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UPDATED Regarding The New Mini Map
#41
Posted 22 June 2016 - 11:09 AM
#42
Posted 22 June 2016 - 11:19 AM
#43
Posted 22 June 2016 - 11:20 AM
#44
Posted 22 June 2016 - 11:25 AM
![Posted Image](http://static.mwomercs.com/forums//public/style_emoticons/default/huh.png)
We are not the Beta Tester .
Lengthen our Premium and the event would be fair !
#45
Posted 22 June 2016 - 11:27 AM
Speaking of Minimaps and Command Wheel, it would be infinitely easier to use if you added hotkeys to the command. I try to use it in combat, but its hard with enemies shooting at you. Often times Ill click the wrong button in my haste. Especially with the large number of commands you add as a drop Commander.
For example: Hold Shift to pop it up, and then press E for Enemy spotted. So instead of pressing and mousing over while in combat you just press SHIFT + E.
Edited by Jman5, 22 June 2016 - 11:29 AM.
#46
Posted 22 June 2016 - 11:27 AM
The minimap is part of the HUD which is intended to display you the information that is crucial for your actions. Stuff that you have to know that can't wait till you look on the monitor out of the viewing field (e.g. Battlegrid)
When a teammate calls for help or calls out spotted enemies and i'm farther away than 1000m, it does not hurt to lose a few seconds till i looked it up on battlegrid. On the other hand if i'm closer than 1000m it does hurt to lose several seconds to look up in the battlegrid if the enemy is e.g. east or west of the downed dropship, what you have to do because the mini-"map" of the patch hardly show you where said dropship is in frozen city. Other exampel: on river city it is not easy to see the river on the mini-"map" because said major terrain features are to tiny for such a small display.
And to those of you who do think the minimap with the old features is too useful / too easy to use. There are guys out there doing a job called cartography. Their job is to make such useful things. And in real life we are pretty close to it. If you don't believe me: switch on the SatNav in your car and you'll see it!
Remember your car does not have sensors to detect other cars, and most probably these self-driving cars could achieve a minimap like we where used to if someone at silicon valley thought that the users of these cars would like to have that feature.
Looking forward to the hotfix.
#47
Posted 22 June 2016 - 11:29 AM
I'm looking forward to the hot fix. I like the idea of info gathering being more important. Should make my Targeting computer 5 Summoner even better (+60% PPC velocity is a lot fun) . I hope these steps will make scouting and light mechs more and more valuable.
#48
Posted 22 June 2016 - 11:34 AM
I did not like the new map as much as the old, but found after awhile I was getting use to it.
I think this will be a nice blend of the best of the old map and the best of the new.
#49
Posted 22 June 2016 - 11:35 AM
#50
Posted 22 June 2016 - 11:35 AM
Edit: Also, congrats on your largest player loss since Steam launch.
Edited by IllMentalState, 22 June 2016 - 11:47 AM.
#51
Posted 22 June 2016 - 11:39 AM
BruteForceLeader, on 22 June 2016 - 11:27 AM, said:
What we like about the functionality is the need to gather info on enemy mech direction, etc, not the detail of the map image. That's not in a cartographer' purview, yet haha. We like how we don't right away know exactly where the enemy mech is looking.
But your point on the function of the normal map compared to the battlegrid is a good one. The call for help feature for mechs outside of the 2000m range of the next minimap is when you quickly check your battlegrid. And with automatic orientation, you can quickly decide where you need to go help within that 2000m window. Well spoken point by you.
#52
Posted 22 June 2016 - 11:41 AM
IllMentalState, on 22 June 2016 - 11:35 AM, said:
It will make scouts useful, so there will be a reason to take light mechs other than the Oxide or Locust.
#53
Posted 22 June 2016 - 11:43 AM
The game wasn't unplayable just more difficult. I put it 5 hours last night in spite of the broken nature of the mini-map. Calls for refunded PT b/c you chose not to play is a bit cheeky.
#54
Posted 22 June 2016 - 11:44 AM
IronClaws, on 22 June 2016 - 11:41 AM, said:
...if they increase C-bills rewards for scouting, otherwise - more damage, more money, more mechs and equipment, faster progress.
#55
Posted 22 June 2016 - 11:46 AM
#56
Posted 22 June 2016 - 11:47 AM
Return it to exactly as it was and make no changes unless they go to PTS first.
People are not too stupid to press "B" (though you seem to think we are).
Edited by Jabilo, 22 June 2016 - 11:48 AM.
#57
Posted 22 June 2016 - 11:48 AM
#58
Posted 22 June 2016 - 11:49 AM
IronClaws, on 22 June 2016 - 11:41 AM, said:
How exactly will scouts be anymore useful? Lights will have to race out ahead of support to gather info, They will be targeted and destroyed immediately by the 12 man team. At least before the patch you could know the direction the enemy was in and avoid going right at them. If you want to make scouting more effective give equal amounts of cbills for scouting and targeting as kill assists and the like. Reward the scouts don't hamstring every other player.
#59
Posted 22 June 2016 - 11:53 AM
#60
Posted 22 June 2016 - 11:55 AM
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