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Mechwarrior Online 2021: Features

2021 features

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#181 Quicksilver Aberration

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Posted 07 January 2021 - 08:01 PM

View PostBig-G, on 07 January 2021 - 07:52 PM, said:

Small little issue of Battletech Lore...

You are right, it is a small issue because lore does not translate to video games very well.

#182 Bowelhacker

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Posted 07 January 2021 - 08:52 PM

View PostBig-G, on 07 January 2021 - 07:52 PM, said:

Small little issue of Battletech Lore...


Yeah, when will they respect the lore? I want my rear facing lasers!!!

#183 3RoyalStar1

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Posted 07 January 2021 - 10:57 PM

Does anyone know if skill based matchmaking is a thing in the game?

#184 Alreech

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Posted 08 January 2021 - 06:17 AM

View PostBig-G, on 07 January 2021 - 07:52 PM, said:

Small little issue of Battletech Lore...

As if anyone cares about Battletech Lore, especially in Solo Quickplay with it's mixed tech teams.

Why put not 10 Clan Mechs vs 12 or 16 IS Mechs in Solo Quickplay? It's Battletech Lore.
Why not punishing players in Clan factions for Killstealing? It's Battletech Lore.
Why not reduce heatsinks by 5 after critical hits to engine slots in CT & Side Torsi? It's Battletech Lore.

The IS XL rule was introduced 1989 to balance it to the standard engines.
It became a balancing problem with the introduction of the Clan Tech in 1990.
It was a stupid rule since then in the Tabletop, was never used in Mechwarrior Titels before and was a stupid idea to use in MWO.

Edited by Alreech, 08 January 2021 - 06:18 AM.


#185 Quicksilver Aberration

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Posted 08 January 2021 - 10:29 AM

View PostAlreech, on 08 January 2021 - 06:17 AM, said:

The IS XL rule was introduced 1989 to balance it to the standard engines.

Even without Clans it was a bad idea to add to MWO given being sticked in tabletop didn't prevent you from doing damage through physical attacks meaning standard engine durability mattered a bit more. Weapons you could fit in the CT and head were also more potent because of the different format.

#186 Alreech

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Posted 09 January 2021 - 04:55 AM

View PostQuicksilver Kalasa, on 08 January 2021 - 10:29 AM, said:

Even without Clans it was a bad idea to add to MWO given being sticked in tabletop didn't prevent you from doing damage through physical attacks meaning standard engine durability mattered a bit more. Weapons you could fit in the CT and head were also more potent because of the different format.

Not adding Clan Tech was never an option for MWO (or any other Mechwarrior Game).

The Battletech Tabletop from 1984 was once reworked by FASA (from Battledroids to Battletech), and most of the rules stayed the same since 1990.
Most hardcore players of the boardgame know the problematic rules and prevented their use in tournament play.
PGI just ignored that then creating MWO, creating even worse effects in their game.

For the non hardcore players of the Tabletop:
XL engines were first introduced in the Technical Readout 2750 with the other "Star League Tech" in 1989.
During this time FASA still believed that the Battletech Tabletop is more or less the combat system for the Mechwarrior RPG, and the Readout contained also items & rules for the RPG like the vibro lockpit or a Star League Laser Assault rifle.
It was basically the stuff a Gamemaster could use in a Mechwarrior RPG campaign, and never meant to be an add on to a competetive boardgame.

And the Technical Readout 2750 was also one of the worst products FASA ever produced. It contains many things that shouldn't have slipped through edditing.
The XL Engine was one of those things, and until 1994 "Battletech Compendium - Rules of Warfare" it was never directly stated that a side torso destruction also destroys the engine.
CASE was also introduced in that readout, and it's rules said that it prevent damage to vital items like cockpit and engine...
So sooner or later you got in rules discussion if a XL Mech can survive a side torso destruction if it mounts CASE (making CASE & XL usefull) or not (making CASE & XL useless).

The other good exampel for bad rules is also in this readout:
One Shot Missles / Single Shot Missles
It's just a regular IS SMR or LRM launcher with no reloads, the player can fire it with the same rules once in the match.
And nope, it doesn't need less tonnage or slot as normal launchers, they need 0,5 tons more because of... whatever.
And to make it even more stupid the only vehicle in the Technical Readout 2750 using this "Weapons" mount 2 SRM 4 One Shoot, because why mounting 2 regular SRM 4 & 25 salvos if you can mount for the same tonnage 2 SRM 4 One Shots with one salvo each?
It's Battletech lore, why don't we have the one shoot launchers in MWO? Posted Image

Edited by Alreech, 09 January 2021 - 05:37 AM.


