Good. I like this.
You shouldn't be able to know your round hit, just because.
At close range, you know because you watch it hit.
At long range, you can either observe the graphic of a Guass round hitting (sparks) or you can follow it with your eyes with advanced zoom.
If you want your mech's electronics to tell you that you hit the target- Lock it.
I really like this. It also takes away "hit the target by feel" capability of lasers. You know, that one where you cannot quit see the target because of smoke or haze, so you wave your coherent light through the opacity and watch for that magic hit indicator? I like that that's gone.
1
New Hit Indicator Tied To Lock:
Started by Livewyr, Oct 15 2015 04:11 AM
3 replies to this topic
#1
Posted 15 October 2015 - 04:11 AM
#2
Posted 15 October 2015 - 05:12 AM
Just want to point out my view of this whole can of worms, in case any devs are reading. I hope they can make it through the babble and see the core rationale as to why this is a very very bad idea.
http://mwomercs.com/...ngly-ludicrous/
http://mwomercs.com/...ngly-ludicrous/
#3
Posted 15 October 2015 - 05:48 AM
While I do like the removal of the "fishing for damage" of sweeping lasers at range looking for that hit, requiring target lock just feels to decoupled for me.
I can watch my shots impact against a non-locked target and feel like I missed.
I can watch my shot impact against a locked target and wonder why I missed the above shot.
I know how the reticule is going to behave ahead of time, and am actively trying to see the effect and it is still throwing me off. I don't know that the problem they are trying to address here is worth that.
Keep the new indicator, let it change colors or not. However leave it consistent to hit, with or without lock.
I can watch my shots impact against a non-locked target and feel like I missed.
I can watch my shot impact against a locked target and wonder why I missed the above shot.
I know how the reticule is going to behave ahead of time, and am actively trying to see the effect and it is still throwing me off. I don't know that the problem they are trying to address here is worth that.
Keep the new indicator, let it change colors or not. However leave it consistent to hit, with or without lock.
#4
Posted 15 October 2015 - 08:41 AM
It doesn't have a huge impact to me either way, but there is one issue I have. There's still a lot of invisible walls in the game, and not having a hit indicator can make it very confusing if you're not actually dealing damage on a target due to some invisible wall blocking you. If it weren't for that fact, I'd have no issues with non-hit detection all the time.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users