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Dead Mech Still Targeted



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#41 Pac Man

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Posted 07 May 2013 - 07:09 PM

View PostDeathlike, on 07 May 2013 - 01:16 PM, said:

This is actually not a bug, but a "feature".

http://mwomercs.com/...ost__p__2329767

The only cue you need to be paying attention to is the "Player X killed Player Y"... that's the only way to confirm.

If you're near the target, the action of the mech falling down is an indication of its death.

There should be better cues though to make this more obvious though.


Not all 'Mechs fall down when they die, either. Some get killed and get stuck, or otherwise stay standing, and still appear to be alive. The best case for this is having the bright red target information turn gray when they die, or turn another colour so you can instantly recognize the target being killed. It's a bit of a pain to have to keep checking the kill area when you suspect he should be dead.

#42 Deathlike

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Posted 07 May 2013 - 07:14 PM

If you have the mech on reticule (as most people should be doing), a blacked out CT or both legs (or either LT/RT when using an XL engine) should already have the paperdoll register it.

Still, they would need to improve the feature more to make it obvious the target is dead.

#43 Helsbane

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Posted 07 May 2013 - 07:15 PM

Okay, so it's not a bug. Now, put a select box in the options menu to turn this crap feature off. I give a damn about what part got destroyed as long as they fell over dead. For those interested, give them the option to see it, that's fine, but give me an off switch.

#44 Pac Man

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Posted 07 May 2013 - 07:18 PM

View PostDeathlike, on 07 May 2013 - 07:14 PM, said:

If you have the mech on reticule (as most people should be doing), a blacked out CT or both legs (or either LT/RT when using an XL engine) should already have the paperdoll register it.

Still, they would need to improve the feature more to make it obvious the target is dead.


That's a good tell as well, except that when a piece of the 'Mech is destroyed, the paperdoll blinks a few times before removing the piece, which still has that delay problem.

#45 Dobbs

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Posted 07 May 2013 - 10:34 PM

I've had friendly fire moments where the falling dead mech opens up the unit behind them but people are still shooting because all they see is the targeting icon at range. I vote for switch it back or change the targeting color when it dies.

#46 Chavette

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Posted 07 May 2013 - 10:43 PM

View PostConstantA, on 07 May 2013 - 11:57 AM, said:

Bad UI design decision.

Since targeting box is color-coded, the best way is to change its color to, say, grey on disabled mechs. Or if you wish to distinguish between disabled enemies and friendlies: reddish- or bluish- grey.


This! Make it grey!

#47 TheCaptainJZ

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Posted 07 May 2013 - 10:53 PM

The problem I have with this is when you have a group of friendlies circling an enemy. The enemy dies, but you don't know if it was that mech or another on the field so your teammates keep firing AND HITTING EACH OTHER INSTEAD.
Edit: A cool solution I wish would be implemented is pilot ejection. That makes it obvious to everyone even far away when a mech is killed.

Edited by TheCaptainJZ, 07 May 2013 - 10:54 PM.


#48 TheCaptainJZ

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Posted 07 May 2013 - 10:56 PM

View PostHelsbane, on 07 May 2013 - 07:15 PM, said:

For those interested, give them the option to see it, that's fine, but give me an off switch.

This should be in the end-round summary screen, or saveable and reviewable later as part of a match history. Think MechCommander.

#49 Ghost Rider LSOV

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Posted 08 May 2013 - 02:12 AM

Got friendly fired because of it. Enemy was down, I was right next to him, random Misery teammate hits me in the back with his lasers. :)

#50 MasterBLB

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Posted 08 May 2013 - 02:14 AM

Well,as Helsbane has mentioned the best way is to add a new checkbox in the options to switch on/off the 'feature'.Problem solved for all mechwarriors.
The 'feature' itself also has to be altered,after death the mech immediately has to lose red rectangle and triangle indicators,but its paperdoll can be displayed this 2s to see what part has been destroyed.

#51 ove bababoke

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Posted 08 May 2013 - 02:28 AM

That`s bad idea. What did they think about while do this? What for? Should I drop a grave stone near by that mech?

#52 Chaosdrive

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Posted 08 May 2013 - 03:06 AM

I'm not a big fan of this.. I have seen players shooting dead mech's because of this and I don't fully understand the reasoning behind A) The box still being red and B ) Why they chose this type of solution.

