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Mechwarrior Online 2021: New Features

2021 new features Gameplay Mode General

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#241 Quicksilver Aberration

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Posted 30 December 2020 - 04:46 PM

View PostGas Guzzler, on 30 December 2020 - 04:23 PM, said:

How about adding Hyper Assault Gauss Rifles? Clans didn’t exactly get a bunch of new ballistics with the Civil War tech. Between LBX and Gauss Charge, I feel like it would be some combination of those three mechanics.

Charge up, fire an LBX style spread with Gauss projectile/velocities. I would tune it with a tighter spread than current LBX though.

HAG Rifles were supposed to be like rotary Gauss so think more charge-up with UAC bursts. You could do all 3 if you were feeling spicy (bursts of 5 pellets each, so a HAG20 would be a 4 shot salvo of 5 pellets per shot) but I don't think they need that big of a nerf this early.

Edited by Quicksilver Kalasa, 30 December 2020 - 04:50 PM.


#242 Gas Guzzler

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Posted 30 December 2020 - 07:03 PM

View PostQuicksilver Kalasa, on 30 December 2020 - 04:46 PM, said:

HAG Rifles were supposed to be like rotary Gauss so think more charge-up with UAC bursts. You could do all 3 if you were feeling spicy (bursts of 5 pellets each, so a HAG20 would be a 4 shot salvo of 5 pellets per shot) but I don't think they need that big of a nerf this early.


I thought it was more like a rotary/ultra AC type thing but I was told by the forums that they were in multiple pellets like LBX. I’m not too picky. I just notice the IS has a much more diverse ballistic selection than the Clans do and I think that’s the perfect weapon to add because it’s really just a combination of mechanics that are already in place.

It also opens up an ECM Kingfisher variant....................

#243 Quicksilver Aberration

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Posted 30 December 2020 - 07:35 PM

View PostGas Guzzler, on 30 December 2020 - 07:03 PM, said:

I thought it was more like a rotary/ultra AC type thing but I was told by the forums that they were in multiple pellets like LBX. I’m not too picky. I just notice the IS has a much more diverse ballistic selection than the Clans do and I think that’s the perfect weapon to add because it’s really just a combination of mechanics that are already in place.

It also opens up an ECM Kingfisher variant....................

Yeah, it's weird, it has uses the cluster hit table but is described as the closest you get to a rotary gauss. Most likely because rolling for each pellet would be silly so thus the confusion; mechanically it is most like LRMs since it hits in groupings of 5.

Edited by Quicksilver Kalasa, 30 December 2020 - 07:43 PM.


#244 MW Waldorf Statler

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Posted 31 December 2020 - 02:26 AM

A Better Minimap ! with a more clear , more contrast and detailess Topografical Design, the JPG Minimap very useless by many Maps like Hiibernal Rift with White gray white

Thats like the beginning Minimap with contrasteless coordinates-or Mechlab with yellow Letters by White Background ...and thats nothing see it was a Bad reputation for the Team and let see tahts no Quality Control is by PGI or testing the Features

White Grid to a White contrastless background and nothing Informations to passable or Impassable terrain thats for News apain to find ways out of the Maze by maps like Canyon with this terrible Climbsystem

Posted Image


and its a old Theme like all by MWO
https://mwomercs.com...roved-the-game/

Edited by MW Waldorf Statler, 31 December 2020 - 04:18 AM.


#245 pbiggz

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Posted 31 December 2020 - 10:29 AM

View PostMW Waldorf Statler, on 31 December 2020 - 02:26 AM, said:

A Better Minimap ! with a more clear , more contrast and detailess Topografical Design, the JPG Minimap very useless by many Maps like Hiibernal Rift with White gray white

Thats like the beginning Minimap with contrasteless coordinates-or Mechlab with yellow Letters by White Background ...and thats nothing see it was a Bad reputation for the Team and let see tahts no Quality Control is by PGI or testing the Features

White Grid to a White contrastless background and nothing Informations to passable or Impassable terrain thats for News apain to find ways out of the Maze by maps like Canyon with this terrible Climbsystem

Posted Image


and its a old Theme like all by MWO
https://mwomercs.com...roved-the-game/


Your links are all broken here, but 100%. If anyone remembers what the minimap used to look like they will agree its far better than the soupy mess of a minimap they give us now.

