Jump to content

Simple Functions That Are Conspicuously Missing


27 replies to this topic

#21 Will3019

    Member

  • PipPip
  • The 1 Percent
  • The 1 Percent
  • 30 posts

Posted 04 February 2013 - 11:17 AM

View PostThontor, on 04 February 2013 - 08:58 AM, said:

R targets the nearest enemy to your reticle, you don't have to cycle through targets.

As for a map you can zoom in/out with and is fixed to the cardinal directions? Press B
If it doesn't cycle, how can I select the target that's not the closest to my reticle? Also, we must be using a different map, as I can't make mine zoom, either.

Edited by Will3019, 04 February 2013 - 11:19 AM.


#22 sC4r

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 475 posts
  • LocationSlovakia

Posted 04 February 2013 - 11:33 AM

how about when you hold targeting button ( R ) for a while there will apear a context menu with aviable targets (alpha,beta... hotel) through which player will scroll using mouse wheel and by pressing r again or maybe mouse click you will select the target

ps. i read only OP nothing else ^_^

Edited by sC4r, 04 February 2013 - 11:37 AM.


#23 MaddMaxx

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • Survivor
  • Survivor
  • 5,911 posts
  • LocationNova Scotia, Canada

Posted 04 February 2013 - 11:53 AM

View PostJacmac, on 04 February 2013 - 11:10 AM, said:

You are over-complicating it. Regardless whether Charlie has been discovered or is currently target-able, you should be able to hit a key and target Charlie. Charlie may not appear in your HUD as a targeted object, but he is targeted. When he comes out of cover or your team eliminates the opposing force's ECM that is covering Charlie, he will then appear targeted in the HUD.

What I am sick of is someone on the team calling a target, then having to cycle through until I find Charlie. For one thing, the targeting is slow, just like hitting B for the map, it's slower than pond water in the heat of a battle. I should be able to cycle through next and previous targets very quickly, but it doesn't work that way. So with slow target cycling, I want direct targeting as an option. Target under reticule ® doesn't cut it.


With the ability to have only one target locked at a time, what would be the point of selecting "Charlie" in advance of the requirement of having some other stuff happening before that info could be used, unless you just want to be able to camp "Charlie" via direction, using your compass triangle and then sit about, possibly ignoring other more relevant targets, while waiting until your (insert preferred weapons) come to bear on the actual visual of "Charlie".

If "Charlie" is available when you want him "targeted" cycling through the current active set is not as laborious or tedious as made out to be.

Edited by MaddMaxx, 04 February 2013 - 11:57 AM.


#24 Jacmac

    Member

  • PipPipPipPipPipPipPip
  • 828 posts

Posted 04 February 2013 - 12:53 PM

View PostMaddMaxx, on 04 February 2013 - 11:53 AM, said:


With the ability to have only one target locked at a time, what would be the point of selecting "Charlie" in advance of the requirement of having some other stuff happening before that info could be used, unless you just want to be able to camp "Charlie" via direction, using your compass triangle and then sit about, possibly ignoring other more relevant targets, while waiting until your (insert preferred weapons) come to bear on the actual visual of "Charlie".

If "Charlie" is available when you want him "targeted" cycling through the current active set is not as laborious or tedious as made out to be.

If the drop commander calls Charlie, I'm going to be seeking Charlie out regardless whether he is currently on the HUD or behind a rock. I'll target Charlie and ask questions later when I can't find him.

#25 Ranek Blackstone

    Member

  • PipPipPipPipPipPipPip
  • 860 posts
  • LocationUSA

Posted 04 February 2013 - 01:30 PM

View PostsC4r, on 04 February 2013 - 11:33 AM, said:

how about when you hold targeting button ( R ) for a while there will apear a context menu with aviable targets (alpha,beta... hotel) through which player will scroll using mouse wheel and by pressing r again or maybe mouse click you will select the target

ps. i read only OP nothing else :D


You try doing this in combat. It'll not end well for you. I have a hard enough time following "shoot the atlas in D7" when my lance leader shouts it out over TS.

#26 BumbleBee

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • Bad Company
  • 541 posts

Posted 04 February 2013 - 01:46 PM

How about "CTRL+C" or "ALT+C" for targeting Charlie. Basically as a forced target selection.

If Charlie is not available, but IS still alive, your current target is cleared as Charlie is now the designated target and when Charlie re-emerges, your computer automatically targets it, just as it operates now but without the manual selection.

#27 sC4r

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 475 posts
  • LocationSlovakia

Posted 04 February 2013 - 04:39 PM

View PostRanek Blackstone, on 04 February 2013 - 01:30 PM, said:


You try doing this in combat. It'll not end well for you. I have a hard enough time following "shoot the atlas in D7" when my lance leader shouts it out over TS.


true enough :D

#28 mekabuser

    Member

  • PipPipPipPipPipPipPipPip
  • Philanthropist
  • 1,846 posts

Posted 04 February 2013 - 07:40 PM

truth be told, command is difficult.. It would require at best practice practice with the interface. I have to double check it but i believe once you hit a grid, the commands float up , then u can choose what to do. If thats the case, that needs to change to right click, bring up the commands bec as others have pointed out, its difficult to fight and issue orders at the same time.. and nobody aint got no time to wait for the commands to take their sweet as time and float on the screen.

I had a proud moment today where we got squawked at the outset... Now, u know what? you can view that any way you like, but imo, announcing your a premade is infinitely better than not ,so kudos to the goons for that.. Anyways, we get squawked, k.. well gents this is what were gonna do.. The problem was that i didnt even think of using the command screen because,well there was no time to. So it was just chat.. Twice I hit all by accident... <gotta change the "all"button> and it was effective, but i just had a good idea for those moments when its a furball and even chat is difficult.

Be able to equip a mech with a command lazer. .5 ton.. Point the lazer m1 click to designate the spot. m2 click to bring up the commands available and m1 click again to issue command.

Listen, command isnt going to come into its own until dropship mutator anyways because the longer time of the battle is greatly geared towards evolving tactics.. Plus, you will have the time to look at the flow of battle and say,, this needs to be done here etc. Even still though, in game command needs to emulate voice comms as best as possible.
Now sure those on ts wouldnt have to bother with all this command screens, command lazers and stuff, but a lazer designator outfitted right on the mech does a damn good job of mimicking the speed of voice comms

I cant tell you how many times ive seen enemy formations and just flat out didnt communicate it,well for any number of reasons. Now with a lazer command designator its click, click DONE.. all the while still looking out of my cockpit.

3 on 3 engagement, aim 300 m to the right.. "reinforce here"
u know what? command lazer.. no charge.. built right in.. PGI owes us that because we have to come up with something... in place of in game voip.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users