It looks great, and some of the posters in this thread need to switch to decaf
It looks great, and some of the posters in this thread need to switch to decaf
That pic is exactly what your HUD is going to look like 1000% of the time.
If:
- You are playing relaxed
- and you are the team leader
- and your team just captured an objective
- and you just reloaded
- and you just killed some dudes
- and you are holding down the tactical view button
That pic is exactly what your HUD is going to look like 1000% of the time.
If:
- You are playing relaxed
- and you are the team leader
- and your team just captured an objective
- and you just reloaded
- and you just killed some dudes
- and you are holding down the tactical view button
Get rid of it. Count your shots / learn how quick a weapon uses ammo.
Get rid of it. Count your shots / learn how quick a weapon uses ammo.
Um, no. In real life, you intuitively know how "suppressed" you are. A bar is the easiest way to communicate this information to the player.Get rid of it. If you are that slow in brain power that you nead a suppression bar to tell you when you are being suppressed.....
That's a terrible solution, as it would require modifying the in game physics or weapon bounding boxes such that they never touch each other. Not realistic.The obvious solution would have been to spread the items out, not to introduce some fancy garbage Terminator GUI menu.
Oh, I'm sorry, I didn't realize this game was meant to tailor to your exact needs and that 99% of players should play exactly the game you want to play.And will 99% of players be playing realism mode? No. Especially as the game grows older.
Like schniedzekk said, all these HUD elements only appear when they need to, and by default are not visible. So it's not an issue. Besides this, the HUD elements are necessary to communicate realistic amounts of information to the player.The question is will the enemy team do so as well?
No suppression bar is needed in DH because the suppression is instant, unlike RO2's gradual suppression.So better that in fact no suppression bar is needed.
Once again, HUD provides realistic amount of feedback to the player.Ideally the relaxed realism mode for RO2 should have consisted of manual weapon pickup with no menu, teammates names at 15 meters & less, and about five HUDs / icons / things on screen:
1.) Death Messages
2.) Health indicator
3.) Ammo indicator
4.) Cap zone bar
5.) Combination compass & map
Realism mode should have removed #1, #3, #4, and #5 and teammates names only at 5 meters & less when looking at them.
Agreed. Unless there's a typhoon in Stalingrad, the trees shouldn't shake that much.Overdone show off feature. Think DOD:s bloom.
Oh and btw Lemon I can't send you PM's for some reason.The feature still has the capacity to completely destroy the gameplay of RO as we know it and turn it into some sort of insta-spawn 15 meters away from objective/enemy spammy nadefest. And I really don't want that to happen.
And even if that doesn't happen, except for some limited dynamics in the way a map plays, I simply can't think of one single positive thing about mobile respawns. Only loads of exploits, potential problems and bad impact on overall gameplay.
PS: I love how Fedorov completely ignored my previous post.
Oh and btw Lemon I can't send you PM's for some reason.
The ONLY issues I have with the current HuD are:OK, just going to step in here and say I have NO problem with the HUD we've seen. I personally will be turning almost everything off (except for kill messages), but the HUD elements will be incredibly useful for first time players. My brother played RO, and though he liked it, he could never get fully into it because he would get frustrated with a number of things and be confused about where to go/how to do things at times. With these HUD elements, the game tells you exactly what's going on, when you're being supressed, how much stamina you have left, where the objectives are, when a cap is being attacked, etc. and this is going to be IMMENSELY usefull for first time players. Once they learn the maps/get a feel for the mechanics, they can start turning off HUD elements one by one. These elements would have made RO's introduction for many people a lot smoother and more enjoyable, because people want to know what's going on! These HUD elements are not for me, for you, or probably even the devs really, but more for our friends who we want to get into HOS without scaring them off. People might not understand RO like we do right away (the people who've been playing for years), but this will help ease them in, and hopefully, convert them to the light side of gaming forever.
Are you just being sarcastic?That's because he's On Vacation.![]()
My only complaint schneidzekk is the bottom hud icon in the bottom center. It's too large and distracting. A nice thin line bar indicator smaller text shows capping. My only feed back. I hope to get into the beta.![]()
Are you just being sarcastic?