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Mechwarrior Online 2021: New Features

2021 new features Gameplay Mode General

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#121 MW Waldorf Statler

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Posted 06 December 2020 - 07:22 PM

Quote

More armor hit zones - this one is much harder to implement, but here it is. The eight hit locations (H, RA, LA, RT, LT, CT, RL, LL) are too simple for a hit-what-you-aim-at video game in 2020. Let's face it, shooting a 'Mech in the head and the crotch damaging the same armor plate is dumb. Divide the traditional hit locations into smaller plates, which would allow for more effective active defense (torso twisting) and reduce the effectiveness of MWO's 100% convergence. Structure can keep the eight locations.


Thats brings a Big problem with the server Calcualtions ,its today a great problem with all the Mechs, Hitzones and Projectiles ,its not Counterstrike or Cod with a single Hitzone for each Player and as Cheat Protection all Calculations Serverbased

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Increasing UAC jam times - In table-top BattleTech, when a UAC jams it is jammed for the rest of the match. In MWO it's a matter of seconds. That is a huge buff compared to table-top. I do not suggest jamming UACs for 15 minutes, but that are so over-powered compared to non-UAC versions you are hurting your team if you bring them. I suggest an increasing jam time - the first jam is normal, but every jam afterwards increases in duration.
...logic consequence ...Where use this Weapons?Big Weight ,dangerous Ammunition and a Chance thats the gun is useless in the Game ? in the Table Top the dice and Luck is the King ,and all bad Shootists (you not can Aim to a Single Hitzones from a 12m Tall Mech in 30m Range in the TT !!!!

and PGI hase no Technical Experts for his MWO Engine ...its the simple True ,so IK and Knock Down come not back ,no great Pve/AI (Rss thinking over it for MWO since 2012)and many new Features...its from the Ground a Low Cast product.
EG7 Gave money ..and now?ist like the Time with IGP ! IGP gae Money for mWO ,only MWO was IGP , not Russ Dream ,so MWO was the Milkcow for MW5 and Transverse.. so working with was is, not unrealistic never comes. an not will drive with a 50er Years Silver Arrow to a Formula 1 Race today

Edited by MW Waldorf Statler, 06 December 2020 - 10:57 PM.


#122 Horseman

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Posted 06 December 2020 - 11:17 PM

View PostZordicron, on 06 December 2020 - 11:54 AM, said:

Putting groups in tier one was a thought towards compromise, as the biggest "problems" are the higher skilled groups. But if people will complain at this also, then just split the queue's and be done with it. Make the official stance "no groups in quick play" and make a group only queue.
Thing is,splitting the queues again also isn't a viable option. The reason they were merged to begin with was that the population was too low for the GQ to reliably form matches (and it hasn't really worked for 2-man teams for a LONG time at that point).

#123 MW Waldorf Statler

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Posted 07 December 2020 - 07:32 AM

1: The UI is a Pain , by high Solutions the most Buttons minimal like a Flyshit
2:the CP items and all this selection a pain -give a solution to tip on a Item(Warhorn ) and remove it from his Place with one click -not search the Mech , go to CP items, go to mounted ...remove
3:Decals , give a Solution, thats first come the own Decals ,not all,not all news, only the own !!!! ...thats a lot of waiting time and Clicks

#124 I am myLoves_Discarded

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Posted 07 December 2020 - 07:45 AM

Make the training grounds more useful- designate a portion of the larger maps to have a simple AI (Please do not use the whatever it was that "controlled" the Atlas in Escort, PLEASE!) or runs just an "if then" script that moves a 'mech within the area, and occasionally fires a weapon it has equipped. This way we can have a rough estimate of our heat generation when we equip a laser AMS, if we find a missile-based 'mech in the area. New players can use the moving targets to sharpen their accuracy or better their leading.

Since you never removed the Scouting decks, bring back Scouting. I heard some complaints about it, then, but it WAS the fun CW mode, for me. I always met interesting players and groups in there, which made me come back over and over to Scouting even when Siege made CW mostly a drudge, again for me.

In 2013 or mebbe '14, a very good player I knew at the time sometimes wouldn't group up with us as they were shepherding new players through their first dozen battles. I never asked if the player's efforts resulted in anyone playing regularly afterwards, I did appreciate the benefits that were made to grow MWO's population.
I bring the above up to illustrate potential approaches to both bring in new meat for the guns as well as a way to bring back the ppl on my friends list that are >1year gone.

