ARCs need siege range indicators badly

aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
Unless I'm missing something, shouldn't ARCs have range indicators to see their damage radius? Essentially a circle should be drawn around the ARCs like the OBS has. This would eliminate the guessing with where to park ARCs for hive sieges.

I can't remember if this was in the beta at some point, but it is really needed.
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Comments

  • CalegoCalego Join Date: 2013-01-24 Member: 181848Members, NS2 Map Tester
    It shows up only after they're deployed. It would be immensely helpful to have before that though.
  • RobotixRobotix Join Date: 2013-02-20 Member: 183222Members
    edited April 2013
    Arcs do have range indicators, but only after they are deployed, just as an Obs has one after it is built.

    However, UWE does need to add range indicators to buildings you are trying to build (before you drop it) that have any sort of area of effect ability (Shifts, Crags, Shades, Sentries, Obs, etc...) as well as undeployed Arcs and, if possible, Hydras.

    Edit: Also, if would help to have range indicators for Scan, Enzyme, Nutrient Mist, and any other AoE commander abilities.
  • yuckfooyuckfoo Join Date: 2012-11-08 Member: 168216Members
    I agree, it would be very helpful to have some sort of a range finder.
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Arcs do have range indicators, but only after they are deployed, just as an Obs has one after it is built.

    I've tried creating a local server with cheats on, and explore mode with no cheats and I don't see any range indicator when ARCs are deployed.
  • BestProfileNameBestProfileName Join Date: 2013-01-03 Member: 177320Members
    aeroripper wrote: »
    Arcs do have range indicators, but only after they are deployed, just as an Obs has one after it is built.

    I've tried creating a local server with cheats on, and explore mode with no cheats and I don't see any range indicator when ARCs are deployed.

    There's a blue circle. Looks like a stationary scan
  • TheriusTherius Join Date: 2009-03-06 Member: 66642Members, Reinforced - Shadow, WC 2013 - Supporter
    The ARC indicators are only visible when they have something to shoot at.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    Yep, they show up when deployed. If you play enough, you can pretty much guess what they will hit when undeployed easily enough.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    It would be nice to have them undeployed, that way you know your ARC's are gunna reach with out delopying them and exposing them
  • TinkerTinker Join Date: 2003-03-11 Member: 14395Members
    Once they are deployed the range finder is less useful as it's already only gonna hit whats in range. This is one of those odd oversights that has been mentioned forever and hasn't gotten any love. This has to be a relatively simple fix too I'd imagine.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I think things like this allow a little (not much) room for game experience to come into play, you just have to know what locations can be arc'd from what locations (or what areas can be healed by what crags). Let's not make everything easy mode.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    yeah, sorta just know how far you need to be, or what rooms you've been arcced from before. let me tell you, that'll learn you real fast.
  • WakeWake Join Date: 2003-03-05 Member: 14351Members, Constellation
    I am for a little bit of incertitude, it makes it more real.
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    I, for one, and tired of hearing "no, comm, put them here, you can totally hit the hive from here!"

    *scan, ARCs don't fire*

    "Well, I thought you could hit the hive from here..."
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    I wouldn't say it's badly needed, but it would be helpful and definitely should be on a list of things to do!
  • WakeWake Join Date: 2003-03-05 Member: 14351Members, Constellation
    Gliss wrote: »
    basic quality of life feature?

    "no, let's make it complex for the sake of complexity!"

    I am sorry but I don't understand what you mean.

  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    Tinker wrote: »
    Ghosthree3 wrote: »
    I think things like this allow a little (not much) room for game experience to come into play, you just have to know what locations can be arc'd from what locations (or what areas can be healed by what crags). Let's not make everything easy mode.

    Needlessly obfuscating the usefulness of tools is not hard mode. It's unpolished mode and reflects poorly on the overall quality of the game while adding nothing of value at the strategic difficulty level.

    "Oh you should just know how far they shoot..." Then why would you EVER put a range finder at all? Why make it easy mode once they are deployed? The answer is because you shouldn't "Just know," and you should (ideally) never have player confused saying "Why are they shooting, I thought they were in range?!" Basically, that's not easy or hard mode, it's good or bad design.

    I don't think anybody actually disagrees. stop stomping straw men you guys. the most people have said, is its not really that big an issue. and from my reading, uwe is aware of the problem. not really an issue, so I prefer it take a back seat to almost anything else uwe could possibly work on.
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
    Robotix wrote: »
    Arcs do have range indicators, but only after they are deployed, just as an Obs has one after it is built.

    However, UWE does need to add range indicators to buildings you are trying to build (before you drop it) that have any sort of area of effect ability (Shifts, Crags, Shades, Sentries, Obs, etc...) as well as undeployed Arcs and, if possible, Hydras.

