Tesunie, on 04 September 2018 - 10:00 AM, said:
My concern is doing the HUD elements in a way that is intuitive and understandable that also doesn't block your ability to see the rest of the game. It would be hard to do in a clear manner that you can see which actual weapons are locking at what times, and keep it clear as to when each weapon has gotten or lost a lock. That weapon group window is really far from the reticle, and it wouldn't be effective to have it all placed there. Just like the little indicators by the reticle wouldn't necessarily by helpful either, as it doesn't distinguish between different weapons within that group, such as if I had mixed LRMs and ATMs together into a single weapon group (needs to be considered, even if we wouldn't want to do it).
With different circles and names indicating the locks, now you have a real issue with HUD clutter. It would need to be done in a fashion to be clear, yet as unobtrusive on other game play so as to actually be helpful. However, I wouldn't mind different lock on times per weapons. Then TAG/NARC could stop helping weapons it isn't suppose to help, and those weapons could have naturally faster lock speeds/tracking. So I'm not disagreeing with you here, I'm only questioning it's practicality, viability and capability within the game more than what benefits it could add.
The real problem is PGI's approach, this will allow them to individually buff or nerf weapons based on locks, so that's a big plus in practicality.
As for the hud clutter and intuitiveness, I really can't help you that far. I mean by intuitive, what are your standards for it? To me, It's already intuitive enough to have green stuffs on their recycle bar, to have the weapon names upon the hud.
Tesunie, on 04 September 2018 - 10:00 AM, said:
I will comment, I shoot Gauss (and many other weapons) based on the sounds they make. I charge and shoot a Gauss by the windup sound it makes as it charges. Then it makes another sound when it's ready to shoot again (not to mention intuitive timing after using it for a while). I typically do the same thing with locks, as I just know when they will lock and can shoot as soon as I get it, rather than waiting for the actual red to show up.
You mean like the lock-on click sound?
Tesunie, on 04 September 2018 - 10:00 AM, said:
It would need to remain intuitive. PGI can do it. It would take time and effort. The problem remains if they could overcome the challenges of a multi-lock HUD in the game, which for the record not many games use multi-locking mechanics and those that I've seen do it can sometimes be a cluster of circles on your screen blocking your view. So it's not an easy challenge to juggle between the mechanic and how it appears and is used by the HUD and in game. (I say this because you know someone would make a build with SSRMs, ATMs, LRMs and ALRMs... just do clutter it up and then complain about it.)
I'm not really that confident in PGI, that being said I don't see why my idea gets booted off because of it. That only means PGI needs to improve to be able to properly implement the needed ideas.
Tesunie, on 04 September 2018 - 10:00 AM, said:
You don't want LRMs to become king DF weapon though because of it's homing ability. It pays for it's homing and IDF capabilities by being weaker in other categories. If you link IDF to just limits of TAG, NARC and/or C3 networks... then IDF would probably completely die out. Then you would be forced to buff LRM direct fire greatly, which could make it king weapon in the game. I don't exactly want any weapon to be king weapon, so I'd rather avoid this.
I honestly don't see the relationship between balanced-by-DF to King-of-DF. All it means is that it would be completely better off than before, but still not as good as other weapons. Is the grey area really hard to imagine?
Not to mention that, how are you sure that IDF would die out? With being balanced by DF, it would be way more powerful than before, and the need of TAG/NARC for IDF would mean that they have to bring those for IDF and therefore dedicated spotters would be valuable. They have the incentive to bring TAG/NARC for IDF because LRMs is now powerful for DF and would be even more powerful for DF.
Tesunie, on 04 September 2018 - 10:00 AM, said:
I present the "Kill Stealing" aspect, as I've already had people complain about it. I've had people refuse to hold locks because I had "some" LRMs on my mech, and then I proceeded to get my own locks (like I normally try to do) anyway, utilizing my mixed build platform to it's effective positions. (The strength of a mixed platform is it's lack of a weakness. You find your opponent's weakness to their build, and you attack according to that. It's more challenging, but I find it effective.)
