Jump to content

Dead Mech Still Targeted



126 replies to this topic

#61 FrostCollar

    Member

  • PipPipPipPipPipPipPipPip
  • 1,454 posts
  • LocationEast Coast, US

Posted 08 May 2013 - 06:30 AM

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.

View PostPac Man, on 07 May 2013 - 07:18 PM, said:

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.

Pac Man's right on this, with another problem that wasn't mentioned: XL engines. Some mechs can survive destruction of their side torsos and some can't, so it's not obvious when a mech loses a side torso if it's actually dead.

#62 Banditman

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,109 posts
  • LocationThe Templars

Posted 08 May 2013 - 06:49 AM

View PostJax514, on 07 May 2013 - 11:48 AM, said:

Hey guys,

This is not an issue it is as design so people are able to see where they killed the enemy mechs.

Cheers

This is a BAD change.

We would appreciate the option to turn it off, or, in lieu of that, change the color of the box around a dead mech, or make it flash, or . . . anything at all besides appearing to be a still valid target.

#63 jay35

    Member

  • PipPipPipPipPipPipPipPip
  • The Hammer
  • The Hammer
  • 1,597 posts

Posted 08 May 2013 - 07:01 AM

If this is actually intended as a "feature" and not just a bug like the accidental 1kph speed reduction we had last patch, someone needs to be reprimanded.

#64 Dishevel

    Member

  • PipPipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 762 posts
  • LocationOrange County, CA

Posted 08 May 2013 - 07:03 AM

The one thing we can agree on after less than 24 hours is ...
Bad idea. Revert that change and come back later with something more thought out.

#65 Piad

    Member

  • PipPipPipPipPip
  • Overlord
  • Overlord
  • 123 posts
  • LocationItaly

Posted 08 May 2013 - 07:57 AM

I read is not a bug... :)
I only see players (including me) to shoot a mech already dead ... does not seem very useful to identify where it has fallen, better to make a temporary tag only on the map for that!

#66 NRP

    Member

  • PipPipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 3,949 posts
  • LocationCalifornia

Posted 08 May 2013 - 08:30 AM

I noticed this as well. It caused me to shoot a dead mech a few more times than I needed to (which sucks when you're tight on ballistic/SRM ammo as it is). I'm not totally sure, but I think you can still target these dead mechs with streaks.

It would be best if the HUD color changed to something other than that of a mech that is still alive and kicking.

It's a cool idea. It just needs a bit of tweaking.

#67 RiceyFighter

    Member

  • PipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 608 posts

Posted 08 May 2013 - 08:37 AM

Several times I shot at a dead mech and it cost me the entire game.

#68 Blood78

    Member

  • PipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 156 posts

Posted 08 May 2013 - 08:51 AM

Bad design and negative game play effect. If you want to show us how mechs blew up, there are better ways to do it rather than confusing state its implemented in. Its really throwing the players off and even if it was documented in patch notes, its not really useful to us. Rather its distraction.

Please roll this change back and revisit the feature design while taking into account of suggestions players made such as displaying it in different color perhaps grey to indicate death instead of red which indicates active enemy.

#69 Kamies

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 234 posts

Posted 08 May 2013 - 08:58 AM

This is a very BAD idea and there are many reasons. First of all it is hard to tell when mechs die and that makes it hard to actually take a look at the paperdoll at the right moment to see what killed them. Secondly even if ones knows how this works and gets ready to watch the paperdoll as soon as the kill shot is fired, it is hard! When mech dies the dieing animation doesn't start right away. 2 second timer starts when the mech is dead. It takes about 0,5 second when it starts to look like mech is dead. Then the human reaction time starts which is about 1-1,5 seconds because the first thought is never to look at the paperdoll. So it leaves about 0,5-0 seconds to look at the paperdoll. Maybe that is enough but I think that is far from how this should be done. Thirdly there are no high class FPS games where it is unclear if the enemy died or not for 2 seconds! The most important knowledge is not how the enemy died, it is that the enemy died so stop waisting ammo, shoot others and save yourself!

#70 DDDs

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 368 posts

Posted 08 May 2013 - 09:34 AM

I find myself targeting mechs only to find they are dead or I end up shooting at dead mechs when they are dead. Those 3 seconds used to target and shoot at a dead mech could be spent targeting and shooting at a living mech. I prefer the quick "improvement" to remove this feature. I also support Chaosdrive's idea.

#71 Helmer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Stone Cold
  • 3,272 posts
  • LocationColumbus, Ga

Posted 08 May 2013 - 09:45 AM

May 7th Patch is live!

Gameplay

- Players can now change the colours on their Hero Mechs.
- Players can reset the colours of their Hero Mechs using the colour channel selection.
- Enemy Mechs stay targeted for ~2 seconds after they die, showing you (briefly) what area was destroyed to put the Mech down.




Hated the feature at first. But, now that I know it's there, I am beginning to like it. It's another layer that rewards individuals who are situationally aware I.E. You don't waste heat/ammo on a dead target, whereas those less aware might. Sometimes its those little decisions that can decide a battle.

That being said, if it went away, I'd be ok with that too.
Just my personal opinion.

Cheers.

Edited by Helmer, 08 May 2013 - 09:47 AM.