    Edit: Also, if would help to have range indicators for Scan, Enzyme, Nutrient Mist, and any other AoE commander abilities.

    i assumed the scan range was as far as those blue waves propagate... ?
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    @soccerguy243

    He meant an indicator to show you how far the scan would scan before you actually use the scan, while you have scan selected, but haven't placed. Same goes for any of the other things.
  • soccerguy243soccerguy243 Join Date: 2012-12-22 Member: 175920Members, WC 2013 - Supporter
  • bizbiz Join Date: 2012-11-05 Member: 167386Members
    edited April 2013
    the whole comm thing needs a UI revamp
    it's buggy and relies too much on memorization

    the arcs are one example.... but even then you don't know siege locations until you move the arc. Whether the radius shows when undeployed still makes it tough to decide whether or not to arc because you have to essentially commit to building them before you can even know whether it will work

    another example is that after maybe a hundred hours of commanding I still don't know where the exact boundaries between room power are
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    biz wrote: »
    the whole comm thing needs a UI revamp
    it's buggy and relies too much on memorization

    the arcs are one example.... but even then you don't know siege locations until you move the arc. Whether the radius shows when undeployed still makes it tough to decide whether or not to arc because you have to essentially commit to building them before you can even know whether it will work

    Are you asking to be able to see ARC's range at any location without actually building an ARC and moving it there? Because, if so, that isn't the game's job, that's where experience comes in.

    Will agree that the commander UI as a whole is slightly annoying, but as you command more, and play the maps, you should learn those things which makes it easier if not less frustrating.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    I can't help but cringe at the inevitable (thankfully few) disagrees, just like with the "power under attack alerts for comms are too small" -issue. Generally it's a good idea to think something along the lines of "did the devs intend this to take skill?" -and then guffaw at the mental image of three guys sitting at a desk thinking about how to make ARCing challenging.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    biz wrote: »
    the whole comm thing needs a UI revamp
    it's buggy and relies too much on memorization

    the arcs are one example.... but even then you don't know siege locations until you move the arc. Whether the radius shows when undeployed still makes it tough to decide whether or not to arc because you have to essentially commit to building them before you can even know whether it will work

    another example is that after maybe a hundred hours of commanding I still don't know where the exact boundaries between room power are

    the logistics and repair power divide always makes me scratch my head
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    I can't help but cringe at the inevitable (thankfully few) disagrees, just like with the "power under attack alerts for comms are too small" -issue. Generally it's a good idea to think something along the lines of "did the devs intend this to take skill?" -and then guffaw at the mental image of three guys sitting at a desk thinking about how to make ARCing challenging.

    as if taking away arc shielding when they deploy isn't an almost concrete example that three guys did sit around and think about it.
  • LagLightLagLight Join Date: 2012-03-31 Member: 149708Members
    Perhaps a range indicator does not currently show up for ARCs in moving mode to reduce a new player's confusion to how the ARC actually works. A brand new player to the game may not initially notice that the ARCs need deploying prior to firing and the big range indicator may have added to that confusion. Either that or getting the range indicator to show up on a moving game object would have required additional coding that was not on the major to do list.

    I do think it would be a good feature though, however I would rather the ARC have a move-to-and-deploy button that would show its range of the ARC as I am choosing the location, then the ARC would move to that area and setup. This is mainly because I hate the amount of Micro required just to fire these things.

    Alternatively if they want the Micro to be challenging, the Range of the ARC could be tied to show on the screen if you mouse:over the actual deploy button so that my screen is not constantly covered in circles when you have selected a group of ARCs.

    I think it would also be useful for range information to be displayed when placing structures with ranged effects such as an Observatory, Crag, Shift, or Veil.
  • BartdeBoerBartdeBoer Join Date: 2013-04-24 Member: 184959Members
    Agreed, the ARCS should really have a range indicator when not deployed. It's really frustrating as a Commander that you can't see what they can hit, until they are deployed. They are quite slow and weak without defense, a little help on those ARCS would be nice. (= Same would be nice for OBS, Crag, Shift and Veil like ''LagLight'' pointed out. Maybe an idea to get a MOD done if UWE doesn't do anything about it?
  • xen32xen32 Join Date: 2012-10-18 Member: 162676Members, Reinforced - Supporter
    BartdeBoer wrote: »
    Agreed, the ARCS should really have a range indicator when not deployed. It's really frustrating as a Commander that you can't see what they can hit, until they are deployed. They are quite slow and weak without defense, a little help on those ARCS would be nice. (= Same would be nice for OBS, Crag, Shift and Veil like ''LagLight'' pointed out. Maybe an idea to get a MOD done if UWE doesn't do anything about it?

    I had an idea to change arcs minimap icons so they would show circles around them on minimap, representing arc range. Tunrned out, all the icons are stored in one big pictures and you can't make icon bigger (to add circle) that easily without some coding.
    Anyway, this won't pass some of the consitency checking.
  • proteinstainproteinstain Join Date: 2003-12-14 Member: 24349Members
    yes seriously im surprised this hasn't been implemented yet.
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