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Viewing Friendly Mech Loadouts
#41
Posted 07 October 2015 - 06:33 PM
#42
Posted 07 October 2015 - 07:47 PM
#43
Posted 07 October 2015 - 08:51 PM
Aetes Nakatomi, on 07 October 2015 - 12:21 PM, said:
If I could see his load out I would be like "Nope..."
Did he have nothing but 6 machine guns and 48 tons of ammo?
#44
Posted 08 October 2015 - 04:15 AM
Controls to choose targets from the hud:
- Target enemy under reticule. (aka r key)
- Target friendly under reticule.
- Cycle targeteable enemies. (aka visible doritos).
- Cycle friendlies ( exclude the ones under enemy ecm ).
- Target my target's target. ( Back in everquest / wow early days, i remember this function. Does something like this make sense in the BT universe / lore? Or better keep it in the MMORPGs realm? )
And from the tactical map, add 2 new buttons:
- "Show company status". It could show a 3x4 grid showing all the mechs in the company, with paper doll and loadout. (replacing the map). Ideally, allow targeting a selected mech from this screen.
- "Show enemy status". It could show a 3x4 grid showing all the enemy mechs already identified by regular targeting.
For an enemy not identified yet, show a "unknown enemy mech" message. If a mech is destroyed, show a"destroyed" message and the paper doll with the destroyed components in black ( like in the screen after death ), if a friendly is under enemy ecm, show the loadout but not the paperdoll status ( show the last known status and a "no signal" message). If an enemy is not targeted, show the last know status too.
If an enemy is targeted using info provided by an UAV, show a "UAV INFO" message.
And a last idea that just came to my mind: Allow the use of "Show company status" and "Show enemy status" only to mechs with a Command console installed ( This is what command consoles are made for, right? ).
Edit: Mechs under enemy ECM should not show when cycling friendlies. Also i didn't consider UAVs.
Edited by patataman, 08 October 2015 - 04:29 AM.
#45
Posted 08 October 2015 - 04:19 AM
#46
Posted 08 October 2015 - 05:12 AM
Knowing your team-mates loadout is very usefull, but knowing how bad they're hurt is a necessity!
How can you push without knowing who can take some hits from enemies and who doesn't? What if you're seeking for some cover near an assault Mech, but his CT is cherry red and you should be the one covering him?
In a game so team-oriented, having not a single clue on your team general status is a real concern.
(also, i want to know enemy's heat but that's another story)
#47
Posted 08 October 2015 - 05:38 AM
Something like this.
Could have a separate key as to not have too much information displayed when it's not needed.
![Posted Image](http://i.imgur.com/BMOKUIH.jpg)
Edited by CygnusX7, 08 October 2015 - 05:47 AM.
#49
Posted 08 October 2015 - 06:29 AM
King Alen, on 08 October 2015 - 05:58 AM, said:
I cant see why it is needed.
Some pretty good reasons in this thread.
Based on layout it's pretty easy to tell which on your team are worth supporting.
...and if its a separate key and you don't have to see it, why would it make any difference to you whether or not it's there?
#50
Posted 08 October 2015 - 07:23 AM
King Alen, on 08 October 2015 - 06:47 AM, said:
They are all on your team you support them all. You win or lose as a whole.
It matters to me because I think it would drive some players away. People already hound others they feel run crappy loadouts this would make that worse.
Fluffy kitten warfare.
#51
Posted 08 October 2015 - 07:29 AM
Khobai, on 07 October 2015 - 03:24 PM, said:
Thats so inefficient though to find a particular teammate.
Again it would be better and faster to just have an overlay that pops up and shows the status of all your teammates at once.
Yeah its not the greatest mockup but it gets the idea across...
Actually it's very efficient if you consider the fact that seeing your entire team status isn’t what you need.
When I look at the mock up, I have the same problem as I do when I look at the scoreboard, when I look at my lance window at the top of the screen, or even all the little triangles in the battlefield – Who are they? Where are they?
Seeing all the mechs is great, but it still doesn't help because there's no point of reference for me to relate that information to. Seeing the battlefield from your point of view, and gathering information without cumbersome visuals is most efficient.
Telling me a grid space – doesn’t help.
Telling me the name or the mech type – doesn’t help.
Telling me both of those – still doesn’t help.
What’s more important in solo is seeing the mechs and their icons in your normal vision, pointing at one, and going, “You, what are you about.”. Press U, and you get the information. It's fast and feels natural.
This window has its use though. While i can say it wouldn't be very helpful for the individual who’s following commands, it could be invaluable for the person who is commanding. He who needs to know the entire status of all team mates and lances, allowing him to make the decision if a lance should advance, defend, flee, or flank.
I think it’d be really neat to have this window as part of the battlegrid, a tab that you can go to (kind of like a web browers with a tab open, as a vague example). Clicking a mech in this window, will switch to the battlegrid and highlight them on the field, showing on the side his usual mech info, speed, and target.
But as I mentioned, for people that just want to see the loadout of friendlies, or paperdoll information on the fly, or any information of just a mech or two, a grid like this would be overkill.
What I'd like to see included as targeting a friendly mech, is then being able to target his target. Like press U, then shift R or something to target his target, that'd be very cool.
pwnface, on 07 October 2015 - 03:31 PM, said:
I agree. Pressing "U" should target the friendly under your reticle.
Yeah, that was the original intent, but I guess I just assumed that people would see it that way because I didn't see it operating any different haha.
Edited by MoonUnitBeta, 08 October 2015 - 07:41 AM.
#55
Posted 08 October 2015 - 10:25 AM
King Alen, on 08 October 2015 - 06:47 AM, said:
They are all on your team you support them all. You win or lose as a whole.
It matters to me because I think it would drive some players away. People already hound others they feel run crappy loadouts this would make that worse.
I'm not going to push with an 11-flamer DWF because if I support him I will die and contribute less to our team winning than getting away from him. Who knows, maybe players can benefit from some criticism and stop bring terrible builds. In my experience, the biggest thing you can help a new player succeed in this game is to help them get optimized builds so they can be more effective in combat. A lot of new players aren't bad per se, they just don't know any better than to try ridiculous builds because they don't understand the balance environment or weird mechanics (ghost heat).
#56
Posted 08 October 2015 - 11:51 AM
#57
Posted 08 October 2015 - 12:21 PM
King Alen, on 08 October 2015 - 05:58 AM, said:
If I can see that both Direwolves on my team have gauss and my stalker has Lrms then I can reasonably surmise I will not be getting support as a brawler. I now know I should stay back rather than go to the front and be left hanging.
#58
Posted 08 October 2015 - 12:21 PM
#59
Posted 08 October 2015 - 12:22 PM
#60
Posted 08 October 2015 - 12:36 PM
Titannium, on 07 October 2015 - 02:20 PM, said:
I'm not surprised; they didn't respond when we suggested it back in closed beta either.
For what it's worth, I'm all for viewing friendly 'mech loadouts; it's bizarre that in a team-based game you know more about the enemy than about your own team.
"So, we're facing a DakkaWolf, a dualGauss Jager, a laservomit Stalker, and a brawler Mad Cat. We've got... uh... me, and that guy in the Cent, and that guy in the Atlas, and ... yeah, I guess that guy in the King Crab over there. Should we push or play the poking game?"
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