Thoughts On The New Mechlab
#1
Posted 07 May 2015 - 11:23 AM
1. Move the Strip Mech button to the upper left with the other buttons. I nearly didn't see it down there. Ditto the Reset Mech button, tho I'm not sure why it's there honestly.
2. Add a "Max Armor" button in the same location.
3. Clan ECM appears to be lost. I'm looking for it under Equipment, with a valid mech (Hellbringer Prime) and correct torso section selected, but I don't see one in my "warehouse". In this case I know that I even own one, because I stripped one from this mech in order to play with it.
Will add here as I find more.
#2
Posted 07 May 2015 - 11:26 AM
#3
Posted 07 May 2015 - 11:34 AM
Also would be nice to have ability to doubleclick on weapon/equipment so it automatically place itself in the hardpoint. Order of hardpoints/components should be default - hd/ct/rt/lt/ra/la/rl/ll
#4
Posted 07 May 2015 - 11:35 AM
Only things i see that are missing are the 'max armor' button like banditman said and i can't seem to find any quirk information? A loadout save/load button would also go a long way.
Other then that looks great.
Edited by vesarius6, 07 May 2015 - 11:53 AM.
#5
Posted 07 May 2015 - 11:42 AM
Change the "Modify Consumables" button in the Select 'Mech menu to be "Modify [all] Modules" and this will be one of the best patches ever.
#6
Posted 07 May 2015 - 12:04 PM
Leigus, on 07 May 2015 - 11:42 AM, said:
Seconded. This is a must have, to me. The ability to change all modules from this window means the ability to easily switch 'mechs out when in CW. That is a huge deal to me, and I would love to see it added.
#7
Posted 07 May 2015 - 12:06 PM
#8
Posted 07 May 2015 - 12:10 PM
ScrapIron Prime, on 07 May 2015 - 12:06 PM, said:
Oh boy. Find the cockpit item is hard mode when you have 100+ 'mechs. I haven't seen that monkey in years, I hope he is still OK. PGI plz cockpit item finder thingy.
#9
Posted 07 May 2015 - 12:20 PM
- Add a Max Armor button
- Add a Modify Modules button
- Classify Clan ECM as 'Equipment'
#10
Posted 07 May 2015 - 12:22 PM
http://mwomercs.com/...35#entry4413935
#11
Posted 07 May 2015 - 12:37 PM
All of the stats like heat efficiency, tonnage, slots, etc being dumped in the lower right corner makes it more of a searching game rather than a useful information panel. You can expand the mech stats window though so that's kind of neat. The small fonts at 1920X1080 fullscreen resolution has the same effect.
More lists for more clicks is bad design. This was said for UI 2.0 when it first launched for testing as a click fest. Is "Select Mech" considered part of the Mechlab for this test?
Mechlab does not retain choice when switching location. If I am loading LRM ammo in different locations I must switch to the ammo tab every time I move locations. TOO MANY CLICKS.
Dragging a component into a location and dropping on a previous component switches them. For example, dropping a DHS into the LT removed the TC1 because I dropped it on the same slot.
Double click to clear equipment = awesome, no double click to add equipment = not awesome. I also find the flashing (showcasing available locations I guess) to be more distracting and annoying than anything else. I can SEE the 14 different "EMPTY SLOT" do you really think I need it flashing me as well?
STILL SO MANY BEEPS!! Why must EVERYTHING beep? Every single line, item, icon, etc. BEEP BEEP BEEP BEEP.
No "Max Armor" button? If it's there I didn't find it. A "max armor" button would be nice.
Overall it is still very click intensive, cluttered, and noisy. Expanded layout option is nice (especially since we can build here now), but tiny fonts for weapons make it a chore finding your selection. Mouse over for filters only show "chat only to those in your unit" (if known issue disregard complaint).
A work in progess with some decent promise, but definitely needs improvement. Better font scaling is needed.
#12
Posted 07 May 2015 - 12:44 PM
Edit: Maybe have a tab for Inner Sphere and a tab for Clan 'Mechs, then sub-tabs of weight class etc? Help us sort out our faction 'Mechs.
Edited by RedEagle86, 07 May 2015 - 01:54 PM.
#13
Posted 07 May 2015 - 12:51 PM
Igor Kozyrev, on 07 May 2015 - 12:22 PM, said:
Done
#14
Posted 07 May 2015 - 12:51 PM
#15
Posted 07 May 2015 - 12:59 PM
So..
Suggestion: Inner Sphere mechs and equipment all come with a gold border. all clan mechs and equipment come with a blue border. This is the same as the cockpit HUD.
Alternatively, add a small icon onto each mech showing the Clan star symbol or an Inner Sphere symbol, as appropriate.
Suggestion: When Omnimech arms and legs are removed, show it on the model.
Suggestion: Add a "reset all changes" button.
A.
#16
Posted 07 May 2015 - 01:24 PM
here my suggestions:
- add the equipped engine in the loadout area of 'Mech select screen
- show "used / total" instead of "unused" for hardpoints in the component window(s)
Edited by BladeXXL, 07 May 2015 - 01:39 PM.
#17
Posted 07 May 2015 - 01:25 PM
- Change it from a dropdown to a simple button "Toggle Layout"
- Default to expanded style, not column view.
- Place the button in an obvious location, like in the middle of the screen somewhere above the paperdoll, since it affects the paperdoll layout, not the layout of the Warehouse tab.
#18
Posted 07 May 2015 - 01:26 PM
#19
Posted 07 May 2015 - 01:27 PM
I also think additive filtering would be more useful than the current subtractive method. So initially all equipment filters are turned "on" so nothing is visible. Then, since the player is likely looking for a specific item, you just need to click the Energy and Laser filters (or whatever you need) to get what I want, instead of having to un-click all the other filters or memorize where the items I want are in the list of everything. There would also be a "clear" button to reset the filters.
Alternatively, make the filters remember their states per-mech. Since my Hunchback has no missile hardpoints then I will never need the missiles filter, or in fact anything but lasers. My Timberwolf does use missiles sometimes, so I would want them to appear.
Or, final suggestion, simply auto-filter the equipment based on available hardpoints.
#20
Posted 07 May 2015 - 01:28 PM
....or just make that part of the interface (circled in green) a pop-out that the user could drag wherever they wanted.
- I second the double-click to assign suggestion. It just makes sense for that to be an option if you're only viewing one location at a time.
- I'll third (or whatever massive number it is in community opinion) the need for "modify modules" vs. just consumables. Displaying the modules on the mech's "front screen" is a big step forward though.
- For Mech Selection, a small flyout on hover showing modules and loadout would be useful to avoid having to go all the way "in" to see what's on it.
Edited by R 13, 07 May 2015 - 01:31 PM.
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