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Minimap Icon For Mechs That Show Both Direction And Type Of Mech.


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#1 Hobbles v

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Posted 21 June 2016 - 03:49 PM

Here PGI I whipped this up in MS paint in less than 5 minutes........ Its a concept for Icons that still show us the direction of mechs while also showing us the new way you want to identify mech classes on the minimap. Im sure your professional artists can make something similar that actually looks good.

Uses the same system you thought up. Empty for Light, Vertical line for Medium, Horizontal Line for heavies and a cross for assaults.

Posted Image

Edited by Hobbles v, 21 June 2016 - 03:51 PM.


#2 S_T_R_A_N_G_E

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Posted 21 June 2016 - 05:41 PM

Assault could be solid fill, while heavy is a cross and medium is just a single line.

#3 AnTi90d

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Posted 21 June 2016 - 05:44 PM

Doritos are more valuable than diamonds.

I like your new doritos. If only MWO and Russ Bullock listened to feedback that isn't from their inner circle / echo chamber.

#4 Fantastic Tuesday

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Posted 21 June 2016 - 05:51 PM

Posted Image

It's 2:50 AM and I'm really tired.

Don't you just love how easy this is?

#5 EgoSlayer

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Posted 21 June 2016 - 06:00 PM

View PostHobbles v, on 21 June 2016 - 03:49 PM, said:

Here PGI I whipped this up in MS paint in less than 5 minutes........ Its a concept for Icons that still show us the direction of mechs while also showing us the new way you want to identify mech classes on the minimap. Im sure your professional artists can make something similar that actually looks good.

Uses the same system you thought up. Empty for Light, Vertical line for Medium, Horizontal Line for heavies and a cross for assaults.

Posted Image


The directional arrow was removed to lower the client/server communication. It was "expensive" as Russ said in the Town Hall. It's not likely to be coming back.

I think that the mini-map direction cue being removed is part of why inverse kinematics (IK) is going to be coming back, because that was dropped because it was expensive in the client/server communication.


EDIT: It must not have been as expensive as Russ indicated, as the mini-map hotfix notes indicate the direction cue will be coming back as part of the infotech at a later date - TAG, UAV, and Command Consoles are planned to give the direction indicators back on the mini-map.
http://mwomercs.com/...ng-new-mini-map

Edited by EgoSlayer, 21 June 2016 - 10:55 PM.


#6 AnTi90d

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Posted 21 June 2016 - 06:02 PM

Directional doritos are more valuable to gameplay than having the mech feet look pretty in promotional screenshots.

So, Russ killed them because PGI is bad at coding.

#7 Alistair Winter

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Posted 21 June 2016 - 06:04 PM

View PostFantastic Tuesday, on 21 June 2016 - 05:51 PM, said:

Posted Image

It's 2:50 AM and I'm really tired.

Don't you just love how easy this is?

You win.

It needs to be intuitive. Crosses and lines at different angles are not intuitive.

#8 MauttyKoray

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Posted 21 June 2016 - 09:17 PM

View PostHobbles v, on 21 June 2016 - 03:49 PM, said:

Here PGI I whipped this up in MS paint in less than 5 minutes........ Its a concept for Icons that still show us the direction of mechs while also showing us the new way you want to identify mech classes on the minimap. Im sure your professional artists can make something similar that actually looks good.

Uses the same system you thought up. Empty for Light, Vertical line for Medium, Horizontal Line for heavies and a cross for assaults.

Posted Image

No thanks, I like the circles actually. Why would your minimap know which way the enemy was facing?

#9 Y E O N N E

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Posted 21 June 2016 - 09:34 PM

Genius idea:

Place "L" in the diamond/circle/whatever for Light, "M" for Medium, "H" for Heavy, and "A" for Assault.

This one's pro-bono.

#10 EgoSlayer

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Posted 21 June 2016 - 10:31 PM

View PostYeonne Greene, on 21 June 2016 - 09:34 PM, said:

Genius idea:

Place "L" in the diamond/circle/whatever for Light, "M" for Medium, "H" for Heavy, and "A" for Assault.

This one's pro-bono.


And if English isn't your language?

