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Mechwarrior Online 2021: New Features

2021 new features Gameplay Mode General

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#441 Fart nuggets

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Posted 08 December 2021 - 07:22 AM

How about Bringing back dynamic time of day? But less dynamic, As in lighting doesn't change during the match (causing lag for everyone) but instead once the map vote has been finalized there is a chance the time of day for that match could be set to one of three options randomly. (1 Night 2 Day 3 Dusk/Dawn) Why would this matter? It would make more opportunities to use thermal/night vision.

#442 Doc Cernunnos

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Posted 08 December 2021 - 08:07 PM

Fairly recently returned to playing MWO.

What I would like to see that I have not already heard proposed:
-Ability to combine accounts. Kind of annoying to have purchased content in the past and not being able to move it. Especially when you find old accounts. Maybe allow gifting mechs and bays?
-Keep all the maps in the mix. If a map is updated keep the old one (classic) in rotation.
-Make PPC family minimum range consistent. I believe it would be better to keep snubs and lights full damage at short range, but all the other PPC family should have ramped damage (like the PPCs currently). It honestly makes no sense to have PPC ramped, ER full, and Heavy no damage at close ranges.

-Don't really know the appropriate vernacular for this so going with "specialized" weapons and equipment. In the HBS Battletech they were the +, ++, ++++ variants. It would be awesome to be able to add slight variations to load outs like a PPC with 10% less heat or gauss with higher critical chances. These weapons and equipment could be provided in caches, as SALVAGE, purchased, or obtained in events. Some of us play this game because we like to experiment with loadouts and this would add depth.
- Would like some modes that get away from the "match" feel. The game almost always feels like a "match" which gets boring. Many people complain about the matching of players or groups and tonnage mismatch . . I say give us MORE mismatch, but do it with alternative modes. Give a tier one team the objective of preventing escape and a team of lower tiers the objective of escaping to a specific pick-up point. . . Give a lower tier team the objective of clearing a grid square to get a high tier reinforcement lance. . . Give a single light lance an objective of spotting for artillery, and the other team would need to find and destroy them. . Give a single medium lance an objective of delaying heavier lance etc. . If done progressively this could help train new players.

-Give us MANY modes and let us opt in and out of them, but don't rank anyone who opts out of anything.

The mess and relatively unpredictability of QP is what makes it fun. Please don't ruin that by reducing from 12v12 (unless more interesting modes require it). Please don't remove LRMs, Narcs, tags, etc. . from QP. That honestly makes no sense.

I have no problem with groups in QP so long as no one is given priority and no one has to wait. . . I believe that is ultimately what turns a lot of casual players away from FP and eventually the game. FP is effectively inaccessible to those that aren't going to use the game to socialize (not all of us have the time, space, or patience in our life to do this even if we want to). Every person I have pushed this game on has complained about this. Some of you like that exclusion, but it looks to me to be a serious source of further downward demand spiral. If that exclusion moves to QP as well, the game is done.

Edited by Doc Cernunnos, 13 December 2021 - 12:15 PM.


#443 Kriegson

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Posted 11 December 2021 - 01:45 PM

Recent return to Mechwarrior let alone Battletech!

Seems a lot of people want a restriction on premades for quickplay, the problem is that there's never a good way to balance against good teamwork. The team that works together better is going to win the vast majority of the time. Aside from tonnage and battle value restrictions, I don't see much else that can be done aside from incentivizing organized teams into Solaris and Faction wars.

An idea for future content, at least a Halloween idea is the Cadaver and other "undead mechs" as a pack and then available normally. Seems like a shoe in if they're balanced enough to get in the game and we need more mechs (if).

