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Looking To The Future Of Mechwarrior


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#301 Surn

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Posted 10 October 2020 - 10:46 AM

The most simple quality of life fix in MWO is to add a NOTES field on the mech. This will allow players with Hundreds of mechs to document the gameplay style that works best for the specific mech.

#302 Horseman

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Posted 10 October 2020 - 12:36 PM

View PostRed October911, on 10 October 2020 - 08:06 AM, said:

a HUGE Quality of Life I'd love to see is
Literally none of the things you name are QOL changes.

Quote

1. Sound Redesign on Ballistics and PPCs, I want ACs to deafen me and PPCs to have a satisfying ZAP, use MW:LL as reference.
Or in other words, you want PGI to make sound pack MTX. I'm actually in favor, but this isn't a QOL request at all.

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2. One of the huge grips I had and still have is that to this day, killing a Battlemech in MWO IS BORING. Just a small puff of smoke and awkward ragdolling. I want a cockpit Explosion kind of like Mechcommander 2 or again MW:LL, although I much prefer MC2's of seeing and ejection pod and the mech falling HARD on the ground, maybe add some screen shake depending on the weight. MAKE ME FEEL LIKE I'VE Taken down an absolutely HUGE ROBOT WARMACHINE
So new animations for all 100+ chassis. This isn't a QOL request.

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3. GLASS BREAKING IN COCKPIT.
Cosmetic change requiring new assets - again for 100+ chassis - and new code to handle them. Not a QOL request either.

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4. Melee system, maybe you press a button and a melee animation occurs for several seconds in which you can only perhaps cancel out if you press the melee button 2x.
This isn't a QOL request, it's a feature request that would require additional animations (100+... youalreadyknowthat) and code. Potentially a big balance concern, too.

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5. CORE MELTDOWNS I don't care how you do it, JUST DO IT!
Again not a QOL request, it's a feature request with balance impact.

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6.Knockdowns
Again not a QOL request, it's a feature request with balance impact. We had knockdowns in the beta, they were pulled because it was possible to abuse them to grief people.

Edited by Horseman, 10 October 2020 - 12:37 PM.


#303 DAEDALOS513

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Posted 10 October 2020 - 01:04 PM

View PostSurn, on 10 October 2020 - 10:46 AM, said:

The most simple quality of life fix in MWO is to add a NOTES field on the mech. This will allow players with Hundreds of mechs to document the gameplay style that works best for the specific mech.

I suggest you rename each mech to display the current build on it.. for example 3LP 5ML TC1. This has helped me immensely when looking through my mechs.. especially when I have duplicates of the same mech.

#304 morosis

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Posted 10 October 2020 - 02:42 PM

i dont have the time to read through the entire thread so hopefully this isnt a waste of everyone's time.

i think in order for mwo to get back to a point where it is attractive to both new players and vets, we need some quick fixes as well as some more meaty, substantial updates.

gameplay fixes, i'm sure already mentioned:
1) fix spawns.
2) code optimization/bug fixes so we can run the game on higher graphical settings without nuking performance, and the game works as intended.
3) clean up invisible walls, floating mechs, poor hitreg. not sure if all of these are connected or not but they all involve the way the models and maps are rendered in game so i'm grouping them.
4) tweak current maps such that each one is supportive of a variety of builds, range options, and non-rotation based gameplay.
5) rescale. the scale of some mechs makes them unplayable.

