Patch Notes - 1.3.400 - 02-Jun-2015
#201
Posted 02 June 2015 - 04:40 PM
PGI took gun scaling and made it fubar. dont believe me, look at a quad ac/5 jager.
They strike again with this abomination known as mechlab 2.0.
Look, I'm not opposed to change. BUT if youre going to revamp something that has been in place for a LONG time, and make it COMPLETELY different, at least give us a OPTION to switch between old and new!
Rant done, lurkage commencing.
#202
Posted 02 June 2015 - 04:48 PM
It was nice to be able to put your cursor over a machine, and have all of the quirks show up so you could verify what the quirks were on the machine. That VERY GOOD feature seems to have gone away.
BRING THAT BACK!!!!!!!!!!!!!
#203
Posted 02 June 2015 - 04:50 PM
Twilight Fenrir, on 02 June 2015 - 04:05 PM, said:
Quote
#204
Posted 02 June 2015 - 04:54 PM
xWiredx, on 01 June 2015 - 06:31 PM, said:
Lol. There's always someone like this with every patch. After all the worse conditions the game was in in the past, this is all it takes for you to pull the 'I quit' card.Sure the Mech select window needs improved but considering that is really a small portion of a much larger improvement, it doesn't even bother me. The entire dang mechlab got overhauled and you're whining about a small thing like the mech select window. Yeah, it got a lot of feedback, and it was updated, and they're still deciding which suggestions would improve it more. Quit acting like you know how everything works behind the scenes. You sound like my father.
#205
Posted 02 June 2015 - 04:58 PM
Bravo9762, on 02 June 2015 - 03:26 PM, said:
the Zeus in game has only ballistic velocity of +5%
the Zeus in the patch notes has
ballistic velocity of +5%
ballistic cool down +5%
energy range +5%
missile velocity +5%
LRM spread -5%
UAC/5 jam chance -30%
The enforcer in game has only ballistic range +10%
The enforcer in the patch notes has
ballistic range +10%
ballistic velocity +10%
ballistic cool down +5%
energy range +10%
Is this a bug or was it changed for them right before implementation?
I also noticed this. The right quirks may be implimented and they just messed up the mechlab notation. We'll find out tomorrow probably.
#206
Posted 02 June 2015 - 05:44 PM
#207
Posted 02 June 2015 - 05:46 PM
Ovion, on 02 June 2015 - 11:25 AM, said:
Neatens up the mechs, makes it a little harder to quickly jump between them.
Especially having a lot of mechs, it can be a little easier to navigate tbh.
Its added several extra clicks to changing mechs that weren't there before, and makes it harder to actually just browse your mechs.
I can sorta see what they were doing, but it's annoying, and actually makes it hard to see if a mech is in game or not.
I'd love for the home screen to have a mech select screen stay put, or let us use the old mech select window on the home screen (or some combo of what we have now and what we used to have). Instead of adding clicks, you simply moved one window and used the open space for something else, while removing a click if you want in the mechlab.
#208
Posted 02 June 2015 - 05:55 PM
And the new UI 2.0 is inferior to the old one... which is still inferior to UI 1.5! *sigh*
Maybe next year I'll see something that isn't a clickfest. A beautiful UI that shows my mech stats, my mech model, and my equipped items (wpns, modules, cockpit items) all at a glance.
#209
Posted 02 June 2015 - 06:00 PM
I'm guessing a lot of the "whales" enjoyed looking over all their mechs. Now you can't see them all which is a big negative for me.
#210
Posted 02 June 2015 - 06:05 PM
Mech building screen: YES.
Mech select screen: NO
My biggest gripes with the mech select screen: (1) it was fairly quick to change from mech to mech to look for modules or cockpit items (you would click on mech and click on the smurfy-like screen), now it got easier for modules but a hellish experience for cockpit items. (2) for those of us that don´t have the 1600x900 option, we just lost the smurfy type view, the so called "Mech Detail" (which was the best one).
So, if you´re going to stick with the bad mech select screen, put a "Mech Details" button somewhere . One that you can click without "saving the selection" and that would overlay the previous Mech Detail window. Either that or include a cockpit item list somewhere.
#211
Posted 02 June 2015 - 06:13 PM
#212
Posted 02 June 2015 - 06:20 PM
Before:
Use Mechlab tab. Click a mech thumbnail to select it for launch.
Click the Configure button to change loadout.
Click "Purchasable" from dropdown menu to buy new mechs.
Now:
Use Home tab and click Select Mech, then scroll through chassis types and click the chassis you want then click the variant then click save to be ready for launch.
Use Mechlab tab to configure loadout, don't forget to click Expanded in the dropdown menu for an easier time.
Use Store tab to buy new mechs, going through the same abysmal layout from the Select Mech menu.
Just... why?
#213
Posted 02 June 2015 - 06:24 PM
To find the quirks was a little tough though you may want to work on it. To any who can't find it it is where it says mech stats. There is a little box to the left of it and when you click it and it will give you the quirks.
#214
Posted 02 June 2015 - 06:29 PM
But WHY in God's name can't we then just click 'buy' once we've configged it? Making it still cost the same as buying the mech, then all parts you didn't have already... We'd have to close our modifications, buy the mech, and do it all over again...
Edited by Twilight Fenrir, 02 June 2015 - 06:29 PM.
#215
Posted 02 June 2015 - 06:46 PM
Dak Darklighter, on 02 June 2015 - 06:20 PM, said:
Before:
Use Mechlab tab. Click a mech thumbnail to select it for launch.
Click the Configure button to change loadout.
Click "Purchasable" from dropdown menu to buy new mechs.
Now:
Use Home tab and click Select Mech, then scroll through chassis types and click the chassis you want then click the variant then click save to be ready for launch.
Use Mechlab tab to configure loadout, don't forget to click Expanded in the dropdown menu for an easier time.
Use Store tab to buy new mechs, going through the same abysmal layout from the Select Mech menu.
Just... why?
#216
Posted 02 June 2015 - 06:57 PM
I do like how I can customize mechs before purchasing. Very good idea.
But please let me upgrade structure, heatsinks, etc. Even if I can't afford it. I can't save anyway, why can't I experiment?
Edited by 045, 02 June 2015 - 07:00 PM.
#217
Posted 02 June 2015 - 07:17 PM
My issues with this new mechlab.
1) to slow to switch mechs meaning takes to long to dig threw sub menues..
2) the 1600 x 900 ratio of the expand box does not work on 2 different computers with that setting... (tried 2 times thinking it was my desk top, then tried my lap top amd no go)
3) to slow to switch out weapons and is confusing.
4) not everyone could get the public test server play time in because after several help tickets still would not work for some people, so this leads the demographics alittle onesided on who actually wanted this change
Edited by scorpiontrekie2, 02 June 2015 - 07:34 PM.
#218
Posted 02 June 2015 - 07:17 PM
luigi256, on 02 June 2015 - 06:24 PM, said:
So, in other words, where under the previous UI, you just had to put your cursor over the mech picture, and it would pop up the quirks, now you have to select the mech, and then open a box to get the quirks. And if covers part of the build template in the bargain (It covers the left leg.)How should I say this?
WHAT A BUNCH OF CRAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! This new UI is another half assed, half baked fix. Restore to previous build and try again!!!!!!!!!!!!!!!!!!!!!!
Edited by Icebergdx, 02 June 2015 - 07:19 PM.
#219
Posted 02 June 2015 - 07:31 PM
#220
Posted 02 June 2015 - 07:39 PM
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