And mebbe a compendium listing the; overlooked, unmentioned, less-than-obvious, but no less important info and facts.
For ex: the cockpit briefly illuminating when the radar dep indicates an enemy has targeted you. A REALLY good friend of mine called my attention to that after I had trained myself to tune that out as I did not know that was informational and useful. I had tuned it out for almost a whole year so it was hard to "see" it again.


This is all I could think of while being seriously under the influence.
ToplevelpoT is out (of weed, or his mind?).

#125 Quicksilver Aberration

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Posted 07 December 2020 - 10:20 AM

Why isn't an official App or API on here?

The ability to build mechs from your phone or without running the game would be a very nice thing even if you don't build the apps yourselves. It's one of the really cool things that have impressed me with Destiny 2 is that their API has allowed a slew of useful third party apps to rise to make cool things like that.

I understand the limitations of your backend database and that's why I'm here to say one thing:
STOP NICKEL AND DIMING CUSTOMIZATION

Once I own a mech, let me put whatever engine I want on it, let me swap between engine types, weapons, equipment, etc without cost or having to "own" them. I don't understand why this is still a thing but if you are looking to grow this game again, then I would start there. This eases the strain on the database since there is less to keep track of and allows for APIs to be much less painful since it only has to track what mechs you have and what the current loadout is. I'm okay with this increasing the cost of each mech by five or making every mech more expensive, I would rather that than be stuck with a worthless mech for several matches depending on the stock loadout. This also makes the NPE better in general because they aren't trying to build up the treasure trove of 50 million PPCs/Gauss Rifles/Lasers like some of have over the past 7 years. This game is already overwhelming, no need to make it worse.

#126 DAEDALOS513

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Posted 07 December 2020 - 12:17 PM

LOW HANGING FRUIT ALERT! LOW HANGING FRUIT ALERT!

Make override a permanent toggable option!

#127 The Blood God

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Posted 07 December 2020 - 12:25 PM

dont advance the time line to much need to fix what we have first im all up for new mechs, special event que yeah what ever, make group que 8v8 with some function to map ban and have some deck synergy leave solo QP as 12v12 separate the memes from the meta

#128 Lepestok

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Posted 08 December 2020 - 02:25 AM

Ask again for a tool for making good cinematic videos.
I am creating a video about MWO. Each time I feel more and more the limited tools for this. All I can do is record the fight from the cockpit or record a video in the testing ground.
In the «World of Tanks» game possible to record a battle into a text file (all the data that my computer receives during the battle is written there), and then play it back on the game engine. In this case, you can fly over the battlefield with a free camera and record video. If we do this in MWO, we can make great videos. And great videos will serve as an advertisement for the game.

#129 Alreech

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Posted 08 December 2020 - 09:31 AM

View PostLepestok, on 08 December 2020 - 02:25 AM, said:

Ask again for a tool for making good cinematic videos.
I am creating a video about MWO. Each time I feel more and more the limited tools for this. All I can do is record the fight from the cockpit or record a video in the testing ground.
In the «World of Tanks» game possible to record a battle into a text file (all the data that my computer receives during the battle is written there), and then play it back on the game engine. In this case, you can fly over the battlefield with a free camera and record video. If we do this in MWO, we can make great videos. And great videos will serve as an advertisement for the game.

You can create a privat game with up to 12 friends playing and 2 spectators with free cam.

As spectator you can use a free camera (input should be mapped to a Gamepad for smooth movement).
https://youtu.be/sirrx5ki6Ww?t=313

#130 Alreech

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Posted 08 December 2020 - 10:24 AM

View PostZordicron, on 06 December 2020 - 11:54 AM, said:

Maybe this is why I left another option.
Ignoring the group VS pug dilema is not an option, it has been a point of contention for years.
IMO, there are A LOT of FPS games that don't let you group at all, especially in a "quick play" format. The focus should be on pug groups, especially when the population is at the point it is now.

MWO is a terrible game design for "no respawns with random team mates"

The time to kill is too high, and you can't one shoot other players like in good quickplay games ( Quake & Unreal), so it's more about teamwork & focus fire instead of aiming & movement skills.
Some stuff (LRMs & spotter using VOIP and/or TAG / NARC) is just imba if the other team has by chance better teamwork.

