Will The Mechlab Ever Be 'smart'?
#1
Posted 22 March 2015 - 07:08 AM
If I load a LRM-15 and a UAC5 on my mech, and click on ammo I should see 2 ammo types. LRM and UAC5 ammo. Nothing else.
Modules are sorted by 'owned' by default.
New button: Mech Owned. Shows all modules owned on all mechs. You have the option to remove it from that mech on this screen.
Loadout favorites can be saved and loaded with a single click. Feel like running your LRM boat Dire? 1 click load. Next round revert back to dakadakka.
Under 'strip mech' another button is added to 'max all armor'.
Cockpit items are sorted by 'owned' by default. See above.
Favorites added to camo spec
..what else?
#2
Posted 22 March 2015 - 07:10 AM
#3
Posted 22 March 2015 - 07:10 AM
Weapon icons should actually be distinguishable from one another at a glance (MW4 had the right idea).
Slotting guns into hardpoints should actually like, remember the order in which the guns were placed, rather than randomly jumbling them up and putting everything in the wrong spot.
#5
Posted 22 March 2015 - 07:19 AM
#6
Posted 22 March 2015 - 07:20 AM
#7
Posted 22 March 2015 - 07:25 AM
#9
Posted 22 March 2015 - 07:34 AM
#11
Posted 22 March 2015 - 09:28 AM
stjobe, on 22 March 2015 - 07:28 AM, said:
TBH, if I got a C-bill for every time the proper/correct response to a question was "because PGI"... I would be sharing vast amounts of C-bills with everyone (if I were able to) as an alternative to "fixing" the NPE.
#12
Posted 22 March 2015 - 09:41 AM
No more mechlab for me. Click and play.
#13
Posted 22 March 2015 - 09:54 AM
Alistair Winter, on 22 March 2015 - 09:41 AM, said:
No more mechlab for me. Click and play.
That is the beauty of the mech lab design. It is so cumbersome, and disorienting in it's function that players are driven to buy redundant loadout equipment in order to avoid it.
More Cbill expenditures! More grinding required! Greater desire for MC and Premium Time!!!
I think they thought it through almost perfectly, nearly every angle is covered
Edited by The Ripper13, 22 March 2015 - 09:55 AM.
#14
Posted 22 March 2015 - 10:24 AM
The Ripper13, on 22 March 2015 - 09:54 AM, said:
That is the beauty of the mech lab design. It is so cumbersome, and disorienting in it's function that players are driven to buy redundant loadout equipment in order to avoid it.
I even bought full module sets for all my Mechs to avoid the hassles. I only have 12 Mechs, but after getting one built for every role/loadout I wanted to play; I finally feel free.
#15
Posted 22 March 2015 - 10:30 AM
No more silly dialogs and other thing that annoys you.
#16
Posted 22 March 2015 - 11:07 AM
despite this being an objectively WORSE UI than 1.0's.
#17
Posted 22 March 2015 - 11:57 AM
#18
Posted 22 March 2015 - 01:08 PM
The current mechlab is horrible, the entire UI is horrible. No way to deny that.
#19
Posted 22 March 2015 - 01:30 PM
Sjorpha, on 22 March 2015 - 01:08 PM, said:
The current mechlab is horrible, the entire UI is horrible. No way to deny that.
The 'mechs look damn good in it though, I'll give them that.
But that's all they're getting, since the functionality of everything in that MechLab is horribly bad.
So, here's a question (which I asked when UI2.0 first came out): Why isn't the beautifully rendered 'mech the starting point of all UI interactions? Why do I always have to "select" a 'mech when I'm already looking at one?
If I go to "Skills", it's more likely to be because I want to do something with the skills of the 'mech I'm currently looking at than any of the 100+ others I own.
If I click "MechLab", it's more likely to be because I want to do something to the 'mech I'm currently looking at - don't present me with a list of all the 'mechs in the game, with a "configure" button on each. Just let me configure the 'mech I'm looking at!
Why even show me the other 'mechs unless I specifically ask to "switch 'mech"?
And why, oh why, do you feel it's necessary to show me weapons, ammo, equipment, engines, and modules I can't fit in my 'mech?
Argh, I feel my blood pressure rising again - as it always does when I start thinking about the sheer massive fustercluck of incompetence and badly thought-through ideas that they call "UI2.0". It wouldn't pass muster in an introductory-level class on UI design.
Its only redeeming feature is, as I said, that the 'mechs look really, really good in it.
#20
Posted 22 March 2015 - 02:33 PM
Please add:
Search feature for modules. Ease of switching modules. Or better: reduce cost of modules so players can afford to properly outfit each mech. 100 mechs x 6,000,000 c-bills for 2 weapon modules. Plus probably another 3-6 million c-bills for mech module. 900,000,000+ c-bills just for modules is bad business. I would spend those space bucks on mechs instead and buy mechbays.
Search feature for engines. Where is that 320xl? Or just let me use it on whichever mech as long as it doesn't interfere with a CW drop deck. In CW I agree we should pay for the extra engines to outfit the full drop deck. Warframe does this where everything can be used unless a build is using the same item twice.
And please make the UI compatible with a business plan to sell custom hangars. We can mix and match hangar type and scenery seen out hangar doors. Buy banners. Buy decals. Put christmas lights up (they're too distracting in the mech). Please plan ahead so that it reads easily with different custom backgrounds.
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