I personally rather see it "kill securing", but there are people out there who are all about that K/D ratio... and they throw a fit about LRMs taking kills "they don't deserve". I think if you removed/made IDF too difficult (needing special gear), it would just make things worse overall.
This is literally for spotters, and if that's not available you could at least have brought your own NARC. And as far as I'm concerned, those people are ********, you get to a competent team that works as one, that's not really an issue.
Even about kill-stealing, hey at least DF is good. IDF is supposed to be just the feature for NARC/TAG.
No, it would not make things worse over all, it makes things better with, but worse for the background Lurmers.
Tesunie, on 04 September 2018 - 10:00 AM, said:
Also, as a side effect, without the partial C3 we have now, imagine how little information you would get from teammates when they are engaging an enemy and not telling people where they are. Remember now, without that target sharing, then you wouldn't know where the enemy are when a teammate is locked onto them... removing this feature is kind of a double edge sword. It slices both ways from the lack of intel and indirect fire capabilities.
I didn't said that remove C3, I said remove IDF ability without NARC/TAG. Please stop putting words on my mouth.
Tesunie, on 04 September 2018 - 10:00 AM, said:
I see too much ability to abuse and not enough feature to make it worth it. Imagine SRMs that "almost miss" now slamming into the target mech on the side that "almost missed". It would lead to more missiles hitting and taking out arms or side torsos. Depending upon the tracking, you might see missiles curve around a corner to hit a target. Or MRMs might become a "scouting" weapons, shoot next to a building, if they curve, an enemy is behind it (possibly getting hit by them even). How about possible trick shots to maybe get rear shots? Get slightly to the side of a mech and shoot beside your target, now your missiles track and turn, some/most hitting the rear of that side rather than the front you are already facing (which is already a problem on some mechs).
I think you're just making your own problems on this one. I mean if you don't want to get rear shots, then simply put a cone than a bubble, that way it only really homes on the target in front. If you don't want it curving, same thing, have the missile proximity tracing with LOS from the missile. That simple.
Yeah, you're overthinking it.
Tesunie, on 04 September 2018 - 10:00 AM, said:
I present it as a possible issue. Remember, the more information that is transmitted and received, the more chances of packet loss and the more bandwidth needed for the information transfer. This means the increased possibility of more lag, larger crashes and other assorted issues. Could it come up with any of these suggestions? Maybe. The more HUD elements (for example) might add too much stress to the system, and thus could produce some lag issues. On the other hand, it may be a small change and result in no issues. I wouldn't know, I just present the possibility.
I'd rather test it first.
Tesunie, on 04 September 2018 - 10:00 AM, said:
Artemis is, in theory, only suppose to improve LRM and SRM spread. TAG/NARC is only suppose to improve LRM spread and be able to call in homing Arrow IV missiles (which we don't have). None of these inherently are suppose to improve lock speeds, not that lock speeds are a thing in TT BT. However, I would imagine if it was suppose to, it would have increased your chances of hitting, similar to pulse weapons.
But the problem is that, MWO is not TT, it's not meant to completely translate well with the changes in mechanism.
The lock-speed is important, because it allows the homing missiles to be used in the front than rear more efficiently. The current nerfs to LRMs discouraged frontline use than background use, ironically they wanted LRMs to be deadweight yet they discouraged the use thats precisely the best way to use LRMs.
If you know that this aint TT, then what's the use of that block of argument?
Tesunie, on 04 September 2018 - 10:00 AM, said:
Also, by the rules I can read (Sarna: "Though extremely useful for improving a missile launcher, there is one major obstacle to their use: if any standard missile launcher is equipped with an Artemis system, every launcher of that type must have its own Artemis IV attached."), you should be able to mix Artemis LRMs with normal SRMs and vise versa. So having this as an upgrade per launcher type applicable (LRMs/SRMs) would make a lot of sense and even open up more diversity. I think it could be a good thing in this game.
Then just allow SRM-LRM mixing. Why is that an issue?