The "random team for each match / no respawns" prevents the kind of team building that games like Battlefield have (good teams / squads stay together for the next match on the server, bad teams / squads switch).
Frankly, I'don't give a dam about my team in Solo Quickplay. I use them as meatshield and if I die I left the match ASAP and spawn with an other Mech in a new match with new "randoms".

To make MWO a better game for Solo Quickplay PGI should:
Remove LRMs, TAG, NARC, Spotting, Indirect Fire & VOIP from the game
Reduce Time To Kill by increasing damage or reducing armor
Remove premade player groups from Quickplay.

Or just make it easier for players without many active friends & without own Teamspeak / Discord to group up. Posted Image
Like improving the LFG Lobby (showing active groups, showing group info like PING or language,...) and adding VOIP to the group screen in the frontend (so you can talk to your group between the games).

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I like the idea of grouping up with buds to play this game. Problem is, when you get a 4 man premade from tier 2 that can't get a match for so long the clamps open to tier 4, that's when you get salty posts about the 12-2 stomp that people just endured.

Simple solution:
The matchmaker should put the Tier 2 premade in a 4 vs 4 or 8 vs 8 against Tier 1 & 2 players.
This would also help the 4 Tier 1 Solo players to get faster a match.

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If the population is going to recover, new players can not be subjected to this. Old players with mediocre skills can not either. Stomps make people quit.

Stomps happen due bad teamwork / communication / coordination, and "the no respawns 12 randoms" design of Quickplay doesn't make teamwork / communication / coordination easy.

Even without premades and with working tiers your team gets stomped if the other team has by chance better teamwork or coordination.

Quote

Putting groups in tier one was a thought towards compromise, as the biggest "problems" are the higher skilled groups. But if people will complain at this also, then just split the queue's and be done with it. Make the official stance "no groups in quick play" and make a group only queue.

A "group only" mode with groups of 4 players and 4 vs 4 / 8 vs 8 / 12 vs 12 would be sensible.

Add smaller drop decks and enforce the same faction in the group and allow earning of faction rewards would also enhance the number of groups aviable for a "call to arms" in faction play.

Edited by Alreech, 08 December 2020 - 10:26 AM.


#131 The6thMessenger

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Posted 09 December 2020 - 02:01 AM

View PostThe6thMessenger, on 08 December 2020 - 08:05 PM, said:

I've been thinking about Strikes. Why not have them as legit equipment instead? I mean 24 possible strikes from 1 side, 96 during the course of a faction play with each players capable of putting 2 in each of their mechs in a drop-deck.

If MWO-Pedia's info of this is correct ( https://mwo.gamepedi...rtillery_Strike ), each shell doing 10 damage, with 6 shells each, that is 60 damage on the area. A single mech could bring 2 which is 120 damage, and a single dropdeck is 480 damage, and that is on the assumption that it hits at least one mech full salvo each.

Consider that the consumables are 40,000 CBills a piece, and no weight whatsoever. That means a totally meta setup like a MCII-B can bring a legitimate dakka, while having basically a one-shot or two-shot Thumper for no weight, and 40k to 80k CB.

At that point, Why not just have it legit equipment when they have to sacrifice a mech to build an extremely helpless specialist that have to be babysat? Thumper and Arrow-IV? There-Ain't-No-Such-Thing-As-Free-Lunch, an artillery-specialist will reduce the front-line effectiveness by having less players on the front.

By having legit Artillery builds, it won't feel as cheap.

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Thumper:
Damage: 20 (Splash 90m) + 10 (Direct)
Heat: 10
CD: 10s
DPS: 2.0 (Splash), 3.0 Direct
Velocity: 650m/s
Range: 2000m
Ton: 15
Slots: 11 (IS), 7 (Clan)
Ammo/Ton: 5
Notes:
- Direct-Fire


This setup is somewhat like MW4 Mercs, totally eyeballed, it's a heavier and stronger AC20 that you only need to hit the vicinity of the target. I would argue that, though it is powerful, that it's a bit less cheap than LRMs because you actually need skill to land this thing and hit players, and you can boast a direct-hit as well.

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Arrow-IV:
Damage: [7 (Splash 90m)] x 5
Volley Interval: 0.20s
Heat: 12
CD: 12.s
DPS: 2.69
Velocity: 475m/s
Range: 2000m
Minimum Range: 270m
Ton: 15 (IS), 12 (Clan)
Slots: 11 (IS), 7 (Clan)
Ammo/Ton: 5
Health/Missile: 3
Notes:
- Requires Lock to Fire
- Requires NARC or TAG to fire
- Missiles hit the general area
- Deals total of 35 damage


Basically a super LRM5 with splash damage, shoots a volley of 5 missiles that deal AOE damage. It doesn't need to hit mechs directly at all, it just showers an area.

