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When Is Infotech Going Live?


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#81 Mcgral18

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Posted 10 January 2016 - 01:49 PM

View PostDAYLEET, on 10 January 2016 - 01:43 PM, said:


Ill post my own screen from the same place and the same mech. In game hes easier to see too, i didnt crop the image they are supposed to be full.


Posted Image

Posted Image

Posted Image


Looks the same to me, but you Zoomed and weren't shut down (removing the Dorito, making you LOOK for the mech).


The ~600M range of Night Vision makes it contrast against the skyline better (essentially removing the rock behind it, visually, and the black screen replacing anything past 600M)

#82 DAYLEET

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Posted 10 January 2016 - 01:50 PM

View PostQuicksilver Kalasa, on 10 January 2016 - 01:36 PM, said:

First, how does making it so new players aren't firing lasers past their max range and still seeing a visual hit making the game easier....

Second, more complexity does not mean more depth...


First, Lasers will be changed so they stop in mid air and become focused like a cone, it;'s a visual queue as to when the laser stop flying and hit people. That's what i was referencing.

Second, sometimes it does and sometime it doesnt.

Edited by DAYLEET, 10 January 2016 - 01:51 PM.


#83 DAYLEET

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Posted 10 January 2016 - 01:55 PM

View PostMcgral18, on 10 January 2016 - 01:49 PM, said:


Looks the same to me, but you Zoomed and weren't shut down (removing the Dorito, making you LOOK for the mech).


The ~600M range of Night Vision makes it contrast against the skyline better (essentially removing the rock behind it, visually, and the black screen replacing anything past 600M)

Well don't play shutdown. Im always zoomed, unzoom for close quarters or quick EyeBall Scan only and i use a wide fov so when unzoomed i see on the sides. And this my my own pref but i run HV/NV on caustic 80% of the times(like half the other map), im not gona say do it too but it helps me.

And You know that even a locust a 800 meters will stick out the scenery if it;s moving, a shot like that does not begin explain the game. And if it's not moving it's dead.

Edited by DAYLEET, 10 January 2016 - 01:57 PM.


#84 Pjwned

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Posted 10 January 2016 - 01:56 PM

View PostMechaBattler, on 10 January 2016 - 10:24 AM, said:


Every player around here thinks they can do better. Bunch of arm chair developers.


That doesn't excuse their incompetence.

#85 Quicksilver Aberration

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Posted 10 January 2016 - 02:03 PM

View PostDAYLEET, on 10 January 2016 - 01:50 PM, said:

First, Lasers will be changed so they stop in mid air and become focused like a cone, it;'s a visual queue as to when the laser stop flying and hit people. That's what i was referencing.

That doesn't make the game easier except for new players, so not really sure how that is a bad thing.

View PostDAYLEET, on 10 January 2016 - 01:50 PM, said:

Second, sometimes it does and sometime it doesnt.

And in this case, it wouldn't, because it wouldn't really change anything other than make solo queue even more unbearable and add more misdirection for new players. That and it is really unintuitive considering something could walk right beside you and it could take 4+ seconds before you can even get a dorito which just a bit silly.

Edited by Quicksilver Kalasa, 10 January 2016 - 02:04 PM.


#86 DAYLEET

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Posted 10 January 2016 - 02:08 PM

View PostQuicksilver Kalasa, on 10 January 2016 - 02:03 PM, said:

That doesn't make the game easier except for new players, so not really sure how that is a bad thing.

Im just pointing out that we rather degrade the game than improve on it. Lasers not only dissipating in thin air but getting focused too because learning ranges is hard... ffs this laser is 270m, look around, that rock is at 300m ok so i got about this range for optimal damage for this weapon, but no let me take your hand instead and ill tell you when it's fine to shoot....

#87 Quicksilver Aberration

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Posted 10 January 2016 - 02:11 PM

View PostDAYLEET, on 10 January 2016 - 02:08 PM, said:

Im just pointing out that we rather degrade the game than improve on it. Lasers not only dissipating in thin air but getting focused too because learning ranges is hard... ffs this laser is 270m, look around, that rock is at 300m ok so i got about this range for optimal damage for this weapon, but no let me take your hand instead and ill tell you when it's fine to shoot....

That still doesn't make this game easier because at the higher levels of play it effected nothing, so again, it isn't making the game easier, just reducing the learning curve a bit, which is quite a bit different.

Edited by Quicksilver Kalasa, 10 January 2016 - 02:12 PM.


#88 DAYLEET

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Posted 10 January 2016 - 02:22 PM

View PostQuicksilver Kalasa, on 10 January 2016 - 02:03 PM, said:

That doesn't make the game easier

View PostQuicksilver Kalasa, on 10 January 2016 - 02:03 PM, said:

except for new players

View PostQuicksilver Kalasa, on 10 January 2016 - 02:11 PM, said:

That still doesn't make this game easier

View PostQuicksilver Kalasa, on 10 January 2016 - 02:11 PM, said:

reducing the learning curve

Just make up your mind already.

View PostQuicksilver Kalasa, on 10 January 2016 - 02:11 PM, said:

reducing the learning curve a bit, which is quite a bit different.

Ok ill side with you here. It only make the game easier to learn at the cost of degrading graphic and physics. Great statement. But what kind of players are we trying to get?

Edited by DAYLEET, 10 January 2016 - 02:22 PM.