more long term:
1) make the game easier to showcase via competitive play. competitive play drives retention, commitment from players, time spent by players to develop skills, and a sense of community. currently competitive play is an afterthought, the client is buggy and does not allow for proper showcasing of the talent of the players involved. you have a ton of talented players still in the game so the seeds of this would be easy to sow and should produce revenue via youtube/new players/cosmetics/mech purchases/battlepass purchases, or whatever monetization would be desired.
2) rework the skill tree system. it is too much of a grind, and certain mechs dont really play well until the skill tree is more or less completed. i dont see the point in nerfing the players experience with a new mech they are excited to play. an idea could be making skill tree type enhancements cost c-bills and having that c-bill cost decrease as the mech is mastered. a player with a lot of c-bills could afford to simply run all the enhancements at a high cost, a player with less could save up before purchasing their new mech so as to be able to run a more or less enhanced mech as he/she might choose.
3) allow players to develop maps, or at a minimum, have maps all run through not only a map artist but also a level designer to ensure not only environmental immersion (space vs snow vs desert) but also viable/legitimate gameplay options exist on each. no more maps with central area that promotes rotation. more valleys, bunkers, cities, walls, asymmetrical advance/retreat paths, etc. allow a process of community voting such that new maps are added and unpopular maps are rotated out periodically.
4) bounty system. reward players for killing/kmdd/assisting on players higher ELO than them. reward players for breaking opponent kill streaks. reward players for direct fire kills vs indirect kills. reward players for airborne kills. reward players for skill shots like headshots or shots that destroy components/weapons/heatsinks. reward players for killing a member of an opposing premade group. allow these bonuses to stack such that players are incentivized to develop the skill to go for difficult shots. all of this is just to say that there should be incentives tied to a player growing his/her own skill.
5) change the group system. currently groups dictate the outcome way too much. make it possible for the player to choose "quickplay without groups" from the selector bar where we select server regions. make it understood that this will increase wait times. i will wait longer to play without groups, even if it means match quality is worse or teams are more imbalanced. i hate the groups in quickplay and this has not changed since it was first introduced in may. in fact it has gotten so bad now that dropping solo, i feel like i can do very little to determine the W/L outcome regardless of how well i play. a side effect of the group dropping mechanic is that groups prefer to talk in their independent discord, so there is no communication within the game. this is making gameplay less coordinated and more chaotic.

#305 Surn

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Posted 10 October 2020 - 02:59 PM

Easy Monitization, engine sound mods. Some people hate the engine sound on certain mechs, MC or other upgrades to engine sound would be popular.

IE. Commando engine sounds about to break

#306 - - - - MADMAN - - - -

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Posted 10 October 2020 - 04:18 PM

Nice to see someone so passionate about the game onboard. Looking forward to seeing what comes of it!!

I do my part supporting the game via YouTube vids.
Come check out the latest video and subscribe for more. New mechs played daily.
See you on the battlefield!!

https://youtu.be/NM3xlMABAMs

#307 Surn

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Posted 10 October 2020 - 05:21 PM

NEW Revenue stream:

MWO CLOUD:
I have screenshots, videos, links, gifs, supporting files like logitec Utilities, reshade profiles, logos, sound files, stream configuration backups, etc.. maybe a terabyte of data.

Having all of this in one spot for a few dollars a month....

Sure we could use other solutions...BUT NOT IF THE GAME OUTPUT SOME AUTOMATIC CONTENT after playing.

Imagine a gif from above of every 10 seconds of the match...written by the server to subscribed MWO Cloud accounts. Win X days of mwo cloud prizes in events...etc

Examples: 30 second intervals
Posted Image

Posted Image

The ultimate would be if it automatically recorded a video of the game.
Even a log of the game would be good.

Edited by Surn, 11 October 2020 - 09:51 AM.


#308 mercenarie

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Posted 10 October 2020 - 05:48 PM

First, welcome back Daeron! It's good to see again.

You along with Phil have really been my go-to folks whenever I wanted to just sit back and enjoy some dudes talk Mechwarrior and so I trust in your ability to translate each and every one of our thoughts into something comprehensible Posted Image to make this game more better than ever.


