UPDATED Regarding The New Mini Map
#121
Posted 23 June 2016 - 01:45 AM
I just play 2-5 games and also run 30 test run on each map in Testgrounds and Academy to be sure, and still everything seems ok. I even can fast understand what is what when switching from mini map to battlefield! Great!! And also i can see letters and numbers of quadrants on snowy maps like Alpin and Polar! Super good!!
Thank you one more time, that hot fix saved many players from going out from game and make gameplay comfortable as it should be. Now - with additional command wheels and strategy parts.
Great work PGI developers team!!
#122
Posted 23 June 2016 - 02:25 AM
#123
Posted 23 June 2016 - 02:50 AM
I mean be honest with yourselves knowing what way your opponent is facing without aid of uav or someone painting the target is a little bit cheaty. Should have never been that way to begin with. It's doe nothing but spoil us and make match have little to no strategy to lead to victory.
That's my opinion rather anyone agrees or not doesn't bother me.
Edited by Rurikk82, 23 June 2016 - 02:52 AM.
#124
Posted 23 June 2016 - 06:37 AM
It is remarkable that you cleared that design in the first place though.
It was soo sub...
anything...
#125
Posted 23 June 2016 - 06:46 AM
(I cannot conceive of anything more positive to say about this episode).
#126
Posted 23 June 2016 - 06:52 AM
#127
Posted 23 June 2016 - 09:16 AM
Now you'll need to restore Directional Arrows. Things like Weight Classes should have been part of the Targeting Info Gathering Module, and the Directional Arrows should still be part of the basic mix.
I do, however, like that you'll be adding multi-indication from one's sensors -- provided they have the right equipment on hand -- for everyone's map in the future. That feature just seems overdue.
~D. V. "A mixed bag of feelings over the map's construction direction..." Devnull
#128
Posted 23 June 2016 - 10:40 AM
Sry to disturb, but havent you see my locust ? I loose it, he's now so tiny
#129
Posted 23 June 2016 - 12:24 PM
#130
Posted 24 June 2016 - 03:36 AM
King of Xanth, on 23 June 2016 - 12:24 PM, said:
- For those of you maybe better choice is get a little transparent map bringed on screen by pressing "B" button? Maybe whole big map (not all, some of map use only 1\3 of mini-map square and getting useless because of scale), is good for whole picture, but in close combat and fast brawling as well - is really bad. Still - on that mini-map you get any vital information. Anything out of range of 2000m is not with what you can deal. So - i think for you better get a adjustable transparency of battleground map. With all that commander functions which you need also for global planning.
Edited by Tiantara, 24 June 2016 - 03:37 AM.
#131
Posted 24 June 2016 - 03:54 AM
This is the Cry-Engine!
#132
Posted 25 June 2016 - 04:54 PM
#133
Posted 10 July 2016 - 08:41 AM
Omaha, on 10 July 2016 - 08:29 AM, said:
Was there a reason behind the change from a direction arrow, to a square?
Am I really to turn my eye away from the enemy to see which direction my friendlies are headed, or facing? For godsakes they are friendly already, shouldnt they already be transmitting orientation info to other friendlies? Hoping they bring this back in, after they had done their backend work, for info warfare.
Yes. There is a reason. It's called "new mech purchase viability". It's coming ahead of the Cyclops release -- information warfare BS.
#135
Posted 10 July 2016 - 10:06 AM
(We're sorry. - Really we are. [eh])
#136
Posted 10 July 2016 - 10:17 AM
Just try poutine and beaver tail!
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