One of the most frustrating parts of trying to command the flock/scout is figuring out what grid square enemies are walking through. Often you kinda just know aprox where they are but it's way more difficult than it needs to be.
This could be solved by showing the name of the grid square that the reticle is pointing at. I think this would be best done by adding it to the function 'q' key (show name and details key). I know the command wheel is coming but having this information is just useful.
1
Show Grid Coord Of Reticle
Started by K1ttykat, Feb 20 2014 05:12 PM
6 replies to this topic
#1
Posted 20 February 2014 - 05:12 PM
#2
Posted 20 February 2014 - 05:15 PM
K1ttykat, on 20 February 2014 - 05:12 PM, said:
One of the most frustrating parts of trying to command the flock/scout is figuring out what grid square enemies are walking through. Often you kinda just know aprox where they are but it's way more difficult than it needs to be.
This could be solved by showing the name of the grid square that the reticle is pointing at. I think this would be best done by adding it to the function 'q' key (show name and details key). I know the command wheel is coming but having this information is just useful.
This could be solved by showing the name of the grid square that the reticle is pointing at. I think this would be best done by adding it to the function 'q' key (show name and details key). I know the command wheel is coming but having this information is just useful.
Love it
#3
Posted 20 February 2014 - 05:27 PM
id love to see this and other cool scout info rolled into a module
advanced stuff for advanced players
even better if it can plug into the command module (when ever it gets decided what that even does)
other stuff a scout module would be good for is to mark locations for friendly arty fire
perhaps it could use a LRM lockon style function, perhaps it requires tag to work?
set target as high value for a time (30 seconds or so ?)
still abides by regular targeting rules, but perhaps change enemy red triangle to a star or something
advanced stuff for advanced players
even better if it can plug into the command module (when ever it gets decided what that even does)
other stuff a scout module would be good for is to mark locations for friendly arty fire
perhaps it could use a LRM lockon style function, perhaps it requires tag to work?
set target as high value for a time (30 seconds or so ?)
still abides by regular targeting rules, but perhaps change enemy red triangle to a star or something
Edited by Naduk, 20 February 2014 - 05:28 PM.
#4
Posted 20 February 2014 - 07:07 PM
/signed
#5
Posted 20 February 2014 - 08:06 PM
I'll second the motion!
#6
Posted 20 February 2014 - 08:20 PM
Also, have a hotkey so you can auto-type whatever you are looking at.
For example: I see an enemy lance moving through an area. I put my reticule over them, hit "y", then type
Enemy lance moving through *hits hotkey*
For example: I see an enemy lance moving through an area. I put my reticule over them, hit "y", then type
Enemy lance moving through *hits hotkey*
#7
Posted 22 February 2014 - 08:02 PM
Sephlock, on 20 February 2014 - 08:20 PM, said:
Also, have a hotkey so you can auto-type whatever you are looking at.
For example: I see an enemy lance moving through an area. I put my reticule over them, hit "y", then type
Enemy lance moving through *hits hotkey*
For example: I see an enemy lance moving through an area. I put my reticule over them, hit "y", then type
Enemy lance moving through *hits hotkey*
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