Personally I always like the damage bars instead of the colour system. It would be nice if we can cycle through like in the older mw games. Anyone with me on this?


Mech Damage Bars
Started by R4z0r, May 09 2015 08:47 AM
5 replies to this topic
#1
Posted 09 May 2015 - 08:47 AM
#2
Posted 09 May 2015 - 09:05 AM
R4z0r, on 09 May 2015 - 08:47 AM, said:
Personally I always like the damage bars instead of the colour system. It would be nice if we can cycle through like in the older mw games. Anyone with me on this?
Agreed.
I always preferred the damage bars over the paper-doll.
Much more informative.
#3
Posted 09 May 2015 - 09:38 AM
well would possibly be a good alternative for color blind players
#4
Posted 09 May 2015 - 09:40 AM
Yup, it's called an HTAL readout and it's been requested a lot. I have confidence that PGI will eventually include it as an option. When, though... is another matter entirely.
#5
Posted 09 May 2015 - 10:04 AM
Massive support for this here. Colors are silly, I want to see exactly what percentage of damage my attack did.
#6
Posted 09 May 2015 - 12:50 PM
"Any unit that has active sensors (is not shut down, its sensors are not destroyed and so on) can always tell the following basic information without any scanning required.
How much armor is left in a given location. The sensor readings follow a color code, based on the percentage of armor left compared to its standard undamaged condition: 100-90 percent = green; 90-50 percent = yellow; 50-10 percent = red; 10-0 percent = black. For example, a player is facing a Centurion that took damage from a medium laser hit to its right arm. When the player asks his opponent what the Centurion’s status is, the opponent responds that all locations are green except for the right arm, which is yellow [16 (original armor value) – 5 (damage) = 11 / 16 (original armor value) = .68, or 68 percent (yellow)]."
"Any time a unit enters the range of any type of active probe operated by an opponent, the player must reveal that unit’s record sheet to the opponent. The player must leave the sheet face up and available for the opponent to examine as long as the unit remains within the probe’s effect radius."
All of the above comes from page 219 of Tactical Operations.
A HTAL-type armor display should be included only as a function of equipping an Active Probe (e.g. Beagle or its Clan-built counterpart), with the current "paper doll" armor display being used when there is no Active Probe installed or the Active Probe is destroyed in battle.
How much armor is left in a given location. The sensor readings follow a color code, based on the percentage of armor left compared to its standard undamaged condition: 100-90 percent = green; 90-50 percent = yellow; 50-10 percent = red; 10-0 percent = black. For example, a player is facing a Centurion that took damage from a medium laser hit to its right arm. When the player asks his opponent what the Centurion’s status is, the opponent responds that all locations are green except for the right arm, which is yellow [16 (original armor value) – 5 (damage) = 11 / 16 (original armor value) = .68, or 68 percent (yellow)]."
"Any time a unit enters the range of any type of active probe operated by an opponent, the player must reveal that unit’s record sheet to the opponent. The player must leave the sheet face up and available for the opponent to examine as long as the unit remains within the probe’s effect radius."
All of the above comes from page 219 of Tactical Operations.
A HTAL-type armor display should be included only as a function of equipping an Active Probe (e.g. Beagle or its Clan-built counterpart), with the current "paper doll" armor display being used when there is no Active Probe installed or the Active Probe is destroyed in battle.
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