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Mw 3 Bar Style Damage Readout


24 replies to this topic

Poll: Bar vs. Portrait damage huds. (86 member(s) have cast votes)

Would you prefer an option for bar-based damage readouts instead of portrait-based?

  1. Sure! I think they'd be clearer. (1 votes [1.16%])

    Percentage of vote: 1.16%

  2. Yes, I would like the option to choose. (65 votes [75.58%])

    Percentage of vote: 75.58%

  3. Indifferent. (5 votes [5.81%])

    Percentage of vote: 5.81%

  4. No, I think the portrait based system is easier to read. (7 votes [8.14%])

    Percentage of vote: 8.14%

  5. No, I think the portrait based system is more immersive. (8 votes [9.30%])

    Percentage of vote: 9.30%

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#21 Sagedabluemage

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Posted 21 October 2014 - 07:42 AM

View PostLunoe, on 24 September 2014 - 11:30 AM, said:

I've been playing MWO for quite a while now, and for the most part I've been satisfied with the execution, be it aesthetic, gameplay, or otherwise. However, there is one feature that has driven me to frustration time and again, and that is the damage readouts.

The default mech-representation damage readout is fine for starting out, and provides a quick reference for where you're getting hit, sure. But the problem is that the colors are incredibly vague about just how much damage you're taking, which is an especially large problem with Assaults. If I step into enemy fire, I need to know how quickly I'm taking damage, and how much. Is that yellow outline telling me I just got my paint scratched? Or did I just lose a quarter of my armor in one salvo?

It used to be in earlier mechwarrior games that you could toggle between layout-oriented damage readouts, and bar-oriented damage readouts. I propose that MWO would benefit from a similar feature, giving the oppertunity for clearer feedback on just how much damage you're taking in a fight.

Posted Image

See how clear that is? Left arm gone, left front torso armor stripped. center torso doing fine. Under the yellow/orange/red system, all this would be far less obvious, at least to me.

In any event, since the game has to track these values regardless, and bar graphs are fairly modest in terms of artistic investment, I think it's a small tweak that could benefit gameplay greatly.



I remember playing this one a lot, still have my copies. It was very handy to have the bar layout. usualy i would keep the bar layout for mine and the Moving doll one for the enemy. then again in this one Adders were a terror and a 6 erppc cauldren born.

i prefer this layout compared to MWO but we can only ask. also passive radar is awesome XD that and selecting body points with the zoom.

#22 VinJade

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Posted 07 February 2015 - 07:04 PM

I like the Bar far better from MW 3(Better than mw 4) and it is a lot easier to read than the 'doll' we have now.
I say option to chose because I know they will never get rid of the doll.

#23 Navid A1

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Posted 07 February 2015 - 08:06 PM

information on exact number of HP on components is damaging to gameplay.

but colors can improve alot.

#24 FireBlood

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Posted 05 August 2015 - 09:36 AM

The old MW2 HTAL would be perfect, it has everything the MW3 one has but it also represents damage levels with color. Green is good, yellow is moderate, red heavy, and black means the area is destroyed.

Please excuse the quality of the image below but it was the first image I found representing this information.

Posted Image

#25 Nik Reaper

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Posted 07 August 2015 - 05:38 AM

Hm, this would be good, BUT then we would see how good or bad the hit registration really is... not sure if they want us to X) .





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