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Fooooo

Member Since 02 Nov 2011
Offline Last Active Today, 03:04 AM
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Posts I've Made

In Topic: @paul Inouye, Regarding "system That Induces A Heat Scale When Firing Mul...

Today, 03:04 AM

View Postjeffsw6, on 18 May 2013 - 01:15 AM, said:

They need this feedback. I'm glad that Paul has read & replied, but I am discouraged that he is, so far, just defending his idea and digging his heels in; instead of discussing any other alternatives they are considering, or telling us why we should not be concerned about 50 other builds that aren't OP.
....snip!.


I don't believe he is digging his heels in.

Yes his first 2 replys may have seemed a little heated / defensive (which is somewhat a no no for a dev.....no hard feelings paul), however he has posted in the CC post and over the forums that its just an idea.....

Probably one of many that have been floating around the office over there, many of which are probably taken from the forums believe it or not, or at least influenced a little by them.

Him only saying that particular one may not have been the wisest choice, but he did add after that it is just an idea and they will probably test it out just to see what happens......along with all the other ways they would like to check out.... (not on the live server of course, but internal. The eventual PTR will hopefully also see these types of ideas tested I'd say)

So he is right, in that you shouldn't jump to the conclusion that the idea he posted is the one they have chosen, and that its exactly designed like that & set in stone. You should most definitely still give feedback about what you think of it....which has happened, just don't treat it like its the only idea or coming instantly next patch when they have said otherwise. ;)

In Topic: Don't Change The Ppc Recycle Rate, You Are Once Again Completely Missing...

Yesterday, 12:08 AM

I'm ok with the recycle changes.

As much as I'm going to dislike not being able to alternate fire as fast in my flame, (2xerppc 2xML) it is somewhat going to help me a little in that I generally wanted to wait a tiny bit longer before I fired my other arms ERPPC, (so I could constantly chainfire all game basically) however with the recycle at 3sec or whatever I always got tempted to just fire early.......to my detriment a lot of times.......

This will in a small way somewhat force 1 more second of cooling on me, which will probably work out well for me.

It also makes sense in that its a high powered energy weapon, and should take a while to recharge the capacitors etc......moreso than a LL.......



Not sure how having extra heat from firing multiples of the same weapon will help tho, people will just macro it unless there is some cooldown making sure you have to wait X seconds to avoid the extra heat. Or a forced chainfire limit. IE if you fire 1 weapon group, you must wait X seconds to fire another.

Even then, people will still macro it.

In Topic: Why Pin-Point Targeting Is Perfectly Fine (Or "why Cod Has Wrecked Fps Ga...

16 May 2013 - 03:21 AM

View Postsarkun, on 16 May 2013 - 02:42 AM, said:

Or an expanding - collapsing crosshair, like you know, tons of other games do already?


I don't see how that would do anything if torso weapons had no convergance.

The circle would be larger, but still not show where your actually aiming for each torso etc.

Unless your talking about a cone of fire, which means RNG, which means bad as its random....IE not skill based..........why not just remove convergance from torso weapons to gain the same effect, but with NO random number generator to say where my weapons go ?

Same idea, 1 uses dice, 1 doesnt..........



The best option imo, is to remove convergance from torso weapons altogether. No extra aimers, just the centre for the torso.

From there you can judge from experience how far each torso fires off to the side of said middle indicator.
It becomes a skill to do so. (yes some who need every bit of help will just stick to 1 mech, and put dots on their screen for each weapon slot, but so what, it still stops the every weapon hitting 1 spot instantly.)

Conversely you can have an option to "add indicators" to your weapons slots. So if say for instance you would like to know where your AC/20 on your atlas is exactly aiming instead of judging from experience, you put in the mechlab a little tick to add an aimer for that specific weapon.

Having every slot have an aiming point would clutter the hud a bit I would think, unless they were just a small dot.

In Topic: Hud Bug Brief Feedback

15 May 2013 - 03:22 AM

Great write up.

Always nice to get detailed insight into how things were / are done, and the difficulties (and joys once finding the problem) in doing so.



View PostChemie, on 14 May 2013 - 04:36 PM, said:

My take aways:

* "It's complicated" (hence why it took so long)
* It's not our fault (blame cryengine)

However, as others have pointed out, many cryengine games have HUD without issue. Also, for me, this issue started in january. Never saw it in CB or early OB. That tells me you did SOMETHING...not saying it also wasnt the cryegine, but some interaction with how you did things.

As stated before, I just hope ALL HUD issue, like losing friend/foe is fixed too.

Thanks



Whilst I have not noticed crysis 2 / 3 having any of the same hud issues, I'd say that is because they have never used the HUD like MWO is.....afaik, so never run into the problems MWO is.

There is probably other areas where for most games built on cryengine3 atm it never becomes an issue because they also don't really use those areas, or have already modified / used something else for it. (Farcry 3 for example is not exactly running on cryengine3. Its a highly modified version of it and even has a different name.....duro or durant engine or something ?)

In Topic: Hud Hotfix Tuesday May 14th COMPLETE

14 May 2013 - 12:38 AM

View PostJabilo, on 13 May 2013 - 12:13 PM, said:


Since the "secret fix" in last weeks patch I have had one HUD bug in about one hundred drops.

This is down from approximately 1 in 4.

This is pretty much a non issue for me already but more stability is always a good thing.


Yup, same here, and much appreciated.

Although it seems now I am getting hard freezes again a ton since that "secret fix".

(hard freeze as in the game just locks wherever it is, could be in the mechlab, after loading a match etc etc.)



Hopefully this hotfix will get lucky and knock the freezing out again as well.......