For The First Time In Gaming History, I Am Very Pi$$Sed Of With A Proposed Change, Because Its So Game Breakingly Ludicrous!
#81
Posted 14 October 2015 - 07:59 AM
On the one hand, it is much more realistic that the reticule does not flash unless you have a lock, and it WILL increase the importance of acquiring targets. Both of those are very good things.
On the other hand the flashing reticule is the only current way to compare client side hits with server side hits, and to find invisible walls. That's a pretty big issue with removing it, and it especially punishes high ping players who have a big difference between what they see and what they get.
I'd probably say that the cons are too severe in this case, if we had perfect HSR and not invisible walls etc I'd be all for it, but we really don't. The worst example I guess would be those times when you have to shoot in the air in front of a speeding light mech to hit it, because the flashing reticule is the only way to see how much you need to lead against lag shield.
#82
Posted 14 October 2015 - 08:06 AM
BUT, literally, as I sit here and type this it has just occured to me WHY there should be no flash on a 'mech you're not targeting:
The weapons themselves cannot report back on their status, once a missile, ballistic, flamer, machine gun bullet, laser or PPC is fired, there's no 'physical' mechanism that can report back to your targeting computer.
It's your targeting computer that "knows" whether there's a hit or not, not the weapon itself.
With that in mind, extremely grudgingly I must admit, it makes sense and oh how I hate that it does.
What's worse, at extreme ranges, and due to the craptasticness of this bastardized Crysis3 engine some terrain objects aren't drawn. You could have an enemy 'mech that literally appears to be standing out in the open, you're firing on him with weapons that could hit him, BUT, some 'undrawn' terrain object is between you and the target blocking the shot.
Currently with reticule flash, you had a chance, if you are paying attention, to realize that you ain't hitting ****. In the future with NO reticule flash unless locked, you'll have to guess.
This particular change should be put on hold until this bastardized Crysis3 engine gets its **** fixed...
#83
Posted 14 October 2015 - 08:07 AM
Sjorpha, on 14 October 2015 - 07:59 AM, said:
On the one hand, it is much more realistic that the reticule does not flash unless you have a lock, and it WILL increase the importance of acquiring targets. Both of those are very good things.
On the other hand the flashing reticule is the only current way to compare client side hits with server side hits, and to find invisible walls. That's a pretty big issue with removing it, and it especially punishes high ping players who have a big difference between what they see and what they get.
I'd probably say that the cons are too severe in this case, if we had perfect HSR and not invisible walls etc I'd be all for it, but we really don't. The worst example I guess would be those times when you have to shoot in the air in front of a speeding light mech to hit it, because the flashing reticule is the only way to see how much you need to lead against lag shield.
i tend to figure that when the beam stops, I know I hit an invisible wall. It's not like it flashes before you pull the trigger anyhow.
Eyeballs mk I.... see splash, track the beam. Not sure I see the issue.
#84
Posted 14 October 2015 - 08:14 AM
All games are gonna look like a fight between two groups of stormtroopers.
I do see where they are going with this, but it's just gonna cause everyone to avoid being targeted, making any sort of info war moot, and reinforcing the poke-meta even more.
I hope they up the price of UAV's.
#85
Posted 14 October 2015 - 08:19 AM
Been raw doggin my weapons since day one yo
#86
Posted 14 October 2015 - 08:22 AM
PGI has found a way to make infotech incredibly useful and desirable in a game based around 15min skirmishes.
I actually have to applaud them for that, because I had no idea how it could be done.
#87
Posted 14 October 2015 - 08:23 AM
Hotthedd, on 14 October 2015 - 03:48 AM, said:
...and switch to decaf.
Seriously, this is going to be on the TEST SERVER. If it doesn't work as intended it will not make it into the live game...hopefully. But if it DOES work to make targeting an enemy worthwhile (which it is, because your team sees that an enemy is targeted) then it does not break the game.
But the sensor changes may make it impossible for you to hit R to get that lock because you know you are shooting people at 1.2km.......
#88
Posted 14 October 2015 - 08:28 AM
Lugh, on 14 October 2015 - 08:23 AM, said:
that is good. Harder to boat 8 ERLLAS and hang back taking potshots from a km out.
Want to gauss sniper.. then that extended range module might come in handy. Or advanced zoom. (finally)
Rather than "see green dot from a km out, fire all lasers"
My tiny violin is playing a sad song for many people right now
#89
Posted 14 October 2015 - 08:30 AM
Lugh, on 14 October 2015 - 08:23 AM, said:
Hmmmm, Good point.
I would hate for my weapons to not be 100% effective at 1.2km. Maybe BAP should have it's range increased to 1.5km?
#92
Posted 14 October 2015 - 08:52 AM
I have been using R since the game began. No matter what load out I use I press R when engaging. It is good for the team and good for you. Quite frankly it is sad the numbers of people that do NOT press R. All you do is screw your team. It is a basic mechanic of the game, and has nothing to do with mechs or load outs.
OP it really is not hard to target mechs. I rarely say anyone is a bad player but I do believe anyone that does not press R is a bad player, I do not care what tier your in.
#93
Posted 14 October 2015 - 08:57 AM
#94
Posted 14 October 2015 - 09:16 AM
It will also make it harder to detect hit registration problems when they occur.
#95
Posted 14 October 2015 - 09:21 AM
There's the problem.
Were it me, I'd change things to "all weapons do 50% less damage when firing on a target that is not target locked. Also, the clapping surat slides into view and laughs at the player for 1.4 seconds"
#96
Posted 14 October 2015 - 09:26 AM
QuulDrah, on 14 October 2015 - 04:24 AM, said:
Air Strikes are fire and forget, no more feedback...
this is seriously NOT a good idea :-(
It like throwing 40,000 into a burning trashcan now...
Yellonet, on 14 October 2015 - 08:57 AM, said:
IF they had decent maps and terrain hit boxes i would'nt care...but they have **** hitboxes on mechs, terrain, buldings, and everything else.
Edited by DarthRevis, 14 October 2015 - 09:26 AM.
#97
Posted 14 October 2015 - 09:49 AM
#99
Posted 14 October 2015 - 10:05 AM
TWIAFU, on 14 October 2015 - 08:33 AM, said:
No, you will press "R" and shoot at a target and not shoot blindly.
Yes, that is a good thing.
..and if you can't get a lock by presing R you move in closer until you get it.. or get it from a friendly scout! All good to me.
#100
Posted 14 October 2015 - 10:07 AM
Mystere, on 14 October 2015 - 09:55 AM, said:
Then make sure you provide them with that feedback.
They've been getting and ignoring that feedback for three years now... you expect it to change because they want less data being provided to players that are attempting to engage at ALL ranges just not GG Close...
I am a huge fan of brawls, I am also a huge fan of sniping. If I can't get a target lock until ~700m there is no real 'good' way to play a sniper.
The super zoom module has stupidly weird image warping that makes it difficult to see if you hit the ragdoll even IF you have a target lock on it. So now any shots at long range are way much more a crapshoot than they ever were before.
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