Jump to content

- - - - -

Mechwarrior Online 2021: Modes

2021 modes

283 replies to this topic

#121 Far Reach

    Member

  • PipPipPipPipPip
  • The Tracker
  • The Tracker
  • 145 posts

Posted 07 December 2020 - 02:26 PM

It a graveyard out there, bit late for the micromanagement.
You need new players, this won't happen without new/improved features.
Like these: Melee, visual refresh, new chassis, new(better) maps, bugfixes and optimizations across the board.

#122 Timuroslav

    Member

  • PipPipPipPipPipPipPip
  • Gunsho-ni
  • Gunsho-ni
  • 672 posts
  • Location米国のネバダ州のリノで住んでいます。

Posted 07 December 2020 - 09:42 PM

Incursion: Have a premade tank for respawns in incursion so that way we can finish the fight in incursion. They get 2 respawn tanks, and no not the Myrmidons. People don't like incursion because they don't like their mechs being held hostage after an obvious win. The base looks like it would be fun to defend. I believe respawn tanks could fix this. It could be the most popular mode potentially. It's like 70% there in my honest opinion.

The turrets are too weak, they need to be either more accurate or be given their LRMS back or something. dying to them is a bit of a joke. Assault mechs should be assaulting the base, light mechs should be scouting and getting batteries, not doing everything. It's also unclear that you're supposed to attack the Radar, Jammer, and Air battery deposits, their integrity is unknown.

Maybe, make it so the tonnage of the mech they choose, allows for compensated respawns tanks. IE: light mecks get to choose SRM carrier or strikers. Assault pilots just get strikers. These come with a mandatory 30 second timer.

Also the tanks don't "Spawn" as much as they are turned on in the tank depot. They can be destroyed.


Assault Game mode: needs it's large laser turrets back.

(New game mode) Infiltration (an asymmetrical mode). A given number of mechs defend a large area to protect and patrol. A fast/stealthy or strong mech is to get in obtain, a module/ crate after scanning multiple duds and escape to the dropship without dying. A lance is given to the opposing team to allow for tactics.
This game mode can be turned on and off at tier 3+ when the Tier 1's are having a hard time getting a match. This way they will have a mode to play at least.
Ideally, 4 vs 8 or flex 5vs9 The waiting dropship does fire it's lasers at the enemy.


Escort: could replace the one robot atlas with a Convoy of Medium and Heavy tanks. These tanks could fight back, but could also be stomped on. (yes some of them may explode damaging legs). But only one of them is the actual target. Which one will it be?


Tug-o-War:
A drop ship engine is being hauled by a trucker, The team pulls it to their side when in possession. First team to accidentally destroy the engine loses (It does not repair) Massive currency penalty for sabotaging your own team -500,000 credits+. It does blow up. There are respawn tanks. But your chosen mechs are going to be better.

Edited by Timuroslav, 07 December 2020 - 10:00 PM.


#123 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 08 December 2020 - 02:57 AM

Quote

Incursion[color=#959595]: Have a premade tank for respawns in incursion so that way we can finish the fight in incursion. They get 2 respawn tanks, and no not the Myrmidons. People don't like incursion because they don't like their mechs being held hostage after an obvious win. The base looks like it would be fun to defend. I believe respawn tanks could fix this. It could be the most popular mode potentially. It's like 70% there in my honest opinion.[/color]
Tanks and small Vehicles have a Big Problem ...most for Tanks impassable Mazestyle terrain and Climbsystem (thats stops a 100t Atlas with a pebble),so im not thinking thats we seeing thats in the Future ,without a new Engine

#124 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 08 December 2020 - 06:07 AM

View PostHorseman, on 07 December 2020 - 02:09 PM, said:

Reality: You're slapping complexity on top of complexity. A lot of players will not understand the changes and sink even if they were contributing to the match. Many others will pick whichever is the easiest to game.
TL;DR: this is NOT a solution to any problem.


