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Mechlab "upgrade" Feedback


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#1 Deathlike

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Posted 05 March 2013 - 02:41 PM

I should have posted this last patch, but since you're still tweaking the system, here's some finer issues that need to be addressed.

1) The free slot count doesn't quite work the way it should. With my existing Cic, it tells me that there's 5 slots open (correct) and +18 floating slots.

That's SIMPLY NOT POSSIBLE. I understand that both FF AND ENDO are 14 slots each, but how does that add up to 18??? Also, I'm unsure if having a 250+ engine changes the numbers, but even I don't need a calculate to figure out the math is just outright wrong.

2) Ammo - The system doesn't tell you whatsoever how much ammo you have on the mech. It should be listed AND additionally the game needs to inform you whether you don't have the ammo for the weapons that were added. It should give you a list of weapons you forgot to add ammo to. ADDITIONALLY, you need to inform the player whether they added ammo that they CANNOT USE. The location of said ammo needs to be listed as part of this process.

3) Modules - The system simply doesn't doesn't tell you from the outside how many modules are available on a mech variant, let alone how many are occupied. Please find a way to use that extra space to provide this info.

Please add these "common sense" features to the mechlab to reduce confusion. I've seen such suggestions from others, so PLEASE address this ASAP.

Edit: Fixed obvious blunder.

Edited by Deathlike, 05 March 2013 - 03:52 PM.


#2 Void Angel

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Posted 05 March 2013 - 03:31 PM

View PostDeathlike, on 05 March 2013 - 02:41 PM, said:

I should have posted this last patch, but since you're still tweaking the system, here's some finer issues that need to be addressed.

1) The free slot count doesn't quite work the way it should. With my existing Cic, it tells me that there's 5 slots open (correct) and +18 floating slots.

That's SIMPLY NOT POSSIBLE. I understand that both FF AND ENDO are 14 slots each, but how does that add up to 28??? Also, I'm unsure if having a 250+ engine changes the numbers, but even I don't need a calculate to figure out the math is just outright wrong.

Assuming that you are not in fact confused that 14+14=28, but that you instead meant "18," allow me to explain how the game works. When you add Ferro Fibrous Armor and/or Endo-Steel Structure to your 'mech, the game assigns these structure slots as "Dynamic Structure/Armor" slots. Later, the game will begin converting these "dynamic" slots to regular Structure Slots in large locations once your total number of free slots falls below the number of "dynamic" slots in your 'mech. These slots will be allocated to the location on your 'mech which has the most open slots, and eventually the "dynamic" slots will disappear as you allocate the last internal structure location to some piece of hardware. If you have any additional questions about basic game functions, there are many players in the Player Help forum who would be delighted to assist a new player such as yourself with any other areas of the game which you do not understand!

View PostDeathlike, on 05 March 2013 - 02:41 PM, said:

2) Ammo - The system doesn't tell you whatsoever how much ammo you have on the mech. It should be listed AND additionally the game needs to inform you whether you don't have the ammo for the weapons that were added. It should give you a list of weapons you forgot to add ammo to. ADDITIONALLY, you need to inform the player whether they added ammo that they CANNOT USE. The location of said ammo needs to be listed as part of this process.


"I would like" is a different term than "you need to," or even "should." They should not be used interchangeably.

#3 Deathlike

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Posted 05 March 2013 - 03:51 PM

You missed my point where the game actually lists "18", instead of the expected "28". Heck, I'll put a screenshot up later just to prove my point.

Edited by Deathlike, 05 March 2013 - 03:52 PM.


#4 Cest7

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Posted 05 March 2013 - 05:03 PM

With FF and Endo, you are taking up 28 slots. As Void Angel said above, you have 5 slots free. The while "Dynamic structure/armor" slots are floaters, anything you drop onto the white slots will move to one of the other 5 free slots you have.

After those 5 slots are filled, all the white "Dynamic structure/armor" will turn yellow.

#5 Jesterocity

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Posted 05 March 2013 - 05:11 PM

Strolling into battle only to look down and see all your nice new weapons in red because you forgot to add the ammo is part of the fun! Makes you really good at capping when you can't shoot!
:-)
At what point do we stop getting the computer to do the job for us?
Chillax...

#6 Deathlike

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Posted 05 March 2013 - 05:26 PM

I know exactly how FF and Endo works. That's not even the discussion here.

Example mech, looks fine (endo enabled, so +14, as expected)
http://imageshack.us...708/mwolab3.png


Bug, endo+ff are enabled, but reports +18 instead of +28 (# of free slots is correct).

http://imageshack.us...072/mwolab4.png

Also, AMS should be shortened in the mechlab readouts (when you add it to the mech, not the hardpoint #). See the first picture for reference.

#7 Void Angel

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Posted 05 March 2013 - 09:25 PM

Actually, you don't know how they work in the 'mechlab, which is precisely the discussion here. I don't have a Cicada, so I can't dust off my imageshack account and recreate your data, which is fine - I'm not disputing what you see, I'm telling you you haven't understood it.

I shall demonstrate: I'm using an Atlas with this build right now. Now, in the 'Mechlab, if I pull out the two LRM20s, my slots are listed as 16(+14) because I have 14 dynamic slots floating around my internal structure (note that this is just like your second image.) When I plop them back in, my slots change to 4(+9.) Note that this is like your first image. This is not a bug; it's simply telling me that because I have only 4 slots remaining, 5 of my floating slots (one on each arm and three in my right torso) have been converted to permanent structure slots - because no matter how I use my 4 remaining slots, I'd have to allocate those "floating" slots to those locations anyway.

There's no bug here; you've just misunderstood the 'Mechlab. Hope this helps.

#8 Deathlike

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Posted 05 March 2013 - 10:05 PM

I've counted the "18" dynamic structure/armor slots on the arms (there are 2 empty slots, so that accounts for the arms slots altogether), since they cannot carry anything.. I'm unsure if that is useful but it doesn't seem to be the most intuitive (I'd have to use it more to be sure).


View PostJesterocity, on 05 March 2013 - 05:11 PM, said:

Strolling into battle only to look down and see all your nice new weapons in red because you forgot to add the ammo is part of the fun! Makes you really good at capping when you can't shoot!
:-)
At what point do we stop getting the computer to do the job for us?
Chillax...


Asking for the bare minimum for an ammo loadout is at not an unreasonable request. Adding the reminders for the ammo though is only icing on the cake.

Edited by Deathlike, 05 March 2013 - 10:12 PM.


#9 Deathlike

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Posted 06 March 2013 - 07:57 AM

Bump

#10 Segoris

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Posted 06 March 2013 - 06:13 PM

While the upgrades are long overdue, and very much welcomed, a couple of things
- add number of slots available while in the loadout screen and not just the mechbay.
- add either the tonnage of ammo per weapon, or number of shots per weapon in both the mechbay and the loadout screen
- add number of heatsinks and if they are single or double in the loadout screen
- If a simple and easy addition of making it so modules and cockpit items are simply unlocked, as opposed to being an inventory item which needs to be switched from mech to mech based on bad design, then please at least add icons for modules in the mechbay icons. Say I have Target Info Gathering on a stalker in my first mechbay slot, have each module icon show in one of the corners, which will work since no mech has more than 4 modules (when including master efficiency). This would require a simple move of the sell and add/remove from checklist buttons into the middle. have them on the left and right of the "Ready" text in the middle. Finding where a module is really is not a big deal when someone only has 1-4 mechs, when someone plays 10-30 mechs, this shows how annoying this becomes.





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