Yes, the HUD/IFF is generally weak right now in crucial areas like this. Health/Ammo/Location should all be presented quickly and easily.
Bringing back, or replacing the information a mini-map can offer (especially with radar components!) is really important. Personally the HBS being a omni-visible dot instead of a radar location seems over-effective and vastly less tactical and versatile in the way different mercs abilities can behave.
For starts the “Shower Player Names” could should show more information than just the name: Something like this
Well that means you can be mile away from the objective and when you see it’s getting defused, you start spamming with grenade launcher at the objective and they can’t defuse. It’s stupid you need to get this information by having good positioning. Maybe it’s not that important but still…
[QUOTE=Protekt1;474192]Your well entitled to opinion. :stroggbanana:
If you’re going to bother to disagree with someone you ought to at least explain why. Just manners.[/QUOTE]
No sorry, no interest in repeating myself over and over again. Check some old threads where all complain about this spawn point.
Though I understand that new players can’t know how proper spawn points worked in SD games.
[QUOTE=k1ruaa;474225]Well that means you can be mile away from the objective and when you see it’s getting defused, you start spamming with grenade launcher at the objective and they can’t defuse. It’s stupid you need to get this information by having good positioning. Maybe it’s not that important but still…
And yeah still no spawn timer… meh[/QUOTE]
Yeah and suddenly as soon as the continue to build you fly back and headshot them all! Haha no, it just doesn’t work with the gren launcher as well. I’m not for unnecessary complications, especially on pub it would be a big problem. Only a few players would know what’s going on at the objective.
And for comp you need to watch the objective all the time anyway.
five kopaks about forward spawn at waterloo. It is established 3 seconds from main object. Capturable spawns should be located aside from main objects. In this particular map i suggest to move it to one of these places: 1. near MGpoint at the top of the stairs (route that goes to the balcony) or 2. (worse choice) into the lower tunnel with escalator.
What we have now is that attackers clean the area near the object and automatically have a spawn point captured. literally in one place.
Lets not forget that awfull back spawn for defs which they get after spawn-cap by attackers (with no nades for covering the Door-object).
This all leads us to cituation, where an additional object (spawn point) gets way too much significance and it strengthens its owner’s position too much. Not balanced. Forward spawn should make it easier to plant. but not like this: if you dont have Spawnpoint- you prbbly wont plant, but is you have spawn - there is no way that you DONT plant like 3-5 bombs. =)
With regards to footsteps I agree, however I also think that if a player is walking or crouching they should be SILENT.
Fireteam with team health is ok, Fireteam with enemy health is not, unless detected by a recon ability. I’m not sure why games do this nowadays, where they should you the enemy’s health but I don’t think it should just be given, it should be used as part of an ability.
I agree with a spawn timer for my own team, that would be great to know when I am going to get an opportunity to spawn in.
In terms of visual cues for objectives, I am on the fence regarding it. I can see why people don’t want a visual cue for a bomb because it clearly gives the defusor away. I do thing there should be audio ques that stand out to tell the the planting team if a defusal is going on. IF they miss that audio cue than so be it they miss it and natural consequences will ensue. I don’t beleive that a team should need to hover by an objective either to know if something is going on either.
With regards to footsteps I agree, however I also think that if a player is walking or crouching they should be SILENT.[/quote]
agreed. i dont really understand what they’re going for currently. i chalked it up to being an alpha, which is why i personally havent mentioned it, but sound is part of situational awareness, and really important to me personally.
and honestly, who looks at it, ever? if you have time to stare at the enemies health, theres a problem. i glance at it occasionally to see whos gibbed/respawning, but thats it, and even thats too much info to just be giving people imo
again, i never suggested anything about the visual cues. we already have audio cues and an obj splash. i would personally remove all of the IFF components except teammate markers (which is why i recommended opacity sliders). they do nothing but clog my screen up and get me fragged on a regular enough basis that i want them gone forever