Perhaps, but at the same time, if people can understand that some weapons are shot at only close range in other FPS and others are better for sniping, perhaps you can give them a bit more credit in figuring out what the role of their mech should be in a battle. Same applies for if they've ever played WoW or another multiplayer where each character/unit fulfils a role.

You did remind me to follow up and mention that along with roles, there would be a "role queue" so the only way you could have a team comprise entirely of fire support is if the opposing team was similarly arrayed.

#125 MovinTarget

    Member

  • PipPipPipPipPipPipPipPipPip
  • Field Marshal
  • Field Marshal
  • 3,831 posts
  • LocationGreen Acres

Posted 08 December 2020 - 06:18 AM

View PostMycroft000, on 22 November 2020 - 06:56 PM, said:

The further MWO gets from table top the more pointless it is, may as well play any other FPS on the market that has a large player base. Part of the draw for MWO is that it is a Battletech sourced game.


I've long said that it is unfair to hold MWO to the standard of the TT design. The mechanics are simply too different. Name me any MW game and I can come with at least a half dozen MAJOR differences from TT.

Seriously, people that continue to expect an accurate TT-to-FPS translation are not being realistic. You will never make BT lovers happy with an FPS without making it a terrible FPS.

Having said that, I like piloting big stompy robots for free (having not dropped a dime into the game in 2 years) and if nothing else, MWO has little competition in that department which means one of two things:

- There isn't much of a market/interest
- Nobody had put together a better package and marketed it better to get the word out

#126 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 08 December 2020 - 08:03 AM

a FPS like TT ...you seeing the Enemy mech in Front in 30m ,the enemy Cockpit fill your windows and the Cursor is over the bandit Pilots Head ...a short black Windows.......and a Message come ...you hit with the M-Laser the Right feet ,while the enemy is walking before 3m and the PPC miss the Target

#127 Alreech

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,649 posts

Posted 08 December 2020 - 08:33 AM

View PostMovinTarget, on 08 December 2020 - 06:18 AM, said:

I've long said that it is unfair to hold MWO to the standard of the TT design. The mechanics are simply too different. Name me any MW game and I can come with at least a half dozen MAJOR differences from TT.

Seriously, people that continue to expect an accurate TT-to-FPS translation are not being realistic. You will never make BT lovers happy with an FPS without making it a terrible FPS.

Most regular players of the Battletech Table Top know that the table top has many strange rules that cause balancing problems or strange effects (Engines below 250 rating need additional slots for heat sinks ? WTF lol).
They also know that the Clan vs Inner Sphere or Tank vs Mech balancing never worked right in the table top.

It's time to get rid off those Table Top rules in MWO that didn't work well or create the same / new balancing problems:

"All Engines must have 10 heat sinks"
"IS XLs Engines are destroyed if the side torso is destroyed"
"Clans Mechs get free CASE in each limb, IS Mechs need a slot and can mount it only in the Side Torsi"
...

#128 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,737 posts
  • LocationPoland

Posted 08 December 2020 - 09:56 AM

View PostMovinTarget, on 08 December 2020 - 06:07 AM, said:

Perhaps, but at the same time, if people can understand that some weapons are shot at only close range in other FPS and others are better for sniping, perhaps you can give them a bit more credit in figuring out what the role of their mech should be in a battle. Same applies for if they've ever played WoW or another multiplayer where each character/unit fulfils a role.
The gotcha is that the roles in those games are usually pre-defined by your class / vehicle / character. In MWO there is no such hard restriction, so we get geniuses who try to build things like lrm support Atlases and fail to play even that correctly.

Quote

You did remind me to follow up and mention that along with roles, there would be a "role queue" so the only way you could have a team comprise entirely of fire support is if the opposing team was similarly arrayed.
More buckets? Posted Image

View PostAlreech, on 08 December 2020 - 08:33 AM, said:

Most regular players of the Battletech Table Top know that the table top has many strange rules that cause balancing problems or strange effects (Engines below 250 rating need additional slots for heat sinks ? WTF lol).
They also know that the Clan vs Inner Sphere or Tank vs Mech balancing never worked right in the table top.