Unlike Thumper, this requires a NARC or TAG to launch, likewise is susceptible to AMS fire. The major selling point of the Thumper is that there is less complication on it's use, you can shoot as soon as you want.

Because of that, the Arrow-IV is instead geared more for AOE damage. That if you aren't accurate with Thumper to begin with, the Arrow-IV would at least guarantee an amount of damage. If you are landing your thumper shots, you are going to deal more damage in the long run.


Maybe do this instead of just free 2 shots of arty?

#132 Forgeling

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Posted 10 December 2020 - 11:33 AM

The Ability to toggle Tag on and off like I can with ECM, AMS, etc in ADDITION to being able to fire it like a weapon.

#133 VileKnight

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Posted 14 December 2020 - 10:44 AM

View PostDaeron Katz, on 16 November 2020 - 12:54 PM, said:

In this thread, lets discuss ideas for adding new features to MechWarrior Online, such as:
  • Special Event Queue (Possible Faction Play/Solaris and 8v8/12v12 Solution)
  • Advance the Timeline




Sorry, a little late to the party on this thread, but there are a few ideas I wanted to share. These are not new features as much as ideas to add features to existing functionality.

Unit management/functions could really use some updating.
  • Most units have enough in their coffers to buy out a large army of mechs. We need something to spend those C-Bills on. What about the ability to have loaner mechs? Say we want to have a stable of our own "trial" mechs that we can loan out to our newer players for training nights? If we are doing heat management and need people to take a laser vom Hunchback, and that newer player doesn't have one. Well, we dip into the Unit inventory and "loan" one to that pilot for 24 hours.
  • That, or maybe give us the ability to gift/loan cBills to players in the unit. Same situation as above, but we gift/loan the money to that player so they can go buy the Hunchback instead?
One of the reasons this could also be helpful is that newer players don't always know what they are going to like for playstyle. Letting them try out mechs that are being suggested to them in an actual match instead of just dropping into a map to shoot training dummy mechs would really help improve the new player experience, and give the unit something to actually do with the mountain of money in the coffers.
  • Allow for more rights/roles to be provided to unit members who don't have ownership of the unit.
    • Frankly, it is a pain in the butt to have to wait for the unit owner to hop online to make more of the changes. The fact that I can't do anything but send invites or adjust rank is a little shocking. Rights and roles need to be more granular. Let's get that added.
  • Clan wars
    • I think this was touched on in the last town hall, but I think having some unit vs unit options would be great to have. I'm sure this would be a large project from a dev hours standpoint, but worth thinking about for the units who are still around. Perhaps something for the back end of the roadmap once we get a larger player base?

Edited by VileKnight, 14 December 2020 - 10:44 AM.


#134 Gas Guzzler

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Posted 14 December 2020 - 11:46 AM

I think there are some mechs to incorporate before we go about advancing the timeline.

But I came here to suggest seasonal playlists. Maybe containing variations of normal game modes, or specific sets of maps.

Or 24/7 one map. Keep things a little fresh.

Or 12v12 on the solaris 1v1 map with respawns for pure chaos.

#135 Quicksilver Aberration

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Posted 14 December 2020 - 12:49 PM

One feature that is not on here that really should be: choosing your mech AFTER map vote rather than before. Sorry but it is dumb to force a long range mech to deal with maps like Solaris City and brawlers to deal with maps like Polar Tundra. The expectation that you build your mech to be prepared for anything has always been dumb because of a couple reasons:
  • Jack-of-all-trades builds are generally bad because they sacrifice too much firepower compared to specialized mechs
  • Several mechs in lore and in this game are tailored to specific roles because of their restrictions.
Brawl mechs typically are the most problematic because teams are too timid to close the gap and leave you a waste of a mech until the game is already decided.