#187 Blechseuche

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Posted 09 January 2021 - 09:23 AM

i would be happy with some more maps. not old maps with new wheather. some what sucks is this big chance that the map is not good for the mechbuild. i mean noone would choose a longrange mech for a map like solaris city. you need tons of luck to move in one piece to a position that your lrms make sence. but i can live with that. maybe some of this beautiful clanwarmaps for the other gamemodes.

#188 Quicksilver Aberration

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Posted 09 January 2021 - 10:15 AM

View PostAlreech, on 09 January 2021 - 04:55 AM, said:

Not adding Clan Tech was never an option for MWO (or any other Mechwarrior Game).

I never meant to imply that. I was just mentioning that even if they hadn't engine balance was off.

View PostAlreech, on 09 January 2021 - 04:55 AM, said:

It's Battletech lore, why don't we have the one shoot launchers in MWO? Posted Image

I mean we do have some with the stupid rocket launchers which as implemented were a pretty worthless addition.

#189 VonBruinwald

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Posted 09 January 2021 - 12:00 PM

View PostQuicksilver Kalasa, on 09 January 2021 - 10:15 AM, said:

I mean we do have some with the stupid rocket launchers which as implemented were a pretty worthless addition.


Because they decided to abandon lore and give them minimum range.

Makes me wonder if we should start a clan bias discussion Posted Image :

IS-XL - 3 engine crits = deaths
cXL - effectively requires 4 engines because we won't implement a proper crit system.

Piranha - 10mgs/15 small lasers at point blank to the back with minimum spread - acceptable
Rockets - 50m minimum range + maximum spread!

Clan Omnimechs - Fixed flamer on the adder? Nahhhhhhh
Reduce heavy Gauss/LBX-20 to 10 slots because we can't crit-split? - Nahhhhhh

#190 Quicksilver Aberration

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Posted 09 January 2021 - 01:21 PM

View PostVonBruinwald, on 09 January 2021 - 12:00 PM, said:

Because they decided to abandon lore and give them minimum range.

Minimum range isn't what makes rocket launchers stupid.......they are pretty garbage in lore too, just like all the other one shot launchers

Edited by Quicksilver Kalasa, 09 January 2021 - 01:22 PM.


#191 SHD2

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Posted 09 January 2021 - 02:01 PM

there would be almost no benefits using a STD engine if there isnt the cut torso mechanic...

#192 Galenthor Kerensky

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Posted 09 January 2021 - 02:17 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?


removing the heat spike from torso destruction is a must... I have lost count of how many times my mech has been obliterated due ot being shut down from the heat spike from a torso destruction... Another thing I would love to see is the removal of stealth armor until it can be coded in properly... it was never meant to be a u can't see me ala John Cena thing... it was supposed to be a minor modifier to hit the mech it's on based on range, not the insanity it is currently... the mention of keyboard assignments to specific command wheel options is a great idea... something else I would love to see is either friendly fire get turned off, or there be a listing added for how much friendly fire damage someone did, and to whom they did it too... a couple of days ago there was an incident where someone decided that it was ok to tk me just because I bumped into them a couple of times while trying to evade enemy rac fire... that is not acceptable... in regards to the match performance window, I would love to see that being brought to the same size as the windows that it's in the middle of so we don't have to scroll down to see all of that information... also this would make it easier to screenshot to show guildies everything in shot... as for the daytime changes, I would love to see it stick to one form of it during a match, considering the time it takes to fight a match...

#193 Sare204

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Posted 09 January 2021 - 02:29 PM

Rocket Launchers: remove minimum range, but balance with reduced overall damage or increase spread.
IS XL engine possible option: Add improved CASE to the Inner Sphere techbase with a weight of 1 ton and allow it to mitigate one side torso destruction.
Torso Heat spike: Getting punished for losing a side torso is not fun even if it satisfies the Lore. The loss of your firepower and heat dispersion should be enough of a burden. As it is right now it almost always results in player death. again this is not "fun" for players to experience.
Oftentimes even if I am the attacker, I feel bad because I know my opponent is actively cooking to death in addition to the damage being dealt to them.
This is a Triple penalty: Potential shutdown/Active heat damage/Damage being dealt by opponent/s

Skill tree revamp:
I have no issue with the types of nodes in the current skill tree, just how you access them.
Group similar nodes into one tree: Better sense of Customization to fit Player's desired playstyle.
(i.e cut "Mother" tree into individual Branches.)
Reduce total number of nodes. Increase value of nodes to make choices more impactful.
Ballistic (range, cooldown, velocity etc)
Energy (Range, cooldown, Duration, Heat-gen etc)
Missile: (Range, cooldown etc)
Survival (Hardened armor, skeletal density, etc)
Mobility: (Merge with Jumpjets,)
Operations: (Hill climb, Improved Gyros, speed retention etc
Sensors: (Enhanced ECM, sensor range, Radar deprivation etc)
Auxilary: Have each consumable have its own tree (UAV, Artillery, Airstrike, Cool shot)

Add more consumables to pick from, such as:
Smokescreen that impairs sensors and obscures sight,
Thermal payload that does minimal damage but increases heat over time.

