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Mechwarrior Online 2021 Roadmap


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#101 Alreech

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Posted 30 January 2021 - 11:30 AM

View PostBuenaventura, on 30 January 2021 - 09:18 AM, said:

No idea what the MM currently does, but it sure doesn't even remotely try to balance anything, neither tonnage, nor "skill", nor speed (very fun to have the lights of one team being Urbanmechs and Cougars, while the other has Commandos, Piranhas and the like and it's conquest on polar highlands) nor ECM (6 in one team, 2 in the other? right ...) nor LRMs/ATMS ...

The matchmaker has 3 settings:
Tier Spread (player balance) weight class (3/3/3/3 of each class in each team) waiting time
https://mwomercs.com...al-discoveries/
Speed, Tonnage, ECM, mech loadout and map / mode... all this things didn't count.

The only thing that this kind of matchmaker does is keeping the high tier players apart from the low tier players - until the waiting time is too long and the matchmaker kicks off an unbalanced match.
And with a shrinking player base this happens more often.

Putting more criteria in the matchmaker would make things even worse.
You want fitting mechs for the map/mode? Use dropdecks to select the fitting mech instead adding a new criteria to the matchmaker.
You want ECM in your team? Group up with friends and choose who is playing the ECM mech, or TAG mech, or LRM Boat for the tagger...
You want teammates with the same speed? group up.
You want "true" tonnage instead of weight classes that put a 20 Ton Mech in the same bracket as a 35 ton mech? Use drop decks with tonnage.

Edited by Alreech, 30 January 2021 - 11:45 AM.


#102 Saved By The Bell

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Posted 30 January 2021 - 11:38 AM

Terra Therma ! I like it! Do not delete it. Posted Image

#103 Alreech

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Posted 30 January 2021 - 11:48 AM

View PostDAEDALOS513, on 30 January 2021 - 09:12 AM, said:

Do you really want to see 8+ lrm boats on polar, alpine or caustic? Having the option to choose builds will ruin these maps..

Having one bad match every once in a while based on luck is not a big deal..

That's the problem with that if your team has the same ammount of LRM boats?
And the other players pick Mechs with at least one AMS (or ECM).

#104 Spheroid

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Posted 30 January 2021 - 11:58 AM

View Postaccount redo v1, on 30 January 2021 - 10:58 AM, said:

2 things interest me:
Possibly a buff to cerppcs to make it easier to get match score/damage.

cERPPC are fine

Quote

A buff to my viper-b so I can use 2erppc on it more effectively.


Mechlab fail

#105 DAEDALOS513

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Posted 30 January 2021 - 12:00 PM

View PostAlreech, on 30 January 2021 - 11:48 AM, said:

That's the problem with that if your team has the same ammount of LRM boats?
And the other players pick Mechs with at least one AMS (or ECM).

So having lurmageddon on a handful of maps (and ruining them imo) is ok as long as both side have lurms? Not my idea of fun.. also this is qp pugs.. good look relying on everyone to bring ams/ecm.. I sure don't use ams because I feel it's ineffective on it's own. They really should buff ams.. even when we each run ams in a 4-man with ams nodes, it's pretty damn weak against a heavy lurm boat, let alone against 2 or 3 boats, that know that alpha'ing is better than chaining and optimal range is wherever their team is and not 900m.. IS side doesn't even have that many good ecm mechs like clan and clan can ominpod their ecm component to other chasis..

Edited by DAEDALOS513, 31 January 2021 - 08:20 AM.


#106 Hawk819

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Posted 30 January 2021 - 12:19 PM

As for the Timeline advance (If it happens). My thoughts on the following:

Inner Sphere:

X-pulse Lasers - would be nice. In the past MechWarrior games 3 and 4 (all versions on both) have seen release. So nothing new there. It'd be nice to see them in the game as well as see them return to the fold.

MML - much like the Clan ATM's and the Mechanics should be the same. For those who're not in the know, MML stands for Multiple Missile Launchers. They come in the following varieties 3. 5. 7. & 9.

Light AC's 2 & 5.

Bloodhound Active Probe and Angel ECM: would be nice to see these in the game.


Triple Strength Myomer. Like the Armor/Endo Steel will take up one slot in each area: R/LT, R/LA, and R/LL. Cost should be the same.

Compact Heat Sinks. Same Mechanic as Clan Critical Space, takes up two slots instead of three, but weighs 1 ton heavier than Doubles.

