as far as the HUD goes...


(gold163) #1

can we please get a clearer indication of when grenades are off cooldown? The current cooldown bar as it is is very inconspicuous. It should be a smaller, slowly filling bright circle like the ammo counter, in my opinion. Red when it’s refilling, white when it’s full and the grenade is ready. If possible, have the other special grenades have similar icons too. Also, it would be nice to have a sound for when anything comes off cooldown (if this is already implemented I am absolutely oblivious to its existence, which is a bad thing).

I hadn’t really been paying attention to the forums until recently, but I’ve had the game since launch. The PC version, specifically, so I don’t know about the 360/PS3 version HUDs. I know people have lots of complaints about how cluttered and poorly designed the HUD is… can I get some specific issues people are having? I for one think certain icons are too large and the HUD as a whole is pretty inconsistent.


(Covan2306) #2

i think its fine as it is, see it clear as day tbo


(CaRe) #3

I’m on PC and I hate everything in the HUD that can be where I am pointing my crosshair at.

So, I hate every revive sign. To often enemies can hide behind that instead of being noticed by me right away. I died a couple of times because of that. :frowning:
I wish I could scale those and change their alpha value…

Also hiding the circle around the dot as long as you aren’t reloading would be a cool feature.

I think the grenade HUD is ok. I’ve never had real problems with it.

It’s good that we can recolor teammate’s health bars and names and set their alpha already. Changing their scale would be awesome, too.


(matsy) #4

I know someone on the forum started designing a very ‘clean’ hud, was looking good but I think the efforts where given up when there was no sign of the SDK.

My main gripe with the HUD is the cross-air, I’d prefer to just have a dot and not bother with the spread circle myself and everything just seems to be big…


(gold163) #5

Having a spread circle instead of a conventional 4-pronged cross-hair is indeed distracting, especially given how sporadic spread is in Brink. It’s not even necessary because you know after the initial burst you aren’t going to hit anything unless you stop and wait. I think it was done to differentiate Brink’s HUD aesthetic from other shooters (it reminded me of the default Quake 3 crosshair, which I quickly changed in that game specifically because it was ugly and distracting). A minimal dot would be enough in most cases, if not an actual “cross” hair.

I agree that there are a lot of problems with icons/names/etc in this game. Revive icons in particular should be smaller, more transparent, and shouldn’t pop up in front of enemies imo. But then again, the game makes it pretty clear who your enemies are by making them glow bright red. There is a lot wrong with how the visuals in this game work overall. And it’s not like most medics even pay attention to their downed comrades in the first place. :stuck_out_tongue:

Just being able to change the alpha values/transparency of more elements on the HUD would be enough. The grenade cooldown timers are large enough on my screen (maybe even too large), but the main grenade indicator is too subtle for my preference and I’d really appreciate some sort of sound to indicate when it’s ready (think the lunchbox/ball/etc items in Team Fortress 2).

I mean, it’s easy enough to mash the grenade button and see the huge “ON COOLDOWN” text on your screen but it would be nice to know exactly when they were ready because in the middle of a firefight I’m not really paying attention to the lower right corner of the screen. I can see when ammo gets low in my peripheral vision because it’s red. I can barely notice the grenades because everything else is bigger and brighter.

Especially when I’m being shot at I’m not really conscious of what abilities are on or off cooldowns. Maybe that’s an issue with my lack of skill but I’d appreciate it if the HUD was more consistent and informative. As it is every single HUD element seems to operate on a different visual paradigm. It’s really confusing.

Another problem I have is the ammo indicators on friendlies. The nature of the ammo icons makes the bar cluttered and huge, and so you get a lot of overlap when allies are close together and it’s impossible to discern who needs ammo and who doesn’t. It would be nice to have the bar change color when someone is below a certain percentage of ammo, so it would be much easier to tell who exactly is low. There should also be some sort of icon for engineers to be able to tell who has kevlar, weapon buffs, etc. If this exists once again I apologize because I’m unaware of it.


(Xeros612) #6

The standard grenade indicator is greyed out that gets filled with an orange line til it turns white and usable, is it not? I’m not seeing how that’s hard to understand.

@gold163 Guns glow red/orange when they’re buffed on both first and third person models. Kevlar and such, however… yes, I’d say it would be nice to be able to see what buffs a friendly has, but many say the HUD is already cluttered and I don’t think adding more info would do anything but clutter it more.

I’m also not seeing a problem with the spread circle. It functions the same as “dynamic” crosshairs in showing the area your bullets are likely to land within. It’s certainly more helpful than just having a dot… in fact, a dot is relatively useless as an aiming HUD component unless there’s a guarantee that your shot is going to land exactly where it’s pointed. With spread, the dot or static crosshairs are just a hair better than no crosshairs at all, and I don’t see them as too helpful. I certainly wouldn’t oppose having an option to choose which type of crosshair you want to use, of course.


