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Arm Reticle Control: How It Should Have Been Implemented.

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#1 Navid A1

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Posted 17 March 2017 - 03:25 PM

I'll keep it simple:


How arm control currently work:

Posted Image

Posted Image






How it should have been:

Posted Image

Posted Image

#2 Snazzy Dragon

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Posted 17 March 2017 - 03:27 PM

Your idea is preposterous and needs to be nerfed immediately! The 6mg spider would aim its 6 heavy machine guns to a degree of accuracy never achieved before!

Edited by Snazzy Dragon, 17 March 2017 - 03:27 PM.


#3 Tarogato

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Posted 17 March 2017 - 03:31 PM

View PostSnazzy Dragon, on 17 March 2017 - 03:27 PM, said:

Your idea is preposterous and needs to be nerfed immediately! The 6mg spider would aim its 6 heavy machine guns to a degree of accuracy never achieved before!


Poppycock. The Spider would need 6 light machine guns to have the range to shoot down onto its foes from high above where nobody can reach it.

#4 ProfessorD

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Posted 17 March 2017 - 03:45 PM

I'd love to hear why PGI implemented the view limits this way. I completely agree that the view should follow the arm reticle wherever it goes.

#5 Pariah Devalis

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Posted 17 March 2017 - 03:49 PM

Posted Image

That is all.

#6 Andi Nagasia

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Posted 17 March 2017 - 03:51 PM

@Navid A1,
Everything you Just Said!!!
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.
.
.
.
.
is beautiful, Thank you Navid,

#7 Daemon04

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Posted 17 March 2017 - 03:52 PM

Totally agree. In some cases its possible to lock your view to the arm reticle but that goes with pressing 1200 other buttons at the same time.

Edited by Daemon04, 17 March 2017 - 03:53 PM.


#8 SQW

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Posted 17 March 2017 - 04:01 PM

You are expecting more from a company that coded the arm reticle the same color as explosion so you can't even see that tiny circle when sh*t starts flying towards your cockpit?

It's literally a 5sec job to change the color code for the UI.

Edited by SQW, 17 March 2017 - 04:02 PM.


#9 MBenji

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Posted 17 March 2017 - 04:19 PM

You can already do this, you just have to hold onto your free look button while your arms are unlocked. Just bind it to something comfortable.

#10 Tarogato

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Posted 17 March 2017 - 04:54 PM

View PostMBenji, on 17 March 2017 - 04:19 PM, said:

You can already do this, you just have to hold onto your free look button while your arms are unlocked. Just bind it to something comfortable.


No. If you are in a mech with no lower arm actuation, then you can't aim side-to-side. Besides, even with mechs that have full actuation, it's still clunky as helI.


View PostProfessorD, on 17 March 2017 - 03:45 PM, said:

I'd love to hear why PGI implemented the view limits this way. I completely agree that the view should follow the arm reticle wherever it goes.


Very specifically this. One of the things that bothers me about the free arm reticule is that as you wave it around, the center of view doesn't follow it - it's kinda tied to the torso, and lags behind. So when you try to snap aim at something, the view doesn't catch up, and it centers your arm reticule where you view landed - actually causing the arm reticule to move in reverse, back towards the torso crosshair.


If you pay attention carefully, you'll notice I'm trying to snap to the little white light. Sometimes you'll see as my arm reticule snaps right to it, but as the torso crosshair catches up, the arm reticule goes backward again, so it ends up short of the target - NOT ACCURATE. This really really really bothers me, and it's why I use arm lock in my Novas, Gargoyles, and such. Aiming with free arms is just a chore, because the mechanics are literally working against you.



#11 RAM

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Posted 17 March 2017 - 05:20 PM

MechWarrior3


RAM
ELH

#12 Moonlight Grimoire

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Posted 17 March 2017 - 05:20 PM

Yes, please, and thank you. This is very much how it should be and needs to be. If I am twisting that far I am trying to aim with my arms not my torso weapons. Not having to hit free look to do this would be very nice. Too bad I can't like it more than once.

#13 Queen of England

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Posted 17 March 2017 - 05:32 PM

Yup, that would be better. Camera should follow the arms rather than the torso.

Mechs with really great arm mobility don't get as much benefit as they could because of the camera issues.

#14 Deathlike

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Posted 17 March 2017 - 05:35 PM

View PostNavid A1, on 17 March 2017 - 03:25 PM, said:

I'll keep it simple:


How arm control currently work:

Posted Image

Posted Image






How it should have been:

Posted Image

Posted Image


This makes too much sense.

It'll never happen.

#15 Accused

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Posted 17 March 2017 - 05:43 PM

Guys PGI is too busy with revamping the skill tree system along with everything else to be bothered with cosmetic fluffy improvements like proper targeting.

#16 Tarogato

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Posted 17 March 2017 - 05:57 PM

View PostRAM, on 17 March 2017 - 05:20 PM, said:

MechWarrior3


RAM
ELH


Ew. That system was just awkward.

#17 Shock21

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Posted 17 March 2017 - 06:08 PM

View follows the cockpit, which is locked to the torso, not the arms.

#18 Necro Ash

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Posted 17 March 2017 - 08:05 PM

Wow.

Wait.

Wouldn't that mean the WHM pilots would start mounting stuff in the arms ?

Can we suggest that even ?

Posted Image

#19 Trev Firestorm

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Posted 17 March 2017 - 08:12 PM

Been brought up time and again since beta, but you are correct.

#20 Y E O N N E

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Posted 17 March 2017 - 08:48 PM

View PostShock21, on 17 March 2017 - 06:08 PM, said:

View follows the cockpit, which is locked to the torso, not the arms.


Can you turn your head? Is your pilot technically wearing a neurohelmet? Yes? View follows the head, which is most likely following the arms because you aren't going to shoot what you aren't looking at.





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