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Mechwarrior Online 2021: Features

2021 features

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#141 MW Waldorf Statler

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Posted 08 December 2020 - 02:52 AM

View PostIridium Fallout, on 08 December 2020 - 01:55 AM, said:

It would be interesting to mute the mic on dead players... after all, the dead don't speak... (well...not in our own dimension...)

Why? VIOP can deactivated for im self like me ,and Teamplayer most use Teamspeak as Externe Tool for better communication and without kidding comments

Edited by MW Waldorf Statler, 08 December 2020 - 02:54 AM.


#142 Vampyreq

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Posted 08 December 2020 - 03:59 AM

Putting this here cos "Features"

Make flamers better:
I like the idea of flamers but sadly no one uses them cos they're so ****** right now.

The cooldown of flamers are so ridiculously long that you pretty much can only use them for a short period of time then you can't use them for a long period of time. If RACs can ramp down the moment you let go of the fire button, why can't flamers? Let them cooldown the moment you let go of the fire button. This will make them have better presence.

Tweak how damage on flamers work.
Make maximum heat level flamers can bring a mech to 80% instead of 90%. This gives the recipient a chance to fight a bit.
And should the maximum heat of 80% be achieved, let the flamers start dealing structural damage of 0.3/s on top of the 0.1/s dealt to armour. If the heat is >80%, flamers will deal 0.35/s and have a low chance to crit weapons out. If there is no armour but heat level is <80%, the flamers will deal 0.2/s

I think the heat generation is a little too high.
Reduce heat generation of flamers to 0.8/s for a start.

And just a little more range? 100m would be acceptable imo.

#143 Alreech

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Posted 08 December 2020 - 09:13 AM

View PostMechwarrior Victor Strong, on 03 December 2020 - 08:21 PM, said:

Arm movement:
These mechs have shoulders for a reason. The arms should raise to fire. I barely touch my Warhammer anymore because the PPC blasts always hit the freakin hillside! Raise those arms!!! Even if it has to be limited to feet planted, target locked and in line-of-sight. Or put it on a toggle, like the missile launcher covers...it just needs to happen.

Yes, this would be great - and totally useless due MWOs Mechlab.

You don't have to put the PPCs in the Arms of a Warhammer, the Hardpoints in the Side Torsi that came with the Medium or Small Laser are much better.
Also you don't put PPCs in a Warhammer if you want to have a high matchscore, you go for 2 AC 10s & 4 ER-Meds or 2 Ultra AC20 or 2 MRM 40s.

Also new animations must done for rising the arm, that's a lot of work.

Quote

Side-step:
Why shouldn't the mech take a step to the side if not moving forward? That would make maneuvering more natural and convenient. Plus the ability to move laterally without having to change the entire mech's facing would allow us to keep a target lock, dodge incoming fire (maybe), and pull off cowardly duck-around-the-corner moves with assault mechs. Who doesn't want that? And then there's Solaris City where everybody is getting in everybody else's way. A quick step to the side would solve so many problems.

1st: It's not part of the traditional Mechwarrior Gameplay.
2nd: needs new animations for each capable Mech.

Quote

Melee:
I know, its unpopular. But I fell in love with this game when it was called BattleDroids.
If melee can't be done, at least put in Death from Above! I've done it. It's freakin hard to pull off! And all I got for it was shot to pieces. Didn't even scratch the other guy's paint. A successful DFA attack should be rewarded.
Along similar lines, it wouldn't require much alteration to enable a Charge/Tackle/Push attack. It isn't often, but occasionally it would be a game changer if you could push an opponent out from behind cover or over a cliff.

1st: Melee needs new punching animations for each capable Mech.
2nd: it would be the Battlefield 2 like fake Melee: firing a short range projectile with plenty of damage while playing the punching animation.
3rd: How high must the damage be to make Melee usefull? In a game with 40 - 60 dmg Alpha strikes?

Quote

Knockdown:
Any mech taking withering fire should be staggered or knocked over. The skills for gyro stabilizing are a nod in that direction, but the actual mech never seems to be affected. It seems reasonable that a few heavy shots could at least crank the target's torso to the side. To have a mech stumble would be good. To have a mech fall and stand back up would be better. To face-plant a Piranha would be justice.

1st: Each Mech needs new animations for falling down & standing up. That's a lot of work.
2nd: getting knocked over by collisions with friendlys or weapon fire isn't fun, and puts a additional load on the server and each client

Edited by Alreech, 08 December 2020 - 09:14 AM.


#144 Vercors

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Posted 09 December 2020 - 09:49 AM

Hello,
It could be usefull to have combo keys for actions, something we can edit. I thinks about (for example):

1 click on keyboard key = air strike
2 (or 3) clicks on the same keybord key = artillery strike

To many shorcuts on differents keys are hard to managed.

thanks

Edited by Vercors, 09 December 2020 - 09:54 AM.


