

#641
Posted 21 June 2016 - 05:29 PM
I was having a little fun with the shiptoasting before, but now that I've played it....wow. Just wow.
Russ, I don't care how many tweets you put out, this thing is fundamentally flawed. There is no amount of tweaking or enhancement that will make it viable. I'm f-in lost on maps I've been playing for 3+ years.
You don't need a hotfix, you need a rollback. Pronto.
#642
Posted 21 June 2016 - 05:32 PM
#643
Posted 21 June 2016 - 05:33 PM
I don't want to stoop to hyperbole but it's like something that is deliberately meant to drive away players.
#644
Posted 21 June 2016 - 05:35 PM
Can't tell how far away your allies are at a glance.
Can't tell how far away the enemies are at a glance.
Have to play a game of Battleship with myself to get the grid name/number.
Harder to orient when twisted to face a different direction than my feet.
Seismic is practically useless.
Flush the toilet on this one, PGI. And please don't make "in summer" sometime in the summer of 2024.
#645
Posted 21 June 2016 - 05:44 PM
* I can't frigging tell how far my team members are (probably fixable with a zoom option)
* Can't tell which way the enemy or friendlies are facing -- this was critical for my flanking mechs. Sure if you want to go with realism on the enemy, maybe I could get on board - but friendlies would be transmitting IFF beacons that could include that data - so at least show it for friendlies. And if computers in the day and age of Mechs can't figure out what direction an enemy mech is facing when in full view of radar, thermal and mag scan -- then there's something wrong...
* The biggest issue is, I can't call out to my team members where the enemy is because it takes too long to figure out what grid coordinates I'm looking at. Combination of lack of rotation, zoom, and it taking way too long to figure out which row and column I'm looking at on the map -- embedded coordinates was much easier for "at a glance" viewing. Not to mention taking away the field of view -- I rarely spot enemies at long range while facing directly at them with my feet -- I use the FoV to figure out what grid coord I'm looking at -- and the command wheel coords are hardly a replacement -- they don't call out the coords in audio, and when looking at targets at extreme range, I can't center the cross hairs on them to activate the enemy spotted option.
Edited by StaticSprocket, 21 June 2016 - 05:59 PM.
#646
Posted 21 June 2016 - 05:58 PM
#647
Posted 21 June 2016 - 06:00 PM
Bring back doritos....
#648
Posted 21 June 2016 - 06:08 PM
Whenever PGI wakes up, they should also explain how the mistake was made. I presume a simple coding issue, where the zoom-and-twist functionality were not activated for the new minimap.
If what we see today WAS intentional (hard to believe), then it is conclusive proof that, after three years, not even a single one of the developers plays or understand the game. Any competent player in the PGI offices would have put a stop to a decision like that.
If this isn't addressed VERY SOON, the game will bleed players. Quickly. And probably permanently.
There are other poor decisions in this patch, but the minimap issue is lethal if they fail to manage it.
#649
Posted 21 June 2016 - 06:14 PM
Edited by G4M3R, 21 June 2016 - 06:16 PM.
#650
Posted 21 June 2016 - 06:20 PM
#651
Posted 21 June 2016 - 06:25 PM
this is terrible!
#652
Posted 21 June 2016 - 06:29 PM
#653
#654
Posted 21 June 2016 - 06:42 PM
Why not replace one of the silly decorative light show screens with a viewable map or something and return our HUD view to a functioning radar??
#655
Posted 21 June 2016 - 06:45 PM
Bad Electric, on 21 June 2016 - 06:25 PM, said:
this is terrible!
I believe that the top is always North.
#656
Posted 21 June 2016 - 06:46 PM
#657
Posted 21 June 2016 - 06:55 PM
Slight Pain!
Thanks PGI
Edited by Corbon Zackery, 21 June 2016 - 06:59 PM.
#658
Posted 21 June 2016 - 07:04 PM
#659
Posted 21 June 2016 - 07:11 PM
Kin3ticX, on 21 June 2016 - 07:04 PM, said:
People that don't play videogames shouldn't design them, (which is why we have unfixed, longstanding issues and fixes for non-issues that break features or take features away from the players,) the same as people that don't play videogames shouldn't review them. (I'm looking right at you, Polygon.)
#660
Posted 21 June 2016 - 07:12 PM
I was playing with CI this evening and a jenner popped up on the mini map. Because your map, I misinterpreted in front of me as behind me. I then proceeded to turn around and back the rear of my mech into a jenner that got hung up on terrain.... FAIL....
Also many others pointed out that we can't see any notion of what is happening immediately around us. If I want an idea of the complete battlefield I will hit the map button and bring up the map. I personally only care about things within 1.5 km and 800m around me depending on engagement range on the map. If you can give me a mini map that aligns to me and the ability to toggle to different zoom levels (Hint Hint 1.5 km and 800m diameter around me, cough cough)
Other than that I am ok with the loss of direction info, I think it would be cool if UAVs gave it back. Also please work on the symbols for lights mediums heavies and assaults. Those icons are not cutting it and I believe you guys can do better.
PS:The Phoenix hawk looks sexy, good job there
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