Personally I'd of preferred a less obvious approach e.g.
Player x killed player y (Left torso)
Player x killed player y (Right torso)
Player x killed player y (Center torso)
Player y killed player x (Legs)
Player y killed player x (Cockpit)
Player x killed player y (Ammo explosion)
Player x killed player x (Overheat)
Player x killed player x (Falling)
Player x killed player x (Out of bounds)

It still tells you how the mech died, doesn't steal your friendlies lock on. I think I've got all the possible ways to die up there, though if you wanted more detail for ammo explosions you could go:
Player x killed player y (Ammo explosion - LL to CT)
Where the first location is where the ammo exploded and the second being what was the actual death of the mech.

Making the dead mech appear grey would work for me to, I was just offering a different approach.

Edited by Chaosdrive, 08 May 2013 - 03:07 AM.


#53 armyof1

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Posted 08 May 2013 - 03:24 AM

Yes I like the idea when you can see in the death message what the mech died of, because sometimes I do wonder if I did get that headshot or if it was the CT that was already gone. To keep target locked after death is just a bad idea since the mechs as mentioned before don't always fall over when they die, sometimes they just keep standing and you don't know if it's done or just shutdown during that moment, and I just blast it once more just in case, wasting heat/ammo that could save me later on a mech that is already destroyed.

#54 Talrich

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Posted 08 May 2013 - 04:51 AM

I don't like this change. Even if intended, it "feels" like a bug. Please revert to the previous method until this can be refined or made optional. Thank you.

#55 Tragos

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Posted 08 May 2013 - 05:10 AM

Quote

Personally I'd of preferred a less obvious approach e.g.
Player x killed player y (Left torso)
Player x killed player y (Right torso)
Player x killed player y (Center torso)
Player y killed player x (Legs)
Player y killed player x (Cockpit)
Player x killed player y (Ammo explosion)
Player x killed player x (Overheat)
Player x killed player x (Falling)
Player x killed player x (Out of bounds)



I want that!
Go forth and make it happen!

#56 BrokenNachtmahr

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Posted 08 May 2013 - 05:30 AM

I am experiencing this as well. Definitely not a positive experience. Preferred it when the lock broke as soon as they died.

#57 Pac Man

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Posted 08 May 2013 - 05:30 AM

View PostChaosdrive, on 08 May 2013 - 03:06 AM, said:


Personally I'd of preferred a less obvious approach e.g.
Player x killed player y (Left torso)
Player x killed player y (Right torso)
Player x killed player y (Center torso)
Player y killed player x (Legs)
Player y killed player x (Cockpit)
Player x killed player y (Ammo explosion)
Player x killed player x (Overheat)
Player x killed player x (Falling)
Player x killed player x (Out of bounds)



I'd like add to that.

Player X has killed Player Y with <Weapon used to kill> in <Body part named>

Pac Man has killed Chaos Drive with ER PPC in Left Torso.

#58 Blowfeld

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Posted 08 May 2013 - 05:33 AM

Dear PGI,

just do a quick hotfix, that changes the reticle from red to dark grey, once the target is down. This will calm your customers down, is less annoying to play with and gives you time to analyze if there are other changes necessary in the long term.

I can not imagine that this will take 2 or 3 patch circles of time.

Or, if you want to be more creative, add a "disabled" under the tag, or a skull or whatever....

View PostPac Man, on 08 May 2013 - 05:30 AM, said:



Pac Man has killed Chaos Drive with ER PPC in Left Torso.


This reminds me of a certain board game, but I have no CLUE which it was :)

#59 Genewen

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Posted 08 May 2013 - 05:36 AM

I agree with the opinions voiced here that this was a bad design decision. I especially agree with the notion that every single person related to the HUD should be occupied with fixing the plethora of bugs instead of implementing new stuff to bug out.

This is just information that I couldn't care less for. I don't need to know where or how I destroyed it in that situation. That's something I'd love to review after matches, alongside with statistics like my hit rate and damage for each weapon and how much damage I took from which weapon. But while the fight itself is going on I just want to know whether a foe is incapacitated or not. This change just leads to a waste of ammo, heat, time and possibly nets people some friendly fire.

#60 Gryphorim

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Posted 08 May 2013 - 06:04 AM

At the very least, if we are to keep this feature, could we have the target box turn from red to gold (or dark red, or grey, or...) the moment the target dies?





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