I see some issues with this game. One issue has been a long time issue for the mechwarrior games. Depending on the game they've either made the missile spam rediculous, with missiles that almost never miss. Or they make missiles fairly week. I beleive Mechwarrior 2 was the worst example of never missing missiles. And I think it was Mechwarrior 3 where they were quite a bit less useful than they should of been.
This game seems to be a bit closer to the mechwarrior 2 side of things. The missiles don't to the infinite circle, like they did there. But, they seem to never miss, to the point of being hit through buildings, many times. Some may say, you can use AMS, but technically, as far as battletech is concerned, AMS is generally used for heavier slower mechs. Light mechs usually relied on their speed to dodge most missile hits. So long range missiles are a blaring imbalance that I can see right off the bat. If you get a room full of catapults, it's pretty much game over for a light mech pilot, as you will get spammed with 12 to 15 waves of LRMs.
Now a suggestion that may help balance things out for both Vets and New players in the game. Especially when it comes to new players being able to get into and learn the game. The lore is that going in to battle on a planet requires drop ships. Drop ships have limited carrying capacity, and hanger bays. As a free lance merc you're more or less renting space on a dropship. Now in all the older mechwarrior games, they restricted mech usage by restricting the tonnage of mechs you could use during a mission. We even did this in the multiplayer leagues back in the day. I think that would help in this game as well. But, you'd need to implement a game lobby to do so. Or, the ability to select what rank of mission you wanted to participate in.
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Suggestions from a long time Mechwarrior player
Started by Conraire, Oct 31 2012 05:20 PM
2 replies to this topic
#1
Posted 31 October 2012 - 05:20 PM
#2
Posted 01 November 2012 - 10:55 AM
Interesting. Something like that might work.
#3
Posted 01 November 2012 - 11:42 AM
you should have seen the amounts of lrm posts in the cb forums .. wow... It basicly boils down to there are a ton of ways to fix them heck i've even added my 2cents worth to the point of about $1
There was ideas like make the cycle time slower and add a warning in the targeted mech there is incoming lrms. Reduce the damage output of them, make the ammo heavier , and so on. My favorite idea to deal with them was dont use them be a man and get blowed up face to face. Leave them ingame but make them less atractive to use. They accually did do this at the end of cb they made it so you had faster mechs. You had mechs doing over 110 kph some running around 140kph this made lrms alot less atractive since those fast mechs would hunt you and kill you with little issue. So i guess what i'm saying is be paitent it will even out as soon as more plp get enough cbills to upgrade to fast anti lrm mechs. (btw i am not talking about just scouts with that kind of speed)
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