Edited by DAEDALOS513, 12 May 2021 - 11:16 AM.
Mechwarrior Online 2021: New Features
#341
Posted 12 May 2021 - 10:46 AM
#342
Posted 14 May 2021 - 07:54 AM
#343
Posted 14 May 2021 - 08:07 PM
It would also allow the Axeman to be a possible mech. Not to mention give purpose to the mechs having arms.
and...
How about some new maps!
Edited by Diazim AlHazrad, 14 May 2021 - 08:11 PM.
#344
Posted 15 May 2021 - 02:43 AM
Magic Pain Glove, on 16 November 2020 - 06:28 PM, said:
There aren't enough players to remove groups from solo queue without harming the social experience. You have a small player-base already, and you want to worsen this by removing my ability to play the game with friends? ---- right off.
You do this, and you lose the ability for people to bring their friends into the game. "Oh you can find people if you play alone, but if you queue up with us, we can wait for an hour in the lobby until we get queued up against the sweatiest tryhard pre-made groups."
This is not the answer to player retention. Sure, for braindead players this means less co-ordinated players in quick play, congratulations. For those looking to play with friends as a social experience, or bring acquaintances into the fold, this is an absolute death sentence for the game. No new player wants to stick around and wait in extremely slow queues and get stomped because the only way to play with their friends is to be paired up against co-ordinated veteran groups. This is a completely idiotic proposition, this is how games die. This game needs to be accessible as a social experience if it is to ever have any chance of expanding its audience.
#345
Posted 15 May 2021 - 04:48 AM
Daeron Katz, on 16 November 2020 - 12:54 PM, said:
- Special Event Queue (Possible Faction Play/Solaris and 8v8/12v12 Solution)
- Advance the Timeline
Before we advance the timeline can we get weapons we should have that are not in game yet?
Queues, use the community as a test.
Test 1 - Split queues into 4v4, 6v6, 8v8 and 12v12 for 2 weeks to a month letting players choose which they want to play in. Keep the 1-2 most popular.
Test 2 - Split queues by modes (Skirmish, Assault, Domination, Conquest, Incursion) for 2 weeks to a month to collect data and see which modes are most favored. Might result in eliminating a mode and you could also based on results consider keeping split modes, getting rid of map voting, if combined with above team size choice may result in changes to modes.
#346
Posted 15 May 2021 - 04:25 PM
Not that I have a problem with nascar. I just cant stand listening to the boomers complain about it anymore.
#347
Posted 15 May 2021 - 04:28 PM
#348
Posted 17 May 2021 - 11:19 AM
#349
Posted 17 May 2021 - 11:40 AM
Daeron Katz, on 16 November 2020 - 12:54 PM, said:
- Special Event Queue (Possible Faction Play/Solaris and 8v8/12v12 Solution)
New feature:
Faction quickplay
- Solo & group players
- Group size max 4 players
- Smaller drop decks: 3 Mechs, 160 tons for clan, 165 for IS
- counts for faction rewards
- 4 vs 4 / 8 vs 8 / 12 vs 12 match sizes depending on the number of aviable players
- 10 / 15 / 20 minute time limit depending on match size
- small maps for 4 vs 4, assault & domination
- medium maps for 8 vs 8, assault, domination & conquest
- large maps for 12 vs 12, assault, domination, conquest & incursion
Edited by Alreech, 17 May 2021 - 11:42 AM.
#350
Posted 17 May 2021 - 02:26 PM
DAEDALOS513, on 14 May 2021 - 07:54 AM, said:
Mechs are arranged via weight class, then mech, then alphabetical order. It's only unintuitive to you because of the nicknaming system that you use
#351
Posted 17 May 2021 - 03:21 PM
Darion Rothgarr, on 19 March 2021 - 04:32 AM, said:
All hag's rev up to fire like rotaries dealing perhaps 3.5/4.5 damage per shot.
HAG 20 fires 20 shots before reloads/cooldown after 20 shots are fired no matter if those 20 were fired from the button being held down or just feathering the trigger Reload bar similar to Rac Jam bar totally filled equals max amount of shots bar does not decrease..
Hag 30 Fires 30 shots before reload/cooldown
Hag 40 fires 40 shots before reload/Cooldown
Edited by KursedVixen, 17 May 2021 - 03:41 PM.
#352
Posted 17 May 2021 - 06:37 PM
little diagram(I'm not to good at this, but you will get the idea)
Cool Down
o(+1) o(+1) o(+1)
O(level up) o(+1) o(+1) o(+1) o(+1)
O(level up) o(+1) o(+1) o(+1) o(+1) o(+1)
and so on and so on.
Of course the "Level Up" skill points will cost more, and you might have to limit the Level Up points like you do the skill points, but also might need to up the skill points from 91 to 95 or so....
