[Bug Annoyance] Cyclops sonar module will turn it'sself off after 3 pulses
mikeloeven
Join Date: 2017-04-14 Member: 229623Members
This might not be a true bug but because of how obnoxious the issue is I will report it as such.
Once the Sonar is installed the expected behavior or at least common sense behavior would be to toggle the active sonar on and off. To have it turn it's self off after 3 pings and require the user to press the button again is beyond counter intuitive especially if your navigating by external camera this results in a frantic series of clicks to maintain sonar every couple of seconds and it really REALLY pisses me off. Please fix the sonar to function like a sane person would expect with a simple toggle on and off and none of this stupid 3 ping crap
Once the Sonar is installed the expected behavior or at least common sense behavior would be to toggle the active sonar on and off. To have it turn it's self off after 3 pings and require the user to press the button again is beyond counter intuitive especially if your navigating by external camera this results in a frantic series of clicks to maintain sonar every couple of seconds and it really REALLY pisses me off. Please fix the sonar to function like a sane person would expect with a simple toggle on and off and none of this stupid 3 ping crap
Comments
Saying that nicely wouldn't hurt though ...
But, granted, this is a game, so we need to make some allowances for gameplay. A reasonable compromise would be a hotkey that triggers the sonar. That would solve the on-camera-no-sonar problem without it going off constantly.
Realistically a sub would retain a the terrain map generated by the ping and not have it vanish from the hud after the 3rd ping. constant pinging is needed to keep the terrain map displayed and up to date. also most real life subs do not generally go into tight spaces and caves where this is needed. so comparing the mechanics to real life doesn't make sense because the technology is being used in a completely different context
Doesn't change the fact that it wouldn't work. If you keep hammering away with active, you'll have such a racket going on that your sonar gear won't be able to figure out which reflections are from which ping, making all of them useless. Acoustics are acoustics.
But you may notice that I already said that accommodations need to be made for the sake of gameplay. My statement was that the developers probably took a cue from real-world sonar. I didn't say that the whole sonar-terrain-map concept as depicted is so far out of the realm of possibility that it can't even see reality anymore - even though it is - because accommodations to gameplay have to be made. They've already made huge allowances for the operation of a submarine for the sake of player approachability, but that doesn't mean they need to or should make things automatic. Hence the suggestion of a hotkey. The user still needs to do something to get the benefit. Fair trade.
Pinging would be reserved for finding things that aren't part of the terrain, and aren't making any noise on their own, like other subs in silent running mode - surface vessels and creatures aren't normally trying to mask their presence as they aren't stealthy enough to do so. Trade-off being, it would be like yelling "Marco!" when everyone is "it" in a game of "Marco Polo".
To add to all of this, let's remember the Cyclops is AFAIK still classed as a civilian sub, even though it's equipped with a silent running mode, so it would make sense to have it kitted out to map alien underwater pathways if it was on an exploration mission in uncharted waters. ¯\_(ツ)_/¯ Food for thought.
Have you heard about this new feature where your sub catches on fire when you hit stuff that you didn't know was there? Isn't that awesome?