Clan

ER Pulse - Also a holdover from the MW4 games, and it'd be nice to see those to come in along with the X-Pulse.

Streak LRMs - Works the same way as the Current Streak SRMs, and uses the same Mechanic as the SRMs versions. Instead of an arc like regular LRMs, these fire straight. So if one should use these, beware, you need a clear LOS.

HAGs - These have been heavily requested in the last timeline update for the Civil War, but were left out. Now's the time to put them in.

Clan RAC (I'm going to regret this) like the Inner Sphere, they too developed RAC technology. Same weight, but different ammo values:

Artemis V FCS

Now for both technologies

Plasma Cannons - works like the flamer, only difference is it has Ammo and is a Ballistic Weapon.

Case II

Coolant Pods

PPC Capacitor - How this works, it'll enhance the range and effectiveness of the PPC, and should add damage output as well TBD.

AP-Gauss. Mini gauss rifles, and work the same as gauss rifles. In short all the same Mechanics that currently in game.

There's my thoughts on that.

#107 Eurystheus

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Posted 30 January 2021 - 12:29 PM

I recommend the following change to this announcement:

Quarterly Themes and Goals may be subject to change

Should be replaced with:

Quarterly Themes and Goals are subject to change

Because they are.


#108 ZortPointNarf

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Posted 30 January 2021 - 12:53 PM

View PostDAEDALOS513, on 30 January 2021 - 12:00 PM, said:

So having lurmageddon on a handful of maps (and ruining them imo) is ok as long as both side have lurms? Not my idea of fun.. also this is qp pugs.. good look relying on everyone to bring ams/ecm.. I sure don't use ams because I feel it's ineffective on it's own. They really should buff ams.. even when we each run ams in a 4-man with ams nodes, it's pretty damn weak against a heavy lurm boat that knows that alpha'ing is better than chaining.. let alone against 2 or 3 boats.. IS side doesn't even have that many good ecm mechs like clan and clan can ominpod their ecm component to other chasis..

AMS, don't leave home without it.
I run AMS on 90% of my assaults, about 75% of my heavies, 50% mediums and about 30% of my lights.
I can count the number of times I've been lermed to death on one hand (2k+ game hours)
If more players bother packing it, it would be so much more effective, I often find myself in matches with just myself and one other lone ranger packing it.

I think if AMS contributed more to score and revenue it may incentivise players to use it instead of chasing pure damage.

One thing that needs adjusting is the insane impact flashed from ballistics, the shaking I get, the blinding not so much. Would actually make sense to add a blinding light effect to lasers and missiles as they explode.

Edited by ZortPointNarf, 30 January 2021 - 12:51 PM.


#109 DAEDALOS513

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Posted 30 January 2021 - 01:03 PM

View PostZortPointNarf, on 30 January 2021 - 12:53 PM, said:

AMS, don't leave home without it.
I run AMS on 90% of my assaults, about 75% of my heavies, 50% mediums and about 30% of my lights.
I can count the number of times I've been lermed to death on one hand (2k+ game hours)
If more players bother packing it, it would be so much more effective, I often find myself in matches with just myself and one other lone ranger packing it.

I think if AMS contributed more to score and revenue it may incentivise players to use it instead of chasing pure damage.

One thing that needs adjusting is the insane impact flashed from ballistics, the shaking I get, the blinding not so much. Would actually make sense to add a blinding light effect to lasers and missiles as they explode.

I would use it if it was more effective.. maybe your suggestion of making it more rewarding to equip might work and more would use it but as of now.. relying on teamates to bring ams is a fools errand. Even in a 4man was pretty useless against 2 boats.. Besides that, if i'm facing a few lurmers on the other side odds are they aren't the best players to begin with and will not know how to use them effectively (yes, it takes a certain amount of skill to build an effective lurm boat and use it well) and will quickly suffer a horrible death anyway. The only time they may become a real threat is if they allow for choosing mechs on a per map basis and they dropped en masse and likely with narc.. hard to push lermer's in the open, especially when your own team brought a bunch lermers too.

Edited by DAEDALOS513, 30 January 2021 - 01:54 PM.


#110 Hellfire666

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Posted 30 January 2021 - 01:12 PM

A whole lot of promises from a company well known for not keeping their word. I'll believe it when I see it.

#111 The6thMessenger

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Posted 30 January 2021 - 02:10 PM

That new chassis should be the Bull Shark, just put it in game.

It's mesh is mostly done. It's the MCII of IS, everyone will like it.

