Public Test 1.2.16 - 01-Aug-2013 - Feedback
#81
Posted 01 August 2013 - 10:13 AM
3pv is a huge advantage. You can see around and over obstacles to locate enemy mechs.
you can then turn it off to fight. That is total crap.
I think this is the beginning of the end of this game... it is no longer a simulator...so please take that out of your description.
#82
Posted 01 August 2013 - 10:14 AM
jakucha, on 01 August 2013 - 10:04 AM, said:
Not exactly. They know there's something mysterious behind the wall. You know everything that's in the entire valley including Mech types, formation, direction of travel, etc. Hardly a fair exchange of information.
#83
Posted 01 August 2013 - 10:15 AM
It's both a substantial tactical advantage and serious drawback
When playing a sniper/long range mech, the field of view starts substantially behind your mech and the zoom functionality doesn't even put you where you would be in 1st person view. This means that anyone playing a sniper build is actually at a disadvantage if they attempt to use it. Brawlers, on the other hand, can very easily see around corners.
Defensively, it's extremely easy to see LRM's and their arc of fire, making cover much easier to attain. You can also turn into the fire to spread damage far, far easier with this view enabled. It's nearly effortless.
Losing the radar is a moot point, as far as I'm concerned. It has almost no range to begin with, and anything it highlights you could see anyway. More, actually, since you can look around corners. PGI needs to hide much more than the radar to balance out the ability to look around corners and over hills.
In large mechs, it's much easier to see if your shot is going to hit some cover your near, which is a pretty good advantage, and the field of view is dramatically increased. The little drone that's supposed to reveal your location is not visible enough for the task, and isn't going to be an issue when you're in cover (it doesn't fly high enough to go over hills).
My overall feeling is that brawlers are going to increase substantially in lethality and survivability, while snipers are going to avoid using 3rd person as much as possible.
Some suggestions:
Make 3rd person viewable from the drone. This means it will be fluttering around, have little to no interface, and probably have a bit of static and flicker in the camera. Doing this would destroy any lopsided advantages while retaining the ability to look at and pilot your mech from the outside.
narrow the field of view when using 3rd person mode to mitigate some of the advantage.
Mech: Heavy metal
Edited by S3dition, 01 August 2013 - 10:18 AM.
#84
Posted 01 August 2013 - 10:16 AM
Niko Snow, on 31 July 2013 - 01:10 PM, said:
- Which Mech(s) did you use for this test
2. What improvements would you like to see with 3rd person view
Xbox 360 controler support.
- Any additional comments or concerns.
#85
Posted 01 August 2013 - 10:16 AM
- Which Mech(s) did you use for this test? Centurion, Catapult, Jenner
- What improvements would you like to see with 3rd person view? Less of the reticle snapping and lessen the tactical advantage of peaking over rocks, possibly a detructible camera drone on a cool down if destroyed when in mixed view matches?
- Any additional comments or concerns. Less of a tactical display in 3PV, lessen the hud clutter, it's suppose to be a training aid to help new players orientate the legs and torso, little more than just the reticle should be displayed I feel. Also you might want to consider making it easier to actually see the legs of your mech, all I could see on my catapult was the top of the torso and it's ears.
#86
Posted 01 August 2013 - 10:18 AM
Roadkill, on 01 August 2013 - 10:14 AM, said:
Depending how high the camera is hovering it's not hard to discern if it's an assault or heavy for most of the mechs.
#87
Posted 01 August 2013 - 10:18 AM
Stalker 5M & F3
Atlas DDC
FPS drops under 20 both in 1st and 3rd.
massive LAG.
Can't look over the mech, only at it's back (FOV problem?)
#88
Posted 01 August 2013 - 10:19 AM
MercJ, on 01 August 2013 - 09:34 AM, said:
MC decoration for the camera drone?
#89
Posted 01 August 2013 - 10:19 AM
Niko Snow, on 31 July 2013 - 01:10 PM, said:
- Which Mech(s) did you use for this test?
- What improvements would you like to see with 3rd person view?
- Any additional comments or concerns.
1. I used a Cicada X-5 for this test.
2. I would like to see more 'jerks' in the reticule when moving in 3rd person view which will make shooting near impossible other than spitting ranges.
