Comp Adjustments


(tokamak) #41

But that’s what I like,e these personal feuts and drama you create when you know who you’re up against. When the person is dead it’s too late.


(nailzor) #42

Name tags dumb the game down, along with health bars. Enemy players should not show up like this to be honest - easy to turn that light switch off and add skill - or do you like being able to see a player run around through bushes although you can’t even see them? :wink:


(.Fleury) #43

you have bushes ingame? XD


(nailzor) #44

Touche :wink: I used to tweak my config for extra FPS, but since the patches and updates keep resetting it I just don’t even bother anymore, leave it at high graphics and call it a day. That will be fixed down the road ain’t worried about it - but seeing names through bushes or corners of walls and such just does not make sense without a Covert sensor in the area.

HP Bars on enemy players never make sense to me except in a MOBA - and although we would like to see MOBA success in this game, think this is one feature we should leave on their side of the table :wink:


(Humate) #45

Name tags - can offer an advantage, if a player is conscious of player’s tendencies in 1v1.
In etqw this happened a bit. You would get 70 frags, but there would be one guy that would get 10 kills all on you because he knew you liked to strafe hard left.

HP, this one is a bit tricky imo. Usually a decent player will know how much dmg they have dished out based on hitsounds alone, so in that respect the hp bar is made redundant. However when players are rotating and switching in and out of fire - its too difficult to judge imo.


(tokamak) #46

Yes exactly. Recognising players means being better able to anticipate the player’s behaviour, but only if you’re familiar with his playstyle. That’s adding a huge amount of depth to a game.

Oh I’m all for removing all enemy indication altogether. I’m a big fan of that. But as long as there’s enemy indication I see nothing wrong with player names.


(INF3RN0) #47

In my experience I always was able to recognize a player without any straight visual notifications, but instead by recognizing their play style and favored positions. When I used to play SnD heavily in some CS clones there was a lot of prediction value through these means as well. I think it would be enough to just see who killed you or who you killed in the obituary anyway, keep the rest clean.


(Mustang) #48

Get rid of the health bars, but keep the name tags.

Playing the player is half the fun!

For example if someone kills me 5 times in a row I might like to go on a revenge spree and stop at nothing until they’re taken out.


(nailzor) #49

[QUOTE=Mustang;435948]Get rid of the health bars, but keep the name tags.

Playing the player is half the fun!

For example if someone kills me 5 times in a row I might like to go on a revenge spree and stop at nothing until they’re taken out.[/QUOTE]

How about turn off health bars altogether and make name tags optional in HUD options?


(rapid_shot) #50

That still doesn’t fix the problem of raping someone intentionally because you know who it is. And if you’re good, you’ll know who it is by their playing style, not the nametag.

If nametags are toggle-able, who would turn it off? I would be at a disadvantage to turn it off so I don’t think that’s a good solution. This is why I think making clear model texture differences is a must. In W:ET, you knew instinctively if the person was an enemy or not with just the model texture differences. Making it so that their nametag and health info appear onmouseover makes it cheap when you never actually saw the person. A sniper halfway across the map with just his head showing should not accidentally be found by accidentally mousing over.


(nailzor) #51

I would turn it off, cause I don’t want that crap on my screen lol- everyone is different right?


(Nail) #52

it’s been a long time but I don’t remember having indicators on in W:ET, was never any problems


(Volcano) #53

there was hit indicators, but no nade indicators


(Nail) #54

that’s right, I turned everything off but hitsounds, liked them


(nailzor) #55

Amazing turnout tonight for the Fight, we had more viewers than we anticipated and exceeded Twitch expectations.

The results are in and it went a full three rounds:

First map: Q3DM6: Bighogins Wins : X-X
Second map: Trinity: WindKun Wins : X-X

Last map??? You will have to watch.

Epic showdown which can be revisited: http://www.twitch.tv/nailzor/c/2047709

(If you have any audio issues just reload it or open in a new browser window)