(gold163) #7

I’m not saying that the grenade indicator is hard to understand. The problem I have with the grenade indicator is that it doesn’t attract my attention enough. It’s mashed together into the corner right next to all of the other weapon elements with the radar right next to it. It feels like an afterthought and sometimes I just find it hard to notice. Given that the ammo indicator right above it is a bold, bright slowly filling circle, I don’t see why the grenade indicator is a fat dull bar and not the same thing.

I agree that the HUD is already cluttered, but adding more info wouldn’t be such a problem if some of the information already being shown was consolidated and organized in a way that makes sense. Having your allies’ weapons glow is a good indication of when their weapons are buffed… when they’re already facing you and your aim isn’t constantly darting left to right.

What I want to propose is this: As far as ammo and health levels for allies goes, I don’t see why everything has to be shown all at once. And what I mean by that is, if an ally is at a certain percentage or above, say 70% of health or ammo, friendly health/ammo bars shouldn’t be so bright and big and in-your-face. In fact, if an ally has full health/ammo and is a certain distance far enough away, why do I even need to know that? I should only be seeing what I need to see: allies low on ammo or health who could use my health.

I hate to make all the comparisons to Team Fortress 2 that I do, but the reason why I do so is because I believe that the games share fundamental similarities, yet TF2 has much more consistent visual design. You don’t see every single health bar when you’re playing medic; you only see friendly health when you’re looking straight at them. Anybody can spam medic calls and fill your screen with speech bubble icons, but the people that really need your help have a bright red icon instead of the normal white one. It’s this sort of consistency and transparency (both in the literal and figurative sense) that Brink’s UI should have but doesn’t have.

Reduce the clutter on the screen, shrink some HUD elements and make counters more consistent so that they fit into the overall aesthetic, and suddenly you have more screen real estate to use for other things. Let’s look at this screenshot, for example:

Now it doesn’t have everything that I’d like to address but it’s good enough to point out some things. First off, the particles sticking out of allies whenever they get any sort of buff are nice, but it’s a bit excessive to have so many and for them to be so bright. You can’t see what’s behind them, and they obscure the teammate’s health bar/name/class icon. Furthermore, why are the health bars for these allies so opaque? They’re three feet (or one meter, if you prefer) away from me and they’re at full health. Couldn’t they be at least a little more transparent? Then, if an ally is say below 50% health, have it be as opaque as it is now, and red. Suddenly the HUD is more efficient at conveying the information that the medic immediately needs to know.

Actually, on second thought, I think the meters already glow red when an ally is critical, but I may be wrong. If they are already red, disregard that specific bit of criticism. The bars are still too big and not transparent enough.

For small nitpicking, the mission timer and selected objective marker in the top-right corner should be smaller. That’s not a big issue (pun intended) though. Of particular interest is the contextual action text that appears whenever you want to do anything. A lot of the time in Brink your team mates will be clustered together and when that happens it’s difficult to tell exactly who you’re aiming at for a buff. There is that bright blue outline but when they’re that close the colors get mixed together. All my teammates look the same from behind. Having the text, ‘metabolism booster’ be that big and right in the middle of the screen is also unnecessarily distracting. The text showing player names should also be shrunken and more transparent.

Overall, Brink should have had a contextual system for displaying player names and such, and only display info such as ally ammo/health when it’s necessary or critical. i.e., only display health bars on mouse over unless the player is close to death. Revive icons shouldn’t be so massive, either.

As far as kevlar goes, once the screen is less cluttered there’s no reason there can’t be a small circular kevlar icon for teammates right underneath their class icon. It doesn’t have to be big, bold, or bright.

The worst problems I have, though, are with the abilities in the lower left, and the ammo/radar in the lower right. I’ve already talked about the ammo/grenades, but I think the radar should also be a bit farther apart from the ammo counters. Just a bit of space helps.

My issue is that if the rest of Brink’s interface is so intent on being round and circular, having the abilities be massive ugly rectangles is really inconsistent. They should also be circles, and the icon for the objective wheel should disappear entirely. I’m assuming we all know how to play the game and use the objective wheel properly. There’s no reason for it to be there since it doesn’t change based on the context. It just wastes space.

More nitpicking, the thunderbolt icon above the supply meter doesn’t need to even be there. It could just as easily be shrunken a bit and placed next to the actual supply meter, instead of on top. That’s just my opinion though and it’s not important by any stretch.

And as far as the crosshair goes, the problem is that the circle is very distracting, especially given that it’s not really transparent enough. Compare it to a traditional crosshair where there are four lines pointing inward. There’s more empty space and the crosshair is simply less distracting. However, I don’t think the crosshair is such a large problem. There’s no reason why a circular crosshair can’t work; the problem is that in Brink the spread is very sporadic and as a result the circle can become very large and then shrink again at a moment’s notice. That’s VERY distracting in my opinion. It’s different from a game like TF2 where the crosshair never moves, and thus circular crosshairs are used for certain weapons because it’s not distracting. It’s different from a game like Call of Duty (ugh), where the crosshair flat-out disappears when shooting gets inaccurate. It’s different from Counter-Strike or Day of Defeat Source where the crosshair is tiny and thin, but brightly colored so it attracts attention without being too distracting.