Its especially obvious for maps like hibernal rift and polar highlands, where the details and elevation are completely washed out into a white mush.

Edited by pbiggz, 31 December 2020 - 10:30 AM.


#246 Fae Puka

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Posted 31 December 2020 - 03:11 PM

View Postpbiggz, on 28 December 2020 - 09:09 PM, said:


You do understand the queues were merged because there werent ENOUGH players in the group queue to make it viable right? You seem to be incapable of understanding that splitting the queues literally makes the game unplayable for anyone who wants to play with even a single friend.


You do understand that this had become a self fulfilling prophesy in that the strong group teams dominated FP/CQ and drove the solo/new players away; this led to a reduced queue and lack of FP drops because of the diminishing population. FP teams dropped into QP and lo and behold, the herding started again - but it was still the solo or new player's fault. There is common denominator here, just as OZHomerOZ pointed out.

Although I hate the idea, bring back 8v8 but only for FP/CW until numbers hopefully grow again with the new input that should be driven from the change in ownership. It's always harder to ignore your customer base when they product is no longer owned by you and you can lose your job over poor interaction with your fee paying clients.

#247 valt901

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Posted 31 December 2020 - 04:05 PM

Keep the special events. i'm a first generation player and the events keep things from getting stale. I would like to see maybe things like a mech bay for something like a 500 (or more) match score. I already have a million cupcakes thank you very much. Even something like a special weapon that is a single use or you can keep it until it is destroyed and can't transfer it to another mech. Special as in immune from heat scale or maybe reduced cool down or a no jam uac. although i don't know the logistics of that or if you could turn off the heat scale on a single weapon. The MC and GXP rewards are good. Keep that up.

#248 Tongo Rad

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Posted 31 December 2020 - 05:44 PM

It would be good to have a step-by-step explainer about how Faction Play is supposed to work.

#249 Tongo Rad

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Posted 31 December 2020 - 07:25 PM

Workable flamers would be a good addition. Flamers should not shut down the attacking mech before the enemy's. Also, some type of points should be added for flamer use, since they don't do damage. For example, extra points for causing an enemy to shut down. Or if you cause an enemy mech to shut down, you should get a share of the damage that results while the enemy is shut down. These changes would lead to more use of this weapon and new strategies.

#250 Kosomok

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Posted 31 December 2020 - 08:17 PM

It would be nice if I could set up multiple builds for a mech so that when I queued up and got a map my mech is not suited for, I could at least change the setup to something a bit more map friendly. Say two or three builds per mech (and maybe only for a limited number of mechs in your stable.. 1 per weight class?).

Adding new tech would help things seem less stale.. add more options.

Get rid of groups in QP queue and go to smaller drops (8v8).

Would also be nice if the game actually supported my multi-button mouse. For whatever reason, it does not sense all the buttons (have tried various mice, as well).. this kind of limits my weapon grouping and weapon selection.

Overall your control scheme is kind of crappy. This is an area that needs some major quality of life work.

#251 Alreech

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Posted 01 January 2021 - 03:38 AM

View PostQuicksilver Kalasa, on 30 December 2020 - 11:06 AM, said:

I think you have a little high expectations of 12 random strangers.

I have realistic expecations and expierience with teams of strangers.

It works with big teams and plenty respawns in games like Battlefield because the teams are not dissolved after each match, and a team building process over multiple matches improves coordination & teamwork on squad level.

It doesn't work in MWO Solo Quickplay.



Quote

Currently no one is going to pay attention to it and if they do it is most likely going to be some harebrained idea of someone who doesn't know what they are doing. I see it used maybe 5% of my games and it is generally by someone awful. Get rid of them and just give us better way to do callouts and that's about all you can do to make PUG queue more coordinated. Ultimately coordination is about trust, this is the main reason NASCAR happens. I can't hold a position if I don't trust you to hold your angle and deter the enemy from pushing me with a murderball. You aren't going to build that trust with all the features in the world and thus why you will always end up with these things.