#136 Gas Guzzler

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Posted 14 December 2020 - 01:00 PM

View PostQuicksilver Kalasa, on 14 December 2020 - 12:49 PM, said:

One feature that is not on here that really should be: choosing your mech AFTER map vote rather than before. Sorry but it is dumb to force a long range mech to deal with maps like Solaris City and brawlers to deal with maps like Polar Tundra. The expectation that you build your mech to be prepared for anything has always been dumb because of a couple reasons:
  • Jack-of-all-trades builds are generally bad because they sacrifice too much firepower compared to specialized mechs
  • Several mechs in lore and in this game are tailored to specific roles because of their restrictions.
Brawl mechs typically are the most problematic because teams are too timid to close the gap and leave you a waste of a mech until the game is already decided.



Yes please. Have 10 quick-slots or something. Nobody wants to sit around for 10 minutes not having fun. More people will play the game if we minimize the amount of time people have to suffer.

#137 DAEDALOS513

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Posted 15 December 2020 - 06:34 AM

View PostQuicksilver Kalasa, on 14 December 2020 - 12:49 PM, said:

One feature that is not on here that really should be: choosing your mech AFTER map vote rather than before. Sorry but it is dumb to force a long range mech to deal with maps like Solaris City and brawlers to deal with maps like Polar Tundra. The expectation that you build your mech to be prepared for anything has always been dumb because of a couple reasons:
  • Jack-of-all-trades builds are generally bad because they sacrifice too much firepower compared to specialized mechs
  • Several mechs in lore and in this game are tailored to specific roles because of their restrictions.
Brawl mechs typically are the most problematic because teams are too timid to close the gap and leave you a waste of a mech until the game is already decided.


Try these tips.. if you're brawl on long range map, save your armor (ie use discipline and don't expose unnecessarily) until the second half of the match. If your long range on brawl map, stick with your team but supporting from right behind them..

Many times I've successfully called for a group-up and push tactic (once enemy gets close) on polar and alpine.. and brawl suddenly becomes a huge advantage that counters snipe hard.

#138 Gas Guzzler

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Posted 15 December 2020 - 09:54 AM

View PostDAEDALOS513, on 15 December 2020 - 06:34 AM, said:

Try these tips.. if you're brawl on long range map, save your armor (ie use discipline and don't expose unnecessarily) until the second half of the match. If your long range on brawl map, stick with your team but supporting from right behind them..

Many times I've successfully called for a group-up and push tactic (once enemy gets close) on polar and alpine.. and brawl suddenly becomes a huge advantage that counters snipe hard.


I think the point is, being patient and waiting for 7-8 minutes is not fun. If I have an hour to play video games, I don't want to spend 30 minutes of it doing nothing waiting for a push that might never come.

#139 DAEDALOS513

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Posted 15 December 2020 - 10:48 AM

View PostGas Guzzler, on 15 December 2020 - 09:54 AM, said:


I think the point is, being patient and waiting for 7-8 minutes is not fun. If I have an hour to play video games, I don't want to spend 30 minutes of it doing nothing waiting for a push that might never come.

Good luck if you want every match to be a gem.. If it happened often where you get polar in a brawler, I would agree.. but it really doesn't.. most people don't vote for that uninspired map.. just had a match on polar with my brawling centurion right before patch.. made the call to group and held until enemy was near.. it ended in a great brawl.. we lost but i got my 650dmg.

I think the proposed solution of picking your mechs AFTER seeing the map will result in boring matches of 12v12 snipers and/or lurmers.. this what you really want?

Edited by DAEDALOS513, 15 December 2020 - 10:51 AM.


#140 Quicksilver Aberration

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Posted 15 December 2020 - 10:58 AM

View PostDAEDALOS513, on 15 December 2020 - 06:34 AM, said:

Try these tips.. if you're brawl on long range map, save your armor (ie use discipline and don't expose unnecessarily) until the second half of the match. If your long range on brawl map, stick with your team but supporting from right behind them..

Many times I've successfully called for a group-up and push tactic (once enemy gets close) on polar and alpine.. and brawl suddenly becomes a huge advantage that counters snipe hard.

Cool story bro. Just fyi, by the time you get to the second half of the match to brawl, the match is already decided and it is in the cleanup phase, meaning regardless of your damage numbers the game would most likely be the same result with or without you (just potentially longer).

View PostDAEDALOS513, on 15 December 2020 - 10:48 AM, said:

I think the proposed solution of picking your mechs AFTER seeing the map will result in boring matches of 12v12 snipers and/or lurmers.. this what you really want?

That's not the players fault then, that's the map's fault. I would still prefer that over sitting with my thumb up my butt for 10 minutes or avoiding taking brawlers ever because there are more maps where I can use range than I can acceptably brawl on.





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