I hate to split the playerbase any further, so if it were possible to integrate this mode into existing modes (faction maybe?) I think it'd be awesome to have a PVPVE mode called "Campaign." That takes a page from MOBA type games.
Both sides (one lance) have a base and a drop deck to work with. The bases regularly have reinforcements dropped off which will automatically move to attack the other base along predictable routes, they will attack enemy mechs in sight and range.
You will receive a BONUS for however many vehicle survive or buildings remain at the end of the match, with special bonuses for all buildings surviving, that sort of thing.
Each base has a mech bay to repair and re-arm, this is a marathon not a sprint. But the more time spent repairing and re-arming is more time for the enemy to gather their forces and push.

Edited by Kriegson, 11 December 2021 - 01:45 PM.


#444 John Otis

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Posted 23 December 2021 - 04:54 AM

MWO has the ability to play through a stereo monitor in «3D vision mode». However, Nvidia stopped supporting «Nvidia 3d Vision» in 2019. Are there plans to add VR-headset support to MWO instead of «Nvidia 3d Vision»?

#445 Trepmal

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Posted 03 January 2022 - 11:20 PM

It's been said, but I want to say it too. I would really like if melee were added. I recently watched two guys run out of ammo at about the same time and had to watch the clock run out for 5 minutes.

Let them kick each other to death.

It would also make axeman or hatchetman a fun and unique addition. And Kodiak's claws could finally do something, too.

Might as well add Inferno Missiles, which are srms that raise heat for a while. HAGs, Hyper-assault gauss rifles, which are basically rotary gauss. And bombast lasers, where the longer you hold before firing the more damage they do.

Edited by Trepmal, 27 January 2022 - 02:23 AM.


#446 McLaine

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Posted 02 March 2022 - 05:41 AM

Pipe Dream:
Faction Play

Shift perception of this to be the ‘team play’ mode, where you are expected to be a player who wants to use team tactics and co-operation.
Groups and Solo players allowed (teams would favour groups, with solo’s only used to fill out the lances/team as necessary)
Quick Play

This is the ‘mercenary mode’. The mode where there are no expectations on how you play, short of not killing/damaging your teammates.

Solo droppers only

---

Remove the Faction play and Quick Play buttons.

Instead, games are joined by choosing a ‘Mission’ on the CW map.

Missions would be set by some mission generator system (ultimately under the control of PGI staff so no Faction can be annihilated, or at least not without a good story reason).

Several missions on the map at any one time. Choosing a mission would determine the mode (QP or FP), the battle type (Dom, Conquest, Skirmish, Seige, Scout, Escort), the drop deck size and type * and any unique rewards **.

At least 1 QP mission, and 1 FP mission on the CW map for each Faction/Coalition at any given time.

QP to contribute less than FP toward the final outcome of a conflict in any given star system, but ultimately, both modes contribute.

Missions to show the current number of players in that mission queue for each side (as it is now in FP).

Multiple battles on a given mission needed to achieve the final outcome (as it is now in FP), which would then have an impact on the CW map in terms of borders.

QP rewards based on damage done only. Favouring C-Bills

FP rewards based on team play and objective play, Rewards favouring cockpit items and bolt-on and other such things. (Possibly making this the only way to acquire certain items).

---

*FP missions to have a variety of drop deck size, so players can choose longer or shorter FP matches.

**Different star systems to grant different rewards, advertised up front when picking a mission.

Control of certain star systems might give players loyal to that faction an on going bonus.
(e.g. this star system has the best Warhammer production facility, and so, if your faction controls it, when you run your warhammer it will get some extra bonus (chosen from the wide variety of quirks).

---

I do realise that this effectively means having more queues, but provided the information displayed is sufficient, players will be able to choose missions that fulfil their desire of the moment. (E.g., get me into a battle with minimum wait time, or let me wait for the battle that gives unique rewards, or will win that star system for my faction).