Anyway, I'd like MWO to be re-built around a new engine for a better optimization and with that:
  • Make the game with higher resolution textures if possible
  • Allow us to change/customize UI (selection of in-game interface colors/reticules)
  • Sound paks or a variation of available engine modulators/selections that lets players select and modify their either engine sounds, bitching betty, overheat or weapon reload sound queues -- I want options
  • Maybe make the internal cockpit screens functional and display relevant info or possibly even let us customize what to display there... I never had been craving for more soundhorns or bobbleheads in my cockpit, I'm more interested to see some next gen stuff that would make me feel we're really in a year 3050.
Immersion:
  • I'd like to see a gameplay that would make me feel like the mech I'm piloting is really a war machine!


    -- Somehow, back in Beta/Closed beta, I had that feeling more than in current state of game.
  • Make the weapons feel more impactful, I wanna hear big and loud thumps when shooting AC10 or bigger..
  • Make the PPCs disrupt my screens as well as radar/HUD/ECM for like 1-5 seconds w/ diminishing returns? Something like -- this
Monetization:
  • It's a little bit dated and yes it definitely needs an improvement. I'd lean towards some iteration of season pass to let players earn in-game items just by playing the game.
Gameplay:
  • CW - Community Warfare: I feel like this deserve it's own section in Forums, but let me recap my thoughts from playing it day 1 when released to the point of late 2017/2018 and thus, some of my ideas might be dated

    - Introduce larger maps or even smaller ones with a new instanced 4v4 up to 24v24 if technically possible on a new engine. Could be part of a quick play for solo players too?
    - Make the sectors/planets dominated by faction feel important. Have special discounts on weapons or mechs based on which planets are owned
    - Introduce union class dropships - this would probably require bigger map for CW, but it could serve as anti spawn-kill protection? (those things are beasts)
    - Add different new concurrent objectives when deployed in a conflict that would help either side
    - Buff loyalist rewards
    - Increase mech experience for CW matches
    - Allow players earn MC (long-term loyalist challenges? idk, everyone would want MC, so probably something more appealing)
    - 'WIN THE CW' - There should be some sort of a period in which factions are able to win it and force to reset it or wait till the period ends to start a new one
    - 'Heat map' : it's some idea I was thinking about the other day. There could be major and minor conflicts between factions visually signalized on the map. Player units could enqueue to participate in these for C-Bill bonuses. Other parts of the borders that are minor conflicts could provide some influence that could be utilized in major fights (call in artillery/air strikes/ammo resupply points) all in available during fights.
    - Solo player queue? If CW player numbers permit this in the future
    - Let units customize their dropship with decals/patterns
  • Solaris - a great idea for a mode which turned out to be underwhelming. I felt like this has never peeked my interest although I absolutely loved Solaris matches in Mechwarrior 4. Maybe let us place bets before the match starts, let us win MC's, introduce weekly leaderboards? Not sure if any of this has been added.
  • Improved new player experience - the learning curve is still quite steep, I wonder if this could turn out to be better... We need more players!
  • !!!Events!!! - special queue for weekly/daily events such as light mechs only, laser weapons only, heat dissipation efficiency doubled, ghost heat removed (Probably a bad idea Posted Image), LRM/SRM weapon reload time and heat drastically decreased (LRMAGEDDON), damage increase while in mid-air (JUMPTARTS FIESTA) etc..
  • Active/Passive Sensor - I don't know why this was never a thing in MWO?
  • New Maps - pretty self explanatory
  • Core/Engine critical explosions - could be a challenge to incorporate this, but I feel like this is quite a defining aspect of Mechwarrior games
  • Consumables improvement - allow us to use cool shots gradually, not all at once please
    airstrike/arty could use more dmg per impact although add in a second or two for players to get the F*** out of the zone
    UAV's are okay BUT make them fly up to a higher altitude..when you're an experienced player you can spot these ufo's quickly and shoot them with ease; this makes them trivial and I never liked it
  • Re-scale - for obvious reasons
  • MechLab - add in special equipment icons over the mech thumbnails such as ECM/BAP/TAG
  • Unit cammo/pattern - let unit leaders customize and make their very own cammos that could then be used by members of that unit. Players would automatically get access to a unit cammo when they join or are part of a unit.