I also wanted to draw attention to this Great post from Solahma.
MWO: Forums - Skill Tree Mockup And Proposal (mwomercs.com)


It is similar to what i proposed but with a couple cool differences that i would also support!

Edited by Sare204, 10 January 2021 - 05:14 PM.


#194 VonBruinwald

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Posted 09 January 2021 - 02:30 PM

View PostGalenthor Kerensky, on 09 January 2021 - 02:17 PM, said:

removing the heat spike from torso destruction is a must... I have lost count of how many times my mech has been obliterated due ot being shut down from the heat spike from a torso destruction...


Increases the imbalance between the cXL and the IS-XL. You can't buff the cXL without buffing the IS-XL.

If the heat-spike is such a death sentence then we should remove the insta-death from the IS-XL and replace it with the heat-spike from the cXL.

IS-XL - Heat spike + 2 torsos= death
cXL/LFE - 2 torsos = death
STD - Immune to ST penalties.

#195 Big-G

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Posted 09 January 2021 - 06:51 PM

I know not everything can translate from lore into this game, but just whole-heartedly throwing it away doesn't make this Battletech/MechWarrior anymore...

#196 Quicksilver Aberration

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Posted 09 January 2021 - 07:50 PM

View PostBig-G, on 09 January 2021 - 06:51 PM, said:

I know not everything can translate from lore into this game, but just whole-heartedly throwing it away doesn't make this Battletech/MechWarrior anymore...

So MW4 wasn't really mechwarrior? Just asking because it threw away a lot of construction rules and changed a few mechanics.

Edited by Quicksilver Kalasa, 09 January 2021 - 07:56 PM.


#197 Alreech

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Posted 10 January 2021 - 06:57 AM

View PostVonBruinwald, on 09 January 2021 - 02:30 PM, said:

Increases the imbalance between the cXL and the IS-XL. You can't buff the cXL without buffing the IS-XL.

If the heat-spike is such a death sentence then we should remove the insta-death from the IS-XL and replace it with the heat-spike from the cXL.

IS-XL - Heat spike + 2 torsos= death
cXL/LFE - 2 torsos = death
STD - Immune to ST penalties.

Reduce the Heat spikes, but use it on every engine after parts of the engine are destroyed.

Each Engine has 3 Parts, taking up slots in CT (STD) and LT/RT (XL & LE).

STD: 3 Parts with 2 Slots each in CT
IS XL: 1 Part with 6 Slots in CT, 1 Part with 3 Slots in LT, 1 Part with 3 Slots in RT,
Clan XL, IS LE: 1 Part with 6 Slots in CT, 1 Part with 2 Slots in LT, 1 Part with 2 Slots in RT,

Engine stopps working if 2 Parts are destroyed, taking the Mech out of Battle.
STD = 2 Part in CT destroyed, XL & LF = LT & RT destroyed or CT destroyed
It's one simple rule instead of a special rule for Clan XL & IS LE, and it allows critical hits against the now function less engine slots in CT.
A low "heat spike" is better than killing the Mech because it allows the player still to play with reduced firepower.

Edited by Alreech, 10 January 2021 - 06:58 AM.


#198 DAEDALOS513

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Posted 11 January 2021 - 01:36 PM

Game needs a feature that distinguishes between people disco'ing on purpose and one where the server kicks them off.. this can be partially accomplished by detecting if more than one person dc's then no penalties should be doled out..

Edited by DAEDALOS513, 11 January 2021 - 02:30 PM.


#199 3RoyalStar1

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Posted 11 January 2021 - 02:14 PM

In battletech there is a heavy auto cannon I think that would be a cool addition to the game

In battletech there is a heavy auto cannon I think that would be a cool addition to the game

#200 Alreech

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Posted 11 January 2021 - 03:22 PM

View PostDAEDALOS513, on 11 January 2021 - 01:36 PM, said:

Game needs a feature that distinguishes between people disco'ing on purpose and one where the server kicks them off.. this can be partially accomplished by detecting if more than one person dc's then no penalties should be doled out..

Server kicks them off = mismatch between clients software & server software.
Typical the disconnets you get after a game update goes wrong or the last patch (client or server) was buggy.
Gets very uncommon if a game doesn't get mucht updates.

Connection lost = player unplugs the cable or kills the connection, or provider has a problem / provider reset the connection / router got more traffic with higher prio (VOIP Telephone) or disconnects for unknown reasons.
The reason for a connection lost can't be know by the game.





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