BIix, on 01 August 2013 - 04:37 PM, said:
My overall impression.
For sniping, it isn't much of an advantage. If anything, FPV is still best for sniping. And the reticule snap that occurs when your view finder changes distances is a welcome hindrance. The loss of direct vision on your reticule while jumping also promotes FPV for long range play. This is good.
Agreed. In fact, I'd go so far as to say 3PV is a disadvantage for sniping at range.
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For Brawling, 3PV is DEFINITELY a tactical advantage. It becomes much easier to keep track of not only your intended target but of other targets around you. General combat awareness increases, but perhaps artificially so. When brawling, the missing mini map and other HUD items does not matter at all. The present awareness increase completely compensates for it.
I disagree. Enormously. Sure, you can see what's in front of you in a slightly wider arc (or not, depending on what your 1PV FOV is set to - for me, they're the same) but loss of the minimap blinds you to what's behind you. That's very, very dangerous in a 12v12 brawling situation.
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Tactical Advantage, 3PV DEFINITELY provides a tactical advantage. When used correctly and not in combat, it is possible to view over terrain without exposing any part of your mech. While having the camera drone is better than nothing, I would not say that it is as noticeable as spotting an entire Mech on the move. I would say the drone needs to become a bit bigger.
Honestly, particularly at long range I'd say the camera drone is
more visible than a full mech on the move. That red light is BRIGHT, and clearly visible even 2km out.
Having 3PV on does give you a noteworthy advantage in situational awareness but it comes at a substantial cost: It gives away your position, it's just not as good for aiming, and loss of the minimap is a fairly major penalty - most significantly when you're not on voice comms.
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The ramifications of the third point in competitive play are that teams won't move until they get positive ID's on enemy force movements. This will result in very stale combat that spends most time camping waiting for the other time to move so that you can observe it and react with an ambush.
I'm concerned about this, but I'm feeling that 3PV may actually help to
reduce camping. You can peer around corners/over small terrain without fear of eating 24 PPC bolts, and thus pick a (marginally) safer moment to pop out.
Without 3PV, in a 12v12 match there is a very solid amount of well-deserved fear in that situation.
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Overall, I would say that this is fun. But it is still a deficit to the overall game. The game felt more like an arcade with 3PV active. I also will miss the day when I could say that I was good at being a MechWarrior, as with this update the skill threshold in general lowers and being skilled is no longer a privilege. Removing depth of skill from your game is always a sad thing to behold.
3PV does not remove skill from the game. It has no impact on skill whatsoever.
In the end, I think 3PV is very useful and advantageous before engagement, but is generally speaking a disadvantage in actual combat, be it close range or far.
It's actually surprisingly fair.