Edited by mercenarie, 10 October 2020 - 05:51 PM.


#309 eeaus

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Posted 10 October 2020 - 07:19 PM

Thanks for the commitment PGI.

I’m a 2-3 yr MWO player now and enjoy logging on for casual play. Good degree of competition and skill at my high tier 3/ low tier 2 level.

Having previously invested in the MW5 ultimate community edition, in part as a small contribution on my part to PGI for the development and maintenance of these games that I so enjoy, I find I have a stack of MC and C-bills available and I don’t really have a need to buy anything?

I’m happy with what I’ve got and the mechs I play with etc, so I’m wondering if there is a way players like myself can continue to contribute new dollars into this game to help you guys keeping it going? As an older gamer, I’m privileged to not have to worry so much about dollars now, so I realise I’m from a different demographic.

Could there be a regular (voluntary) community donation type system? Community supporters or the like? Just thought I’d share something to the general discussion.

Edited by eeaus, 10 October 2020 - 07:20 PM.


#310 Bowelhacker

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Posted 10 October 2020 - 07:26 PM

View PostRed October911, on 10 October 2020 - 08:06 AM, said:

2. One of the huge grips I had and still have is that to this day, killing a Battlemech in MWO IS BORING. Just a small puff of smoke and awkward ragdolling. I want a cockpit Explosion kind of like Mechcommander 2 or again MW:LL, although I much prefer MC2's of seeing and ejection pod and the mech falling HARD on the ground, maybe add some screen shake depending on the weight. MAKE ME FEEL LIKE I'VE Taken down an absolutely HUGE ROBOT WARMACHINE


Are you saying the breakdance of death that Assassins do isn't enough?!

#311 DevilCrayon

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Posted 10 October 2020 - 07:30 PM

My wish-list of quality of life improvements are very similar to things other people have brought up already:
  • spawn point adjustment
  • spawn point variably so every match isn't A or B on any given map
  • Invisible Walls
  • a flatter incline re-scale reducing the top end and everything except the smallest lights
  • improve the visibility of quirks (another color, or bracketed or something)
One I don't think I've seen yet, or missed, is to make somehow combine `r` for lock with the command-wheel `target spotted` for a quicker UX rout to pinging spotted targets, or even expanding to be a quicker ping for a variety of contextual calls to action.

A thing I know isn't very likely, but I'll ask anyway: I'd _love_ it if it were possible to redo the Project Phoenix unique skins to include the details in the original concept art. At the time it was limited by the texture size, but most of them have been increased to 2x the old size since then:
Posted Image

For monetization -- I could see paying for a Season Pass type of thing that could do a variety of things, like maybe include an additional Sadness Box that could include some things not available in the standard boxes like camo specs or colors.


Longer term improvement -- I'd really love to feel like the matches mean something. The early days of Community Warfare/Faction Play had this sense of purpose that QP and Solaris lack. I don't have any clear direction on what that would look like, though.

Edited by DevilCrayon, 13 October 2020 - 07:13 PM.


#312 0IOIHIOI0

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Posted 11 October 2020 - 04:29 AM

We live in a great time of popularity of RGB, LGBT, RNE and so on. It is difficult to argue with this and I do not approve of it. Therefore, I suggest adding a special animated paint to the in-game store. Here's something like this.

[color=#FFFFFF]Posted Image[/color]

#313 metallio

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Posted 11 October 2020 - 06:39 AM

Been playing since right after launch. Gameplay has always been good, it's why I'm still here even if I'm bored. More maps would be good but whatever. More community involvement would be great but I'm not expecting it.

The only thing we *NEED* is persistent chat windows.

