It's hard to discuss a weapons pass without first asking two fundamental questions:
1)
What gameplay objective are we trying to achieve?
2)
How does a change to any part of the game achieve that objective?
As the game stands now (just talking about skirmish mode here), and regardless of starting positions or game modes, both sides more or less gravitate to the center the map until they reach a roughly 300 to 600 meter range, then in an effort to out-flank the other team, engage in a murderball nascar death spiral, like two black holes circling until one devours the other, with of course, the occasional peripheral mech firing into the maelstrom.
Everyone knows this. But is this what we want.
Here is where fundamental question #1 comes into play. If you were designing MWO from the ground up, and your gameplay objective was to have players more or less gravitate to the center of every map at 600 meters, then rotate in a Murderball Death Spiral (also the name of my 80's rock cover band) with the occasional peripheral mech firing into the maelstrom, then you would code most weapons with a range of 300-600 meters. Then create maps that have 1 or 2 objects in the middle to spiral around. Objective reached.
I'm not sure if that objective is intended, but it seems to be where we find ourselves. To be blunt, I find it dull because every mech and weapon feels more or less the same, because well, they are. Sure, there are
some differences in weapons and mechs, but the overall differences aren't enough to break away from everyone choosing the meta weapon for that that static range and the rotational spiral of ugh. I keep playing because this is really the only multiplayer robot stompy game out there. But on the other hand, ugh.
Now if I'm PGI, I'm asking myself, what changes changes can I make that increases the number of active players (who are willing to spend some money now and then) with the minimal amount of coding. That depends. How far are players willing to go, and how much of a chance is PGI willing to take.
So here we go:
Imaginary Patch Notes:
Greetings MechWarriors!
The Community spoke and we listened! At least to that one guy in the forums, because this is imaginary so we can do that. Anyway, without further ado, we would like to share with you a draft of the MechWarrior Online Roadmap!
GAMEPLAY OVERVIEW
- Each mech variant now has a specific intended role: Attack, Defense, and Support. MechWarriors now have the opportunity to bring role-defined mechs to the battlefield and use their capabilities to enhance their allies strengths while exploiting the enemy's weakness to achieve victory.
- Weapons ranges and capabilities have been adjusted to increase engagement ranges and make each weapon's utilization more defined.
- UI updates.
LASERS
- Lasers now have a falloff both before and after its optional range (i.e. lasers now have a focal point). For example, lasers with an optional range of 2,000m will do maximum damage at 2,000m, but reduced damage to targets closer or further away. This means pilots who wish to engage targets at multiple ranges will need to balance their laser weapons more carefully before entering the battlefield.
- Laser optimal ranges increased.
- Adjusted heat penalty for firing multiple lasers at once. (If you're going to fire like the Deathstar, you're going to explode like one).
BALLISTICS
- Ballistic weapons will only be reloaded from ammunition contained within the same body part.
- Ballistic maximum ranges increased.
- Ballistic falloff ranges begin at 0m.
- Gauss rifle range greatly increased. Damage decreased. The weapon is designed for extreme long-range and pin-point accuracy, but at a price.
- Gauss ammo-per-ton increased.
- Gauss rifle explodes only if the weapon was charged at the time it was destroyed. Explosion damage has been increased.
- RAC weapon heat will only begin to acrue after the weapon has spooled up and fired.
MISSILES
- Missile weapons will only be reloaded from ammunition contained within the same body part.
- Missle target lock now requires direct line-of-sight in one of three ways: 1) direct line of sight by the mech firing the missiles, 2) direct line of sight by another mech whereas both the observing mech and firing mech have targeting computers installed, 3) direct line of sight by an Advanced UAV whereas the firing mech also has a targeting computer installed.
- Damage increased.
- Missile velocity decreased at launch, and increases during flight up to a maximum velocity.
- LRM minimum safe distance before arming increased.
- All missiles now have a radius splash damage, that upon impact, can damage nearby mechs. This means mechs that that fire missles at point-blank range (e.g. SRM) may also damage themselves.
AMS
- Increased range.
- Increased anti-missile damage.
MECH DESTRUCTION
- Destroying a mech's core will cause its nuclear core to go critical and explode, creating a shockwave damage radius around the mech that may damage nearby mechs. Mechs disabled by the destruction of both legs or by headshot will not explode.
MECH VARIANTS
- "Attack" variant mechs have reduced armor, reduced heat capacity, but increased weapon mounts.
- "Defense variant mechs have greatly increased armor, increased heat capacty, but reduced weapon mounts.
- "Support" variant mechs haves reduced armor, reduced heat capacity, reduced weapon mounts, but are the only mechs with hardpoints to mount support hardware: UAV launchers, ECM, Strategic Strike Satlinks, etc. (We can get creative here an invent some new components).
- Elite mech variants have been added to the game! Elite mechs are also availble in Attack, Defense, and Support roles, but have a favorable quirk (and/or other options to be discussed). Elite mechs are avaible to active MWO monthly subscribers. (If this were made fun and interesting enough, and was not pay-to-win, then I'd actually pay a small monthly fee for this. Just saying).
IN-GAME UI
- Pilots will no longer be able to see HUD targeting data from other mechs without a targeting computer. Pilots will still see spotted mechs on their radar screens but will be unable to target them without line of sight.
- Override Engaged warning has been moved to the mech's heat bar.
MECHLAB UI:
- Clicking "Apply Changes" in the mech lab will no longer exit the user to the mech selection screen. Instead, the UI screen will stay in the same section (Loadout, Skills, Weapon Groups, etc.) where the change were applied. (I had throw this in here; it drives me nuts).
So there it is. Obviously this is not a comprehensive detailed list with specific weapon damage values etc., but it's not meant to be. My objective here is to ask what our gameplay objective is. As players. As PGI. For me, the gameplay objectives being:
- Make mech varients interesting and unique
- Make weapons utilization more defined
- Promote player roles and teamwork
- Increase tactical depth
- Use more of the battlefield
- Add interesting revenue options
- Have fun!
I have some more ideas on game modes, but we'll see how this goes first.
Thanks for reading,
A MechWarrior Online Player
Edited by Mad Mech, 20 February 2021 - 12:28 AM.