No I have done much research, or numbers crunchin' but this is one way of doing away with having to us up useless nodes trying to get to the nodes you want, And that *%#@! warning that is always there..."This skill tree contains nodes that have no effect on your current 'Mech's loadout." Like NO S#%*& SHERLOCK"
So, thats my suggestion....OHHHH and a Baked Potato Fer my Dash. Thank you for your time.
#353
Posted 17 May 2021 - 07:02 PM
- Crit Splitting (Bushwacker L1, Atlas S2)
- Ammo swapping
- All modes (QP, FP) have teams filtered into IS and Clan teams, that are then matched against each other as they fill up. Teams are grouped into 2 stars or 3 lances, depending on tech tree. If you have 10 Clanners and 48 IS queued up, you get a 10 v 12 Clan/IS match, a 12v12 IS vs IS match, and 12 IS waiting for either the next 10 Clan or the next 12 IS to queue up (whichever comes first). Stats menu under QP button should be modified to reflect, reading "for faster match times, play Clan Lights", or "for faster match times, play IS Assaults" etc).
- I miss having Scouting as a mode parallel to Invasion. It was fun having an indirect effect on someone else's match, depending on how well you performed your own separate task. Scouting wasn't just about the small fights. It was about the powerups delivered to ongoing invasion matches. The small fights aren't nearly as much fun (and smoke diving has lost all purpose) without that parallel function.
- Faction-specific tech trees with stock "trial" 'mechs (select any faction-specific 'mech from the quartermaster for use on the battlefield). I.e.: AS7-K is Kuritan. AS7-S is Steiner. AS7-D is generic. All Dragons are available only from Kurita or Rasalhague. Jagermechs are only available in Davion space, etc. Same with weapons tech: RACs are Davion. Heavy PPCs are Kuritan. Light Gauss is Marik. Heavy Gauss is Lyran. Stealth Armor is Capellan. etc. This encourages familiarization with the factions, and eliminates the need to rotate trial 'mechs. It also allows players to try ALL of the 'mechs in combat before buying one, so they can get a feel for their favorite class, style, etc.
- Min 20 skills on trial 'mechs (all ECM nodes unlocked when applicable. Advanced Zoom on 'mechs with nothing but AC/2's, etc).
- 8-way free-for-all Solaris, a-la MW4: Mercs. (Pretty sure that's what everyone had in mind when requesting "Solaris Mode", and the lack thereof was a large factor in the disappointment and desertion of the gamemode).
- Procedurally generated maps. Interactive map elements (giant bug pops up out of Veridian Bog and eats a 'mech. You can see it coming with a seismic sensor, and it's a visually distinctive seismic contact: much bigger than a 'mech. Or a lava pit opens up under a 'mech in Terra Therma).
- Water deep enough to hide a 'mech, for slow but stealthy movement.
- Union Class Dropships which land permanently and deploy a loading ramp. 'mechs are then unloaded manually. Provides protection for start-of-match disconnects who are attempting to rejoin. Dropship is destructible/captureable (skirmish/assault) to end the match for high rewards if the DC player doesn't reconnect or camps inside the dropship. Dropship guns are fully/non/partially functional, depending on the level of defense required of the spawn area.
- Repair bays/hangars for Faction Defenders, instead of dropships for respawns.
- Escort Mode with "VIP" changed: import MW3 MFB with full functionality. Defaults to random route at start of match. Anyone who takes Company Command can direct MFB to travel to waypoints (adjusting its travel path away from enemy). MFB can set up to conduct repairs at any designated waypoint. Speed and time limit should be set such that only 6 'mechs can be repaired before it's too late to extract. Balances give/take between repairs and making it to the extraction point on time. MFBs are consequently fragile, to offset the ease of hiding.
- Reticle Shake any time 'mech is airborne (including non-JJ 'mech falling off ledge). JJ's restored to 2012 levels. Intent: nearly impossible to aim while jumping, but really easy to reposition using JJ's, even if piloting 100 ton 'mech. (Encourage incorporation of MWLL directional jumping).
- Arrow and Long Tom artillery.
- AI Infantry/vehicles/aerospace
- Information Warfare rework: (This is mutually exclusive to the tech-tree division suggestion above, as adopting both would restrict C3 systems to Kuritan affiliation).
---No automatic sharing of target data
---C3 equipment required (5 ton computer and 3x 1-ton slaves) to share target data otherwise currently common.
---NARC transmits target info.
---Missiles auto-follow TAG point (including dirt, if that's where the laser is pointing)
---Indirect fire can be designated towards a battle grid using the battle map: LRM spread increased to cover the entire grid. (Can be used to supplement strikes on entrenched positions without target lock)
---Clan LRMs minimum range removed (no C3 systems available: resume ability to brawl with LRMs, point-blank).