You can't coordinate a "team" of 12 random strangers that is formed new for each match and dissolved afterwards.
Why should a player trust a random stranger, and why should he care about him if he isn't in his team the next match?

Groups are at the moment the only "persistent teams" in MWO, so making grouping up easier, add VOIP to the group function for better communication between the games is the only way to improve coordination and teamwork.
Players in groups play less selfish because the know that their group mates will be in the next match too.

#252 Alreech

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Posted 01 January 2021 - 03:54 AM

View PostKosomok, on 31 December 2020 - 08:17 PM, said:

It would be nice if I could set up multiple builds for a mech so that when I queued up and got a map my mech is not suited for, I could at least change the setup to something a bit more map friendly. Say two or three builds per mech (and maybe only for a limited number of mechs in your stable.. 1 per weight class?).

That's the advantage of Omni Mechs in the Battletech Lore...

Mech selection per map could be quickly done via drop decks.

Quote

Would also be nice if the game actually supported my multi-button mouse. For whatever reason, it does not sense all the buttons (have tried various mice, as well).. this kind of limits my weapon grouping and weapon selection.

Windows supports only 3 mouse buttons.

Some mice - like Microsofts Intellie Mouse - came with their own driver to support more than 3 buttons, usually assing additional buttons to keys like arrow left / right.

Most gaming mice use their own macro software to bind keys (and macros) to the additional buttons.
I use a Saitek RAT 9 MMO mouse, (9 additional Buttons, 1x 4-way coolie hat & button, 1x additional scroll wheel) and it works fine in MWO after binding a key to each button in the Saitek profiler.

#253 Vlad Ward

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Posted 01 January 2021 - 04:06 AM

View PostMummyPig, on 31 December 2020 - 03:11 PM, said:


You do understand that this had become a self fulfilling prophesy in that the strong group teams dominated FP/CQ and drove the solo/new players away; this led to a reduced queue and lack of FP drops because of the diminishing population. FP teams dropped into QP and lo and behold, the herding started again - but it was still the solo or new player's fault. There is common denominator here, just as OZHomerOZ pointed out.

Although I hate the idea, bring back 8v8 but only for FP/CW until numbers hopefully grow again with the new input that should be driven from the change in ownership. It's always harder to ignore your customer base when they product is no longer owned by you and you can lose your job over poor interaction with your fee paying clients.


Strong groups can't match against new players any more. Cadets start in Tier 5 now.

#254 Alreech

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Posted 01 January 2021 - 04:57 AM

View PostMummyPig, on 31 December 2020 - 03:11 PM, said:

You do understand that this had become a self fulfilling prophesy in that the strong group teams dominated FP/CQ and drove the solo/new players away; this led to a reduced queue and lack of FP drops because of the diminishing population. FP teams dropped into QP and lo and behold, the herding started again - but it was still the solo or new player's fault. There is common denominator here, just as OZHomerOZ pointed out.

The long matchmaking times in group play were a problem from the start, getting worse over the years.

The main problem with groups was the bad matchmaking.
Groups sized from 2-12 players (10 possible group sizes), with one unmatchable groups size (11 players) and 2 hard to match sizes (10 & 9).
That's lead to some "interesting" problems like impossible team building:
The matchmaker isn't able to start a match with 2x 9 and 2x 2 player teams and has to wait for at least 2 groups of 3 players. Same problem with 10 player groups and groups bigger than 2.
So there is no good reason to allow bigger groups than 8 in 12 vs 12.


The 10 possible groups sizes also created a balancing problem in Group Quickplay, as the "balance by tonnage" mechanic didn't worked, and a balancing by "Group Tier" isn't possible with them either.

Quote

Although I hate the idea, bring back 8v8 but only for FP/CW until numbers hopefully grow again with the new input that should be driven from the change in ownership.

In 8 vs 8 the matchmaker has the same problem:
7 player group is unmatchable, 6 & 5 player groups are hard to match.
So groups bigger than 4 players aren't sensible for matchmaking in 8 vs 8.

