Mechwarrior Online 2021: New Features
#321
Posted 07 March 2021 - 08:02 AM
I miss DRG-1N AC/5 quircks soooooo much... and also PGI nerfed HERO 'mechs! which were bought with MC! that was bad, I loved my SRM Huginn...
#322
Posted 07 March 2021 - 10:58 AM
#323
Posted 07 March 2021 - 12:10 PM
#324
Posted 09 March 2021 - 09:49 AM
Hyper velocity Autocannons - Fire hyper velocity rounds with increased projectile speed, range and slightly better damage. The HVAC would be slightly heavier, Cause more heat per shot and fewer rounds per ton. Comes in 2, 5 and 10 flavors. Damage and additional weight would be +1 for AC2 & AC5 and +2 for AC10.
Mag Shot for Clan and IS - a Light weight small gauss round, doing minimal damage at reduced ranges, along the lines of medium laser range. Weight 1 ton, take a Ballistic slot and do 2 damage. 20-25 rounds per ton. 3 second cycle time. Very slight charge time and able to hold charge the same as a light gauss.
PPC Capacitors - Come in variants for all PPC weapons, Light, snub, regular, er, heavy and clan. Adds 25% to the damage of the PPC (2 for light, 3 for snub, snub, ppc and er is ppc, 5 for heavy and clan er ppc). Requires a charge mechanism similar to gauss, causing an increase in heat white charging but holds the charge once charged (causing the mech to generate 50% of the heat of the ppc attached while charging). PPC then generates additional heat when discharged as well. Makes for a devasting weapon that will require some heat amangement skills.
#325
Posted 09 March 2021 - 10:31 AM
I think this would be a slick/sick feature, and it seems to me (in my non-programmer simplistic insights) that the basic components are there in FP. You 'd sell more drop decks for sure, to say nothing of the mechs. It'd maybe add 60 seconds tops to a match, but you could also run camo variants based on maps, etc... Just a thought.
Edited by hypographia, 09 March 2021 - 10:32 AM.
#326
Posted 10 March 2021 - 07:12 AM
#327
Posted 10 March 2021 - 08:50 AM
remove heat spike from clan XL and Is Light engine torso loss.
Edited by KursedVixen, 10 March 2021 - 08:53 AM.
#328
Posted 17 March 2021 - 07:25 PM
Pls
#329
Posted 19 March 2021 - 04:32 AM
Reflective Armor (both Clan and IS) - 10 Crits, 10% fewer Armor points per ton. Energy Damage is reduced by 50%.
Reactive Armor (both Is and Clan) - 10 Crits. 10% fewer Armor points per ton. Ballistic and Missile Damage is reduced by 50%.
Heavy Ferro Armor (IS only)- 21Crits - 25% More Armor points per ton, 10% damage decrease from all weapons.
Ferro Lamellar Armor (Clan only) - 14 Crits - 10% more Armor points, Damage reduced by 25% from All weapons.
Reinforced Structure - (both Clan and IS) - Double Weight of Structure, 6 Crits - 50% damage reduction on Internal Structure
Triple Strength Myomer (IS) - 6 Crits - Myomer Bundles in the MEch that Allow it to Move and React Faster when Heated, causing the Mech to Move Faster and Increase Agility overall for the Mech. As the Heat Builds on the Mech, its Speed will increase. at 25%, it gives a 5% boost to movement, at 50%, 10%, at 75% and above it maxs at 20% Speed Boost. The Agility boost is across the board at 25% for Turning, twisting, Accel and Decel.
HAG Hyper Assault Gauss Rifle (Clan) - A gauss Rifle that fires a stream of small Gauss Rounds. Comes in 10, 20, 30 and 40. Requires the Unit to be charged before Firing and has a chance to Jam and has a small Spread. Each round does a single point of damage I would envision a charging mechanism with different levels depending how many rounds are to be fired. A 10 would charge faster than a 40, although a 40 could fire at a lesser level. These would be Heavy Weapons, the HAG/40 being even Heavier than a HGR. And yes the HAG would suffer from Gauss explosions depending on their level. Weights to be Determined.
Edited by Darion Rothgarr, 19 March 2021 - 05:00 AM.
#330
Posted 25 March 2021 - 08:54 AM
For mechs with omnipods, simply putting in logic that says you have X pod in the left torso, you cant equip X's right torso equivalent would handle abuse.
Edited by Garlion, 25 March 2021 - 08:56 AM.
#331
Posted 25 March 2021 - 09:01 AM
Shaky Snake, on 16 November 2020 - 08:07 PM, said:
DO NOT punish people for being social and grouping up. a multiplayer game like this , it's normal to group up.
Other games of this type have groups and solo merged without all the crying and whining we have here.
