My answers:
Q1-Y Q2-3 Q3-3 Q4-4 Q5-2 Q6-4 Q7-3
Some were filled due to doubting or a lack of a better choice.
I am
unclear wether the production build will let you switch view with F4 or if it will be locked for the duration of a round. Answers reflect this.
-Which Mech(s) did you use for this test?
Catapract 3D jumpsniper 2x erppc 1x gauss
Spider 5D - LL-ML mix. XL, JJ's
Jenner JR7-K 4MPL XL + JJ's
Hunchback 4P - XL225 2LL 6ML
Catapult A1 - 3x LRM10 2xLRM15 (jokebuild, but used it to test lrm's)
Stalker 5M -2xer ppc 2x ppc 1x MPL. STD300
Victor DS - 1x gauss 1x er ppc 2xLL 330XL+JJ's
What improvements would you like to see with 3rd person view?
----1In general viewing angles seem ok, they are locked to cockpit view and moving the camera closer when you get closer to a surface functions......... but...
For scouts, it doesnt work, it provides significant advantage to them because when looking below or around sloped sides you can abuse it to look over buildings/hills and around corners.
This allows peekaboo gameplay where the scout moves a lil from cover to take a potshot while the other mech turns or looks away.Scout can most likely safely return to cover because of speed.
For mediums and heavy's it seemed ok. Assaults (STk-5M) can also peek over buildings but the difference there is neglible due to the camera lights and the stalkers slow speed.
-Viewing angle makes it harder to aim arm weapons due to shifted field of view.
-Viewing camera became extremely rocky while going faster, this happened to me on both the spider and the jenner. This part I deem unacceptable. Also the camera on the spider 5d plain sucked. Made it feel like moving a sluggish cardboard model while walking.
-LRM boats like the A1 gained no significant advantage because of the time to lock and because the crosshair follows the cockpit view even while in 3pv. (for instance while standing behind a hip sized rock you could not keep lock for long) This was ok.
Requires tweaking.
---2 New player experience not sifnificantly improved although it does provide some insight into how far a mech can torso twist. On most mechs, it does not show the legs even while zoomed out. This in combination with the loss of the minimap would degrade team awareness if the view were to be locked in 3pv for the entire round.
I think a new player would prefer to loose things like health status, weapon groups and such rather than the minimap in 3pv, because he'll have no idea what his team is doing.
So if 3pv would be locked for the entire round: please proceed allong similar line but choose different hud elements to not show.
If not locked and switchable: remove mech paperdoll and weapongroups alongside minimap to make it feel less clutter-ish.
--3 Poptarting - It is easier to peek over building by looking towards the floor then jumping to make sniper shots. Jumpjets themselves feel weird, the first phew meters 'race' ahead because of odd visual effects on heavier mechs like the victor. Also the animation of the fire looks less nice up close. All this makes for a less pleasant viewing experience while jumpjetting but also because of the abusable viewing angle makes them able to do more damage without taking any. In essence you gain more advantage then you loose here. JJ shake is less effective. Requires tweaking.
My concern with this is that you would have to adjust 3pv angle on each and every mech seperately, unsure if this is possible or even viable for gameplay from a dev point of view.
Requires tweaking.
---4 Some people have commented ingame that the drone can be hit by weapons, this is undesirable if true. 3pv drones should not impact damage registration.
Any additional comments or concerns.
-I loved being able to see my Catapult flaps open and close.
-This build was remarkably unstable for me, several crashes to mechbay while normally I had no issues. Odd thing is that it didnt lock my mech. Matchmaking issue?
Closing comments:
Again assuming it may be locked for the entire round duration:
-I would prefer 3pv to be implemented in the form of just 1 gamemode if possible. Say one form of Conquest in 3PV and thats it. Perhaps even make it so you only earn Cbills there and not XP. The idea of 3PV in 1v1 solaris battles might be acceptable.
Multiple 3pv gamemodes however would suggest to people that it is the standard or more liked gamemode. New and more casual people would likely flock to it. I do not like the idea of this because 1st person provides much better atmosphere to the game. 3pv at times feels downright clunky. Not a good first impression to a new player if the view is locked for the entire round.
If not locked, seperate gametypes would not be needed if the option to 'mutate' 3PV out for competitive games remains. If not locked it would require further restriction and some changes, but can become acceptable.
All in all I can live with the option itself, but definitely do not want to see it in the competitive/community warfare scene. To much of a gamechanger. Detracts to much from atmosphere of the game.
Edited by Rema86, 01 August 2013 - 12:02 PM.