[Suggestion] Cockpit - Weapon Cooldowns...
#1
Posted April 11 2012 - 04:56 AM
My first suggestion on the matter would be as follows:
Enough explanatory, IMHO.
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"The difference between theory and practice is smaller in theory than it is in practice"
#2
Posted April 12 2012 - 12:10 PM
Anyway...
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"The difference between theory and practice is smaller in theory than it is in practice"
#3
Posted April 12 2012 - 08:16 PM
#4
Posted April 13 2012 - 04:46 AM
Although what I'm suggesting here does not interfere with anything else. At least as we can currently see on these pictures and on how the cockpit for that mech is.
Anyway, I think they do appreciate our feedback so do not hesitate and share your opinions on whatever you want.
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"The difference between theory and practice is smaller in theory than it is in practice"
#5
Posted April 19 2012 - 06:12 AM
Wandering gun #45
#6
Posted April 19 2012 - 02:44 PM
Seriously, according to the gampleay videos, the light mech class does not need this. So looks like this might probably be a good addition to the heavy and medium cockpits.
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"The difference between theory and practice is smaller in theory than it is in practice"
#7
Posted September 27 2012 - 08:31 AM
#8
Posted September 27 2012 - 06:21 PM
1. The less the user notices the UI the better it is.
2. The less pixels a UI uses the better it is.
3. The more you can do with fewer elements the better it is.
While i personally like the idea of fancy mech UIs i never got to look at the weapon overheat modules on the mech itself and always looked at the reticule HUD bars. Also it feels like there are too many lines on the UI, while it looks cool on recorded videos they are still waste of pixels on the screen. I do like the way my health is displayed, but some sound cues would be nice.
Basicly i only looked between the aim, weapon heat and health number whenever i felt i took some shots. Everything else did not exist for me.
Edited by Gokki, September 27 2012 - 06:23 PM.
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