#145 Bowelhacker

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Posted 10 December 2020 - 02:29 AM

View PostVercors, on 09 December 2020 - 09:49 AM, said:

Hello,
It could be usefull to have combo keys for actions, something we can edit. I thinks about (for example):

1 click on keyboard key = air strike
2 (or 3) clicks on the same keybord key = artillery strike

To many shorcuts on differents keys are hard to managed.

thanks


Well that's why you can get a mouse with more than two buttons...

#146 MW Waldorf Statler

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Posted 10 December 2020 - 02:35 AM

View PostVercors, on 09 December 2020 - 09:49 AM, said:

Hello,
It could be usefull to have combo keys for actions, something we can edit. I thinks about (for example):

1 click on keyboard key = air strike
2 (or 3) clicks on the same keybord key = artillery strike

To many shorcuts on differents keys are hard to managed.

thanks

im hate multiuse Keys/Configs...seeing Red Dead Redemption ,im will speak with a Guy and have the speaking and shooting function by same Button =the Situation is misinterpredet from the Program ,while you not look direct in the eyes of NPC aor a Little to far = now im have a wanted Status..(thats why im hate beat em ups ...a wild Clickparty who im only hope to tpush the right key)

Multifunctional Buttons most a Bad idea... Status.your Figer a little to long or make two clicks and you have the false Function activated in the Stress of Battle

Edited by MW Waldorf Statler, 10 December 2020 - 02:48 AM.


#147 Seth Kalasa

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Posted 10 December 2020 - 03:53 PM

At the moment during the process of FP matchmaking we can only chat. Any chance to give an access to the Mechlab, shop, inventory, etc?. It’s quite boring just to stare at the number of players... also, a lot of funds are locked in Unit’s balances with no any options to spend them. Return them back or give an option for Unit leaders to send them whoever they want in a Unit.

Edited by Seth Kalasa, 11 December 2020 - 12:41 PM.


#148 Groutknoll

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Posted 11 December 2020 - 12:27 AM

Hi Daeron, not sure where to put this, seems to be a 'feature' change suggestion.

For the Supply Caches, Is it possible to change the code that it will reroll the decal instead of the duplicate 50k cbill result? Only have the duplicate 50k cbill result when you have all the decals on the list rolled on. Also the decal list may need to be updated with the current decals.

Thanks.

#149 Alreech

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Posted 11 December 2020 - 10:10 AM

View PostIridium Fallout, on 08 December 2020 - 01:55 AM, said:

It would be interesting to mute the mic on dead players... after all, the dead don't speak... (well...not in our own dimension...)

Even most of the living players don't speak or listen...even if some one is telling them they have an enemy narcing stealth mech in their middle.
So making VOIP even more useless may not be the best idea to improve the game.

#150 Wing 0

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Posted 11 December 2020 - 12:20 PM

View PostDaeron Katz, on 16 November 2020 - 01:10 PM, said:

In this thread, lets discuss ideas for updating or adding to our current monetization model in MechWarrior Online, such as:
  • Skill Tree / Grind Reduction
  • Remove Torso Heat Spike Mechanic
  • Heat Management Values Not Representative of Heat Efficiency
  • Simplify Command Wheel
  • Remove Time of Day Change in Matches (FPS hit)
  • UI Performance Pass / Scaling?




Heres my list
  • Fix and Optimize Game Graphic and Performance (FPS) <-- When PGI was releasing new Content, It will cause FPS Stutters and Crashes. Must do In my opinion.
  • Skill Tree. I don't like how the grind is going right now. I buy duplicate variants for the same mech and cant use existing EXP and all. Not cool to see. I know a lot of players want to see something better for this.
  • Fix the log in and Loading times. I log in to the game and I'm waiting almost a minute just especially on an SSD. Whatever is going on the other end of PGI's Stick, needs fixing.


#151 Heavy Money

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Posted 11 December 2020 - 01:16 PM

Not sure if this has been mentioned, but it would be great if you could unequip cockpit items without switching into the mech. I often want to equip a certain cockpit item, but don't remember what mech it's on, and then have to hunt through multiple mechs to find it. Very annoying! Make it so if you equip a cockpit item on a new mech, it just dequips it from others.

Better yet, let us equip owned cockpit items on any number of mechs so we don't have to fiddle around with switching them. I'm not going to buy multiple copies of the same cockpit item anyway. i'd be more likely to buy a cockpit item if they weren't so inconvenient to use.

