

Cauldron- Where Is It?
#41
Posted 16 February 2022 - 07:10 AM
I'm still a bit baffled by the fact that the VPR-F - as a medium sized clan omni - got the +100% machine gun ammo quirk that supports its machine gun centric builds by freeing up tonnage towards heavier machine guns and / or heavier lasers without running out of ammo rather quickly. Those kinds of ammo quirks were previously predominantly given to Lights on the IS side for that very reason. So this raises the question for me why clan lights - particularly light omnis like ACH-E and MLX-G - (for now) aren't deemed worthy to get such a quirk on chassis level (or a similar one with just +50% ammo) while a medium omni with an overall pretty similar profile is?!
Ofc I wouldn't dare asking about the bogeyman PIR-1 being considered for such a quirk treatment but IMHO those two light omnis should receive some consideration in that department.
#43
Posted 16 February 2022 - 07:38 AM
Weeny Machine, on 13 February 2022 - 11:42 PM, said:
Yes, there are a few players who primarily play lights and pseudolights quite a bit. There's a range of players from generalists to specialists.
#44
Posted 17 February 2022 - 07:48 PM
also it would be nice if there was a way to enable users to pre-select a number of mech, a small number and then go into the battle queues until they decide to exit, instead of starting a new quickplay one after the other. That way you only have to enter the battle feild and then exit, once you want to exit. You can drop into one of the mechs you chose before the battle once you get killed and save time between battles so that you can spend more time fighting and less time in a lobby. That's all. It's all quite obvious, actually.
#45
Posted 17 February 2022 - 07:56 PM
What if the map had the spawn points all over the map, but were grouped in a way so the 6 lances, 3 on each team spawned quite close together, say 1km apart. The spawn points that are used can rotate and vary to enable players to start the battle in different locations and make battles feel like they are more engaging by forcing opponents upon one another in the first minutes of the battle.
The points should automatically rotate and be in groups of 6 that have the two main key features: are relatively close together and have a location of interest, for example the left side of the map or the top right corner of the map. Some location that the spawn points can be based around a general battle location. When the battle starts the players have an objective, but also have knowledge that they must engage within the minute and engage as a team. That is something obvious.
#46
Posted 17 February 2022 - 08:05 PM
Also, if the cauldron is a place where the community can cast suggestions, why in the hell is it limited to only a few types of suggestions? That is like a half cauldron.
#47
Posted 17 February 2022 - 08:20 PM
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This here is a good example of a battle scenario with the "x" marked as the spawn points and the dots indicating the other spawn points in the map that can be used under rotation and using spawn point locations pre determined by the game devs and set to automatically randomize and rotate to the pre determined set of battle scenarios. No true randomization occurs of the spawn points, coz this would only lead to chaotic and silly battles that have no actual sense to them. The fact that the spawn points are only ever on either side of the map is a clear indication of the lack of utilization of the maps and the lost potential of having multiple different battle zones in each map, whereas now there is generally only one: the middle. This is not an argument this is an observation. This is not my opinion it is a set of circumstances taking place in the real world. It is the locations of teams dropping in on the same spots time and time again on opposite sides of the map, every time. There is a lack of effort on the devs part to implement such a battle zone type location for the spawn points. Players are stuck playing the game in a set battle zone in the middle.
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Imagine this battle scenario...
Edited by MUNTAFIRE2, 17 February 2022 - 08:19 PM.
#48
Posted 17 February 2022 - 08:24 PM
#49
Posted 18 February 2022 - 12:44 AM
Anyways, varied spawns have actually been proposed several times, but PGI currently does not have the development resources to do any design changes that deep, unfortunately. The idea is not new, and its a fine idea, but its more than can be currently asked for.
#50
Posted 18 February 2022 - 07:53 AM
#51
Posted 18 February 2022 - 08:33 AM
John Bronco, on 18 February 2022 - 07:53 AM, said:
everything in this game is static. escort and scouting had this problem, the placement of the beacons or the pathing of the atlas was randomly selected from a bunch of static presets, so if you played the matches enough you would actually remember every possibility and be able to find things really quickly. even the dropships are closer to being static animations than an actual pathing entity that is capable of real time adjustment. mwo has always lacked dynamic features that can actually mix up the games a bit. i think that might be an engine limitation or a bad use of the engine's actual capabilities. but i really dont see that changing.
