UPDATED Regarding The New Mini Map
#61
Posted 22 June 2016 - 12:01 PM
#62
Posted 22 June 2016 - 12:02 PM
#63
Posted 22 June 2016 - 12:02 PM
And, I even understand, why we should not see the ENEMYS facing in the future.. OK.. We had too much free info in the past.. Right, it was bit unfair.. Clear.. I accept it. But, please, TELL me, WHY can't we see our OWN teammates facing? I mean.. I can clearly see the above every friendly Mechs a bunch of infos...
But, is an ultra-super-secret info, WHERE THE HELL MY TEAMMATES LOOKS? Why?
You really think, that any of them would try to HIDE such an info, from their own teammates? Really?
You know, that most of the players here know, what... JM6, AWS, SHC, ACH means? Right? You know that?
Then why you double that info, what we alredy know... instead of giving us something usefull???
Edited by Sky Hawk, 22 June 2016 - 12:04 PM.
#64
Posted 22 June 2016 - 12:08 PM
#65
Posted 22 June 2016 - 12:09 PM
Edited by gbrown, 22 June 2016 - 12:09 PM.
#66
Posted 22 June 2016 - 12:16 PM
Tiantara, on 22 June 2016 - 11:07 AM, said:
- I think not... Because fixed and rotating map different in its mechanic. But you have 2000x2000m square with a lot place for all info which you have on fixed full map as well. Anyway - if you know about action in 4000m from you - you can't do anything with that. Not run here in time, not shoot in that place. Full map with long maps became useless in small size. Now you get bigger part of map on mini-map and you can fast react in 2000x2000m territory to make right decision of how and where help or get in action. As in game experience - you cant help your teammate even on distance of 1700m. So - 2000m is more enough for mini-map.
And yes... on fullsized minimap many of players just run out of bounds... not nice, right?
First off the rotating minimap being a toggleable thing has been done by MWLL, which was created by a group of volunteer modders on an older version of Cry Engine so I'm pretty sure PGI has the resources to pull it off.
Secondly you are lookin g at it in a PUG mindset where everyone runs off to do their own thing, I'm talking in the organized unit play in sense where your team actually works together and uses scouts. And before you mention CW, I don't give 2 Sh**s about that disaster, I'm referring to private leagues.
Edited by Outlaw, 22 June 2016 - 12:19 PM.
#67
Posted 22 June 2016 - 12:17 PM
Sky Hawk, on 22 June 2016 - 12:02 PM, said:
- Lets see... you mean only Quick Game, where rare to see premade unit or full group. Mostly - that a fun PUG game with like... "Oh.. what is that thing dooooo... BLAM!". So in that case - yes. Icons are provide only mech class. But you forgot about Faction War - where is vital to know - is there any Asaaults, or that only one light for decoy. Sometimes it can save the game or make right decision. Same with Scouting. If you know - there is a bunch of light, you can choose place where your mech take advantage.
Sky Hawk, on 22 June 2016 - 12:02 PM, said:
But, is an ultra-super-secret info, WHERE THE HELL MY TEAMMATES LOOKS? Why?
You really think, that any of them would try to HIDE such an info, from their own teammates? Really?
You know, that most of the players here know, what... JM6, AWS, SHC, ACH means? Right? You know that?
Then why you double that info, what we alredy know... instead of giving us something usefull???
- Old map shows direction on which way was turned legs. Not torso... So many times i run on light mech to assault and was faced with heavy guns when triangle show different way. So, you see enemy, you go closer... you check its cockpit position and shoot. Easy. Especially when you can turn your own cockpit to right direction. In same time have right map with all vital targets and obstacles on it depending on which way you look. Nice? Nice.
So in old map you see only way on which legs was turned... but in real battle most pilots turns legs for maneuver... not for looking on same way. 80% of time i run in one way - and look and shoot in different, than change position and do some circle around enemy to do damage from different way. That info really vital for you? It's shows like spinning triangle... and nothing more.
#68
Posted 22 June 2016 - 12:22 PM
Jman5, on 22 June 2016 - 11:27 AM, said:
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.
The battlefield games have a good command wheel. We need that wheel.
#69
Posted 22 June 2016 - 12:23 PM
#70
Posted 22 June 2016 - 12:25 PM
Racerxintegra2k, on 22 June 2016 - 11:49 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.
Lights with ecm are effectively invisible now, until they are right behind you, or are stupid enough to charge straight at you, I would call that quite an advantage.
#71
Posted 22 June 2016 - 12:28 PM
Anyway, I'm grateful for the hotfix, I started playing again with the new patch (after months of being too busy IRL to log in and play) and it was very frustrating. LOTS of good stuff in the patch overshadowed by the mini map oversight.
#72
Posted 22 June 2016 - 12:29 PM
Outlaw, on 22 June 2016 - 12:16 PM, said:
- Oh... didn't know that detail.
Outlaw, on 22 June 2016 - 12:16 PM, said:
- Ok... let's see... if in range of 4000m scout see enemy - that info could be useless or old when enemy gets closer... If something happens on that range - not a single heavy or assault can do nothing to help or something else. Right? Map big. Normal visual contact possible max at 2200m when you use advanced zoom - 2500m. You can't hit enemy by any of current weapon. So - getting info in range of 2000m only become useful. Fast mech can react and help, slower - prepare or ignore. All "visual contact, help, and so on" will be visible on new 2000x2000m mini-map right in time. You have vital information. Even if 3 lances separates (never see that more than 4-7 times from more that 200 plays) distance between them will be not more than 1000-1600m. Usually - 700-1100m max. So, at least 2 lances would know about action near them and say in VoiP vital info for third lance. If needed.
#73
Posted 22 June 2016 - 12:30 PM
Also, please make the rotating minimap a circle. I shouldn't have to rotate my mech to see further with it (by using the corners to see further).
Edited by Warlord Kentax, 22 June 2016 - 12:39 PM.
#74
Posted 22 June 2016 - 12:32 PM
https://s32.postimg...._clusterf_k.jpg
https://s31.postimg....o_map_FUBAR.jpg
Edited by Yosharian, 22 June 2016 - 12:35 PM.
#75
Posted 22 June 2016 - 12:35 PM
I like everything in this update.
Edited by Prosperity Park, 22 June 2016 - 12:36 PM.
#76
Posted 22 June 2016 - 12:44 PM
Warlord Kentax, on 22 June 2016 - 12:30 PM, said:
- Oh my Crimson Moon Goddess... they walk to battle whole 6 minute!!! 6 minute for 1 min battle... Even in MW3 battle was more fast and tactical. What have they done with Living Legends... ~_~" Seems i miss day when MW3 was just fresh cd and everyone plays MW2 and look to new game skeptical.
#77
Posted 22 June 2016 - 12:49 PM
#78
Posted 22 June 2016 - 12:52 PM
Fiachain, on 22 June 2016 - 11:35 AM, said:
That was in the old one where did they say that it was not included in the new one?
#79
Posted 22 June 2016 - 12:53 PM
I just have one remark to make, If before we had 1600m^2 and now the default will be 2000m^2, why, when the zoom function is implemented, will we only be able to zoom in to 2000m^2??? There could be specific cases when we could want to zoom in more, why not give the players that choice?
Better to have a good default and give us more to choose from, than to limit just because someone thinks that is the best for everyone.
#80
Posted 22 June 2016 - 12:56 PM
One thing, developing a system like TAG, NARC and Command consoles to show facing. May be a quirk for the cyclops, show enemy facing.
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