My friends list shrank more and more the game went solofest. If you want solo only, then introduce bots and call it mechwarrioroffline.
Online games survive by community, not by a collection of solos all ignoring each other.
#332
Posted 25 March 2021 - 09:04 AM
Arkham Chase, on 25 March 2021 - 09:01 AM, said:
Other games of this type have groups and solo merged without all the crying and whining we have here.
My friends list shrank more and more the game went solofest. If you want solo only, then introduce bots and call it mechwarrioroffline.
Online games survive by community, not by a collection of solos all ignoring each other.
Well said.. mechwarrior offline.. i like that
#333
Posted 31 March 2021 - 02:04 AM
Edited by MW Waldorf Statler, 31 March 2021 - 02:04 AM.
#334
Posted 14 April 2021 - 01:10 AM
1) Having the possibility to have special quirks for certain mechs on the event match, maybe without caring of critical slots and tonnagge (like a match where we have only Urbies with AC20 and An XL Engine 180...fast,powerfull and mostly FUN)
2) Giving people the possibility to respawn (Like faction play) up to 4 times
3) Manage the mech pool that players have on the match (maybe if it is a static pool for every one it's better)
4) Changing the quirks and mech pool monthly so that player base is always refreshed with new content(Trust me there are a lot of possibilities and things to do)
5) Implement some sort of pool on the website where the community can choose/suggest combination of quirks/mechs that can be live next month
6) About the game modes well some sort of deathmatch would be great to start (maybe in rounds)
7) Of course you can obtain c/bills and stuff with internal challenges implemented
I think that giving out this type of events mode could benefit the popularity of the game and the base player, you can just look to league of legends which applies this sort of strategy, and the game is mostly fun for that.
Tell me what you think guys.
P.S: i'm noticing a small increase on the online population of the players thanks to the updates that we are receiving, so why not surf on top of the wave while we can and take something in return?
[mod]Ekson Valdez: post merged into Mechwarrior Online 2021: New Features[/mod]
Edited by Ekson Valdez, 15 April 2021 - 10:34 PM.
topic merge
#335
Posted 14 April 2021 - 09:48 PM
#336
Posted 15 April 2021 - 08:51 AM
Sushi Jesus, on 14 April 2021 - 09:48 PM, said:
You know you can do private matches?
Alternative: You and your friend do a synchrodrop in an empty Solaris 7 division
#337
Posted 15 April 2021 - 09:14 AM
Arkham Chase, on 25 March 2021 - 09:01 AM, said:
Other games of this type have groups and solo merged without all the crying and whining we have here.
My friends list shrank more and more the game went solofest. If you want solo only, then introduce bots and call it mechwarrioroffline.
Online games survive by community, not by a collection of solos all ignoring each other.
But Teamwork is OP. And banning groups from play in Solo is the easiest way to nerf it.
It was OP from the beginning of Mechwarrior Online, and from the beginning the Solo Players complained about premades that kill the fun.
And from the beginning of the open beta players suggested to make grouping up easier.
The Looking for Group function was added in 2015 - two and a half year after the start of the open beta and one and a half year after release.
And it isn't used much.
Some players didn't even know that it exists or just don't bother.
MWO also doesn't have VOIP outside of the matches, so groups need an external VOIP server.
So if you want to play in an ad hoc group it's easier to visit an external VOIP server instead of using MWOs LFG.
Also there was no need to group up, and group size was "limited" to max size of players per team.
Both is bad.
No need to group up because you can play Solo grooms the players to that kind of gameplay.
Not limiting the size of the group is bad because it makes balancing impossible, and matchmaking difficult.
Some group sizes like 9 or 10 worked only with on other group size (9+3, 10+2), so allowing them didn't make sense.
PGI tried to balance groups sizes in group play by reducing tonnage for the group players.
It didn't work. It just forced larger groups to play as horde of lighter (and faster) mechs and overrunning the enemy team as best tactic.
Edited by Alreech, 15 April 2021 - 09:15 AM.
#338
Posted 16 April 2021 - 02:07 AM
#339
Posted 16 April 2021 - 09:12 AM
MW Waldorf Statler, on 16 April 2021 - 02:07 AM, said:
Mechwarrior Online Solaris 7 has a dedicated arena mode for solo players. It's called Solaris 7.
But Quickplay is easier, you got 11 "team mates" as meatshield.
#340
Posted 16 April 2021 - 01:50 PM
Customizable pilot
Perhaps tie the skill tree to a pilot allowing a stable of pilots skilled toward different play styles.
More Skills... Less grind,
less skills feels like a dumbing down. the problem isn't the number of nodes it that the choices between nodes don't matter enough to justify the grinding it took to unlock them.
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