I've put a little bit of thought into this, but I'm under no illusions as to it being a water tight idea with no flaws. Please be constructive in your critiscism. ;)

#447 MW Waldorf Statler

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Posted 02 March 2022 - 10:22 PM

View PostMcLaine, on 02 March 2022 - 05:41 AM, said:

Pipe Dream:
Faction Play

Shift perception of this to be the ‘team play’ mode, where you are expected to be a player who wants to use team tactics and co-operation.
Groups and Solo players allowed (teams would favour groups, with solo’s only used to fill out the lances/team as necessary)
Quick Play

This is the ‘mercenary mode’. The mode where there are no expectations on how you play, short of not killing/damaging your teammates.

Solo droppers only

---

Remove the Faction play and Quick Play buttons.

Instead, games are joined by choosing a ‘Mission’ on the CW map.

Missions would be set by some mission generator system (ultimately under the control of PGI staff so no Faction can be annihilated, or at least not without a good story reason).

Several missions on the map at any one time. Choosing a mission would determine the mode (QP or FP), the battle type (Dom, Conquest, Skirmish, Seige, Scout, Escort), the drop deck size and type * and any unique rewards **.

At least 1 QP mission, and 1 FP mission on the CW map for each Faction/Coalition at any given time.

QP to contribute less than FP toward the final outcome of a conflict in any given star system, but ultimately, both modes contribute.

Missions to show the current number of players in that mission queue for each side (as it is now in FP).

Multiple battles on a given mission needed to achieve the final outcome (as it is now in FP), which would then have an impact on the CW map in terms of borders.

QP rewards based on damage done only. Favouring C-Bills

FP rewards based on team play and objective play, Rewards favouring cockpit items and bolt-on and other such things. (Possibly making this the only way to acquire certain items).

---

*FP missions to have a variety of drop deck size, so players can choose longer or shorter FP matches.

**Different star systems to grant different rewards, advertised up front when picking a mission.

Control of certain star systems might give players loyal to that faction an on going bonus.
(e.g. this star system has the best Warhammer production facility, and so, if your faction controls it, when you run your warhammer it will get some extra bonus (chosen from the wide variety of quirks).

---

I do realise that this effectively means having more queues, but provided the information displayed is sufficient, players will be able to choose missions that fulfil their desire of the moment. (E.g., get me into a battle with minimum wait time, or let me wait for the battle that gives unique rewards, or will win that star system for my faction).

I've put a little bit of thought into this, but I'm under no illusions as to it being a water tight idea with no flaws. Please be constructive in your critiscism. Posted Image

We wrote these tactical ideas 8 years ago, before the FP started and when there was a big PGI team and coders and programmers...now there is none of that

jump routes, wear and tear and stationing of mechs (so even beginner units can wear down the special units) sieges, ammunition supply and bottlenecks if there were factories on planets (for example-the loser can only carry 1 t of LRM ammunition per mech or certain variants are not available)

Edited by MW Waldorf Statler, 03 March 2022 - 01:50 AM.


#448 McLaine

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Posted 03 March 2022 - 02:21 AM

I do remember, though I was not really playing much in that period because, well I'll not open that can of worms.

I'm treating this thread as a wish list, I don't expect it to happen at all, just wanted to add a +1 to this sort of idea.

#449 Varn Kaltos

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Posted 07 March 2022 - 04:49 AM

Reduce the weight of AC5 and AC2 plus their variants. Currently unless they are boated by an assault sniper they are rarely seen or used, Energy weapons are way more effective. Ac weapons supposedly have 'pinpoint damage' as their benifit but not when mechs can dodge, at least energy wepons will hit for some damage as the target is tracked.
Drop weights by 1 ton each to start and see how the meta changes.

#450 Titan Prometheus

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Posted 08 March 2022 - 01:23 PM

1. Fix the quick-play matchmaker so that match-ups are more fair. At the moment as a tier 1 player if I drop with lower tier lance mates our team will lose more often than not as more lower tier players are piled into our team but not the enemy team. It is difficult to grow player numbers because of this.

2. Keep group dropping in quick play. MWO is a team game so team play should be encouraged and expected. The issues with group drops making games imbalanced should be addressed simply by the matchmaker. Teamwork must not be discouraged.

