Targeting Computers And Command Console - Feedback
#461
Posted 30 July 2014 - 01:15 PM
"Oh crap the command console is still useless, quick lump it in with targeting computers."
Never going to use these, just like consumables and weapon modules.
Junk addition.
#462
Posted 03 August 2014 - 03:36 PM
I do not understand why it should have less functionality than BEAGLE but have twice its weight and 2.5 times its price...
#463
Posted 04 August 2014 - 06:04 AM
The command console should improve inter mech communication allowing for improved accuracy.
Just saying it once more... ya need to fix ya game. your missing important parts. not having them means your mechs die to fast. and you know it.
#464
Posted 04 August 2014 - 07:15 AM
Fiona Marshe, on 07 July 2014 - 06:52 AM, said:
Second hit (which penetrated armour) proceeded to rip out all my ammo, heatsinks and then the feedback loop of damage finished the job... before the ammo explosion even triggered.
How do you know they had a tc? Did you ask?
Since the only mech that can rock the combo you mentioned is the timberwolf, us imagine that they had a mki max... There isn't much free tonnage on that build, and you need to save room for multiple jjs.
Mki has about 1.5x crit chance.
I've lost dual ppcs in a side torso due to a single ppc hitting me after the armor was gone. And this was before clan mechs were even in the game. Anecdotal evidence is basically worthless for situations like this unless you have been tracking carefully over a large sample size.
A single ppc can destroy up the 3 fresh components, tc or not.
Also, keep in mind that 2/3 of a mech health is armor, and only 1/3 is structure. This means that a crit % increase is totally useless 2/3 of the time.
This means that a non tc mech will actually only be critting about 5% of the time, while a mech with a mki will be critting about 7.5% of the time.
That's a 1 ton investment for something that will only make a difference in 1 out of 40 shots.
Actually, it might not even matter in 1 out of 40 shots... Crits are irrelevant if you destroy the component anyways... Plus, lots of components that are hit are never finished off... So realistically, more than 2/3 of shots hit armor.
BTW I based these numbers off of 15% crit without tc and +7.5% with tc1... I think its actually like 14% and 7.25 but I can't remember... Either way, its close...
#465
Posted 08 August 2014 - 12:51 AM
Edited by L e 0, 08 August 2014 - 12:59 AM.
#466
Posted 15 August 2014 - 10:49 PM
T_T
It would be amazing if it actually had a "command purpose"
#467
Posted 17 August 2014 - 08:18 PM
- Any mech targeted by a mech with a CC shows up not in red, but maybe orange or some other designation ... dashed lines, whatever.
- An additional key is defined similar to "R", but instead of the "next target" it restricts that list to JUST mechs currently targeted by friendly CCs.
This means if you have one person on the team w/ a CC, you can snap-lock onto their target for better focus fire. If you have more than one, you cycle (though through a smaller list) similar to how R works today.
#468
Posted 03 September 2014 - 10:49 AM
My first interaction with a "targeting computer" was with the C3 Command Unit and the C3 Slave where the one with the C3 Command Unit would see on their radar map whatever the lancemates' mech equipped with the C3 Slave would see on their radar regardless of whether they had the enemy targeted or not.
Later on there was another 'Targeting Computer" where a 2nd marker highlighted green (tiny green circle) that.. when given a command to target HEAD/L-C-R TORSO/L-R ARM/L-R LEG.. depending on which weapon you had at the ready, the tiny green circle marker would adjust itself accordingly to let you know where to lead with your weapons which was great for ballistics and ppc weapons 'cause you'd know exactly how far out to lead the target to have a better chance at hitting it.
You can see in this vid how the tiny green circle adjusted itself when strafing using the ppc weapons and then when switched to the pulse lasers the circle adjusted itself.
#469
Posted 03 September 2014 - 10:54 AM
Macksheen, on 17 August 2014 - 08:18 PM, said:
- Any mech targeted by a mech with a CC shows up not in red, but maybe orange or some other designation ... dashed lines, whatever.
- An additional key is defined similar to "R", but instead of the "next target" it restricts that list to JUST mechs currently targeted by friendly CCs.
This means if you have one person on the team w/ a CC, you can snap-lock onto their target for better focus fire. If you have more than one, you cycle (though through a smaller list) similar to how R works today.
#470
Posted 20 September 2014 - 11:14 AM
#471
Posted 22 September 2014 - 02:34 AM
#472
Posted 28 September 2014 - 05:42 PM
#473
Posted 30 September 2014 - 03:43 PM
#474
Posted 30 September 2014 - 04:49 PM
Top Gun Killer, on 30 September 2014 - 03:43 PM, said:
I think it should, but haven't tested that yet
Patch Notes:
Edited by Praetor Knight, 30 September 2014 - 04:51 PM.
#476
Posted 01 October 2014 - 02:03 AM
as it stands, TC1 is hilariously OP and there is almost no reason to not equip one on any clan mech not entirely fielding missiles while the higher tier TC are rather "meh" in comparision
#477
Posted 14 October 2014 - 09:16 AM
#478
Posted 15 October 2014 - 11:46 AM
Must have, but it needs to be far far more than it currently is.
#479
Posted 17 October 2014 - 02:04 PM
Note to PGI: With the quirks favoring specific weapon sets, people may need things to toss some tonnage on. BAP is one, and it at least DOES something, albeit minor to a laser boat (for instance). Be nice to have something else to add into the mix - but man the CC is still painful.
#480
Posted 17 October 2014 - 09:27 PM
Edited by Just wanna play, 17 October 2014 - 09:35 PM.
13 user(s) are reading this topic
0 members, 13 guests, 0 anonymous users