#90
Posted 01 August 2013 - 10:20 AM
Relic1701, on 01 August 2013 - 10:12 AM, said:
So what you are saying is that the ability to see over a building in 3PV gives no tactical advantage?
I'm saying any meager sight advantages it offers are trumped by:
- Gimped precision aiming
- Arm movement is restricted even with arm lock off
- You have a big drone constantly BLINK BLINKing above you at all times
- Can't see **** captain, up close or slightly close in front of you
- Aiming in general is gimped due to the constantly jittering aimers when transitioning any terrain and walls
- No minimap
- and more
Edited by jakucha, 01 August 2013 - 10:52 AM.
#91
Posted 01 August 2013 - 10:21 AM
It is very, very difficult to shoot while jumpjetting in 3PV because the mech rises slighty to cover everything behind the crosshair. QKDs head is the worst thing because it just is in the way of everything while jumpjetting. Blackjack was somewhat playable in terms of stupid poptarting up and down without speed.
When jumpjetting the vibrating mech is plain murder to ones eyes. Nice touch that vibrating stops after the mech really takes off but there is way too much vibration.
Stalker works fine with 3PV.
With Jagermech the crosshair bounces all over the place while shooting and sometimes while peeking.
Edited by Kamies, 01 August 2013 - 10:24 AM.
#92
Posted 01 August 2013 - 10:21 AM
- Which Mech(s) did you use for this test?
- What improvements would you like to see with 3rd person view?
- Any additional comments or concerns.
#93
Posted 01 August 2013 - 10:22 AM
It is actually harder to fight while in 3pv, although that may just be that what we are used to.
Think this is an option that needs to be chosen before match and you are stuck with it. That way you can not have the best of both worlds.
The little pink light telling them I am there does not make up for the fact that I can hide behind the ridge and tell my team exactly where they are without recourse. Especially because once I am done scouting I can turn it off and run away before their light 'mech can get to me.
If I can't see it inside the cockpit you shouldn't see it outside the cockpit. at least when it comes to mechs. Sure this will make 'mechs pop in and out like magic, but you can't have it all.
Good scouts are going to abuse this to no end.
Own 'mech looks awful, almost like they are cell shaded in a game that isn't cell shaded, on all settings unless standing still.
Summary: Fighting is a little harder in FPV (I'm getting about the same dmg numbers as I am in 8man), it provides a bigger bonus to the team than the negatives balance out.
#94
Posted 01 August 2013 - 10:22 AM
- Which Mech(s) did you use for this test?
- What improvements would you like to see with 3rd person view?
- Any additional comments or concerns.
Yes camer needs to take a little step to the back , when playing with an atlas , player cant even see his legs
#95
Posted 01 August 2013 - 10:22 AM
MercJ, on 01 August 2013 - 09:26 AM, said:
This.
I think this is very important. Choosing the right time to transition from one mode to the other (so you can't continually quick-check the minimap) is important.
#96
Posted 01 August 2013 - 10:22 AM
jakucha, on 01 August 2013 - 10:18 AM, said:
Still an insane tactical advantage for a scout. Scout doesn't care if you know it's there, it just wants to be able to observe your team's movements and report back to its team. All the scout cares about is being able to see your team without you being able to shoot back. 3PV for the win.
#97
Posted 01 August 2013 - 10:23 AM
Roadkill, on 01 August 2013 - 10:22 AM, said:
To be fair, scouts can use an advantage. Not like this will help their aim.
#98
Posted 01 August 2013 - 10:23 AM
- Which Mech(s) did you use for this test? BJ-1X
- What improvements would you like to see with 3rd person view? Larger Drone
- Any additional comments or concerns. maybe remove all of the hud including reticule or place camera between the mech's legs as this would show leg torso orientation w/ no tacticle advantage
#99
Posted 01 August 2013 - 10:24 AM
#100
Posted 01 August 2013 - 10:27 AM
jakucha, on 01 August 2013 - 10:20 AM, said:
All of which vanish the instant you turn it off. Yet the knowledge you gained by peaking over the wall without anyone being able to shoot at you is still valuable. Scouts will use 3PV to be invulnerable observers. Jump snipers will use it to know when to jump and which direction to be looking when they jump, then they'll turn it off to jump and shoot. The tactical advantages of 3PV are many and there's no down side because you can just turn it off when you no longer need its advantages.
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