SpiralFace, on 09 May 2015 - 09:26 AM, said:
Playing at 1920x1200 screen res see's the text come out tiny for me. (Since the UI doesn't scale,) and the new menu system is not dynamic like the old grid system. So where before I could have 42 mechs displayed on the screen at once, the new system forces me into a tiny window that isn't even half of my total screen realestate to where I can only see 3 full chassis at a time with the menu rolled out.
The wall of mechs has never bothered me, even with almost 200 chassis in my own mech bay. Having a filter for chassis is usually enough if I'm looking for something specific, and with further filters, I can do the same without being stuck in "list" vew that appears tiny on my screen when it doesn't even take up a fraction of my screen real estate.
Especially since the mech selection is alphabetical where the old grid system was weight based. For me it was much easier to go through and look at "mechs at a glance" then it is under the new system.
ok, but scaling is not a thing of the basic design, thats just another topic.
And surely the old feels faster, because you aren't used to it, and roughly know where which mech was. But the new one is by logic faster, especially for newbies since they lern the names of mechs first and not their tonnage. A GUI should cater as much people as possible, and the Scroll orgy of the current system wiht a lot mechs is truly annoying.
Having to save the mech is of course a bit annoying. Yet quite often it happened I dropped in the wrong mech, when I just had a look at another mech and queued up. That mostly happens in groupgames when I can not see the mech while reading up.
Edited by Lily from animove, 11 May 2015 - 03:10 AM.