#72 LtPoncho

    Member

  • PipPipPipPipPip
  • Staff Sergeant
  • Staff Sergeant
  • 198 posts
  • LocationCanada

Posted 08 May 2013 - 09:46 AM

As understood by this thread; expect to expend 5% or more ammunition on targets that are no longer active per match in this current patch. Before you say it - oh yes I am aware that there is no cost to rearming...IN THE MECHLAB and not on the field. What is the design input on this new feature?

#73 Lugh

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Widow Maker
  • The Widow Maker
  • 3,910 posts

Posted 08 May 2013 - 09:53 AM

This was a terrible design decision. Period. I don't need to see where the enemy got destroyed from as he falls dead at my feet, and I don't need the lock to be in the way of me locking his still alive buddy that is jam packed in his behind so I can kill him easier too.

#74 LtPoncho

    Member

  • PipPipPipPipPip
  • Staff Sergeant
  • Staff Sergeant
  • 198 posts
  • LocationCanada

Posted 08 May 2013 - 10:06 AM

View PostHelmer, on 08 May 2013 - 09:45 AM, said:

Hated the feature at first. But, now that I know it's there, I am beginning to like it. It's another layer that rewards individuals who are situationally aware I.E. You don't waste heat/ammo on a dead target, whereas those less aware might. Sometimes its those little decisions that can decide a battle.

The only onscreen notification you are now getting is in the upper left hand side that your <target by name> has been killed by <Your Name> - how does this enhance situational awareness? You now need LOS confirmation of the death animation as well as taking your eyes off center focus to read a message out of a list. Perhaps I am not seeing it but please show me how this is better than previous. My issue is that there are changes to the game that keep degrading the experience with every patch which gives cause for concern as to what the direction is.

#75 Krzysztof z Bagien

    Member

  • PipPipPipPipPipPipPip
  • Giant Helper
  • 710 posts
  • LocationUć, Poland

Posted 08 May 2013 - 10:12 AM

Just make that red targeting box disappear as soon as enemy is destroyed. It can still be locked on for two seconds and his paperdoll can still be displayed so you can see where the killing blow landed.

#76 Helmer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Stone Cold
  • 3,272 posts
  • LocationColumbus, Ga

Posted 08 May 2013 - 10:15 AM

View PostLtPoncho, on 08 May 2013 - 10:06 AM, said:

how does this enhance situational awareness?


It doesn't, please reread what I posted. I said it rewards those with greater situational awareness. If you are glancing at the 'mech paperdoll or the death notifications you'll see when the 'mech is destroyed 2 seconds before you no longer target it. It's within those 2 seconds those who notice it [Greater situational awareness] will move on to another target, and those who do not might waste time/heat/ammo on an already destroyed 'mech.

View PostLtPoncho, on 08 May 2013 - 10:06 AM, said:

Perhaps I am not seeing it but please show me how this is better than previous.


Better? Better is a subjective term. It's not better, it's different. One that I kinda like for the small added layer of "difficulty".
The reasoning behind it ( So people can see what killed the 'mech) is a lame and unnecessary reason for the implementation, however, I personally don't mind that change.


View PostKrzysztof z Bagien, on 08 May 2013 - 10:12 AM, said:

Just make that red targeting box disappear as soon as enemy is destroyed. It can still be locked on for two seconds and his paperdoll can still be displayed so you can see where the killing blow landed.


I could see them doing this. It gives instant notification of the kill, and still retains the reason for the "feature".

Cheers.

Edited by Helmer, 08 May 2013 - 10:16 AM.


#77 BlackDrakon

    Member

  • PipPipPipPipPipPipPip
  • Rage
  • Rage
  • 576 posts
  • LocationEl Salvador

Posted 08 May 2013 - 10:21 AM

Overheated killing a dead mech, and I died myself. Then the guy who killed me overheated and he die 2 coz he kept shooting at my dead body, and so on, and on, and on.......

Ridiculus, take it off.

#78 DDDs

    Member

  • PipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 368 posts

Posted 08 May 2013 - 10:21 AM

Interesting take on the feature, Helmer. I'll have to approach it with that mindset and see how it feels.

#79 jakucha

    Member

  • PipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 2,413 posts

Posted 08 May 2013 - 11:20 AM

It doesn't bug me, but I think if they made it so the red icon box turned black as soon as you killed it, it would fix the problem like others have said here. I still want to see enemy vitals after they die, so I'd rather they don't remove this, just change it a bit. Or perhaps just make a big X cross fill out the dead target.

Edited by jakucha, 08 May 2013 - 11:23 AM.


#80 Helmer

    Member

  • PipPipPipPipPipPipPipPipPip
  • Stone Cold
  • 3,272 posts
  • LocationColumbus, Ga

Posted 08 May 2013 - 11:34 AM

View PostDDDs, on 08 May 2013 - 10:21 AM, said:

Interesting take on the feature, Helmer. I'll have to approach it with that mindset and see how it feels.



I'm still mostly a dedicated LRM CAT-C1 player so I am constantly evaluating the enemy 'mechs condition and whether or not I should send another volley downrange.
Like everyone else I was a bit put off by the feature (I hadn't read the patch notes at that point). Once I read the notes, and realized it wasn't a bug, I started thinking of the implications .

It's definitely different, but I like how it adds an extra wrinkle of "difficulty". It's new, so I understand why people don't like it (and honestly the reasoning behind adding it is a little lame) but I just look at it as something new the master. Something else that some players will excel at and others will not.




Cheers.





4 user(s) are reading this topic

0 members, 4 guests, 0 anonymous users