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New Postmatch Screen And Bring The Bracketbuild Back.


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#1 Matmoesa

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Posted 23 July 2020 - 01:40 AM

So first off, I would like to thank PGI for their continued development with MWO post Mechwarrior 5 launch.
The changes to groups and the PSR reset have done heaps in breathing new life into this game so thank you very much for your hard work.

I wanted to post my thoughts on two things I think could help with this game.
The first being the post-match scoreboard. It's my understanding that the current scoreboard teaches pilots to be selfish, hence why we get so many NASCAR games as people race to get damage in and not get NASCARed on top of.

At the moment, you have damage taken on the personal scoreboard but it doesn't carry across to the team scoreboard. Also, having this contribute to your match score/c-bills in a more meaningful way would also help.
You could have something like ( the closer you are to 0% gets you a higher value ) x damage taken then run that through a value to get your c-bills and or match score.

It would go a long way to making the person running an atlas feel like the contributed more to their team by being a wall on legs. it would also allow people who get stuck in areas with zero cover being pelted by LRMs the last chance to eat up as many missiles before they go down and get recognition for it.


The other thing was Bring the Bracket Build back. When you look at most box art and images for Mechwarrior it always has a mix of weapons. For a while now the best builds in MechWarrior are builds that just have one or two weapons types.
Having a mix of weapons makes the game more interesting for not only the player having to juggle different firing groups but also when viewing other mechs on the field.

Fixing this would not be an easy fix but I would suggest two methods. The first being diminishing returns on the same weapon type in a mech.
An example is a heat and refresh penalty to med lasers that get higher for each med laser stacked into that mech. the idea is that it might work out better for the build if instead of stacking 6 mediums you may want to throw some small lasers in or ever maybe go 3 med lasers and 1 large it could go a long way to adding some variety

The other way would be having quirks that disable after the specific weapon group is overpopulated. the example is having a quirk that gives a heat and damage reduction to ballistic weapons as long is ballistic weapon weapons in mech = 1

#2 Ghoja

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Posted 19 August 2020 - 09:25 AM

Regarding your proposed changes to the scoring at the end, I agree more info should be put into the team scoreboard. Some things like time in match and damage taken.

The nascar thing won't change from adding things in that way, simply because now lights and mediums can have the firepower of a weight class higher, sometimes more. Combining that with the added mobility of the lighter weight class and everyone wants to flank the opponent. Unfortunately, when EVERYONE (or over half the team) flanks, then it becomes the nascar issue we have. The other issue causing nascar is the map layouts and drop locations. Combine that with match maker not restricting weights for the different lances anymore and you get what we have now. Unless they revert things back to the way it was in a lot of areas with MM, things will stay as they are. I never had an issue switching which mech I'm playing to get a match, i.e. using the recommended weight class it tells you when hovering over the QuickPlay button. Apparently it must be an issue for a lot of people since they changed it and opened up all the lances to all weight classes.

In regards to your idea about trying to get more varied loadouts for mechs, I don't think that will work. Mostly because some chassis you almost have to stack up that way to be effective. Plus, in a few cases, the stacking like that is lore.

To be honest, I think they should just remove all quirks that don't add armor/structure. There are too many weapon quirks out there that just overpower the chassis or are completely useless.

As an example, take the Enforcer champion that's being run in the Breakfast of Champions Event... Has a 20% cooldown reduction for ballistics. As a stock mech with the AC/10 it isn't too bad, approx .2 reduction from the 2.225 cooldown. However, stack on the cooldown skills available and that reduction goes up to over .6 off the cooldown effectively making it fire at the rate of an AC/5. 10dmg every 1.6 seconds is hard to beat from a single weapon system, unless you're running another mech that has similar quirks. On the off side of that, quirks like that actually make it worth while to invest in the weapons skill tree, where without them, the tree is mostly useless because you can't focus on getting the skills you actually are looking for without having to grab a bunch of ones that end up mostly useless.

As an example of useless quirks... just look to the clan mechs that have 2% reduction to pulse laser duration. Ok, that amounts to about .02 reduction of duraction on average, if that. Even stacking it with skills amounts to a nil reduction. When you look at the numbers actually, you realize it's there only for show and to mess up their system's damage registration.

Edited by Ghoja, 19 August 2020 - 09:36 AM.






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