Victor, Spider, Highlander, Quickdraw
There is a distinct tatical advantage in certain areas: situational awareness, on hills, in large brawls
There are a few disadvantages: probe is visible at distance, aiming is difficult at some angles, zoom is less effevtive
Here is my primary concern. Unlike like Arm Lock which is clearly a novice player tool 3PV provides advanced players with capabilities too. Arm lock has no upside for the expert player, 3Pv does.
During game play I was already starting to quickly rotate through both views. I can imagine that, eventually, I would be an expert at shooting from both 1PV and 3PV; fluidly swapping between both perspectives to maximize my view, aim, and situational awareness in any given situation. I don't believe that is the 3Pv intended use....
I recommend that you institute a set of changes that are focused on novice's initial game play experience, but that will have the players quickly "outgrow" 3PV, just like they do with arm lock. The suppression of the mini-map is a step in the right direction, but it does not go far enough. Here are a few examples of other features to make 3PV a true beginner's tool. When using 3PV...
- Disable zoom or limit zoom to 1.5x only
- Disable cross-hairs
- Force arm lock
- Must enable/disable feature from options menu
- Decrease transition speed between views
- decrease torso twist & turn speed
- suppress paper doll
- Cannot enable night vision or thermal
- Cannot lock onto targets
2-3 of these would tone down 3PV to allow a new player to hop in a mech and start shooting, but they would quickly realize they are missing some serious functionality once they got familiar with the "novice" view.
Right now this feature has great utility for expert players too. I don't think that was it's original intent.
Edited by tuffy963, 01 August 2013 - 03:21 PM.