#52
Posted 20 February 2022 - 08:22 PM
I have put the first suggestion post in a format that is readable. The other following posts are there for informative and illustrative purposes, for those people that wish to see a deeper and more detailed explanation of the first, short and sharp suggestion. I know people don't like to read long messages, so I made a short one at the start and then continued to elaborate in a fashion that most users can comprehend. It's not my fault. I have posted this suggestion a few times and this is the only time it has been read by a good number of people from the community.
Cheers for acknowledging this great, 100% possible and hopefully, future additional feature to this great game. It's time the game is remade in an updated engine like unreal engine 5. Hopefully next year or maybe the next? not too much to ask for, I hope... I don't care if you only put one incredibly talented dude from the moon on the job (I am making a non-racial reference to the one-man-made game: bright memory infinite)... Chip away at a tree long enough and it will fall over. Please get to work on it. The community has spoken and from the 2 people that have put in their input they say the game engine is old and the game runs like a kindergarten pop-up playbook, complete with hovering grass.
#53
Posted 21 February 2022 - 09:08 PM
MUNTAFIRE2, on 20 February 2022 - 08:22 PM, said:
I have put the first suggestion post in a format that is readable. The other following posts are there for informative and illustrative purposes, for those people that wish to see a deeper and more detailed explanation of the first, short and sharp suggestion. I know people don't like to read long messages, so I made a short one at the start and then continued to elaborate in a fashion that most users can comprehend. It's not my fault. I have posted this suggestion a few times and this is the only time it has been read by a good number of people from the community.
Cheers for acknowledging this great, 100% possible and hopefully, future additional feature to this great game. It's time the game is remade in an updated engine like unreal engine 5. Hopefully next year or maybe the next? not too much to ask for, I hope... I don't care if you only put one incredibly talented dude from the moon on the job (I am making a non-racial reference to the one-man-made game: bright memory infinite)... Chip away at a tree long enough and it will fall over. Please get to work on it. The community has spoken and from the 2 people that have put in their input they say the game engine is old and the game runs like a kindergarten pop-up playbook, complete with hovering grass.
What brings the Future ?
-The MWO Engine heavy modified ,all Know How and all secrets Lost with Senior Engineer Karl Berg
https://www.reddit.c...s_on_karl_berg/
and many others 2015-2016 (Transverse Disaster/Reddit Ban Wave and internal Conflicts- )https://mwomercs.com...garding-reddit/
-No Programmers for Cry3 on the Job Market
-PGI hired a good Team with UE5 Guys for MW5
-EG7 now stops the further Work for MW5 and the talented Teammates from it now worked for EG7 own Projects like LoTR
-MWO now has only the Couldron Team and a Team from 4 PGI Mates for all Work.
Video to the Dead? from MW5
https://www.youtube.com/watch?v=MgYYAx9v8tE
Edited by MW Waldorf Statler, 21 February 2022 - 09:57 PM.
#54
Posted 22 February 2022 - 01:46 AM
Gagis, on 18 February 2022 - 12:44 AM, said:
Fixed that for you!
#56
Posted 23 February 2022 - 01:13 AM
Curccu, on 22 February 2022 - 02:49 AM, said:
Oh please, PGI haven't wanted to spend a dime on this game since well before they were acquired, it's actually quite disappointing how the new owners are trundling along in the same 'maintenance mode'.
Still I'm sure Russ made a pretty penny out of the deal so everything's fine.
#57
Posted 23 February 2022 - 12:17 PM
Dogstar, on 23 February 2022 - 01:13 AM, said:
Oh please, PGI haven't wanted to spend a dime on this game since well before they were acquired, it's actually quite disappointing how the new owners are trundling along in the same 'maintenance mode'.
Still I'm sure Russ made a pretty penny out of the deal so everything's fine.
Oh I know they haven't spent almost anything to this game since they started developing MW5, that doesn't change the fact that new owners do not see MWO worth investing more money.
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