#89 Mcgral18

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Posted 10 January 2016 - 02:22 PM

View PostDAYLEET, on 10 January 2016 - 01:55 PM, said:

Well don't play shutdown


The Jesus Box doesn't give you Doritos, nor does the previous Dorito Delay on certain mechs.

That was the point of the screenshot (and your suggestion to remove the crosshair reaction on a hit). Game isn't suited to that removal, between hitreg, invisible hills/buildings and just plain visibility.

#90 DAYLEET

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Posted 10 January 2016 - 02:30 PM

View PostMcgral18, on 10 January 2016 - 02:22 PM, said:

The Jesus Box doesn't give you Doritos, nor does the previous Dorito Delay on certain mechs.

That was the point of the screenshot (and your suggestion to remove the crosshair reaction on a hit). Game isn't suited to that removal, between hitreg, invisible hills/buildings and just plain visibility.

Agree to disagree, we don't need to see everything crystal clear and get confirmation by the game of everything we do. You said it wasnt fine because you had a hard time to spot a mech at 500meters, i don't see why the game has to account for that. Hell the game is actually made so we have visual range with trees smoke weather etc it's part of the game not something to fix before we can move on.

#91 Mcgral18

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Posted 10 January 2016 - 02:35 PM

View PostDAYLEET, on 10 January 2016 - 02:30 PM, said:

Agree to disagree, we don't need to see everything crystal clear and get confirmation by the game of everything we do. You said it wasnt fine because you had a hard time to spot a mech at 500meters, i don't see why the game has to account for that. Hell the game is actually made so we have visual range with trees smoke weather etc it's part of the game not something to fix before we can move on.


It didn't use to be...
Old Caustic you could see mechs at a KM out without difficulty. It's most of the remakes that remove visibility.

One of the reasons Frozen City Night is a popular option (and Frozen itself with Heat vision), you can see the mechs.
I REALLY hate Emerald Taiga because of the trees.

#92 Quicksilver Aberration

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Posted 10 January 2016 - 02:41 PM

View PostDAYLEET, on 10 January 2016 - 02:22 PM, said:

Just make up your mind already.

Wat, both said it doesn't make the game easier, I just reworded it the second time to say WHY it is easier for new players.

View PostDAYLEET, on 10 January 2016 - 02:22 PM, said:

Ok ill side with you here. It only make the game easier to learn at the cost of degrading graphic and physics.

Degrading graphics? The change is barely noticeable, as for physics, there are plenty other problems than lasers outside max range focusing to a point.....so really we are trying to attract people who aren't OCD about **** that doesn't matter?

#93 DAYLEET

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Posted 10 January 2016 - 02:50 PM

View PostMcgral18, on 10 January 2016 - 02:35 PM, said:


It didn't use to be...
Old Caustic you could see mechs at a KM out without difficulty. It's most of the remakes that remove visibility.

One of the reasons Frozen City Night is a popular option (and Frozen itself with Heat vision), you can see the mechs.
I REALLY hate Emerald Taiga because of the trees.

I agree with you, the majority people dont like to have their vision obstructed. That makes for bland maps though.

#94 MechaBattler

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Posted 10 January 2016 - 03:06 PM

View PostPjwned, on 10 January 2016 - 01:56 PM, said:


That doesn't excuse their incompetence.


I'm pretty sure I said that is your opinion.

#95 Pjwned

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Posted 11 January 2016 - 04:47 AM

View PostMechaBattler, on 10 January 2016 - 03:06 PM, said:


I'm pretty sure I said that is your opinion.


If you think that not accomplishing anything worth a damn with some supposedly "great mech re-balance" is not incompetence then you must have pretty low standards.

#96 p4r4g0n

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Posted 11 January 2016 - 05:07 AM

Why are some of you guys busting PGI's balls for not implementing stuff that they tested and concluded was not workable within the constraints of time and available resources?

Remember the good old days when there was NO PTS and they'd just roll out whatever they thought was best without ANY testing?

#97 adamts01

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Posted 11 January 2016 - 05:33 AM

View Postp4r4g0n, on 11 January 2016 - 05:07 AM, said:

Why are some of you guys busting PGI's balls for not implementing stuff that they tested and concluded was not workable within the constraints of time and available resources?

Remember the good old days when there was NO PTS and they'd just roll out whatever they thought was best without ANY testing?

I but their balls because we've been waiting for/promised something besides TDM for years with only a failing CW to shoe for it. The game is much more polished around the edges, but it's still the same game since beta.

As far as PTS... The wasted all that time and accomplished nothing. The reduced movement on everything, then brought half the mechs right back up... ECM range was changed again, nothing new.... It's still the same game.

Really, just what Pjwned just said. ^^^^^

#98 Pjwned

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Posted 11 January 2016 - 05:49 AM

View Postp4r4g0n, on 11 January 2016 - 05:07 AM, said:

Why are some of you guys busting PGI's balls for not implementing stuff that they tested and concluded was not workable within the constraints of time and available resources?

Remember the good old days when there was NO PTS and they'd just roll out whatever they thought was best without ANY testing?


Their incompetence is why they run into time and resource constraints. They had MONTHS to put something decent together from when they announced their rebalance efforts, and they could have (read: SHOULD have) worked on it much sooner than they did, but instead they just blow a bunch of smoke up everybody's *** and don't follow through at all with what they promised.

When PGI (read: the management) stops being a bunch of incompetent, lazy hacks then I will stop busting their balls.

Edited by Pjwned, 11 January 2016 - 05:50 AM.






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