Jump to content

First Impressions On Pts


10 replies to this topic

#1 Agent1190

    Member

  • PipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 469 posts
  • LocationU.S.A.

Posted 14 October 2015 - 06:13 PM

10 Public matches in...

1. New "hit indicator" on reticle:
Not feeling it. Hard to tell in the heat of battle if I am hitting or not. The color change at least made it stand out. When you are firing on a target, there's too much clutter around the cross hairs to see the extra pips indicating a hit. Bring back a "classic" reticle option please.

2. No hit indicator if a Mech is not targeted:
Love it. There shouldn't be any feedback unless you are locked onto the enemy. Your computer is not omniscient and it shouldn't know anything about a target it is not actively scanning.

That being said...
3. Laser range modifications:
I don't know what to say about this - it's too early. I can't follow the science behind it: range is range, whether you are looking at a target or not. I saw Russ' post calling it "targeting convergence" (or something along those lines). I think a better solution would have been to dramatically reduce damage done (exponentially rather than linearly) beyond optimal range instead of reducing optimal range itself.

If this mechanic stays, maybe make the "Pinpoint" pilot skill change it from 60% to 75%? Give "Pinpoint" some love?

4. ECM Change:
I took a few LRM boats into the general queue and found ECM to be in a good spot. Lock times were longer on ECM Mechs, but they would still be targeted and locked. ECM didn't completely shut out LRM mechs. Running into the ECM bubble of a friendly Shadowcat didn't cut off the LRM mech from locking me. I heard people mention the return of "LRMageddon," and this may be true until people start freeing up 1.5 tons for an AMS unit and some ammo. The community will evolve or die to missiles I guess. ECM was still strong enough to counter my streak locks (took my streak cat between 2 ECM mechs and couldn't get locks). I didn't have an issue with that - 2 ECM Mechs in close proximity should nullify locks on a single Mech.

I am going to play PTS through out the weekend to see how well I adapt to the changes. I think bouncing from PTS to play server will poison the transition.

Edited by Agent1190, 14 October 2015 - 06:14 PM.


#2 VaudeVillain

    Member

  • PipPipPipPipPip
  • Ace Of Spades
  • 136 posts

Posted 14 October 2015 - 06:21 PM

I think LRM range needs to be reduced as well sine ECM doesn't have the coverage it used to. Things seem to be doing okay with only the quirks from modules, so modules should be reduced in price.

#3 Agent1190

    Member

  • PipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 469 posts
  • LocationU.S.A.

Posted 14 October 2015 - 06:24 PM

I haven't noticed a huge difference with heat either, but I normally play cooler mechs. Tomorrow I'll buy and build some new models and run em hotter than usual to see if I can tell a difference.

#4 Agent1190

    Member

  • PipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 469 posts
  • LocationU.S.A.

Posted 14 October 2015 - 07:09 PM

I read thru the "laser range explanation again." I think I can wrap my brain around it. Maybe this makes sense...

It's like a camera lens on auto focus - once you have your subject, the camera dials in the best focus and takes the picture. If your subject is moving, or if you don't know where to focus on a target, you can try and set a focus by aligning it to where you THINK your subject will be. If you try to take a picture of something closer or further away, you will need to give the camera a chance to recalibrate the lens so the new item is in focus, or your picture will be crap.

That's what your Mech is doing when it defaults to 60%. Mechs handle this "focusing" with the targeting computer. It doesn't know how close or far the target will be, so it sets the base focus at 60% of optimal range. Once a range is known, your lasers can focus - or pinpoint - to the known range. Put the cross hairs on your target, and it allows the lasers to "focus" the right range for max damage.

Something like that at least - I can wrap my mind around it this way. Don't know if I like it (I usually set my camera on "infinite" and draw it in when needed for a closer object, not assume something will be close unless I know it will be close) and it seems like it should be something a tech could modify based on mission profile. Maybe that's where the Pinpoint pilot skill could change the base focus to a greater distance, like 75%-80%, or a mech-module (though I would prefer Pinpoint because it needs some purpose in this game).