The social side of MWO is utter and complete cr*p and that's what drives the lack of development of the player base. The half-a** hidden global chat in the mechlab is barely able to function, the LFG window doesn't carry basic information nor support chatting, and all of the chat is segregated so once you start a game or do absolutely anything in game you lose the chat you were talking in.

This is such an utter social gaming failure it still boggles my mind.

You want anything in this game to take off you need persistent chat. You need to be able to whisper to people and to dedicate a new window to a given conversation. You need to easily be able to switch chat windows. You need to be able to carry on separate chats with your unit, your friend, and the people you're dropping with ...and you need to be able to do this without losing the window when youu move between the mechlab, lobbies, and playing actual games.

That's it. Persistent chat a la what World Of Warcraft has been doing for a decade. Get that and you'll get more growth than you had before. I'm not a developer, at best a shade-tree coder, but I know that full function chat plugins have been copy and paste for twenty years and I'm having a hard time believing you couldn't just dump something like that into MWO even if it operated as a separate executable outside of the game with overlays that kept their priority so the MWO window was underneath them. Or something like that.

The game just won't die so maybe there's a chance some day someone will frikkin' figure it out but I got tired of pushing it years and years ago...no idea why I bothered to type it today.

No technical advancement in the game will expand your player base without persistent chat. No neat function or event will take off without a social presence that requires persistent chat.

This, a game that REQUIRES coordination to shine, is the one flippin' game on the market that doesn't have it.

Oh, you have in-game voip? If you don't understand the difference and why it matters I'm not the guy to convince you that it won't help but that's not going to do it. At all.

Oh, you can type to your lance or team or all? ...if you come back with THAT after I say "persistent chat" you don't even understand the concept and should feel bad about it.

Whatever. Go shoot some mechs, it's the only thing that keeps this game alive anyway.

#314 BuckleUp

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Posted 11 October 2020 - 06:46 AM

Quick context: MW1 and MW2 vet. Started playing MWO in June. It’s the only online multiplayer game I’ve played. Here’s me upvoting other good ideas I’ve read in the forum and adding a few more:
  • Affordable mech variety packs for new players. Keywords are AFFORDABLE and VARIETY. Even better would be customizable options where you can pick a number of mechs. The Dropship Deals for four hero mechs during the Heroes to the Rescue event were great (I would have bought even more if I could have selected from any hero rather than just the ones on sale that week). When I saw the current packs as a new player I thought “Why would I ever want to own like four Arctic Cheetahs?”
  • New players absolutely have to start in Tier 5. I know there’s a math problem, so solve the math problem. Take the mid-Tier 3 PSR points and allocate them to that new player over time (similar to the Cadet C-Bill bonus, but spread over more matches). I’ve seen cadets in Tier 2 and even Tier 1 matches and that’s not fair to them at all. Do we really want getting spanked from Tier 3 down to Tier 5 (if they even stick around that long) to be their first impressions of the game?
  • I will pay you $20 right now for a button that PERMANENTLY mutes ALL warhorns. Mute that obnoxious, unsportsmanlike BS. Mute it. Mute it now. Let the people who bought them listen to them and give the rest of us the option to turn them off.
  • Plus one vote for an option to turn off engine noise. I bought a Cicada once, played it for two matches and sold it. The Incubus is barely tolerable.
  • What if we could pay MC to add a C-Bill bonus to any mech? So if the hero variant of our favourite mech isn’t the best we could still pay to have that bonus on our preferred variant.
  • A community map editor could definitely generate some buzz (while also creating new maps without large time investment from PGI). Obviously there would need to be quality control. Maybe players can test their maps in private lobbies and then submit them to PGI for consideration? Maybe the editor itself costs some small amount.
  • How about a community mech editor? Same as with maps, let players build them, test them in private lobbies and submit to PGI for quality control. I bet we’d get lots of new mechs really quick. PGI could set some minimum standards that have to be met before submission. Maybe the mech editor costs some small amount. Maybe the new mechs are only available for MC for some initial period before switching to C-Bills.
  • More experience points during a loss would make skilling out a new mech much less painful. So if your new, short range brawler build gets crushed on Polar Highlands, at least you have something to show for it.
One last comment, I agree with the folks saying we should focus on making MWO fun. For those who love Battletech lore, MW5 seems like a better place to incorporate those elements. So that’s my two cents. Hope that helps. Very happy to see Daeron on board and people talking about the future of MWO!

