This is why the system needs to change to something similar to in order of choice
1-> map
2 -> mech selection (4 mechs, one for each weight class)
https://mwomercs.com...nderground-map/
I only voted no because if we have ANY LRM specialized mechs in underground maps, they would be effective lose half their power or more. Now if we could choose our mechs after we select mission and map, I would gladly like to see tunnel maps.
Koniving, on 19 November 2017 - 08:51 AM, said:
Yeah probably a separate post for the second idea. But can tell you PGI won't do that.
For the main idea...
Make map selection choice first
-After map selection chosen, allow the player to select 4 mechs, one for each weight class.
You'd still have the issue of Mech selection, many players have over 250 mechs to "select" through. Then there are some players that don't have one of each weight class (though using trials could solve that).
...
You could simplify this by removing the limitation of "Weight matching" for the mechs. Let it slap together any weight players of similar skills and then the Wait time will be pretty much nil. Sure... you may have some teams loaded entirely with lights, or some with nothing but assaults... but we had that in the past and it was completely manageable. In fact it made "Metas" hard to keep going because you'd have to be ready for ANYTHING, and made combat really dynamic.
Interesting Idea by removing weight matching, though the system then will have to match be Teir as the current system does now.
As an example I play just to have fun, My mechs are viable but not extremely competitively built. I just don't have any time to get into MWO competitive scene. So imagine me playing with a T2-T3 and his reaction to a viable but not extreme competitive team
(EG his response "You just lost our match because your mech is bad" or uses worse language). I have seen players with low teir say many worse things to players that have a higher tier sadly, but their are always rotten apples in any community. I will admit though the the matchmaking does at times mix the level of Tiers so they are stacked on one side, which happens in many PvP only games (this is why the need for AIs varying levels for missions / mechs / battletech vehicles need to be added).
If anyone is wondering...
I do not show my Tier because I do not play competitively, I don't have time in my life right now to play MWO religiously. Though I do try to be a team oriented player, because the game is more fun when teamplay is involved. I have about nearly 200 mechs in total and wish I have the C_Bills to upgrade them all very well. In fact I have some on my Assaults / heavies / mediums that I named "NR" as in not ready, because the builds are average, but could be far better (I do not use NR Builds).
It would be better for the community if players had to choose 4 mechs after map/mission selection so that they have mechs that are equipped better for the mission/map (within what mechs they have available to them). They would need to make every hero and champion build available at any time though. Some champion builds are horrible, with the exception of clans built heroes/champions usually being more effective.
I just had a mission in the Polar highlands map with a assault that is better equipped for fighting in the volcanic map, but since I didn't get to choose my mission/map first I wasn't able to bring a more viable mech to that session. It kills the MWO experience for a lot of people when this happens, granted though that this tends to happen to new players (Their is alternatives, next sentences). I did make a suggestion to add AI to this game, which allows for the battlefield to be more immersive and lets PGI add many more mission types. They could even make some missions with AI that could scale with difficult to the player...
Koniving, on 19 November 2017 - 08:57 AM, said:
You'd have to do the same thing for the "Select 4 mechs" option to work, because otherwise it'd try to match Tier III player with 25 tons, 50 tons, 65 tons and 100 tons against... nope that's a Tier V.. That's a Tier II with 25, 50, 65 and 90. Nope can't do it. What about this guy. 20, 45, 75 and 80. Nope. (Goes through 3 thousand players,f inds NO matches, decides to start again and losen the weight limitation... goes through 3,000 players... finds No matches... loosens another 5 tons... Repeat...repeat...repeat...repeat...give up and slap some people together 15 minutes later.)
For your second idea... It ain't happening.
You would get something "Similar" in MW5 Mercs and "Battletech" the PC game by Harebrained Schemes. So you can get it there. But PGI won't even try that here.
True weight times will always be affected by this, even if we come up with better solutions
(as long as we have a Tier system) . At least though this solves the problem with have missions/map with bad mech choices alternatives, to a certain degree. New players still get will hate MWO for bad mechs on champion / hero builds for a map or mission that they cannot be effective with
(though this still happens a lot with the current system now), but it gives a new player to be at least more variation in trying different mechs.
Lastly we all have to play on maps (Polar Highlands I dislike) or missions (Domination, Skirmish I dislike) we dislike very much,
it just makes it worse when you have a mech designed for a certain role, but then cannot fullfill it because you are doing a mission/map that makes it ineffective (EG Undegrround map, LRM Boat). Again for new players, this will be a problem for them until they get their own mechs, PGI could bind
4 mechs of a player choice (A simple solution) ,
one for each weight class, to a MWO account to help alleviate this problem (4 IS or/and, 4 Clan).
Edited by zolop, 21 February 2018 - 07:50 AM.