Let's start by severely lowering the distance they show up at and tag both enemies and friendlies.
Then it will not feel like such a hack.
Let's start by severely lowering the distance they show up at and tag both enemies and friendlies.
Then it will not feel like such a hack.
And a bit more transparent and auto fade away after for instance being visible for 2 seconds. This way they will be less obvious.
i'd rather see this, than leave them in as is. good idea.How about removing those indicators for enemys (many reasons are already listed here), but include them only for friendlies (maybe only those who are closer around you: lets say 30meters for example)
Should be much usefuller and fair for all.
Indicators in that way, should be included only in "action" mode, not realism and of course not classic
Sorry, but they are a triggered by both friendlies and enemies, I played the game immediately after reading this thread yesterday, and made mental notes each time this happened. I can recall around ten times I saw the marker, then looked over and only saw a friendly. Perhaps it varies from conditions (say, with in a certain range of spawn, or something like that.) but friendlies certainly trigger them.
I'm also sorry, but they don't trigger for friendlies yet. I wished it was not so, but unfortunately it is. They only trigger for enemies. They do however trigger on enemies in smoke, in trenches and behind fences, and have quite a distance, so this is what must make it trigger under those circumstances in your test.
IF that is the case, then I would consider the feature bugged because it should not do that, at least in my opinion. It should then be fixed, not removed (since you can do that with a server option)
It is the case. I tested it in a server with 2 other players, testing this very thing.
It is triggered by friendlies, I've seen it happen numerous times.
It is triggered by friendlies, I've seen it happen numerous times.
Sorry, but such anectdotal evidence just won't do. I have never seen them trigger for friendlies, and I blatantly abuse the peripheral indicators. They only trigger for enemies, there has never been a patch update that reported that they changed this, nor any testing of it in the beta.
Don't you realise that you saying they DON'T trigger for friendlies is also anecdotal evidence?
How do you know for certain that they are not turned off around spawn to prevent that, Hmm?
The code builds a potential list of peripheral contacts with a condition that requires the team of the potential target pawn to be different than the player's pawn. If same-team pawns are somehow getting in the list, then there's a bug somewhere.
In any case, the fact that you're not flooded with peripheral contacts at the start of the match is evidence enough that you don't show friendlies. At least, not normally, never discount the possibility that something in this game is bugged...
The code builds a potential list of peripheral contacts with a condition that requires the team of the potential target pawn to be different than the player's pawn. If same-team pawns are somehow getting in the list, then there's a bug somewhere.
In any case, the fact that you're not flooded with peripheral contacts at the start of the match is evidence enough that you don't show friendlies. At least, not normally, never discount the possibility that something in this game is bugged...