It's time to get rid off those Table Top rules in MWO that didn't work well or create the same / new balancing problems:

"All Engines must have 10 heat sinks"
That one is a no. In TT, those heat sinks take up slots but not tonnage.In MWO, PGI outright subtracted their tonnage from the tonnage of the engine to simplify the mechlab. It's not like removing that restriction would advantage anything other than maybe the machinegun variants of Piranha and Flea anyway.

Edited by Horseman, 08 December 2020 - 09:57 AM.


#129 Alreech

    Member

  • PipPipPipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 1,649 posts

Posted 08 December 2020 - 10:14 AM

View PostHorseman, on 08 December 2020 - 09:56 AM, said:

That one is a no. In TT, those heat sinks take up slots but not tonnage.In MWO, PGI outright subtracted their tonnage from the tonnage of the engine to simplify the mechlab. It's not like removing that restriction would advantage anything other than maybe the machinegun variants of Piranha and Flea anyway.

It's still a rule with strange effect that should have been fixed in Battletech long ago...
...and should have never been a part of MWOs design rules.
Also each "external-internal heat sink" needs 3 slots in side toro or arms if it is a double heat sink.

OP Mechs with too many machine guns are a different problem. Posted Image

Edited by Alreech, 08 December 2020 - 10:38 AM.


#130 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 08 December 2020 - 06:25 PM

in most Ways Heavy Gear or earthsiege has better Features and ideas ...and BT overloading in the Time ,with bad designs, cruefull Artwork and unrealistic Features, and rules ...rules...rules,without manage the errors from the older rules

#131 Fiona Marshe

    Member

  • PipPipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 756 posts
  • LocationAustralia

Posted 08 December 2020 - 10:42 PM

"Stock Mech Monday" for Faction Warfare.

Tick the little box available in private matches between set times for some very different match play.

#132 Horseman

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Mercenary
  • The Mercenary
  • 4,737 posts
  • LocationPoland

Posted 09 December 2020 - 01:23 AM

View PostAlreech, on 08 December 2020 - 10:14 AM, said:

It's still a rule with strange effect that should have been fixed in Battletech long ago...
Not really. It's a simple rule that isn't communicated well to you in the mechlab and that PGI bungled up making it more confusing than it needs to be. In BT, your first ten heat sinks don't weigh anything, period, no matter if they're in the engine or not. PGI instead has all exernal sinks weigh a ton but then subtracts the mass of the required extra sinks from any engine under 250 rating. That's how you end up with the negative mass on STD60.

#133 Orion3025

    Member

  • PipPip
  • Legendary Founder
  • Legendary Founder
  • 42 posts
  • LocationNew York

Posted 09 December 2020 - 03:16 AM

Hi all,

I would like to see a team dropship attack/defense mode (hopefully destructible overlord dropship which does shoot back).

I would like to see a attack/defend destructible fortress/castle brian mode with the buildings being tougher and more and varied defense turrets (maybe the old calliopes heh?).

Of course such modes would require larger maps.

#134 Wristp1n

    Rookie

  • 4 posts

Posted 09 December 2020 - 05:12 AM

Since we now have MW5 is there a way to bring PvE aspects into the game? A possible solution to competitive tiering may be in teams of 4, 8, 12 competing together to attack a base or convoy, etc (raids). Which could give players experience without having to be sorted too finely by skill/ability.

I know this game is thought of primarily as PvP, but could it be more with just some minor tweaking?

glhf
Wristpin

#135 General Solo

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • 3,625 posts

Posted 09 December 2020 - 05:56 AM

Match making needs a look

#136 Lanzman

    Member

  • PipPipPipPipPipPip
  • Little Helper
  • Little Helper
  • 304 posts
  • LocationVirginia, USA

Posted 09 December 2020 - 07:44 AM

Salvage mode. Like Conquest except you capture a downed mech from the enemy team and you get whatever it's equipped with - weapons, unused consumables, etc.