#112 Clay Endfield

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Posted 30 January 2021 - 02:20 PM

If you guys can keep a steady rotation of C-Bill sales and events rolling out, then I've got ample reason to continue playing. Progression feels pretty sluggish for those of us who have only played for a year or two. Mechs and their assembly sucks up C-Bills faster than I can generate them; not to mention skilling mechs out. Some GSP and C-Bill events, accompanied by a rotation of Mech chassis, Engines, and Weapon sales goes a long way towards empowering that sense of progression.

#113 FupDup

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Posted 30 January 2021 - 02:28 PM

View PostThe6thMessenger, on 30 January 2021 - 02:10 PM, said:

That new chassis should be the Bull Shark, just put it in game.

It's mesh is mostly done. It's the MCII of IS, everyone will like it.

It certainly has many high mounted hardpoints, so it's got the meta seal of approval right out of the gate.

The big question is whether or not the Thumper Cannon variant gets ignored or not. If it did get chosen for MWO then it would need to be moved up to be on top of the head facing forwards instead of having it facing the sky, so that other ballistic weapons could actually use that hardpoint. Also, it would have to be mounted in either the LT or RT because there's no way to get 7 slots open in the CT (unless you use both a Compact Engine and Compact Gyro at the same time).

Also doesn't the Thumper variant use Clan tech (made by Clan Wolverine)? I don't have the Heavy Metal expansion and there's no record sheets for this thing so I can't verify.

Edited by FupDup, 30 January 2021 - 02:58 PM.


#114 udoshi

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Posted 30 January 2021 - 02:32 PM

View PostInnerSphereNews, on 29 January 2021 - 06:29 PM, said:

Features
  • Localization Continued
  • Skill Tree Improvements
  • Grind Reduction

Quality of Life
  • Add GSP amount to Mech Bay UI (near CBills, MC, etc)


hey again! Some more feedback. I know i've given a lot in the past, but here's what I'd love to see regarding the skill tree:

1) Any mech paid with MC/cash comes fully skilled. Period, no exceptions.
Reason: Its absolutely unacceptable that you put out a super nice hero mech with a cbill bonus and then put a cash customer a few million in the hole. NOPE. SKIP IT.
Adding the cbills to the xp tree was one of the most unfriendly grind increasing things PGI has done.

2)Removal of all Cbill costs for skill nodes. No cost to add, remove, or change any points or notes.
THe reason for this is to automate all XP gain. No more manually adding points to mechs any more: Because there's no finance aspect any more and its pure XP, add XP directly to mech, converting to skill points directly. You finish a match and your xp bar ticks up with no user input.
This just chops out a ton of the management hastle. You will never have to worry about adding points to a mech, you just play and spend.
Give maxed out mechs a rollover of xp into global xp at a greater rate or something.
GSP/global can stay for legacy players.

3) unlimited mechbays. Just remove them entirely.
Reasoning: Adding a 3$ charge to evey mech forever is extremely consumer unfriendly, and it sucks. You LIMIT the amount of care your players can give with a 'mech tax'. Get rid of mech bays and focus on selling as many mechs as your customers want - and making your money back wiht cheap cosmetics and decals.
Essesntially, replace mechbays with the happyness-positive free to play thing , not a literal progression blocker for cash.
Just get rid of mechbays entirely. Out the window, done, refund vets if you have to. THis is one of the sacrifices you gotta make to have a player population.
Just make sure to lower cosmetic prices too. 7$ for a skin and color need to be in the 1-2 odllar range.

4) Make trial mechs have a basic skill tree, maybe halfway up it. Starter template. Its wildly unfair to new players to go up against players that just do more damage and take more hits to kill.
Rather, if they don't have any means to partake in the system its going to turn people away from the game.

5) Color code mech quirks and skill tree quirks differently. It really is tough to look at a mech and see what's intrinsic and whats your node.

Thanks!

#115 udoshi

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Posted 30 January 2021 - 02:52 PM

View PostFupDup, on 30 January 2021 - 02:28 PM, said:

It certainly has many high mounted hardpoints, so it's got the meta seal of approval right out of the gate.

The big question is whether or not the Thumper Cannon variant gets ignored or not. If it did get chosen for MWO then it would need to be moved up to be on top of the head facing forwards instead of having the sky, so that other ballistic weapons could actually use that hardpoint. Also, it would have to be mounted in either the LT or RT because there's no way to get 7 slots open in the CT (unless you use both a Compact Engine and Compact Gyro at the same time).