- I fully support any and all efforts to allow 'mechlabbing while waiting for a match. We should be able to select one 'mech as our "match 'mech", then browse the store, or work on a different 'mech in the 'mech lab, and be given 5 seconds to save or revert when selected for a match (since I'm sure the system requirements for running the mechlab in the background while also running a game are probably too much?)
-EDIT: eliminate or significantly reduce pinpoint weapons fire. Nothing in any version of Battletech (or even real-world combat) is pinpoint accurate all the time, instantaneously. Even a sniper rifle takes a few minutes to line up. Aligning weapons to converge on a point should take at least 2 or 3 seconds (maybe longer), and the convergence angle should be limited to whatever the arms can swivel to (so none of this 85 degree convergence angle to hit the invisible wall 10 m in front of you). I'm personally in favor of completely eliminating convergence, as it makes it easier to shoot around invisible walls when your reticle is accidentally on one, and makes it easier to lead a target when your weapon path never varies, but I recognize that's an unpopular opinion among the MWO Elite who enjoy dumping 100 dmg into a Mad Cat's missile ear and watching the torso disappear in a single volley without a chance to respond or retaliate.
-Remove side-torso heat spike, OR, award kill to whoever destroyed the side torso if heat immediately goes above 100% and never goes below it again. Also, award kill (not suicide) if 'mech overheats to death under flamer attack. Stupidest thing ever to be in a Gauss boat, get flamered to 90%, then lose a side torso and "suicide".
Edited by C337Skymaster, 17 May 2021 - 07:51 PM.
#354
Posted 17 May 2021 - 07:38 PM
Alreech, on 17 November 2020 - 09:10 AM, said:
This is a good idea.
Alreech, on 17 November 2020 - 09:10 AM, said:
Remove Airstrikes & Artillery from Solo Quickplay
Remove VOIP & indirect LRM Fire from Solo Quickplay (it is as worse as a group if some one is abusing it to coordinate the team or call in LRM Support)
These are really bad ideas, especially for what is ostensibly a "team-based game".
#355
Posted 17 May 2021 - 10:12 PM
Removed every piece of off-topic discussion about Groups in Quickplay, the Cauldron or player numbers. These topics need to be adressed elsewhere. The whole conversation could have been moved to its own topic, but honestly, I did not see any new info beyond what has several iterations on other recent threads, really.
Please stay on topic, folks.
#356
Posted 18 May 2021 - 01:40 AM
C337Skymaster, on 17 May 2021 - 07:38 PM, said:
12 random player that don't know each other and don't know the other "team mates" loadout are not a team.
For example: it doesn't make any sense to ask for LRM support or even play a NARC Mech if you don't know if other players have LRMs or not.
Not knowing other players loadout doesn't prevent some genius players from abusing the VOIP to bring up a stupid plan that prevents better tactics like forming up a murder ball and nascaring around.
Edited by Alreech, 18 May 2021 - 01:44 AM.
#357
Posted 18 May 2021 - 02:44 AM
Alreech, on 18 May 2021 - 01:40 AM, said:
For example: it doesn't make any sense to ask for LRM support or even play a NARC Mech if you don't know if other players have LRMs or not.
Not knowing other players loadout doesn't prevent some genius players from abusing the VOIP to bring up a stupid plan that prevents better tactics like forming up a murder ball and nascaring around.
Win or lose, the games where someone tries to take charge, players communicate, they come up with a plan, and attempt to execute it are ALWAYS more fun than "murderball nascar". Games where everyone's communicating and working together are NEVER 1-12 stomp losses, and are at worst 6-12 losses, but still more fun than silently nascaring.
#358
Posted 18 May 2021 - 06:27 AM
2. The ability to spectate FP so we possibly make a competitive league out of it.
3. Twice a year "Tuk3/4" events where teams can track their stats. I would suggest March and October but anything in those seasonal ranges
4.
Edited by Trashtier, 18 May 2021 - 06:28 AM.
#359
Posted 18 May 2021 - 07:09 AM
The6thMessenger, on 17 November 2020 - 08:15 PM, said:
If you can't find that much high-tier or low-tier players, you can just fill in AI bots for them. Or if one mech is DCed, an AI Bot can take over for them.
That being said, again this is a massive IF, if PGI could properly code AI. And if MW5 is the best they could do, I think it could only work for the cadets.
I would love to second this suggestion, but maybe modify it to be AI infantry/tanks/aerospace. Those are mostly meant to be cannon fodder in any of the other MW titles, and are often glass cannons that are only scary if you ignore them, and would serve us well in efforts to flesh-out the game and make it more dynamic and interesting.
DEFINITELY needs to be coded by someone who knows what they're doing.
#360
Posted 18 May 2021 - 07:14 AM
You have bots, infantry ( soon ), tanks, aerospace, stock builds and more.
It even looks better and runs better than MWO.
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