#137 Timuroslav

    Member

  • PipPipPipPipPipPipPip
  • Gunsho-ni
  • Gunsho-ni
  • 672 posts
  • Location米国のネバダ州のリノで住んでいます。

Posted 09 December 2020 - 12:14 PM

As far as faction play goes. Alot of Loyalists left when they realized it was just flat out better to be a mercenary. This resulted in a massive over supply of mercenary units. If you want people to engage as a Loyalists their incentives need to be better than mercenary incentives. Case in point Loyalists should be able to tag planets not mercenary units. Otherwise it’s like “ hey why not by a merc I can tag planets with my unit more places and use my full mech inventory”

Also keep the Faction play maps as definitive Faction play only maps, believe it or not it is a pretty decent draw to the Faction game mode. Also definitive time when Faction play ends and restarts. I’d say every 4 months or so

Edited by Timuroslav, 09 December 2020 - 12:19 PM.


#138 Seth Kalasa

    Member

  • PipPipPipPipPipPipPip
  • Nova Captain
  • Nova Captain
  • 573 posts
  • LocationVirgo Supercluster, Milky Way, Terra

Posted 09 December 2020 - 03:33 PM

A lot of tension is coming from the desire to equalize ClanTech and IS Tech.
In this regard I want to propose a separate mode where ClanTech will have it’s “real” characteristics and IS Tech won’t be meaninglessly overtweaked as it is at the moment.
The balance in tabletop is Battle Value.
The balance in MWO will be quality VS quantity. 2 stars of Clan Mechs vs 3 lances of Sphere.
It could be separate mode, it could be used in FP, it will be greatly accepted by diehard Mechwarriors that liked this game exactly for that “imbalance” before and hate MWO in the current state.
As far as I know, the matchmaker is unable to work with unequal teams, but this problem can be avoided if, for example, the matchmaker will be able to create a team with 10 players +2 dummies or AI that immediately disconnect/disappear/disintegrate.
The current “balance” is just an ugly mess of limitations from the one side and tweaks from another. It’s an unhealthy situation...I don’t want to be a part of it and will be more than satisfied playing this separate mode.

Edited by Seth Kalasa, 10 December 2020 - 04:02 PM.


#139 Sawk

    Member

  • PipPipPipPipPipPip
  • Star Captain
  • Star Captain
  • 402 posts

Posted 09 December 2020 - 05:15 PM

ok i have an IDEA, good bad or ugly, i have 480 million in C-Bills, what if i put up a challenge to Beat me in, say a stromcrow, on a certain map, i use my vast amounts of cash to hire and or Be killed, that being 250,000, much more then most make in a drop.
it is unknown, its a way to transfer some cash while testing, maybe a chance to see great Build, it could be matched, maybe vets like myself pay more the one taking the challenge pays by how long they have played, or by tier level, maybe there is a contract, TRY TO KILL ONLY, or 3 lives each while testing, i could think of alot conditions, you could put in there, sorry not in to solaris its has never been fun.

SAWK

#140 MW Waldorf Statler

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 9,459 posts
  • LocationGermany/Berlin

Posted 09 December 2020 - 08:54 PM

View PostWristp1n, on 09 December 2020 - 05:12 AM, said:

Since we now have MW5 is there a way to bring PvE aspects into the game? A possible solution to competitive tiering may be in teams of 4, 8, 12 competing together to attack a base or convoy, etc (raids). Which could give players experience without having to be sorted too finely by skill/ability.

I know this game is thought of primarily as PvP, but could it be more with just some minor tweaking?

glhf
Wristpin

PGI has Coders and Programmers for the UE4 and mW5 not for the Cry3 and MWO and so not Feet/leg Ik comes back, no Knock Down and with this problems and the cruefull Climbsystem and Terrainproblems in MWO in thinking no Vehicles .turrets and Mechs no problem , small elements have to many Problems with Terrain and Hitzones (invisible Wall and collisionsboxes ,Climbsystem ,impassable Terrain)

Edited by MW Waldorf Statler, 09 December 2020 - 08:55 PM.






1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users