#315 Surn

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Posted 11 October 2020 - 09:54 AM

View Post0IOIHIOI0, on 11 October 2020 - 04:29 AM, said:

We live in a great time of popularity of RGB, LGBT, RNE and so on. It is difficult to argue with this and I do not approve of it. Therefore, I suggest adding a special animated paint to the in-game store. Here's something like this.

[color=#FFFFFF]Posted Image[/color]


I have already actually developed this...

https://www.twitch.t...r=all&sort=time


https://www.twitch.t...r=all&sort=time

Posted Image


and predator Thermal View:

Version 1:Posted Image

Version 2:Posted Image

Edited by Surn, 11 October 2020 - 09:58 AM.


#316 RedBeard The FrostGiant

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Posted 11 October 2020 - 11:02 AM

Cadets need to start in Tier 5. Follow me on this: If this is a team based game, that requires a bit of understanding, knowledge, and skill to play, then why are we dumping brand new players, many of whom don't even know what MechWarrior is, much less how to build a mech; manage heat; manage range; maneuver in cover; etc, straight into the middle ground of skill where most players are assumed to be decent, and have at least some base knowledge of the game? The first thing that happens to most players who are new to the game, this excludes alt accounts, is that they fall. Hard. They fall straight to the bottom of Tier 5. And since the Tier bar is displayed by default, they get to see that they are falling compared to everyone else. If you start them in Tier 5, the only place they have to go is up. It also means that they won't be forced to play out of their skill level as soon as they join the game.

#317 Wootin87

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Posted 11 October 2020 - 11:24 AM

I've been playing mwo since 2013. I've been through the highs and lows. Here's a list of suggestions I'd like to see:

1: Give the new players an oppertunity to have a free mech starting out. 50 ton mech of their choice for example. The mech of their choosing can have a few availble variants (excluding hero's and ecm) to choose from or possbily just have it as a champion so they can quickly exp up.

2: I heard of someone mentioning a pilot profile. This would be neat idea. This could open more possibilites to the game. Maybe the pilot can have certian abilites for the mech or battlefield. Maybe theres ways to rank up your pilot. I'm sure other have put more in depth though into it but i like the idea.

3: Add new weapons, componets, equip, mechs. Maybe change the timeline to a more adavnced age. I'd like to see RAC 10/20's, Arrow IV, MML's, Thunderbolt 5/10/20, possibly the longtom, x pulse lasers, Light Autocannons, IS omni mechs, XXL engines, computer systems, TTS systems etc...

4: Add more factions and extend the outer reaches of the Innersphere for faction play such as the Periphery. Faction play should go back to the big maps its had in the early days imo. Add more new maps and creative objectives to them. Could add more AI defense such as Tanks and Heli's around the base for Faction warfare. Just a thought.. Im sure others have more in depth ideas though.

5: Idk if this is a good idea or not; have a mwo mobile app where you can be stratigic commander live in Faction play battles, it would be a over view of the map where you can do strategic commands for the team and earn C-bills on your success. Its would be a good way to play on the go and help the team stay organized and in formation.

Hope this helps and with you Dev's the best of luck!

Edited by Wootin87, 11 October 2020 - 11:25 AM.


#318 0IOIHIOI0

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Posted 11 October 2020 - 11:33 AM

View PostSurn, on 11 October 2020 - 09:54 AM, said:


I have already actually developed this...

https://www.twitch.t...r=all&sort=time


https://www.twitch.t...r=all&sort=time

Posted Image


and predator Thermal View:

Version 1:Posted Image

Version 2:Posted Image


Impressive. After watching the video, I realized that if the game is visually more similar to Fortnite, it will benefit her.

