Clear team distinction


(tokamak) #141

Same amount half the freedom of choice.

Anyway, I got a chance to try the new build. The enemy indication is REALLY obnoxiously good. Good in a bad way. Many times I got to spot players that I shouldn’t have seen simply because they had a huge orange bar over their head.

I still believe that enemy players should be free of any hud indication. I don’t mind tagging if it’s a special skill reserved for the covert ops but this is just bad.


(iwound) #142

[QUOTE=tokamak;421905]

I still believe that enemy players should be free of any hud indication. … but this is just bad.[/QUOTE]

i totally agree. but as the models stand they are needed.
You either put a red triangle over their head or on their pocket and sleeves.
same thing different place.

id like to see the urban police idea.

**edit

just to add if it had to be colour then at least if its on the body its central and your looking at where you need to shoot.


(Violator) #143

Wish granted



(rookie1) #144

[quote=violator;421927]wish granted


[/quote]
lol


(tokamak) #145

Something else entirely:

Some maps, especially Waterloo have a lot of orange elements in their textures. If you train your eyes to lock on orange stuff then you will also snap right to anything orange that appears on your screen, there’s even orange colours on buildings outside the map that draw my eyes immediately.

I suggest to change the hue of any red and orange bits on the maps. That way people will register a lot less false positives when they’re completely primed on spotting enemies.


(iwound) #146

worth a bump.
interested to see some other thoughts on this from people just entering the alpha.
ive pretty much said all i can say on the subject atm.


(tokamak) #147

Yes keep em coming. I STILL don’t think the current iteration is enough. The enemies are okay, especially now the lighting is fixed in the maps. That also makes it much more appealing to drop the enemy indication altogether.

But the friendly indicators are rubbish. I don’t want to rely on something floating over someone’s head because you can’t always immediately see if there’s something going on over someone’s head. Yes, even with symbols showing through walls, my brain simply doesn’t function that way and still has moments of hesitance when encountering enemies.

I want some effect on the friendly models. Make them pulse or shine or anything that doesn’t rely on something going on above the target because that’s not where my eyes will be at all times.


(stealth6) #148

My biggest problem atm is incap vs dead vs friendly vs foe, who is who? I generally just try to defib, if it doesn’t work knife. Rinse and repeat.


(Rushster) #149

I do like to be able to easily see the enemy so distinction is good. Being an older gamer, the reactions ain’t what they use to be so every bit helps my feeble brain :slight_smile:


(INF3RN0) #150

I knife downed teammates for ammo!


(Scrupus) #151

hmm it just stroke me that by using those ECHO tools, I’m pretty sure action and hits on team vs incap vs foe is being monitored quite closely already, to see how the new team distinctions changes works out for each patch :infiltrator:


(Maca) #152

I think the current team colors are not that effective. It’s a presentation issue really, if you want to have two teams with different color codes, it needs to be clearly shown in the scoreboard and everywhere really, so that everyone knows at every moment which color they are on and which side to shoot. And I also feel they just aren’t enough to identify in general. Perhaps it’s because there are HUD indicators, so I’ve never tried to rely only on the team colors, maybe they work but I just don’t know it.
But I find also that they take away from the cool original designs few patches back. It gives them this weird tron feel that just ruins them.
I still wish that there would be some sort of coherent clothing design in each team, so that they would be visually asymmetrical. It doesn’t need to be much, maybe just having different overall hues that are slightly more realistic, or go crazy and actually have slightly different clothing sets for each team, like cs and wolf


(iwound) #153

this crossed my mind yesterday, considering it’s still happening a lot. just before i was being shot at by several team mates just because i was running towards them.

Im sure Echo has nom nommed all this data about players firing on one another. it has to as ive seen plenty. a red blobby map will make interesting viewing me thinks.


(tokamak) #154

Thats not really accurate though. When in doubt a lot of players hold their fire which means that all those frustrating moments don’t get measured.


(revvv) #155

To me this is simple. definitive arm bands in pubs would make it waaaaay easier to see enemies/ team mates. The first day I played this game I could barely tell who was who. Competition will fail miserably if there is no distinction between teams, it doesn’t have to be the same in pubs and comp. I could care less what the skins looked like in competition as long as I can tell who to shoot and who not to shoot…(red vs blue).

Just my 2 cents.

Other than that I enjoy the game thoroughly …the pace is awesome and would be even better with team distinction.

broot


(iwound) #156

Thought i would try the old covert in disguise walking backwards trick. on waterloo after wall blown, defence blocking the route in very harshly i might add.
i tried walking in backwards through the fire as a medic to see how much people judge an enemy by the direction they are running.
as we know iff can be confusing with multiple players in sight. any way it worked. not sure what was behind me though. a couple walked past me and there was only one when i turned around and he didnt attack me. so worked very much like being in disguise and pretending to face the same way as the enemy.

you probably notice that if you run back towards your team mates they have a habit of shooting you just because you are running at them.


(Scrupus) #157

ah the good old going backward in disguise trick, clever one :wink:

But frankly, I feel it’s been a lot better after we got the colored uniform badges in a couple of patches back, already. Maybe we’re just getting better used to it, but I haven’t seen any desperate storm of “friend or foe” confusion posts after all the new players entered the field, so maybe it worked better than we think?

Still, even if ECHO can’t track anything (like shots not fired), it would be interesting to see if you can see any significant change in team hits after those colors where added.


(iwound) #158

[QUOTE=Scrupus;431155]
But frankly, I feel it’s been a lot better after we got the colored uniform badges in a couple of patches back, already. Maybe we’re just getting better used to it, but I haven’t seen any desperate storm of “friend or foe” confusion posts after all the new players entered the field[/QUOTE]

have to disagree, im seeing friendly fire all the time. at me and amongst others.


(Scrupus) #159

okay, maybe not perfect yet, but a tad better - I think. Need some stats to check this!


(spookify) #160

New Skins with more defined heads and bodies (not where the Fops head is hidden behind something) and possible a blend of Colors

1 Side = Red Markings with Black Uniform
1 Side = Blue Markings with Light Gray Uniform

People play with Different Gamma’s and Brightness so whatever doesn’t wash out…

Read a lot of comments about the ET colors Black and Brown worked great but maybe for a more modern game my color suggestion might work…