Also doesn't the Thumper variant use Clan tech (made by Clan Wolverine)? I don't have the Heavy Metal expansion and there's no record sheets for this thing so I can't verify.


I'd be okay with the thumper cannon basically being an artillery strike and a suitably long cooldown.

Just remember it is SLOW. Like, annihilator tier slow. Its a 2/3

#116 Davy J0nes

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Posted 30 January 2021 - 03:16 PM

I suggest removing artillery strikes altogether honestly, or make it only some mech could use them? The thought of MC as strikes as well seem mad to the game.

#117 FupDup

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Posted 30 January 2021 - 03:19 PM

View Postudoshi, on 30 January 2021 - 02:52 PM, said:

I'd be okay with the thumper cannon basically being an artillery strike and a suitably long cooldown.

Just remember it is SLOW. Like, annihilator tier slow. Its a 2/3

I don't think most people would want to spend 10 tons and 7 slots (plus ammo) on a slightly different version of a consumable item that all other mechs can use for free. The Thumper Cannon should either be a real usable weapon (think Long Tom from Mechwarrior 4) or the variant should just be skipped entirely.

#118 Mycroft000

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Posted 30 January 2021 - 04:00 PM

View PostDaeron Katz, on 29 January 2021 - 09:04 PM, said:


The community has not expressed this to be a concern. It can be added if enough people request it.



Doing something different with airstrikes and artillery would be fantastic. I actually don't even like them being part of the game, but being so ingrained at this point I doubt they'd ever go away. More consumables that give intel etc. would be better in my opinion for example seismic sensor beacons, or beacons that give false sensor readings to the enemy.

#119 3RoyalStar1

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Posted 30 January 2021 - 04:49 PM

View Postudoshi, on 30 January 2021 - 02:32 PM, said:

[/list]

hey again! Some more feedback. I know i've given a lot in the past, but here's what I'd love to see regarding the skill tree:

1) Any mech paid with MC/cash comes fully skilled. Period, no exceptions.
Reason: Its absolutely unacceptable that you put out a super nice hero mech with a cbill bonus and then put a cash customer a few million in the hole. NOPE. SKIP IT.
Adding the cbills to the xp tree was one of the most unfriendly grind increasing things PGI has done.

2)Removal of all Cbill costs for skill nodes. No cost to add, remove, or change any points or notes.
THe reason for this is to automate all XP gain. No more manually adding points to mechs any more: Because there's no finance aspect any more and its pure XP, add XP directly to mech, converting to skill points directly. You finish a match and your xp bar ticks up with no user input.
This just chops out a ton of the management hastle. You will never have to worry about adding points to a mech, you just play and spend.
Give maxed out mechs a rollover of xp into global xp at a greater rate or something.
GSP/global can stay for legacy players.

3) unlimited mechbays. Just remove them entirely.
Reasoning: Adding a 3$ charge to evey mech forever is extremely consumer unfriendly, and it sucks. You LIMIT the amount of care your players can give with a 'mech tax'. Get rid of mech bays and focus on selling as many mechs as your customers want - and making your money back wiht cheap cosmetics and decals.
Essesntially, replace mechbays with the happyness-positive free to play thing , not a literal progression blocker for cash.
Just get rid of mechbays entirely. Out the window, done, refund vets if you have to. THis is one of the sacrifices you gotta make to have a player population.
Just make sure to lower cosmetic prices too. 7$ for a skin and color need to be in the 1-2 odllar range.

4) Make trial mechs have a basic skill tree, maybe halfway up it. Starter template. Its wildly unfair to new players to go up against players that just do more damage and take more hits to kill.
Rather, if they don't have any means to partake in the system its going to turn people away from the game.

5) Color code mech quirks and skill tree quirks differently. It really is tough to look at a mech and see what's intrinsic and whats your node.

Thanks!



Yes absolutely amazing that’s everything I want just I also would like all the colors to be free

#120 DAEDALOS513

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Posted 30 January 2021 - 05:49 PM

Why no mention about adding KMD, SOLO KILL and DAMAGE TAKEN to the final score screen. These are vital team contributing stats that should be shown.. much more vital than kill assist which one can achieve by literally bumping into the enemy.. or even the kill stat that one can also achieve theoretically with minimal effort.

These fruits are hanging so low.. maybe you missed them?

Edited by DAEDALOS513, 03 February 2021 - 09:33 AM.






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