#319 hauptmann24

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Posted 11 October 2020 - 01:21 PM

Can we fix the Bravo rotate issue on HPG? Bravo often is the lace left behind by their team and the first reached by the enemy team.

Also add the hauptmann. I would buy every paid mech if it gets added.

Edited by hauptmann24, 11 October 2020 - 01:30 PM.


#320 C337Skymaster

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Posted 11 October 2020 - 02:28 PM

View PostDionnsai, on 10 October 2020 - 07:12 AM, said:

Speaking of things that aren't fun:

Lazy Missile rain.

Remove indirect locks entirely unless TAG or NARC is present. Also remove the "lock retention" mechanic where a player can continue to hit a target which is not visible to anyone.


Target Retention can be reduced as long as Radar Deprivation is also eliminated. The purpose of target retention is to account for terrain glitches such as invisible walls or small trees that could interrupt a target lock, and which would cause missiles to miss their target due to the subsequent re-lock-on duration.

I don't use Radar Dep out of principle after something I saw before Skill Tree, back when Radar Dep was a module. I watched an enemy 'mech walking along a ridgeline, and due to invisible walls along the ridge, the target lock kept flickering in and out of existence, even though the 'mech remained consistently visible, making it impossible to acquire a missile lock. Just a half-second of target retention would have smoothed out the target lockon and eliminated the glitching behavior.

Something else that I could support would be doubling or tripling missile spread, but giving LRM boats the ability to "attack ground": directing their missiles to attack an area of the battlegrid. (Getting any hits, at all, using that method would actually require a dramatically increased spread of missiles). This would more realistically simulate the purpose and function of an indirect rocket/missile system.

Actually, per Sean Lang's description of Strikes being the direct result of a sniper nest on Forest Colony "Classic", the ability of LRM boats to "attack ground" might even have foregone their addition to the game in the first place.

Oh, and as for the elimination of indirect lockon without TAG/NARC support, I had another interesting idea, based on a misinterpretation of the purpose of C3 systems: I think it might go a long way towards satisfying the Clan Fanboys if C3 was added as an actual system to MWO with the following incorrect implementation: target sharing ONLY goes through C3 (requiring someone in the lance to have a C3 master computer, and suffering all the downsides, etc, etc). Due to the fact that Clans do not get C3 equipment, they don't get the shared targeting that it provides, although they would still have VOIP, and TAG/NARC. As a balance to this, Clans get their LRM minimum range eliminated (so they do 100% damage up to 0m, like they're supposed to), and also can attack ground, as mentioned above. This would indirectly reintroduce the idea of Clan "Zellbrigen" vs IS teamwork. From there, we can roll back the nerfs to clan weaponry and the corresponding buffs to IS weaponry. IS would go back to being underpowered coordinated teams, and the Clans would be overpowered lone wolves, able to win any 1v1 fight, but handicapped in winning against multiple enemies.

View Posthauptmann24, on 11 October 2020 - 01:21 PM, said:

Can we fix the Bravo rotate issue on HPG? Bravo often is the lace left behind by their team and the first reached by the enemy team.

Also add the hauptmann. I would buy every paid mech if it gets added.


Amen to the HPG issue.

As for the Hauptmann, that's one of many Inner Sphere Omnimechs that are hindered expressly by being IS Omnis. Others include the Avatar and Sunder. We'll need to devise a new mechanic that would make Omnimechs valuable for their omni abilities to offset any inherent weaknesses that IS Omnis will suffer (such as permanently fixed IS XL Engines, which a quick Sarna search tells me the Hauptmann does not have. It would be permanently equipped with a Standard 285 engine).

Edited by C337Skymaster, 11 October 2020 - 02:40 PM.






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