Missile Bay Door Light For Colorblind People
#1
Posted 17 January 2013 - 03:33 PM
#2
Posted 17 January 2013 - 05:20 PM
Since closed beta we have been asking for color blind support and the devs have done nothing but to continue to add color-blind hostile features.
#3
Posted 17 January 2013 - 05:22 PM
+1
#4
Posted 17 January 2013 - 05:23 PM
#5
Posted 17 January 2013 - 07:11 PM
#6
Posted 17 January 2013 - 07:15 PM
A small HUD indicator would be a better option (though I'm not asking to remove them). Would be nice to be able to change the color though, after all disco stu likes disco door lights.
Edited by Monky, 17 January 2013 - 07:16 PM.
#7
Posted 17 January 2013 - 07:22 PM
I suggest OFF should be off..that is...NO LIGHT (i.e. black). ON should be bright green. That way, upon a quick glance you can tell right away..."Is the light ON? Yep. Ok flaps are open." or "Nope...no light...flaps down."
Edited by Bhael Fire, 17 January 2013 - 07:25 PM.
#8
Posted 18 January 2013 - 08:05 AM
#9
Posted 21 January 2013 - 09:42 AM
Chavette, on 18 January 2013 - 08:05 AM, said:
*facepalm* Good job talking about something you know nothing about.
http://en.wikipedia....Color_blindness
7%-10% of the male population have some form of Red-Green colorblindness. Blue - yellow is less than a tenth of a percent of total population.
Personally, I don't think that PGI should be making the game harder to play for 10% of their players.
But if you don't like the idea of two colors, how about a light that's either on / off or a hud indicator, as was suggested above?
Skyfaller, on 17 January 2013 - 05:20 PM, said:
Since closed beta we have been asking for color blind support and the devs have done nothing but to continue to add color-blind hostile features.
Never give up. Never surrender.
#10
Posted 21 January 2013 - 09:52 AM
#11
Posted 21 January 2013 - 10:21 AM
#12
Posted 21 January 2013 - 11:01 AM
The lights doesn't work, it's a myth. I took screen shots, the color doesn't change.
New players get ****** by the doors. I see so many players frustrarted by "random firing lag" with SRM weapons, but it's actually the ******** doors.
They add nothing to gameplay. They're just an annoyance. Who the hell decided to add them anyways?
#13
Posted 21 January 2013 - 11:04 AM
focuspark, on 21 January 2013 - 11:01 AM, said:
The lights doesn't work, it's a myth. I took screen shots, the color doesn't change.
New players get ****** by the doors. I see so many players frustrarted by "random firing lag" with SRM weapons, but it's actually the ******** doors.
They add nothing to gameplay. They're just an annoyance. Who the hell decided to add them anyways?
Missile bay doors being closed grants a 10% damage reduction to that component.
#14
Posted 21 January 2013 - 11:07 AM
Volthorne, on 21 January 2013 - 11:04 AM, said:
Missile bay doors being closed grants a 10% damage reduction to that component.
OK... and 100% annoyance to most people. Also... why on Earth would having the door closed reduce all damage to my 'mech by 10%? My cockpit door is closed, can my 'mech's head get a 10% damage reduction?
Sounds like another stupid hack to keep a poorly designed system in the game. PGI needs to stop doing that.
#15
Posted 21 January 2013 - 12:30 PM
focuspark, on 21 January 2013 - 11:07 AM, said:
Sounds like another stupid hack to keep a poorly designed system in the game. PGI needs to stop doing that.
Not your whole 'mech, just the section with the missile pod doors (if applicable - Atlas does not have missile pod doors, so it does not take 10% less damage to the LT). The damage reduction was introduced with variable-state missile pod doors to make up for the opening/closing animation delaying firing. Also, it makes sense logic-wise.
#16
Posted 21 January 2013 - 12:47 PM
Volthorne, on 21 January 2013 - 12:30 PM, said:
Not your whole 'mech, just the section with the missile pod doors (if applicable - Atlas does not have missile pod doors, so it does not take 10% less damage to the LT). The damage reduction was introduced with variable-state missile pod doors to make up for the opening/closing animation delaying firing. Also, it makes sense logic-wise.
I understand the mechanic and I still think it's crap. A thin metal door makes no sense when compared to think plated armor. 10% damage reduction is the best armor in the game as it's no ablative - you have gotta be kidding me.
Remove the damn door mechanics already.
#19
Posted 21 January 2013 - 02:28 PM
focuspark, on 21 January 2013 - 02:11 PM, said:
Disagree. I love the Cat's doors. If I could stomach driving the C4 (not enough reliable backup weaponry slots) I'd stick a pair of six-packs in one, along with a pair of LRM-15s, and pretend the 15s are the only missile system I have. Once all the visual variations start appearing in force, you wouldn't be able to do that without doors, and it's really not THAT hard to press a button once and be done with the doors if you want to keep them open, is it?
#20
Posted 21 January 2013 - 02:56 PM
Volthorne, on 21 January 2013 - 02:28 PM, said:
Disagree. I love the Cat's doors. If I could stomach driving the C4 (not enough reliable backup weaponry slots) I'd stick a pair of six-packs in one, along with a pair of LRM-15s, and pretend the 15s are the only missile system I have. Once all the visual variations start appearing in force, you wouldn't be able to do that without doors, and it's really not THAT hard to press a button once and be done with the doors if you want to keep them open, is it?
Opening the doors is simple if you know they're there but most people it seems do not. Instead the suffer missile launch lag, blame netcode, and hate on the game. I'm a C4 pilot and showing my loadout doesn't matter when anyone can just scan me.
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