RPG backblast is a thing, yes. There were a few TKs (and much laughter) at PAX as a result.
The teammate name tag display handling is something we're still tweaking. Currently the way it works is that players within a fairly wide FoV show names when they're within about 10m of you and that then scales lower and lower as they move away, until at 50m you need to be aiming almost right at them. Raising ironsights at any time will override this though and will only show player names that are under the ironsights.
Similarly, raising your ironsights will lower the opacity of all those "world" type HUD icons (objectives, resupply points, etc) to a value that the user can customise, with the idea being that if you're aiming your weapon, you want to be able to see enemies, not have icons covering them up.
Oh, and as Jackett mentioned, the objective icons being permanently visible is a user option. It defaults to ON but unchecking a box will turn it off and relegate them back to the tactical view key only once more. If PAX taught us anything at all, it was that making them visible like that was a good idea - it improved the experience for first time players a huge amount.
Covernodes are still technically a thing but we're likely disabling them for human players. We're finding that they're only useful in very limited situations and so the more we can avoid them, the better.
The people who spotted mantling issues are not crazy. Things had been pretty solid most of the time for the last few months, but naturally PAX brings out all the weirdest behaviour, so we were seeing heaps of oddities that had not previously been an issue - stuttery climbing movement, client/server desync and a fun "floating bicycle pose" bug where players wouldn't animate properly after a glitched mantle. Nothing makes you cry on the inside quite like having a really obvious bug occurring on your dev box as a big crowd of people watch over your shoulder...
Accidently jumping on objects (e.g. tablets) like in
2:12 just shouldn't be possible.
We drastically reduced the max height at which this can happen, but we can't stop it completely, as that's the mechanic that handles walking up stairs and over things on the ground like bricks or small branches. In the case of the video, that's actually a bit misleading - I checked the map and it's not actually a step straight up to the table, it's some debris immediately in front of a chair, in front of the table. So while it looks like he's stepping up onto the table, he's actually walking up "stairs" as far as the game is concerned. That'll be a map tweak rather than any further step height changes.
EDIT: Also! Just wanted to throw a big "thank you" out to you guys who swung by the booth to play the game. It was great to see people playing it for the first time and I made a LOT of notes about things we need to fix or adjust based on seeing how new people responded to the game for the first time.