#5 Mazzyplz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • 3,292 posts

Posted 14 October 2015 - 07:15 PM

i like your idea to make the pinpoint skill tie into this, nice

btw i love not getting feedback unless enemy is targetted as well';

bring on the realism

#6 Agent1190

    Member

  • PipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 469 posts
  • LocationU.S.A.

Posted 15 October 2015 - 04:59 PM

View PostAgent1190, on 14 October 2015 - 06:24 PM, said:

I haven't noticed a huge difference with heat either, but I normally play cooler mechs. Tomorrow I'll buy and build some new models and run em hotter than usual to see if I can tell a difference.


I definitely felt heat today - played 10 straight matches in a Hellbringer (2 ERLL, 3 C-MP, 400 armor, 1.27 Heat). once I lost a torso, that Clan-XL heat penalty really kicked in.

#7 Tincan Nightmare

    Member

  • PipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 1,069 posts

Posted 15 October 2015 - 05:22 PM

I played a match in a Nova-S with the 2 ERPPC and 4 mg build, and heat seems quite a bit more noticeable. Got off just a few shots (while chain firing) and was pushing near the red line for overheating. I also played another Nova build with 6 ERML's, 3 per arm. Firing them in that pattern, 3 from one arm then 3 from the other, heat was much more manageable. Maybe with the changes to Clan DHS they should adjust the CERPPC's heat down slightly.

And man the Nova is really back to being fragile without it's armor/structure quirks.

#8 Agent1190

    Member

  • PipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 469 posts
  • LocationU.S.A.

Posted 15 October 2015 - 05:50 PM

I noticed that on the Grasshopper and Zeus. Back to Standard Engines if no side torso structure quirks I guess...

#9 Agent1190

    Member

  • PipPipPipPipPipPip
  • The Dragoon
  • The Dragoon
  • 469 posts
  • LocationU.S.A.

Posted 15 October 2015 - 06:22 PM

2 nights into the PTS and it actually feels really good. I am even becoming accustomed to the new reticle* and hit indication. I think TTK has gone up a little - people are not pot-shotting as much, and there are actually instances where leafy cover on Bog and Forest Colony can benefit you. Over all, it feels very good.

I ran 20 matches in a Hellbringer and Thunderbolt (10 each) with the same weapons loadout (2 ERLL, 3 MPL) and same heat rating, and I didn't see a huge difference in the end results. The HBR was a little higher on damage, but the variation in opponents and maps probably account for that more than the Mech or Technology Tree itself.

I would love to see some CW with the new mechanics - I still think that would highlight any glaring differences in the 2 tech types.

*please bring back the color shift - I still think it's easier to see the change to red versus the pips around the cross hairs.

#10 Johnny Z

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Knight Errant
  • 9,942 posts
  • LocationDueling on Solaris

Posted 15 October 2015 - 06:34 PM

I got quite a few matches yesterday. Tried today but no luck. Just alot of waiting in queue and couldnt get a match.

PTS yesterday was good all around and I have no complaints using all weight classes of Inner Sphere mechs and a mastered and outfitted TW.

Damage scores for all mechs were ok all things considered.

I found the TW to be a very strong mech even though I had not piloted one before, so I cant compare live to test server at all. My first match with no modules got 2 kills and decent damage. The rest of the matches were similar to some degree.

I think the pts is a success and I cant even come up with any suggestions for improvements at this point other than I think I prefer the red hit detect rather than the new way. But maybe thats because it is new.

#11 50 50

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,145 posts
  • LocationTo Nova or not to Nova. That is the question.

Posted 15 October 2015 - 07:38 PM

Nice feedback guys.

If we start getting additional elements on the HUD the new target hit indicator will make it cluttered.
I can understand the change to cater for colour blind players, perhaps it could be an option that can be toggled in the settings.

If old skills such as Pinpoint can now be utilized more effectively with new features like the laser targeting, that has to be a bonus.
I wouldn't be surprised if there are some changes to modules and secondary systems like targeting computers and the command console to go along with it.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users