Further more, the threshold of when a target produces a blip should be influenced by:This edge marker is:
- show enemys only
- show you a grey dot for every enemy beside you
- have to show comrades, too
- have to show trees and papers blowing in the wind (because they are moving, too)
- have to show you only one signal for every movement beside you, not one grey dot for every single movment (enemy).
- remove it
a much better soundsystem would be much better to locate enemys behind or beside you than this stupid edge marker. Than you are able to hear enemy footsteps beside you. Now they all wearing ninja boots and can kill you easily from behind with their deadly bayonets.
You saw it correctly. It also shows when it is non-moving enemies.Just to clarify does the indicator show only moving players, or static ones too. Cuz Im 100% that there were many times where i was sprinting along, then get the indicatory, turn, and see a Machine gunner prone not moving or firing.
Sure, you should play with your head on a swivel, but the current system is much more than a "good compromise". It will display enemies that you wouldn't see even if you were looking right at them, does not distinguish between FoF, and so on. I've used the indicators to spot and kill enemies through smoke, and they rightfully accused me of cheating. While not technically cheating, to be able to do so is absurd.IRL you would be constantly glancing side to side, maybe even behind you, without having to change the facing of your weapon. FPSs put you in blinkers and a straightjacket so that if you look to the side, you're not guarding your front. Until headtracking (as in ArmA and flight sims) is standard, this is a pretty good compromise, to my mind