sycocys, on 06 January 2025 - 06:25 PM, said:
I haven't played clans yet, but just going on what I've seen with a few play through's of 5 they have most of the core features that would make for a very solid upgrade and have the ability to present a pretty reasonably start to what many of us bought into this game for at the start.
Don't feel like it would take many modifications to the mission sets to make enjoyable pvp, really as long as they don't take the e-sports design bait again and think every map and mode needs to be focused around deathmatch arena.
Then even on that angle they could actually set up interesting multi-mission/tug of war mission sets to continue that angle for their tournaments and for things like faction play.
On the mechlab from at least 5, to me it was too simple but on the other hand I personally wouldn't be very bothered if they built units with maybe even less player customization so they could actually have some restrictions to the balancing from the get-go.
I'd much rather see a game that they can logistically have some balance without looney toon buffs. I'm pretty sure they've well crossed the 300 mark in different characters with a significant amount of alternate options just pulling from source materials - to me that's a lot of variation already for the taking and there's no reason they can't make new variants based on game history or player suggestion and just keep them within a margin of balance.
i really think 12v12 was a mistake for an indie game. from a match making time and skill balance perspective. so doing stars or lances makes a lot of sense. and again its probibly a prototype to get the core multiplayer components
Quicksilver Aberration, on 06 January 2025 - 08:18 PM, said:
Anyone who continues to ask for persistent universes or PvPvE is beyond delusional. At best you are creating troll heaven ala EVE Online, at worst you've created MWO2. Sorry, but team deathmatch like CS2/Valorant or deathmatch with objectives like TF2/Overwatch IS the best you can probably ask for with a PvP MW.
The worst part is that any believe that making the game beyond "team deathmatch" makes it somehow more tactical just doesn't understand how to play the game.
And if someone mentions Helldivers 2, then again, they didn't quite catch what makes Helldivers' persistent universe work: the lack of actual PvP. Helldivers 2 is what MW5 Mercs wishes it was because it has zero PvP and is solely about co-op for multiplayer.
I mean I don't think you want the game to go the route of Overwatch by making you even more dependent on your team and reducing the ability to carry which is the double-edged sword people forget, however that is more about the high end of play and not the low end. You don't have to go far in Overwatch or TF2 which definitely more reliant on team play than most to see the same thing you did in basically every other game. PUGs will be PUGs.
to be fair the pve assets and ai are there and can be ported. especially if they are using this clans dlc as a prototype. but id probibly just want to see the npcs be things like the non-mech vehicles which you can order around, and they die about like they do in mw5. that would at least bring some life to the otherwise sterile maps like we have in mwo.
i dont expect more than another arena shooter. but i wish they would make the gameplay loop somewhat different. provide a more continuous experience rather than the stop and go we have in mwo. i dont want to see a situation like unreal tournament sold the same game like 4 times. i do think it would be interesting to bring in the procedural maps, so you never get the same map twice. you have no idea where anything is so scouting becomes important again. maybe reduce team size to something more sustainable.
though i still think an open world game with a tukayyid megamap might be a good idea and is not outside the capabilities of the engine. then the battle loop goes on for as long as you want it too, provided you dont die or run out of enemies. people who like the cat and mouse playstyle would like that. maybe also see some superheavies and protomechs. throw in base building and customizable dropships if you have time.
Quicksilver Aberration, on 07 January 2025 - 07:09 AM, said:
Yeah, I've seen this song and dance before and it did not draw things like people wanted. Alliance Battles in Guild Wars 1 were a lot like this. 12v12 but each side is comprised of 4 man groups rather than 12 mans like FP. The tug-of-war would determine the map with maps the furthest to each side being lopsided rather than providing in-game bonuses and it just wasn't fun to play when the map was lopsided against you which is why that just doesn't work for PvP games, it was better to just wait that out (since the tug-of-war I believe had decay over time).
MW5 also had really bland missions so I really hope no one would be using them for the basis for a PvP game. Again, MW5 Mercs really wanted to be Helldivers 2 which is a co-op PvE game, not a PvP game.
the less time the game spends in the interface the better, with the exception of the mechlab of course. i dont really think 12v12 is sustainable in an indie game. if you want fast wait times, better teamwork, and an mm that can actually match skill, you need smaller teams. mw5 maps might be good in a pvp setting because its always a new map and the game unfolds differently every time. then you get rid of central features to run to or around and its more like a mechhunt.