A description of a few scenarios I’ve seen. Bear in mind, that this is a difficult one to “prove” as a culprit - I definitely do think the highlighting is falling over, but since testing for a lag at an instant’s notice is pretty difficult, lag is always going to be a possible contributor to the problem in general.
(I mostly playe(ed) a medic - hence these comments/suggestions are medic-centric, but certainly not limited to that class).
So…
b Delayed (or denied) highlighting[/b]
It sometimes feels like the targeting doesn’t connect at all, even when a player is front and centre in your view. Obviously this can happen when you have no relevant buffs/abilities for the given player - I assume this is part of the rationale for highlighting? This however, is easy to test at the very beginning of the match - because all players are eligible for buffs at that point, and therefore should be valid targets.
b Delayed target switching (probably a sub-product of (1))[/b]
It also seems that sometimes, when a player is already highlighted and you really need to switch to another, this doesn’t happen in a timely fashion. It feels like you’re fully locked/focused on target A, when you’ve actually manipulated your position/view in order to be closer to, and focussing on, player B. Again, lag could always play a part in this - but I do believe something isn’t quite right. Maybe too heavy an emphasis on keeping hold of a focus that has been acquired?
b Focus on objects not even in view, over objects front and centre[/b]
This is a regular one, but may be due to the fact that (a) you’ve prioritised command posts too highly or (b) distance is more important than view relevance. When attempting to revive or buff a team mate, when a command post is nearby but not in view (behind), the game will often interact with the command post instead of buffing/reviving the player - even thought they are highlighted at the time the key was pressed.
Suggestions
As FireWorks noted, any time implication with this highlighting should be drastically reduced for PC. We can turn our view so quickly, we really shouldn’t be “glued” to a current target as if auto-aim is present. While cracking along @ 60fps+ and being able to rapidly change our view focus, the highlighting code speed should allow us to use this properly - i.e., if we point at another player, the focus should immediately change to them.
This would drastically improve medic playability. I was tempted to suggest prioritising revive above all else, but I don’t think that’s a good idea after thinking it through. Better to simply say that the prioritisation and “cone of focussing” need to be tightened - trust the players to be slightly more precise with their aiming to highlight players, and allow them to quickly change that highlighted when required.
Quick suggestion regarding the one-key situation
I honestly think a solution for this problem can be found without TOO much hassle. I know eveything means work for SD, but I’m thinking reduction of work here. As I mentioned in the other thread, allowing OPTIONAL 3 binds for abilities shouldn’t impact the focus/highlight code. Taking the suggestions above regarding focus switching and speed, it should be a case of pressing one of the binds, and simply checking if the action is relevant with the current target.
Press REVIVE when live player focused - NO effect (a message if required)
Press REVIVE when command post focused - NO effect (same with the message)
Press REVIVE when downed player focused - REVIVE
This (in my mind) is simple to achieve, and really doesn’t wander much from the current system. I’m certainly NOT suggesting that these separate binds should come with extra logic that feeds back into the highlighting system. I’m also not suggesting it’s a perfect solution - but it would really improve things for medics at the least. Sure, sometimes I’ll be hitting revive just a bit too late after I’ve switched to a closer player who’s still up and running, but with the above changes I quickly snap back to my revive target, hit revive again, and Robert’s your Father’s Brother™ 