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Arrow, Mechs And Their Loadouts, Tasks And Stuff


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#1 bad arcade kitty

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Posted 28 August 2015 - 04:12 AM

- first and the foremost - that huge arrow thing is amazing and very convenient, i would like to have it as an option for the ordinary game, it would make driving fast mechs much easier

- then, available mechs and their loadouts, they are a weird bunch, we have available 2 embers, one another firestarter, 2 dragons - a hero and an ordinary one, two jagermechs - a hero and an ordinary one, some mechs have terrible stock loadouts, some are champions with decent loadouts, overall it's a weird mess. you suggest a new player to drive a slowish thunderbolt with a motley loadout... imo it would be much better if you used there champion versions of mechs only, especially since they are used as trial mechs too, those are more convenient and give better idea how to build your mech, also imo there is no need to have more than one chassis for a test ride; finally, i hope you add clan version of the tutorial too... with clan champions/custom loadout mechs

- the tasks are not clear what to do and how -_- i still didn't realize what i should do to kill a mech with one shot during the target practice, nothing work, no one shot, no one shot with one weapon etc, also when you are told to kill an enemy mech with alpha, only alpha button counts, alpha with weapon groups don't count; then, i didn't get all those numbers in the racing tasks, what do they even mean? didn't have patience to run to the end not understanding what to do. those racing tasks also seem to be pretty glitchy. i didn't get the system of rewards for all this too. finally, it's not very convenient that you appear quite far from the mech choosing yard when you quit one of those tasks, especially if you pilot a slow mech

- some minor stuff, it would be nice if you could interrupt the beginning movie if you (in my case - accidentally) started that training again, 'gauntlet' is glitchy, it can write 'critical damage' when you mech is undamaged (apparently brought it from 'running cored' which i tried before and canceled after few rounds), when you press esc it can put your crosshair in a yellow figure like in the beginning of the tutorial when you are demonstrated the hud, both 'gauntlet' and 'running cored' don't count killed enemies too, some of enemies there don't move etc

- i would prefer to have a full fledged battle vs whole mechs controlled by ai as my final testing, would be nice to have some class (light/medium/heavy/assault) specific tasks

Edited by bad arcade kitty, 28 August 2015 - 08:31 AM.


#2 bad arcade kitty

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Posted 29 August 2015 - 10:19 PM

some additional feedback about mech selection during the tutorial

it's glitchy right now, at least twice in two separate tutorial launches and with two different mechs (mlx and kfx) when i entered with my own mech and switched to the cicada or firestarter my mech wasn't placed to that vacant place in the row but remained to stand where i left it and i was unable to switch back to it

then, my crow was able to switch with mechs from all the three rows properly, but after switching to the dragon 5n and back i couldn't switch to the dragon again (but could do the same double switch to the nearby jagermech), when i switched to the dragon the minimap showed the golden triangle of my crow in two places at once - where it stood when i switched and where it actually was, being teleported to the vacant place in the row... often the minimap after the switching doesn't show the golden triangle at all

also the minimap isn't scaled properly, with those huge squares of its, and the available mechs aren't shown there so they are hard to find... the available light mechs are hidden behind the 'pillars of light' - entrances to the trainings

p.s. kind of funny that your mech is piloted by 'a private tutor'





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