3. Make quick play groups obvious in team rosters. Will help identify priority targets.

4. Make people's tiers public and obvious in the team roster. This will help identify priority targets in a team and establish that the match-maker is working correctly. I see no reason why tier information is not public.

5. Revamp both Solaris and Faction play and better integrate them into MWO.

6. Add a single-player campaign to MWO with a good story.

#451 MW Waldorf Statler

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Posted 10 March 2022 - 04:21 AM

Quote

[color=#959595]Reduce the weight of AC5 and AC2 plus their variants. Currently unless they are boated by an assault sniper they are rarely seen or used, Energy weapons are way more effective. Ac weapons supposedly have 'pinpoint damage' as their benifit but not when mechs can dodge, at least energy wepons will hit for some damage as the target is tracked.[/color]
[color=#959595]Drop weights by 1 ton each to start and see how the meta changes.[/color]



Like many other construction values ​​in the Battletech universe, the weight values ​​are fixed and cannot be changed

Quote

[color=#959595]1. Fix the quick-play matchmaker so that match-ups are more fair. At the moment as a tier 1 player if I drop with lower tier lance mates our team will lose more often than not as more lower tier players are piled into our team but not the enemy team. It is difficult to grow player numbers because of this.[/color]
the Population to Low, the Game has only a 4 Guy crew and is near hs End of life ,and without Pve, Lobbysystem and Respawn here no Comfortzone for new Players.
PGI is now seeling to EG7 , the new Company use the talented Guys for own projects like LotR and stops for example MW5 thats was the more modern single Player MW game with the modern UE4 Engine, the MWO Cryengine 3 is old and Heavy modified and MWO has since 2016 nothing technical Crew and Senior techs ,so all is Lost Tech.
since no people were found for MWO with technical know-how, and only with experience for the UE4, MW5 was the logical consequence, and since Russ Bullock, as CEO, never wanted to make a multiplayer game. MWO was only created to get the capital for an MW game from the then financier IGP and was always an unloved child.
MW5 was also put on hold by the current owner because it was successful but did not bring the hoped-for profit.

Edited by MW Waldorf Statler, 10 March 2022 - 05:14 AM.


#452 Ch_R0me

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Posted 25 March 2022 - 03:07 AM

View PostVarn Kaltos, on 07 March 2022 - 04:49 AM, said:

Reduce the weight of AC5 and AC2 plus their variants. Currently unless they are boated by an assault sniper they are rarely seen or used, Energy weapons are way more effective. Ac weapons supposedly have 'pinpoint damage' as their benifit but not when mechs can dodge, at least energy wepons will hit for some damage as the target is tracked.
Drop weights by 1 ton each to start and see how the meta changes.


This, along with adding Light AC/2 and AC/5 and Rifles (especially that Rifles are in MW5).

#453 Claive

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Posted 27 June 2022 - 08:08 AM

Have a special event where you are pitting clan vs inner sphere but the clan get two stars (of 5 each) vs 3 inner sphere lances (of 4 each). Add a c-bill bonus for playing inner sphere similar to playing conquest.

Have special events where the maps are intentionally broken. Have the hot pink bug on more maps. Remove some formations on some maps. Bring back the predator version of heat vision.

Add procedural generation as a map feature. Perhaps only on one map to start. It would do wonders to improve replayabillity. I know player map mastery is part of the game, but it also increases the rate of the game becoming stale... and as for immersion.... our mechs are fighting on the same patch of dirt over and over... really? Ideally, each map should only be a variation of a theme not a fixed template.

Add more that we can do while waiting for everyone to ready up and connect. Even allowing me to fiddle with my audio settings would be nice.

Add a "Random" option during map selection.

#454 Claive

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Posted 27 June 2022 - 08:14 AM

Oh! And add "Minimum Range Reduction" as an option to the skill tree.





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