Targeting Computers And Command Console - Feedback
#221
Posted 08 June 2014 - 10:28 PM
#222
Posted 08 June 2014 - 10:47 PM
Archon, on 08 June 2014 - 10:28 PM, said:
or commanding a 12 mans
Command console should give you something like this, spectator screen access, and battle grid overview with possibility to call 1 arty 1 air strike (maybe), you can give it to 13th player.
#223
Posted 08 June 2014 - 10:51 PM
I would definitely like the command console to do things like:
1. Act as a second cockpit - two players, in one mech.
2. Allow better access to the command map
3. Allow better target designation
4. Be required to use strikes
5. Add one extra module slot to the mech (which cant be a duplicate module)
#224
Posted 08 June 2014 - 10:54 PM
Carrioncrows, on 07 June 2014 - 09:37 PM, said:
Tonnage for scan time? That's what modules are for and hell I don't even bother with those.
Hundreds of good ideas on what to do and this is what you guys came up with?
I consider both of these idea's Failures.
Another missed opportunity.
You want feedback.
Make the Command Console work like this:
1. Whoever has a command console can see what loadouts enemy mechs have (If they have been scanned)
2. Whoever has a command console can then assign targeting priority to different targets (Instead of a red box around that enemy mech it might be Purple, or Yellow to let everyone on your team know to kill that one)
3. Whoever has a command console can issue orders to lances and give them Waypoints to travel to
4. Lastly, whoever has a command console can call down artillery from the map screen. (Sort of like call of duty)
I logged in just to like this.
#225
Posted 08 June 2014 - 10:58 PM
In other words, what happens when 24 players equip one? do 22 people just get to watch and do jack diddly ****? Or does everyone have to choose which of the 12 commanders on their team they`re going to listen to? Who gets to use the strikes, commander 1,2,3,4,5,6,7,8,9,10,11,or 12?
People complain constantly about PGI not doing things 100%, and then turn around and present a half-baked idea with a MAJOR elephant in the room as if it were a perfect solution. I don`t know whether to laugh my ass of or shoot myself because there`s no hope for humanity anymore.
Edited by Zerberus, 08 June 2014 - 11:00 PM.
#226
Posted 08 June 2014 - 11:09 PM
Zerberus, on 08 June 2014 - 10:58 PM, said:
In other words, what happens when 24 players equip one? do 22 people just get to watch and do jack diddly ****? Or does everyone have to choose which of the 12 commanders on their team they`re going to listen to? Who gets to use the strikes, commander 1,2,3,4,5,6,7,8,9,10,11,or 12?
People complain constantly about PGI not doing things 100%, and then turn around and present a half-baked idea with a MAJOR elephant in the room as if it were a perfect solution. I don`t know whether to laugh my ass of or shoot myself because there`s no hope for humanity anymore.
agreed.
Still, for the CC, there is still room for improvement... like non-stackable team buffs, being able to transmit target info from inside of an enemy ecm bubble to friendly units outside of it, extra module slots and/or sharing seismic data are still viable options.
#227
Posted 08 June 2014 - 11:28 PM
#228
Posted 08 June 2014 - 11:29 PM
And thats only for an additional 3 tons of weight -> Fantastic !
Everybody will love it and buy it. Another fantasic equipment from PGI.
#229
Posted 08 June 2014 - 11:39 PM
For what should i take a command console when i can archive the same things with mk1 targeting for less slots?
This makes no sense and the Command console should really be a bit more powerful!
With features other gear does not provide.
Give the Commander the Ability to:
- Draw on the map- visible to the Team per Hud directly on the Battlefield!
- Give quick orders to squadleaders and their grunts with shortcuts
- Targeting Priority
- Hell maybe even some Command Ability with a Cooldown like: pressure fire, squad overclocking for a short mobile boost, smoke pots for crossings and so on.
- Make it possible to vote for commander in the wasted 60 seconds before game right now and rate! the commander with 1 to 5 Stars after games
- voted Commander gets the Command Console activated
- there is a cadet rang before Commander shown as Silver Stripe Icon instead of Star
- After 5 positive and rated Matches the cadet gets promoted to a Commander and earns his first Star
- Show the Cadet/Commander Stripes/Stars (ratings) right beside the Nickname beginning from 1 to 5 Stripes/Stars, so People feel rewarded for being a good commander and continue to expand this play style
- The more People start to upvote him after won matches his Stars will raise or if he is not able to get upvotes his stars will stay on the same level. There should be no Way to downgrade and loose Stars. A 1Star Commander will stay with his 1Star while the 5Star is on the top of the food line
- Random pick from available Star Commanders or if no one is available highest cadet, if no cadet highest elo Player in Team with Command Console gets the Command Chair and the possibility to proof and earn his first Stripe
Please add things to make it possible what Commanders usually do.
