Weapon Grouping in Mech Lab
#21
Posted 01 November 2012 - 10:38 AM
#22
Posted 01 November 2012 - 12:19 PM
Regarding setting a weapons group to chain fire, the toggle is Backspace. It is not listed in the key binding, I had to search for a youtube vid on the subject to find the toggle key.
#23
Posted 01 November 2012 - 01:56 PM
#24
Posted 11 November 2012 - 12:52 PM
edit. accidental doubletype
Edited by Chaldon, 11 November 2012 - 01:09 PM.
#25
Posted 16 November 2012 - 03:09 AM
wonko.
#26
Posted 16 November 2012 - 04:00 AM
Teferi, on 29 June 2012 - 03:13 PM, said:
I also think testing mech before a battle start (like a firing rang) wound be good as well.
Weapon grouping and Firing Range (with visual indicators for the ammount of dammage dealt to a target)!!!!!!
#27
Posted 21 November 2012 - 05:02 AM
#28
Posted 25 November 2012 - 01:17 PM
Weapon grouping should me in the top 10 "To Do List". Not only that the current "how and where to group your weapons" isn´t the best but in game I´m always guessing which group is active. And because of that I´ve shutdown due to overheating a lot of times in the worst possibel moment.
#29
Posted 27 November 2012 - 05:31 PM
+1
Folks should keep this (including the need to fix Chain Fire) at or near the top of the Forum until we see resolution.
As a new player (Old campaigner; but new to this rendition of the story) I find it extremely frustrating to have to sort out weapon grouping at the start of a battle.
ESPECIALLY as it adds to the learning curve: I have pre-knowledge of the basic mechanics and it bothers me; but how must it feel for someone who is entering the Inner Sphere for the first time?
I had always treated weapon grouping as part of the design phase in MW3 and onward: And the use of chain fire as an important tool in effectively managing your Mech on the Battlefield>
The inability to pre-set both of these functions before entering combat is an important fix.
'Nuff said.
#30
Posted 27 December 2012 - 04:04 PM
- We ought to be able to Build, Assign Firing and even Triage our Mechs within the Mech Lab, which is in obvious need of reinventing for Ergonomics and ease of use. The way things are setup, it is too expensive to change our minds. 'Try before you buy' is the way to go.
- There ought to be a way to save Mech Configurations in memory, to reassign without having to repeat the whole stripping and reinventing the Mech each time we make changes. The Triage area would allow for testing Firing sequences, Speed, maneuverability, and even perhaps a shooting gallery and a practice run with targets. Climate controls to check the Mechs response to heat, etc.
- If the player has to pay In-Game currency as part of the dynamics of the gaming environment, such gaming environment ought to be free of inefficiencies that waste the player's resources through glitches and inadequate interface constructs. The MechLab as it is is in sore need of attention. Now that my investment on my gaming involves effort earned resources (C-Bills) and the result of my money purchases, I won't stand by and see those resources diminished by errors in the development of the interface.
- Auto stripping button is missing and more responsive ARMOR distribution interface on the MechLab are needed. Those arrows are annoyingly finicky.
- I wanna have fun, you want my fun-time money. Help US help You!
Edited by Galerius, 27 December 2012 - 04:21 PM.
#31
Posted 21 January 2013 - 07:09 AM
Oh and a suggestion on the HUD.... All yellow is not only a bad choice in color.. considering the sky and what not.... but you cant hardly read anything or see it... it needs a tranparent back drop... or a better color ..like Bright computer green or Red... not yellow.
also where is previous target button, Target in reticle button, and target closest enemy, next weapons group, previous weapons group shall i go on?
You know, You all only made about 20 of these mech games...Targeting is EVERYTHING!!!! Weapons grouping is Everything too!
Anyhow, you should think about putting the weapons grouping in the mech lab like it belongs.. and if there is any other doubts...listen to your players.
KOS "Kill on Sight" .....Out!
#32
Posted 14 February 2013 - 11:06 AM
#33
Posted 14 February 2013 - 11:12 AM
they will be reworking the mech lab adding in this idea along with many more "soon".
#34
Posted 03 March 2013 - 06:57 PM
#35
Posted 04 March 2013 - 04:25 AM
I really understand difficulties involved in GUI programming and all, but come ONNNNN!! I don't even see how this failed to make it into the Alpha Build.
Each and every Mechwarrior game in living memory for the PC has allowed you group weapons and set firing modes in the mechlab.
With the big update that is planned soon, there's only one thing I want... I would love a Dev message that says in so many words, "Yes! We know already -- we're doing it, it's going to be fixed, now just let us alone about it! Grouping, Firing Modes and all will be taken care of!"
#36
Posted 04 March 2013 - 12:40 PM
The Government, on 04 March 2013 - 04:25 AM, said:
this statement gets made about almost every feature that someone thinks needs to be in the game (regardless of the validity of adding said feature). there is a good solid chance no one ever thought about it until the community started ranting. i don't recall this feature being in any other mechwarrior game i have ever played.
design a game yourself sometime. even a simple 2D sidescroller has enough features to liquify the brain of any single normal person.
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