

New Ui Constructive Feedback!
#21
Posted 02 June 2015 - 10:56 AM
#23
Posted 02 June 2015 - 11:05 AM
#24
Posted 02 June 2015 - 11:07 AM
This is just really basic stuff to make the UI not a pain in the ass and PGI fails, completely unbelievable.
#25
Posted 02 June 2015 - 11:07 AM
#26
Posted 02 June 2015 - 11:10 AM
Mar X maN, on 02 June 2015 - 10:53 AM, said:
Constructive feedback. Roll back and never touch the UI again. Focus on maps.
Roll back to that hideous clickfest of a dropdown-menu infested mechlab? Heeeell nooooo!
I can finally work on my whole mech without having to click through loads of drop-down menus and browse through giant icons.
If I had a water-squirter I would squirt you!
#27
Posted 02 June 2015 - 11:13 AM
2)
3) I cannot search for modules in my 100+ mechs.
Is it just too stupid to pretend something decent?
edit: issue found: you must delete fov in user.ctf to make work fov in game
Edited by Stefka Kerensky, 02 June 2015 - 11:40 AM.
#28
Posted 02 June 2015 - 11:13 AM
Funky Bacon, on 02 June 2015 - 11:10 AM, said:
I can finally work on my whole mech without having to click through loads of drop-down menus and browse through giant icons.
If I had a water-squirter I would squirt you!
The levity in this is so refreshing and welcome. Thanks for the smile.

#29
Posted 02 June 2015 - 11:14 AM
stjobe, on 02 June 2015 - 10:59 AM, said:
Im not talking about the mech stats. Im talking about being able to see the entire loadout of my mech in one screen. My 19" monitor only has 1440x900 resolution so PGI basically ****** me for not having a "Gamer" setup. Which in itself is funny because their game is pathetically low tier when compared to every other MMO out there.
#30
Posted 02 June 2015 - 11:15 AM
Funky Bacon, on 02 June 2015 - 11:10 AM, said:
I can finally work on my whole mech without having to click through loads of drop-down menus and browse through giant icons.
If I had a water-squirter I would squirt you!
Even if you were right, now you need to click thought loads of drop-down menus just to select the mech you want to drop with. What do you do more often, build mechs or drop in mechs? Also giant icons have an appeal to more casual players. Also takes more rescources making an icon than just writing down some letters to "make an item"
But hey I got a lighter.

Edited by Mar X maN, 02 June 2015 - 11:17 AM.
#31
Posted 02 June 2015 - 11:19 AM
#33
Posted 02 June 2015 - 11:37 AM

Some nice new additions to the Ui, expanded view restricted to 1600x900 is a pure D**k move, but other than the endless clicking you guys seem to think is a good thing (it fecking not!) its not as bad as i was expecting.
PS. If you are gonna colour code stuff please stick to primary colours, some of the colours you have chosen simply make it impossible to read the text.
#36
Posted 02 June 2015 - 11:51 AM
Anyway, it would be nice if the non-smurfy layout was a good mix of Smurfy and UI 1.0, which was at least friendlier to new players. You could click the arm to edit the arm, click the CT to swap the engine. Much better than what they have now.
Edited by Alistair Winter, 02 June 2015 - 11:51 AM.
#37
Posted 02 June 2015 - 12:02 PM
I think limiting the full paper doll on resolution is extremely stupid, and completely negates any of the improvements, I just thank god, that I have the screen resolution, or I'd be out of here.
I just don't understand the thinking of the developers it just seems to defy logic.
While on the whole it is better, its still full of pointless crap line graphs TEXT IS BETTER, its easier to understand,and its still inferior to the first one, which PGI told us was no good.
#38
Posted 02 June 2015 - 12:14 PM
The mechlab itself is excellent (In expanded view). Much easier to remove and add weapons, equipment and armor, and its all tidy in the warehouse and easy to read with amount owned, slots, tons, etc. No walls of icons that all look the same

Not overly impressed with the low-res ballistic and ecm symbols on specific parts. Colors threw me off at first too. ECM is now orange, and energy is off yellow. AMS is the color ECM used to be
The quirks makes sense now that I found it. I like when I mouse over a weapon it shows the quirks specific to that weapon
That whole 'Mech Stats' window should really just show up when mousing over the mech thumbnails in the mech select screen.
I like how the upgrades show up without the need of an extra tab.
I don't know how I feel about the CT section of the mechlab... Being able to tick a box to change your XL with a STD and vice versa. Seems unnecessary. That being said, the arrows to incrementally change your engine size is handy.
Found a bug... Weapon modules that are listed in the mech select screen are defaulted to level 1, even you have the level 5, (%12) increase equipped.
Edited by Team Chevy86, 02 June 2015 - 12:22 PM.
#39
Posted 02 June 2015 - 12:21 PM
Deimos Alpha, on 02 June 2015 - 10:27 AM, said:
I've noticed as well you can no longer choose purchasable mechs during select your mech now, you have to go via store.
Yeah, they need to fix that. Wonder why they removed it?
#40
Posted 02 June 2015 - 01:00 PM
Strykewolf, on 02 June 2015 - 12:21 PM, said:
Oversight perhaps.
As to the hovering over the mech, that only seems to work in the mech store to, doesn't work in mech lab, you have to extend the mech stats to see them :/
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users