And with 4 players per group as max it's also possible to build up 4 vs 4, 8 vs 8, 12 vs 12 matches...

IMHO PGI should try out something like a "Faction Quickplay" mode for groups & solos.
  • Dropdecks for Faction Selection, less Mechs & tonnage than siege for shorter matches
  • Max group size 4 players
  • Min group size 1 player (Solos)
  • 4 vs 4 / 8 vs 8 / 12 vs 12 depending on the aviable group numbers
  • 4 vs 4: Scouting, Skirmish, Domination, Assault (1 base only)
  • 8 vs 8: Skirmish, Domination, Assault (1 base only), Conquest
  • 12 vs 12: Domination, Assault (1 base only), Conquest, Incursion
  • Siege as 12 vs 12 mode after a "call to arms" during daily / weekly events?

Edited by Alreech, 01 January 2021 - 05:00 AM.


#255 Far Reach

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Posted 01 January 2021 - 05:17 AM

Melee.
Inverse kinematics.
Maps.

#256 MW Waldorf Statler

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Posted 01 January 2021 - 05:34 AM

View PostFar Reach, on 01 January 2021 - 05:17 AM, said:

Melee.
Inverse kinematics.
Maps.


-Melee -Never-Strongest probelms with Performance,Hitzones and Collisonssystem and a Lot of Animation Work
-Inverse Kinetics for Feets/Legs never comes back say PGI,seeing above, for MWO its unrealistic like other ideas with strong experience in programming and coding ,the engine from MWO is saled and Dead ...Maps the only was can comes

#257 Asylum Choir

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Posted 01 January 2021 - 05:55 AM

Firstly, I used to play this game a LOT. I have spent upwards of $4k most likely. This dried up and most of my friends list dried up because of lack of social play in the game. the game was meant to be a team based multiplayer online game. TEAM based.
There is an element of the playerbase that either don't understand this or don't want this.
I also play world of tanks, they have platoons in the same "quickplay" queue there limited to 3 people. they have skirmishes and "clan wars."
Oddly there is no complaining or crying about groups in quickplay there...

Online games like this survive on community.Thats how you as a company keep people playing and keep on making money. People tend to stay, play and pay based on the people they know and relationships they forge in this community.
I don't enjoy WOT so much but stay in it as the clan I'm in is great fun, the players make the fun.
Same was true here.
Until the rise of the solo player.
You were no longer able to group with a couple of mates and just chill is was group do or die mode only, so small groups were pushed out of games because a certain subset of people efused to speak, socialise or even entertain the idea of joining a unit or heaven forbid the dreaded teamspeak.
It got to the sage of what's the point of joining a unit at all if you can't log on group up and CHILL?

The game's social aspect NEEDS improving desperately if it to become viable again.
If you need to employ someone who specialises in this PLEASE do!
Wow private servers survive on community, returrn of reckoning survives on community etc. I cannot stress this enough!

People like me will log on play and most importantly PAY if I have something to log on to.


super solo , play 1 hour a week warrior is NOTHING to log on to.

#258 Alreech

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Posted 01 January 2021 - 07:01 AM

View PostFar Reach, on 01 January 2021 - 05:17 AM, said:

Inverse kinematics.


The most important feature, because it will fix all problemes like bad matchmaking and the NASCAR team deathmatch in Quickplay... Posted Image

#259 Alreech

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Posted 01 January 2021 - 07:36 AM

View PostAsylum Choir, on 01 January 2021 - 05:55 AM, said:

Firstly, I used to play this game a LOT. I have spent upwards of $4k most likely. This dried up and most of my friends list dried up because of lack of social play in the game. the game was meant to be a team based multiplayer online game. TEAM based.

Posted Image

View PostAsylum Choir, on 01 January 2021 - 05:55 AM, said:

There is an element of the playerbase that either don't understand this or don't want this.

That's most of the remaining player base, and that's the problem.

#260 LTC Kilgore

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Posted 01 January 2021 - 07:39 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


Instead of new "features", how about PGI works on fixing the things that are broken with the game right now?





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