PholkLorr, on 13 October 2015 - 09:10 PM, said:
In those other FPS, the edges of the world's objects are perfect and what you would expect. Ie. a wall blocks damage up till the edge of the wall, not beyond.
Not so in MWO. A wall/buildings/trees/anything has about 2 cm worth of invisible pixel damage proof glass that let you see through them but do 0 dmg. Imagine how frustrating it is if a player blows all his heat doing pokes, not knowing if his laser actually hit or not. At the end of the round he gets crap damage and he feels cheated and pissed.
Furthermore, i think removing the red crosshair flash detracts from people's concept of fun. Fun = you shoot something, you know you hit. There needs to be a visual cue to let you know you hit. Without the red flash, you wouldn't know if you hit or not. Especially since the mechs don't spray blood or contort when hit. The only visual cue you have is a small damage glow that is very hard to see at long range.
Lastly, i think the last thing anyone was thinking about when they called for a 'rebalance' was the removal of a mechanic that most FPS shooters have expected to be there.
This doesn't "balance" anything at all since PGI is diminishing the fun for BOTH IS and Clans AND lights AND meds AND heavies AND Assaults.
Nobody asked for this change, why fix what ain't broke?! No. In this case, Why break what is fixed?!
From the PTA phase 2 notes:
"Reticle mechanics when target is locked
The targeting reticle will now change color and shape when a hit is detected on a ‘Mech that is target-locked."
Seems that there will be a damage indicator. Just that it will only work when you are locked on a target. Makes sense to me