Posted 10 October 2018 - 11:13 PM
The old minimap is inarguably better for instantaneous situational awareness. It showed a smaller area but with much greater detail.
There were a lot of complaints when the minimap was changed. The intermediate one as mentioned by ocular, totally sucked.
I was actually a proponent of the minimap change. I argued that having less information was not necessarily worse for gameplay. It just meant we were not spoonfed as much. PGI implemented these changes before the Cyclops went live, and I figured it was so that electronic warfare would be more useful. If players knew less by default, that would give room to make EW features actually useful. Maybe give directional indicators as a sensor buff or something. That's what I thought anyway.
High situational awareness will guide a player toward intelligent gameplay decision. As you all know when you've got some UAVs or tracked targets, MWO plays much differently because everyone knows what is going on. Conversely, we know that a hidden team with a lot of ECM is harder to track, and the team often gets cold feet because they don't know what is going on. Does the UAV change anything physically? not besides missile lock. Its greater effect is how it influences a team to maneuver and pick targets.
Even the relatively clueless players will seemingly be sharp and capable of smart maneuvering if they are given the means to have high situational awareness. Whether that is from easy to read, immediately visible HUD elements, or from map knowledge and "combat sense" is irrelevant to the outside observer. When you take away that easy information, it becomes apparent as to who is who on that scale.
In battlefield 4 for instance, the minimap is so immediate and easy to use that it can guide you directly to enemies. I am not joking when I say you can stare at the minimap for pretty much everything besides actually aiming. Squad on the other hand, offers no HUD or HUD-like features to assist in situational awareness. You've got mk1 mod 0 eyeballs, a simple map with no assists, and communication to figure out what the hell is going on. Everybody is pretty clueless in that situation, and players are very reliant on those with map and game knowledge who can deduce what is going on from the small information input, e.g. "If they are not here or here, we are here, our team is there, then the enemy is likely over here."
I don't mean to talk down on anyone or to say that you must be a clueless player who sucks at the game if you dare to think that we should have a better minimap. I don't think that, but I'm just verbalizing what the deal is here. Yes, weight class info is also useful information, but the old minimap with its scale and directional indicators was way, way more useful. Not just in knowing enemy mech orientation but your teammates' as well. For instance, you'll feel a lot safer peeking a corner if you can look down and see you've got 3 friendlies trained on that same corner from different positions. You'll "telepathically" know that the 4 of you are a firing line and can waste anyone that pops out, so instead of fearing that corner, you'll stare at it or move up on it. Eh, that's a bad example, but there is really no way to directly compare the 2 systems now or show anyone what I mean. You'll just have to take people's word for it.