Commanding their Troops and coordinate them together for the full effect of all available weapon systems to the battle group.
IF the Command Console stays something like right now planned, no one will use it.
Edited by GrimOmen, 09 June 2014 - 12:51 AM.
#230
Posted 08 June 2014 - 11:41 PM
Zerberus, on 08 June 2014 - 10:58 PM, said:
In other words, what happens when 24 players equip one? do 22 people just get to watch and do jack diddly ****? Or does everyone have to choose which of the 12 commanders on their team they`re going to listen to? Who gets to use the strikes, commander 1,2,3,4,5,6,7,8,9,10,11,or 12?
People complain constantly about PGI not doing things 100%, and then turn around and present a half-baked idea with a MAJOR elephant in the room as if it were a perfect solution. I don`t know whether to laugh my ass of or shoot myself because there`s no hope for humanity anymore.
And do tell me in these 2 years who had equipped CC even once? First thing you did was take out CC out form DDC xD (example)
PGI isnt doing things 100%, if they did we wouldnt be here now obviously. I'm not being negative its just fact.
And tell me with that idea I proposed why would anyone with a bit of brain equip more than 1 CC????? and dont tell me that cant be restricted also. (since you need one DC and in premade 12 you usually have only one or you like to be boss around by multiple persons? this isnt intended for PUGs (at least in start), or you missed that part)
I admit idea needs polishing a bit, but you gave nothing except negative comment...you all just want some magic computer to get you locks for lrms range for balistic/energy weapons and soon this game will become what? whack a mole with who has bigger hammer equiped? if you would like think out of the box maybe this community would prosper a bit more...
Edited by Judge Redeemer, 09 June 2014 - 12:21 AM.
#231
Posted 09 June 2014 - 12:38 AM
First of all TC is supposed to increase accuracy of direct fire weapons, i.e. ACs, PPCs, Lasers. Projectile speed bonus is a good way to increase accuracy as faster bullet allows for more accurate shots. On the other hand longer range isn't increasing laser accuracy. Imo in addition to projectile speed bonus TC should decrease laser beam duration. That's it. Just those 2 features are enough for TC to meet it's role.
So the system could look like this: 5 classes of TC, each with it's own bonuses.
1. 1 tonn, 1 crit, +7,5% projectile speed, -10% beam duration.
2. 2 tonns, 2 crits, +15% projectile speed, -20% beam duration.
...
5. 5 tonns, 5 crits, +37,5% projectile speed, -50% beam duration.
Numbers could be tweaked of course. The main idea is that TC should provide decent accuracy bonuses for it's weight. And those bonuses should be unique enough to not interfere with modules, bap and other equipment.
Edited by Alexander Malthus, 09 June 2014 - 12:42 AM.
#232
Posted 09 June 2014 - 12:44 AM
- No one is going to install a Command Console for 3 tons, when a BAP weighs half as much and gives more benefits. So, as far as I understand it, the CC now has some functionality for which it will never be installed... A thrown away chance to give the console a valid use.
- Are only certain Mechs allowed to install the CC, like the Atlas D-DC, or can every Mech install one?
- That a Targeting Computer miraculously increases projectile speed and beam range seems weird. It doesn't work like a weapon mod, so why does it change these stats as well?
- A short while ago, I learned that the way critical damage is currently calculated is simply wrong. E.g. if 1 damage of a PPC hit gets through the armour, critical hits will have the full damage potential of 10.
While I agree with Targeting Computers giving an increased crit chance due to better aiming capabilities, this illogical critical hit damage paired with a large increase in critical hit chance is going to be interesting when everyone will be jumping onto Clan ER PPCs...
Edited by GoldenFleece, 09 June 2014 - 12:54 AM.
#233
Posted 09 June 2014 - 01:29 AM
Navid A1, on 08 June 2014 - 05:48 PM, said:
This is a great idea, it would also be nice to know if my mech is going to clip 'invisible' corners or hit a building right in front of me that isn't in my mech's line of fire as it does so often.
Edited by Striker1980, 09 June 2014 - 01:30 AM.
#234
Posted 09 June 2014 - 01:52 AM
van Uber, on 08 June 2014 - 08:05 AM, said:
30 years of backstory is cool. 30 years of backstory taking precedence over good game design aimed at making real time combat fun, not so cool.