#11 jdakennedy

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Posted 21 June 2016 - 10:42 PM

I can understand that indicating the direction of 24 mechs on the min map (as they move and this constantly changes) uses more resources than just indicating their location. But even more important to me was the way the old mini map oriented itself to my mech's direction. That should not be so hard to put back into the game and really helps a player quickly determine if that enemy mech that just appeared is in front, behind, or wherever. The current "north up" approach is much less user friendly than the previous "course up" version. The mini map should turn to reorient in the direction my mech is going.

#12 Kmieciu

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Posted 21 June 2016 - 10:48 PM

View PostFantastic Tuesday, on 21 June 2016 - 05:51 PM, said:

Posted Image

It's 2:50 AM and I'm really tired.

Don't you just love how easy this is?

I like the big balls on the Heavy :-)

#13 baropara

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Posted 21 June 2016 - 10:49 PM

You just do not believe - they hurt map's readability by intention. They do not need really give you full manageability like it was but pay for this artificial limitation. More Cyclopus to sell, less weapon to carry and so on. No need in hacking this problem, focus on relations to boss.

#14 jdakennedy

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Posted 21 June 2016 - 10:53 PM

I suggest that you give everyone a moving map that turns to orient "course up" and can be zoomed in for more detail nearby or out to see the big picture. This is a minimum need for quick, intuitive play. Then if PGI wants to introduce some new features to the game (command consoles, satellite sweeps, enhanced mech sensors, whatever) more info could be included for mechs who have access to the additional features. Only these mechs could see the direction and size of enemy mechs that have been detected.

#15 EgoSlayer

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Posted 21 June 2016 - 10:53 PM

View Postjdakennedy, on 21 June 2016 - 10:42 PM, said:

I can understand that indicating the direction of 24 mechs on the min map (as they move and this constantly changes) uses more resources than just indicating their location. But even more important to me was the way the old mini map oriented itself to my mech's direction. That should not be so hard to put back into the game and really helps a player quickly determine if that enemy mech that just appeared is in front, behind, or wherever. The current "north up" approach is much less user friendly than the previous "course up" version. The mini map should turn to reorient in the direction my mech is going.


That is what the hotfix tomorrow is putting back in, as well as your mech's direction arrow and twist indication, and it will be zoomed in and not the full map at all times.

#16 William Mountbank

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Posted 21 June 2016 - 10:59 PM

View PostEgoSlayer, on 21 June 2016 - 10:31 PM, said:


And if English isn't your language?


Type it with an accent!

Just played with the new minimap. Why can't it rotate with the compass? The battlegrid is fixed, but I want the minimap to represent the radar from my mech.

Edited by William Mountbank, 21 June 2016 - 11:10 PM.


#17 Fantastic Tuesday

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Posted 22 June 2016 - 12:24 AM

View PostMauttyKoray, on 21 June 2016 - 09:17 PM, said:

Why would your minimap know which way the enemy was facing?


Because your sensors know how much armour is on the left side versus the right side of the enemy mech.

To do that it has to know which way the mech is facing in order to get left/right correct.

When you think about it, it makes literally no sense otherwise.

Edited by Fantastic Tuesday, 22 June 2016 - 12:25 AM.


#18 Precentor Ward

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Posted 22 June 2016 - 12:35 AM

View PostWilliam Mountbank, on 21 June 2016 - 10:59 PM, said:


Type it with an accent!



No no, if someone doesn't understand you just type it slower. Same thing works in conversation, just say the same thing slower with larger gaps in between words, guaranteed to work always every time. I know this cause I good at english your welcome.

#19 Dukarriope

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Posted 22 June 2016 - 12:36 AM

Is there any reason the directional arrow information can't be processed locally? Like, the enemy mechs are in the game world at all times, what's stopping them from gleaning the information from their physical orientation?

#20 Moonlight Grimoire

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Posted 22 June 2016 - 12:56 AM

View PostFantastic Tuesday, on 21 June 2016 - 05:51 PM, said:

Posted Image

It's 2:50 AM and I'm really tired.

Don't you just love how easy this is?


This was what I was thinking, it is simple and intuitive, hopefully since we are getting directional information back later on they do exactly this. This is fast and intuitive, I honestly find the current mini map symbols confusing, there is no rhyme or reason to their design. Plus if they do exactly this the normal ones would have to change. Probably diamond with nothing in it like it is for light, then one ball for medium, two for heavy, and three for assault. I do like the new objective markers though.





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