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Pts #3 General Feedback And Impressions


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#21 Nik Reaper

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Posted 06 November 2015 - 03:48 AM

View PostNehkrosis, on 06 November 2015 - 03:35 AM, said:

Guys we can always just mitigate some of the lock-on time nerfs, by bringing BAP, Advanced Sensors, etc.
We are now being forced to think about how we build our mechs.
If anything, things just got WAAAY more Battletech.
Also, consider that this in ONE of like 4 PTS builds.
if this one is unchanged, and the others are too, then the total changes to the game are GIGANTIC.
i would wait till we see how each PTS build works when overlaid on top of each other.
(reduced/tweaked weapon Quirks, Mobility tweaks/changes, Infowar changes/additions, and finally, the Armour additions)


No, we're not talking about missile lock , we're talking about targeting lock, like a mech stands in front of you and you need to stare at it for 1~4.5 seconds before it gets an empty triangle over it's head , and no equipment helps this, and it might be fine if it was 0.25~0.5 sec , but 3+ sec? Just no.

Edited by Nik Reaper, 06 November 2015 - 03:49 AM.


#22 JernauM

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Posted 06 November 2015 - 03:56 AM

The lock-for-range and lock-for-hit-reg-flash mechanics are unintuitive, awkwardly forced, and just awful.

To create a genuine and natural need for the scout role, you need to have uncertainty in each match. Unfortunately, PGI's decisions regarding map design and spawn point location have led to highly predictable matches. You don't need scouting information when the enemies are exactly where you expect them to be 99% of the time.

#23 Nehkrosis

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Posted 06 November 2015 - 04:07 AM

Target time is brought down by clan active, afaik.
and fairly sure other things do also. TCs, BAP, Modules.

#24 Nik Reaper

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Posted 06 November 2015 - 04:12 AM

View PostNehkrosis, on 06 November 2015 - 04:07 AM, said:

Target time is brought down by clan active, afaik.
and fairly sure other things do also. TCs, BAP, Modules.


If so there is no information on that, and I ran CAP on all mechs I tested and it didn't seem to help much except for sensor range.

Edited by Nik Reaper, 06 November 2015 - 04:13 AM.


#25 Nehkrosis

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Posted 06 November 2015 - 04:14 AM

well, im fairly (95%) sure its in the description.
cant check now, in college.


edit; not sensor range (but it absolutely does), lock on time. and target time.

Edited by Nehkrosis, 06 November 2015 - 04:16 AM.


#26 Nik Reaper

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Posted 06 November 2015 - 04:46 AM

Ok, the PTS notes say this : "While the Target Profile values in this PTS are not drastically different from each other they are noticeable enough to impact gameplay, and do stack with any other variables that affect Targeting Info Gathering behavior, such as ECM."
One would think that having BAP/CAP it would influence the target acquisition time, but I found that both with it and target data gathering module there was no noticeable difference ( if it was in the 0.1s range I might have missed it ) .

#27 Skarlock

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Posted 06 November 2015 - 12:31 PM

View PostNehkrosis, on 06 November 2015 - 03:35 AM, said:

Guys we can always just mitigate some of the lock-on time nerfs, by bringing BAP, Advanced Sensors, etc.


It saddens me greatly that the seldom used infotech equipment we have in this game, namely the BAP, CAP, and command console, have had absolutely no changes whatsoever made in any shape or form, when they are literally trying to implement infotech as an important factor in this game. Having dedicated infotech equipment in the game that doesn't help with infotech much makes about as much sense as having a realistic combat flight simulator that doesn't have takeoffs and landings, a dungeon exploring game without an auto map, a total war game with only a single troop type, and Mount and Cavalry without horses. It's essential to their entire goal they include changes to make this stuff more relevant and useful for tuning your mechs information gathering capabilities. It ALL starts with acquiring the target, so without reduction to target acquisition time, each one of these pieces of equipment is pure trash.





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