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Targeting Computers And Command Console - Feedback


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#461 Cest7

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Posted 30 July 2014 - 01:15 PM

Not impressed.

"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 Talsha

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Posted 03 August 2014 - 03:36 PM

How about giving the command console an increased ECCM capability or integrated TAG ?
I do not understand why it should have less functionality than BEAGLE but have twice its weight and 2.5 times its price...

#463 Tombstoner

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Posted 04 August 2014 - 06:04 AM

My 2 cents is the TC should modify accuracy by improving it.
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 Fire and Salt

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Posted 04 August 2014 - 07:15 AM

View PostFiona Marshe, on 07 July 2014 - 06:52 AM, said:

After being on the receiving end of poptart clanners with cGauss/2cERPPC/TC, that crit bonus needs to be toned RIGHT down.

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 P e n u m b r a

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Posted 08 August 2014 - 12:51 AM

Could of balanced the clan lasers by keeping them the same but make the max range 800m with module and mk1 computer but have a fade in damage effect instead delivering a lower amount of damage at the start of the beam and increase as it's kept on target instead of being an even amount across the whole beam. Also cut the cooling off until the beam is finished.

Edited by L e 0, 08 August 2014 - 12:59 AM.


#466 Gattsus

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Posted 15 August 2014 - 10:49 PM

PGI y u not fix CC
T_T

It would be amazing if it actually had a "command purpose"

#467 Macksheen

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Posted 17 August 2014 - 08:18 PM

I'd love to see the CC have a capability similar to the following:

- 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 RazorbeastFXK3

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Posted 03 September 2014 - 10:49 AM

Always wondered what the Command Console did for me. After looking at it, since it didn't have any description in the small info window as to what it did.. I never bought it.

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 RazorbeastFXK3

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Posted 03 September 2014 - 10:54 AM

I'd like the option to 'Target Nearest Enemy' 'Select Target Under Reticule (Even though it's auto when you don't have a target already it doesn't seem to switch over for me when I do have a target already selected) 'Unselect Target'

View PostMacksheen, on 17 August 2014 - 08:18 PM, said:

I'd love to see the CC have a capability similar to the following:

- 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 Beo Vulf

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Posted 20 September 2014 - 11:14 AM

I have been using the command console on my Atlas since Beta that few seconds quicker target acquisition can make a difference in a battle when utilizing long range weapons. The targeting computer simpley reduces the time it takes to target at long range, and increases the time the target is maintained when it goes LOS. The question is do they stack, if so than they are a good combination to add to your mech.

#471 xWIGHTx

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Posted 22 September 2014 - 02:34 AM

There is something odd in TC numbers: c-erllas with TC1 (+4,5% range)+5 lvl range module must be around 838 range (shown in UI), but UI shows 819 range, which means that it increases range only by 2,25%. Does they change it or is it bug?

#472 Iyica de Tylmarande

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Posted 28 September 2014 - 05:42 PM

CC is pretty underpowered for 3 tons. Something to make it worthwhile is if friendly mechs could instantly lock and receive target info obtained by the mech with the command console, providing the command mech has obtained lock and target info through the normal time. This would simulate the mechwarrior letting everyone know where an enemy mech is and its target info profile rather than the 3 ton BAP we have currently.

#473 Top Gun Killer

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Posted 30 September 2014 - 03:43 PM

Ok Does anyone know if the TC makes the PPC's Speed any faster??

#474 Nothing Whatsoever

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Posted 30 September 2014 - 04:49 PM

View PostTop Gun Killer, on 30 September 2014 - 03:43 PM, said:

Ok Does anyone know if the TC makes the PPC's Speed any faster??


I think it should, but haven't tested that yet

Patch Notes:
Spoiler

Edited by Praetor Knight, 30 September 2014 - 04:51 PM.


#475 Cimarb

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Posted 30 September 2014 - 04:53 PM

View PostTop Gun Killer, on 30 September 2014 - 03:43 PM, said:

Ok Does anyone know if the TC makes the PPC's Speed any faster??

The PPC is an energy projectile weapon. It is affected just like all other projectile weapons, unless otherwise listed in the tooltip.

#476 Temptis

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Posted 01 October 2014 - 02:03 AM

the TC progression should be more linear.

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 HammerMaster

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Posted 14 October 2014 - 09:16 AM

I feel like this had been a dead issue for a while. This needs to be looked at. In my opinion, the COMMAND CONSOLE is still not worth the slots/tonnage. Is there any plans to get more out of this important/expensive piece of equipment for the Inner Sphere Command Mechs?

#478 Docta Pain

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Posted 15 October 2014 - 11:46 AM

The Command Console needs a rework in a bad way. It fails to bring commensurate benefits for the required tonnage. NARC had similar comments for several months before it became viable. The command console was absolutely purposeless for so long that having any use may seem better by comparison, but it is not. It doesn't need to be so powerful like ECM that it's a n

Must have, but it needs to be far far more than it currently is.

#479 Macksheen

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Posted 17 October 2014 - 02:04 PM

Does anyone run it at all?

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 Just wanna play

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Posted 17 October 2014 - 09:27 PM

I think it should let yo see whats on a friendly mech (loAD OUT CURRENT ARMOR ETC) AND MAYBE make locks and target gathering instant once someone else has gotten it and maybe put an enemies mech beside their name once sptted on the tab board, maybe put incoming lrms onto the mini-map, put a still "Chess peice" where a mech was last spotted so people can get a better idea of enemy postion, perhaos it should have bap built in, maybe make it scan multiple enemies at once and have a row of their info displayed rather than just one at a time, just thoughts....

Edited by Just wanna play, 17 October 2014 - 09:35 PM.






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