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Hud Display To Show Open Tube Doors On Mechs Like The Catapult?


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#1 Telemachus -Salt Wife Salt Life-

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Posted 14 July 2016 - 04:46 AM

I may just be missing something or is there something that I can't see? I have never owned catapults or any other mech with tube doors until the past event. Nothing is worse that forgetting to open the tube doors right before an engagement and shooting SRMs only to realize that there is a delay. Maybe people who use the Catapults for LURMs don't really care about the delay, but for SRMs is a huge deal.

I do usually switch into 3rd person a few times in a match to check if my tube doors are open, but if there is no HUD display, I think PGI should implement it.

#2 Idealsuspect

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Posted 14 July 2016 - 04:50 AM

Yea Posted Image
Another basic feature which could be there since day-one if pgi people did play a bit more their game ?

#3 mariomanz28

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Posted 14 July 2016 - 04:51 AM

All mechs with bay doors have an in-cockpit indicator light, usually two, one on each side on the A pillars or there abouts. Red = Closed, Yellow = Opening or Closing, and Green = Open.

Even the mechs with claws, the CRB, KGC, and KDK have these as well.

#4 Y E O N N E

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Posted 14 July 2016 - 04:56 AM

View Postmariomanz28, on 14 July 2016 - 04:51 AM, said:

All mechs with bay doors have an in-cockpit indicator light, usually two, one on each side on the A pillars or there abouts. Red = Closed, Yellow = Opening or Closing, and Green = Open.

Even the mechs with claws, the CRB, KGC, and KDK have these as well.


Lol, referring to cockpit framework like car components.

#5 Telemachus -Salt Wife Salt Life-

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Posted 14 July 2016 - 05:05 AM

View Postmariomanz28, on 14 July 2016 - 04:51 AM, said:

All mechs with bay doors have an in-cockpit indicator light, usually two, one on each side on the A pillars or there abouts. Red = Closed, Yellow = Opening or Closing, and Green = Open.

Even the mechs with claws, the CRB, KGC, and KDK have these as well.


I'm so sorry but I think I am super blind then. Where is it? Posted Image

Screencap would be super helpful <3

OH HAHAHA I SEE. WOW they are the TINIEST lights on your HUD. Problem solved but PGI really needs a more visible display.

Thanks for the help <3

Doors open http://imgur.com/YYsdOwS

Doors closed http://imgur.com/ZwHMiKo

Game of spot the difference Posted Image

Edited by Telemachus Rheade, 14 July 2016 - 05:07 AM.


#6 ChapeL

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Posted 14 July 2016 - 05:09 AM

They've been there for the longest of times and IIRC they used to be real hard to see on the old Frozen city day or in special vision modes.

#7 Brizna

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Posted 14 July 2016 - 05:10 AM

Yes ha, they are tiny. The lack of even a basic game manual makes it worst.

#8 Lostdragon

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Posted 14 July 2016 - 05:11 AM

Yeah, this is one of the more opaque mechanics and HUD items, definitely needs better visibility and some sort of mention in the tutorials (if it isn't there already, I haven't checked the recent updates).

#9 Telemachus -Salt Wife Salt Life-

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Posted 14 July 2016 - 05:11 AM

View PostChapeL, on 14 July 2016 - 05:09 AM, said:

They've been there for the longest of times and IIRC they used to be real hard to see on the old Frozen city day or in special vision modes.


Yeah sorry for the post haha. First time I've ever had any mech with doors that I needed to toggle. I played with the Kodiak's claws but those weren't essential to combat

#10 Alistair Winter

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Posted 14 July 2016 - 05:12 AM

What about those 2x2 pixel lights that mix between yellow and green. Two colours that couldn't be more different from each other. Is there anything more intuitive in the world than a couple of tiny lights that switch between yellow and green? I think not.

Too bad nobody told PGI about this in 2012.

And then in 2013.

And then in 2014 and 2015.

And now in 2016.

Now, if you'll excuse me, I'm off to play games from the 1990's where you can actually make changes to the HUD and even change the HUD colour to match your preferences.

#11 MeiSooHaityu

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Posted 14 July 2016 - 05:15 AM

View PostTelemachus Rheade, on 14 July 2016 - 05:05 AM, said:

OH HAHAHA I SEE. WOW they are the TINIEST lights on your HUD. Problem solved but PGI really needs a more visible display.


Once you know where to look for the indicator, the light is hood enough. The key is, knowing it exists (like this thread points out) :D. Maybe at least a blurb about the indicator could be added to the tutorial.

Actually, when it comes to missile doors, I wish there was an option to set them default open or default closed. That way you don't have to remember to open them at the start of every match.

Another thing that would be interesting at least would be the removal of the doors if the location of the launcher saw a specific reduction in armor. EX: Strip 10 armor points off a Catapult's arm and the door goes away all together. I think it would be an interesting idea anyway.

#12 Idealsuspect

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Posted 14 July 2016 - 07:38 AM

Wow nice, learn something today !

But i prefer something on HUD like for ALL others indicators we have now in fact ...

Edited by Idealsuspect, 14 July 2016 - 07:47 AM.


#13 Mechteric

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Posted 14 July 2016 - 07:48 AM

There should be no missile launch delay, it only hurts LRM mechs that otherwise aren't as good

#14 Tordin

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Posted 14 July 2016 - 08:53 AM

View Postmariomanz28, on 14 July 2016 - 04:51 AM, said:

All mechs with bay doors have an in-cockpit indicator light, usually two, one on each side on the A pillars or there abouts. Red = Closed, Yellow = Opening or Closing, and Green = Open.

Even the mechs with claws, the CRB, KGC, and KDK have these as well.


Yellow? Though they were white.. oh well Posted Image

#15 Deathlike

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Posted 14 July 2016 - 10:54 AM

AFAIK, there are bugs with the doors on some variants (if not all) with missile bay doors.

It's been said many times before to have a HUD visual instead of trying to jam it into the cockpit. The problem with the cockpit light is that it gets obfuscated by vision modes, and you don't really want to be spending time looking at it in the middle of combat. A HUD indicator would be significantly more useful.

It's a just a "feature" to not know its existence, or at the very least not have a clue where the damn thing is in your mech.

#16 ExoForce

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Posted 14 July 2016 - 11:03 AM

If you play on low settings (on a low spec laptop like me) you cannot distinguish those lights to tell for sure if doors are opened or not.

Edited by ExoForce, 14 July 2016 - 11:05 AM.


#17 Rhaythe

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Posted 14 July 2016 - 11:52 AM

Good luck using those lights if you have any kind of color blindness.

#18 Revis Volek

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Posted 14 July 2016 - 11:54 AM

View PostRhaythe, on 14 July 2016 - 11:52 AM, said:

Good luck using those lights if you have any kind of color blindness.




Or you are playing on a map with Heat or Night vision...



Because a Simple circle with either a slash through it or not on the HUD is just too hard of a concept for ol' PIG to handle.

Edited by Revis Volek, 14 July 2016 - 11:54 AM.


#19 Bud Crue

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Posted 14 July 2016 - 11:56 AM

Why not use all those monitors for something like this? I have mine turned off just to get em out of the way, but if they had function (like missile door ope/close indication...or anything remotely useful or immersive) I'd turn em on.

#20 Terona

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Posted 14 July 2016 - 12:03 PM

This may be a good time to mention, I heard from somewhere that open tubes reduces armor for that section





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