#152 Daruwind

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Posted 12 December 2020 - 05:17 AM

View PostSeth Kalasa, on 19 November 2020 - 01:46 PM, said:

Link to two ideas about skill tree Revamp in the first topic (Monday Update #2):
https://mwomercs.com...ost__p__6358610

https://mwomercs.com...ost__p__6358349


These are great ideas. I did some times ago my own version for skill tree, just little improvments here and there. It is staying close to current ones, just trying to clean stuff and add interesting new nodes.

It would still need some balancing. My approach is simple, start at rank one with any arrow "in" and to advance to next rank, you need to hit arrow out at rank above.

Posted Image

Edited by Daruwind, 12 December 2020 - 05:18 AM.


#153 Vega Regius

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Posted 12 December 2020 - 10:40 AM

After ghosting these forums for a while and seeing the new efforts put forth by the devs to improve MWO I figured I’d voice some opinions, see what sticks.

I’d like to propose something bold, but hear me out. I think that certain mech components should be considered non-targets to improve player choice with regards to customization. Since MWO is a different style of game compared to tabletop certain customization choices are subpar and in fact harm the user experience overall. Best example I can come up with is the classic Timber Wolf missile racks, even the Mauler. People want to play their favorite mechs the way they want because this is Battletech. We aren’t playing the game for a true-to-life experience. We want to indulge in the scifi fun of the series. Certain mechs and certain configurations are straight-up detriments to the user experience because of the way damage is calculated.

I understand that changing the damage incurred from someone shooting the weapons is a major adjustment, but one that I propose for your consideration. Regardless of the outcome I think the game needs to make clear through an expanded tutorial that if you’re going to choose to mount certain weapons a certain way that you are actively hurting your own experience.

Thank you!

#154 Erik Ouzbel

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Posted 13 December 2020 - 08:12 AM

Skill tree needs a revamp. It's too much of a grind atm. Changing it up so that the roles affect the gains makes sense to me. ie Scouts get a better speed tweak and sensor range, brawlers better short range weapon damage, tanks more armor, support better consumables and reduced lock-on times.

The command wheel is pretty simple as is, and needs expansion rather than reducing the number of choices. Telling someone there's an enemy behind them when you haven't locked onto the target yet isn't possible, or if you can see a group moving beyond your sensor range. Changing it into a drop-down menu(s) like other mechwarrior games would help if they think that expanding the wheel is too busy.

#155 NocturnalBeast

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Posted 14 December 2020 - 01:18 AM

  • Skill Tree / Grind Reduction
Just reduce the cost, like others have said, otherwise it is fine.
  • Remove Torso Heat Spike Mechanic
Yes
  • Heat Management Values Not Representative of Heat Efficiency
Remove ghost heat and let people cry, boats are supposed to be dangerous.
  • Simplify Command Wheel
Don't care.
  • Remove Time of Day Change in Matches (FPS hit)
If you can't fix this, then remove it.
  • UI Performance Pass / Scaling?
Optimization should always be a priority.

#156 Gas Guzzler

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Posted 15 December 2020 - 12:19 PM

Is the heat management value in the mechlab before or after quirks and skills? After would be more useful.


#157 jonomy

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Posted 15 December 2020 - 12:43 PM

grind is grind. skill tree seem ok

cost of experimentation offsets lost value in combat as in other combat games. players who benefit from changes to skill tree may not have cash to burn, but a winning feature quirk will pay for itself. long time players have cash and can change - mount and unmount - skills pretty easily.

jump jets is oddly expansive - wonder who needs it?

wheel is under used in matches; but so is R - would more players use new features in the wheel if it changes? I can't think of what to add or delete. maybe since we have thank you we could get a please?

#158 Vercors

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Posted 15 December 2020 - 01:20 PM

View PostVercors, on 09 December 2020 - 09:49 AM, said:

Hello,
It could be usefull to have combo keys for actions, something we can edit. I thinks about (for example):

1 click on keyboard key = air strike
2 (or 3) clicks on the same keybord key = artillery strike

To many shorcuts on differents keys are hard to managed.

thanks


This feature can allready be applied. I use the Voicemacro application from FSC-SOFT, with a script from SCVRIA. You can look here:
http://www.voicemacr...ion-on-keyboard

Two boutons mouse power !

#159 AnAnachronismAlive

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Posted 18 December 2020 - 09:39 AM

*placed into the right thread*

Edited by AnAnachronismAlive, 19 December 2020 - 04:14 AM.


#160 Rolodius

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Posted 19 December 2020 - 10:45 PM

I just come across something that might help a little. when building out my mech i would like to be able to view my cart even if i cant afford the items in it. This will help in determining what has put me over my current cb/mc balance with out having to remove everything one by one to see.

hopefully this is where to suggest this idea.





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