xD a white guy in the dark is just as noticable as a black guy and about the team thing, your guys have huge ammo counters and stuff above their head, and name. but i understand where you’re comin from with the camping but its goin to happen anyway, if there are corners so there are campers its not really about visability
oh, hey halos... you came back?
its not a poor argument at all, maybe except the fact that its boring; but what else do we have.
There’s already tons of footage of people the game, it’s immersive enough to know how it will be like to play the game. But agreed, there’s not much else there is to protect this idiotic move.
Friendly glow is used to show potential buffs. This may have been the conflict that resulted in it being applied to enemies
I think the point is to eliminate the need to mouse over people to see if they are friend or foe. Given the choice of two people at a distance you should be able to identify, aim and shoot. Not aim, identify, re-aim, identify, shoot. Which of course is frustrating.
Again I see the root of this is the result of the extensive customisation and from some earlier comments about sides having specific pallets clearly using colours was either limiting or ineffective for identification.
The halo that imo potentially could cause rage is the yellow one.
When a player picks up an objective (data key for example), he turns yellow and you can see him through walls. : /
edit: I should add, that when a player is doing a doc run - they have a briefcase icon above their head, AND the briefcase is also shown on radar.
@Sockdog the real question is why enemies where the one that got the treatment rather than allies.
As I said in my post, the friendlies have a glow for buff, it may have been deemed confusing to have a glows mean two different things or have the colour change.
It’s a possibility but perhaps it would be more confusing than just putting it on the enemy. I would think SD explored many options before going with this which is what Exedore seemed to convey between the lines of his post.
In my defense though, i just meant that you should wait to play the game to see if it really bothers you that much. I mean, I’ve watched a few videos of early-release gameplay and didn’t even notice it enough to think about it.
I know myself, this is going to bother me. Every time I see an orange smurf hopping through the screen I will be reminded of how great the game could have been.
I represent the StoodAroundACornerButNotCamping Association, and we take exception to your comment!
I don’t see the issue with campers. In a free for all mode and in TDM it makes sense to be hate on it, but in Brink you’re either being useful or you’re not. Sometimes camping helps in the same way rushing sometimes helps.
Indeed - and camping is, after all, a pretty effective tactic in war, if you find the right spot
I agree it’s mode-dependent too - the biggest reason to hate campers in DM games was generally pickup camping, as opposed to just lingering around a corner with a rocket. In some cases it was pretty difficult to overcome, especially if the camper was also quite good at the game 
With something like Brink though, camping shouldn’t be a long-term thing as the team has plenty of options for chipping away defenses and taking ground.
My teammates have nameplates/icons over them, I can even see them through walls.
they’re also shown on the radar…
so all I need is to see that the guy back there has no nameplate above his head and I know he is an enemy…
[QUOTE=beute;294459]My teammates have nameplates/icons over them, I can even see them through walls.
they’re also shown on the radar…
so all I need is to see that the guy back there has no nameplate above his head and I know he is an enemy…[/QUOTE]
This is a fair one that I don’t see an immediate downside or conflict. If I was to struggle I’d ask whether the nameplates are viewable at the same distance as the rim lights on the enemies. Although I suppose you could cull over a certain distance to an arrow to remove the clutter.