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Will The Mechlab Ever Be 'smart'?


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#1 Dirkdaring

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Posted 22 March 2015 - 07:08 AM

The mechlab could use a 'smart' toggle button. When enabled:

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 zagibu

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Posted 22 March 2015 - 07:10 AM

Would you pay MC for these features? If so, maybe PGI might consider implementing them.

#3 FupDup

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Posted 22 March 2015 - 07:10 AM

Engine icons SHOULDN'T BE THE EXACT F#$%ING SAME. Or as large as they are now.

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.

#4 Dirkdaring

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Posted 22 March 2015 - 07:18 AM

View Postzagibu, on 22 March 2015 - 07:10 AM, said:

Would you pay MC for these features? If so, maybe PGI might consider implementing them.


I'd pay $ for these features by buying mc and other things like mechs to support their game.

#5 FupDup

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Posted 22 March 2015 - 07:19 AM

Allocating items into your gundam should give a list of items along one side of the screen (probably left) and display the critical slots across the entire mech on the other side (right side) of the screen. Smurfy style.

#6 stjobe

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Posted 22 March 2015 - 07:20 AM

Anyone else a little bothered by the disparity between actual UI updates and one of the main selling points of UI2.0, which was that it would enable "fast, frequent updates"?

#7 Gattsus

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Posted 22 March 2015 - 07:25 AM

They said that a smurfy-like mechlab was going to start production next month.

#8 stjobe

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Posted 22 March 2015 - 07:28 AM

View PostGattsus, on 22 March 2015 - 07:25 AM, said:

They said that a smurfy-like mechlab was going to start production next month.

If I had a penny for every time PGI has said "next month" or "90 days", I'd.... have quite a few pennies.

#9 LordKnightFandragon

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Posted 22 March 2015 - 07:34 AM

Must be the ****** mech lab is why MWO wants to make the game so grindy, so twitter doesnt get flooded by thousands of new players going Whiskey Tango Foxtrot about the clunky and confusing mech lab, its why they want us to spend 600 games to master 1 mech, and like 300 gathering the cash to buy said 3 mechs...

#10 zagibu

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Posted 22 March 2015 - 09:12 AM

View PostDirkdaring, on 22 March 2015 - 07:18 AM, said:

I'd pay $ for these features by buying mc and other things like mechs to support their game.


I know this, but PGI doesn't seem to.

#11 Deathlike

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Posted 22 March 2015 - 09:28 AM

View Poststjobe, on 22 March 2015 - 07:28 AM, said:

If I had a penny for every time PGI has said "next month" or "90 days", I'd.... have quite a few pennies.


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 Alistair Winter

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Posted 22 March 2015 - 09:41 AM

The terrible mechlab is one of the reasons I just bought engines and weapons for all of my 40-something mechs and haven't touched them since. Swapping weapons and engines is a nightmare in this game. Yeah, it was a grind to buy dozens of XL280 and XL300 engines, but... it's over now.

No more mechlab for me. Click and play.

#13 Dolph Hoskins

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Posted 22 March 2015 - 09:54 AM

View PostAlistair Winter, on 22 March 2015 - 09:41 AM, said:

The terrible mechlab is one of the reasons I just bought engines and weapons for all of my 40-something mechs and haven't touched them since. Swapping weapons and engines is a nightmare in this game. Yeah, it was a grind to buy dozens of XL280 and XL300 engines, but... it's over now.

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 Fragnot

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Posted 22 March 2015 - 10:24 AM

View PostThe 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 Sarlic

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Posted 22 March 2015 - 10:30 AM

Self learning mechlab would be interesting imo.

No more silly dialogs and other thing that annoys you.

#16 CMDR Sunset Shimmer

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Posted 22 March 2015 - 11:07 AM

but remember guys, UI 2.0 pushed us past the bottle neck...

despite this being an objectively WORSE UI than 1.0's.

#17 JediPanther

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Posted 22 March 2015 - 11:57 AM

I'd still rather have ui 1.0's ready grid of four mechs so I can just one click my mech and launch.

#18 Sjorpha

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Posted 22 March 2015 - 01:08 PM

Russ Bullock talked of an upcoming new mechlab with "smurfy functionality" in the latest town hall meeting, so there may be some hope.

The current mechlab is horrible, the entire UI is horrible. No way to deny that.

#19 stjobe

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Posted 22 March 2015 - 01:30 PM

View PostSjorpha, on 22 March 2015 - 01:08 PM, said:

Russ Bullock talked of an upcoming new mechlab with "smurfy functionality" in the latest town hall meeting, so there may be some hope.

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 CtrlAltWheee

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Posted 22 March 2015 - 02:33 PM

Aff. UI2.0 is bad.

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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