

I'd rather have each individual gun be usable but with Spooky Heat to keep them in check rather than having a high Spooky Heat cap but really terrible base stats.


yes but small lasers arnt individually usable now. and spooky heat keeps them in check for no reason.

#35 Defender Rococo Rockfowl

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Posted 08 November 2017 - 09:25 PM

I would like to see this in the November patch:


-The mechs that need resizing resized properly (talking lights here, mostly)
-QP matches hard-set to match up all IS vs IS & all Clan vs Clan only
Quirks removed from MWO. In lieu of quirks, add an additional possible 10 points of armor (for all parts) to lights, 20 to meds, 30 to heavies, 40 to assaults (for extended TTK).
-Skill Tree removed from MWO. 'Skills' removed from MWO. 'Modules' removed from MWO (in other words don't bring em back).
-Upper and lower engine limits for *BattleMechs* (not Omnis) removed.
-In FP/CW: Clan team players get zero XP, C-Bills, Faction Loyalty points, and forfeiture of event prizes in matches where they focus-fire -- unless one of them has been focus fired upon first, freeing them from Zellbrigen constraints.
-Purchased paint patterns unlocked for ALL mechs you own.

edit...wats up with this f'ed up formatting?

Edited by Defender Rococo Rockfowl, 08 November 2017 - 09:40 PM.


#36 The6thMessenger

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Posted 08 November 2017 - 10:09 PM

View PostDefender Rococo Rockfowl, on 08 November 2017 - 09:25 PM, said:

-The mechs that need resizing resized properly (talking lights here, mostly)
-QP matches hard-set to match up all IS vs IS & all Clan vs Clan only
Quirks removed from MWO. In lieu of quirks, add an additional possible 10 points of armor (for all parts) to lights, 20 to meds, 30 to heavies, 40 to assaults (for extended TTK).
-Skill Tree removed from MWO. 'Skills' removed from MWO. 'Modules' removed from MWO (in other words don't bring em back).
-Upper and lower engine limits for *BattleMechs* (not Omnis) removed.
-In FP/CW: Clan team players get zero XP, C-Bills, Faction Loyalty points, and forfeiture of event prizes in matches where they focus-fire -- unless one of them has been focus fired upon first, freeing them from Zellbrigen constraints.
-Purchased paint patterns unlocked for ALL mechs you own.


Those are trollishly stupid. Lights are already too damn fragile, relying only to their speed for survival. Quirks may be poorly handled, but they don't have to be removed, simply they are just bandaid solution with inherent balancing problems -- they are the symptom, not the problem. Current armor values somewhat work fine, you just need to actually spread damage. As for the upper limits, certain mechs could benefit from high engine values, but certain mechs are meant to be slow. Skill tree is somewhat fine.

On faction warfare, clans not getting focus fire scores, that's just stupid. It's basic strategy, you are supposed to focus fire to eliminate the team faster. FW is supposed to be for very cohesive teams, or at least those with semblance of teamplay. It's not quickplay, it's not even solaris for a 1v1.

The further down i read your wishlist, it sounds more like you need to git-gud than actual problems in MWO.

View PostDefender Rococo Rockfowl, on 08 November 2017 - 09:25 PM, said:

edit...wats up with this f'ed up formatting?


Did you activated your javascript?

#37 Defender Rococo Rockfowl

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Posted 08 November 2017 - 10:37 PM

View PostThe6thMessenger, on 08 November 2017 - 10:09 PM, said:


Those are trollishly stupid. Lights are already too damn fragile, relying only to their speed for survival. Quirks may be poorly handled, but they don't have to be removed, simply they are just bandaid solution with inherent balancing problems -- they are the symptom, not the problem. Current armor values somewhat work fine, you just need to actually spread damage. As for the upper limits, certain mechs could benefit from high engine values, but certain mechs are meant to be slow. Skill tree is somewhat fine.

On faction warfare, clans not getting focus fire scores, that's just stupid. It's basic strategy, you are supposed to focus fire to eliminate the team faster. FW is supposed to be for very cohesive teams, or at least those with semblance of teamplay. It's not quickplay, it's not even solaris for a 1v1.

The further down i read your wishlist, it sounds more like you need to git-gud than actual problems in MWO.



Did you activated your javascript?

JS not enabled at work (and can't).

I left an opinion based on what I think would make mwo more MW-like. Yea FF is basic strategy but shouldn't be for a MW game if it's not gona fit the lore of the series.
If "it's a f2p multiplayer game" is the excuse, just rename the game to Robot Jox Online & I won't care anymore :P

#38 OmniFail

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Posted 08 November 2017 - 10:47 PM

I would like to see LRM 5s on the battlefield again. I think that it would bring more diversification to the medium and light mech classes. Unfortunately the constant nerfings and proliferation of AMS have driven LRMs into higher weight classes and the ghost heat punishment is to much to amass enough LRM 5s to punch though the AMS.

#39 The6thMessenger

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Posted 08 November 2017 - 10:48 PM

View PostDefender Rococo Rockfowl, on 08 November 2017 - 10:37 PM, said:

JS not enabled at work (and can't).


Posted Image

View PostDefender Rococo Rockfowl, on 08 November 2017 - 10:37 PM, said:

I left an opinion based on what I think would make mwo more MW-like. Yea FF is basic strategy but shouldn't be for a MW game if it's not gona fit the lore of the series.
If "it's a f2p multiplayer game" is the excuse, just rename the game to Robot Jox Online & I won't care anymore Posted Image


Not all opinions are equal.

View PostOmniFail, on 08 November 2017 - 10:47 PM, said:

I would like to see LRM 5s on the battlefield again. I think that it would bring more diversification to the medium and light mech classes. Unfortunately the constant nerfings and proliferation of AMS have driven LRMs into higher weight classes and the ghost heat punishment is to much to amass enough LRM 5s to punch though the AMS.


Lol yeah. Honestly LRM5s are already pretty weak, and the main reason we use it because it's spread is smaller than an artemised LRM10, -- done so we could save space. Now it lost it's niche.

I bet it's because PGI is too stingy on fixing the screen shake.

Edited by The6thMessenger, 08 November 2017 - 10:51 PM.


#40 FupDup

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Posted 08 November 2017 - 11:00 PM

View PostOmniFail, on 08 November 2017 - 10:47 PM, said:

I would like to see LRM 5s on the battlefield again. I think that it would bring more diversification to the medium and light mech classes. Unfortunately the constant nerfings and proliferation of AMS have driven LRMs into higher weight classes and the ghost heat punishment is to much to amass enough LRM 5s to punch though the AMS.

Don't forget the heat and spread nerfs to the LRM5...





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