The operative word being "good". Noone would mind changing things from TT and lore for the sake of good game design. But this is not good.
Ed Steele, on 08 June 2014 - 09:52 AM, said:
Where's the progress ? It's just number padding. Get a TC or CC and your have a % increase in stats. There's practically no choice and no effect on the gameplay.
Even in that sense, this is half-baked and lazy. A TC will give the same bonus to a mech carrying a single ER Laser as to a mech carrying 10 ER Lasers. For the same tonnage (of the TC). Brilliant game design. The TC tonnage and crit space scaled with amount of weapons in TT rules for a reason. In fact, there's a lot of reasons that TCs must work that way and not as a simple blanket stats buff.
Granted, it would take some minimal effort to code it this way in MWO. I seriously doubt it's a coincidence the info on TCs is released just a week short of release. Guess who couldn't make even that minimal effort. Heck, they even turned the CC into a gimped TC to avoid adding something new.
Edited by Demuder, 09 June 2014 - 01:52 AM.
#235
Posted 09 June 2014 - 02:01 AM
Holy cow these are bad. Seriously PGI?
I would trade the CC one for, and even carry the tons, JUST to have it place a different colored triangle above my targeted enemy.
Seriously?
Stat pads that make ZERO sense? WTH?
No wonder there was a mass exodus.
#236
Posted 09 June 2014 - 02:41 AM
Dirus Nigh, on 08 June 2014 - 08:32 PM, said:
Give the command console the fallowing abilities
2) The ability to designate a command target.
The command target would work similar to the existing active targeting. However the command console relays a message to the HUDS of all teammates who the commander is targeting. In the red triangle on the HUD a gold star for company commander, and gold bar for a lance commander will appear. Also place a command message under the enemy damage display the target designation, and chassis type.
Examples
Command Target:
Alpha / Highlander
Lance Target
Charlie / Jenner
Only one command target may be designated at a time. G can be used for the secondary target key. G for get him! Shift G, or shift R can be used for teammates to jump to that target.
The game NEEDS to reward players for teamwork. In addition to the normal kill assist commanders will receive a command bonus when teammates start to actively target, and engage, the Command Target. Teammates who actively target a command target will also be given a bonus. Just like in Battlefield when a squad fallows the commands of their squad leader. Lance leaders only get this bonus from lance mates.
I support this idea. This would really help in pug games. And it also is lore friendly, since teamwork should be the trademark of the Inner Sphere, while Clan mechs should be focused on personal achievements.
Edited by Kmieciu, 09 June 2014 - 02:43 AM.
#237
Posted 09 June 2014 - 02:56 AM
#238
Posted 09 June 2014 - 03:05 AM
What a WASTED opportunity killed by lazy thinking!
Why isn't this a seat an extra player can occupy in the game? I realise this would involve having to have lobbies so you can associate the player with the module but of all the missed opportunities! Look at Natural Selection, Battlefield 4, etc! A REAL commander mode! Mixing the Sim mode with an RTS option!
One of the biggest hassles of taking command in games right now is the clumsiness of the interface and how it takes you away from combat, making you vulnerable! If the command module enabled the command to be done without disabling the pilot, giving the commander battlefield and tactical views, think of the possibilities! Being able to place Artillery and Airstrikes via the battlemap instead of at only places you can see (actually, why can't we do this now?). The additional assets you could bring to bear as a dedicated commander? The extra dimensions you could bring to the combat such as designating targets for lance/company focused fire? Think of the tactics surrounding identifying a Command Mech and the need to take it out as a priority target!
If the difference between the IS and Clans was ASYMMETRICAL instead of more sameness but worse.
If the counter to Clan computers was ... a COMMANDER!
Seriously PGI, I've called some of your moves boneheaded before but this, this is so obvious and yet so short sighted I'm dumbfounded!
#239
Posted 09 June 2014 - 03:16 AM
I don't like the "way of the chess" that MWO is taking, it may be balanced and predictable with the right knowledge, but its becoming a little bit boring
#240
Posted 09 June 2014 - 03:39 AM
Do not spoil the game as illogical falsificating increase velocity of the projectile from the computer.
Take a basis of T-Comp from Mechwarrior 3
Where marker anticipation distanced depending on the speed of the projectile and only worked on ballistic weaponry.
Not lasers or rockets.
Jammed by the ECM.
Only works on locked target.
Edited by Krizalius, 09 June 2014 - 03:39 AM.
18 user(s) are reading this topic
0 members, 18 guests, 0 anonymous users