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The HUD is awesome, but let's go ahead and nitpick now, so it can be fixed.


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#21 Spooky

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Posted 08 March 2012 - 09:03 AM

View PostPaul Inouye, on 07 March 2012 - 11:33 PM, said:


This I like. ;)

But I think it would be better if the indicators changed the color completely and not just bright up, so that it is more visible. My only other complaint are the Torso twist markers at the top. Otherwise I like the tidy, clean HUD design and layout as it is currently B).

Btw., since it is largely the same colour, will we be able to customize that colour may be? I'd like to try a Cyan version for instance.

#22 ICUBurn

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Posted 08 March 2012 - 09:14 AM

Im liking it so far. i have the same complaint as a few peeps tho about the wepon group /weapons usable thing. Good suggestions for fixes have already been given. the other thing im wouldnt mind seeing is the ability to change the damage displays to the bar graph style. iv always perfered the bars over the mech outline. always seemed a better read on how much damage was actualy beijg taken or dished out.

#23 Spooky

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Posted 08 March 2012 - 09:25 AM

Nevertheless, also listing the range in the lower right would still be helpful as well, instead of only relying on a visual queue from the weapon group indicator. Otherwise you wouldn't know before hand, at what point exactly your weapon(s) will go in range or out of range.

#24 MaddMaxx

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Posted 08 March 2012 - 09:30 AM

View Postpursang, on 07 March 2012 - 10:14 PM, said:


That sounds about right to me. Besides that, a true 'Mech Jock should already know the maximum ranges of the weapons on his or her chosen chariot. ;)


The point being, if the true "Mech Jocks" can memorize his weapons min/max Ranges, then why does the Dev/HUD have to Keep count of the true "Mech Jocks" ammo load?

So we have Ammo left, Range to Target, but not the actual Weapons min/max Range? (max. would suffice unless weapons min's are present)

Easily added and provided a Button to turn off and on so the true "Mech Jocks" can claim coolness, while the "New Guys/Gals" can learn to pilot and have the HUD provide them as much Tactical info as possible too.

Edited by MaddMaxx, 08 March 2012 - 09:33 AM.


#25 phalanx

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Posted 08 March 2012 - 10:36 AM

What I am curious about is whether the secondary monitors will allow us to see specific internal damage(hits on weapons and equipment)?

#26 Fecal

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Posted 08 March 2012 - 10:42 AM

View PostPhalanx, on 08 March 2012 - 10:36 AM, said:

What I am curious about is whether the secondary monitors will allow us to see specific internal damage(hits on weapons and equipment)?

I was thinking about this as well. It'd be great if a second monitor could be used for your map/radar or rear view camera.

Edited by Fecal, 08 March 2012 - 10:42 AM.


#27 Lightfoot

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Posted 08 March 2012 - 10:47 AM

Looks perfect to me. 'Mech Hud and the Pilot (helmet I guess) has one too. Seriously, this is the 'mech pilot cockpit of my dreams. Once you have a target locked I am sure relavent info like range and damage will be displayed prominently.

#28 Bianca Flowers

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Posted 08 March 2012 - 10:55 AM

View PostPaul Inouye, on 07 March 2012 - 11:33 PM, said:

Quote



or even, as Mech4 done it, the weapon group indicators faded out when the target under reticule was out of range and brightened as the target approached weapons range


This I like. ;)


how about a bit of an expansion to this:

Out of range: weapon grey
in long range: yellow
in medium range: blue
in short range: green
inside minimum range: red
weapon knocked out:black

Edited by Bianca Flowers, 08 March 2012 - 10:58 AM.


#29 NikkoKilla

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Posted 08 March 2012 - 10:58 AM

Just curious, UAV's have been identified as a potential from the trailer. Any chance recon items like this can be viewed or controlled using in-hud screens? you mentioned Tertiary info available on HUD items not directly in the players view. Controlling or paying close attention to the UAV flyover info would require the pilot to take their attention off of the battle and relay info otherwise not relayed to the team about the recon.

for example, UAV might provide level 1 or 2 targeting information but level 3 might only be available by directly reading out info from the tertiary hud element?

#30 Solis Obscuri

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Posted 08 March 2012 - 11:29 AM

I am disappoint for no hula girl!!! ;)

#31 Randomm

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Posted 08 March 2012 - 11:30 AM

I have just been assuming that 3 monitors will be supported similar to the current MW4 - views out the left and right windows as opposed to "Pilot Peek".

My only wish list for the HUD is more Heat related info;
--> heat level of the enemy mech - we are getting so much detail now (love the weapons & location... so much easier to copy good mech configs), heat level seems to be a oversight.
--> IR view. Night battles could us UV, but, if we assume enemy mechs get hot, IR would allow us to see a hot mech in a cold forest

#32 Siilk

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Posted 08 March 2012 - 12:46 PM

View PostEuphor Kell, on 07 March 2012 - 11:31 PM, said:

just to clarify, Tilon means the range on the weapons, not the range to the target under reticule
ie: 1000m Lrm, 800m PPC, 250m Mgun etc...

^This.
Here's how it is done in MWLL:

Posted Image

This is a weapon info box of the HUD. Labelled 4 here(the rest being 1-grouping box, 2-designation 3-recycle indicator and 5-ammo indicator), is a column with weapon range info, that you can refer to if you need to refresh your memories on the exact max ranges of your weapons on-the-go.

#33 nubnub

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Posted 08 March 2012 - 04:36 PM

I have two requests:

1. Ability to customise colour of each element (as other games do + allow for colour blind combinations)

2. Ability to move\turn on\off elements (move to other screens)

This allows for more customisation for users, allows multi-monitors or other devices and accessibility. These could also earn MWO a few $.

#34 El Loco

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Posted 08 March 2012 - 05:05 PM

Indication of being in range of your weapon of choice could be combined with the signal for locking on your target... a nice bell sound. I'm no fan of too many colours in your HUD. Having the weapon range displayed below the distance indicator could work, with changing both numbers to black or red if your out of maximum or minimum range. Nothing too fancy as it is highly distracting.

Other than that I'm very pleased with the HUD design. Simple and effective.

#35 Name113200

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Posted 08 March 2012 - 05:18 PM

Damage bars as an option and instead of expressing temperature as a percentage, I would like to see actual temperatures.

#36 Belisarius1

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Posted 08 March 2012 - 07:19 PM

View PostSpooky, on 08 March 2012 - 09:25 AM, said:

Nevertheless, also listing the range in the lower right would still be helpful as well, instead of only relying on a visual queue from the weapon group indicator. Otherwise you wouldn't know before hand, at what point exactly your weapon(s) will go in range or out of range.


You'd know beforehand by... well... knowing beforehand. A PPC's range doesn't change from situation to situation, unlike ammo. I'm happy that it's been left off. I wouldn't mind if there was a menu option to add newbie info to the HUD, so long as I didn't have to have it cluttering up my own.

Actually, in that vein, a customisable HUD would be amazing, and would also be very high on a list of things I'd pay for.


View PostDeathlyEyes, on 08 March 2012 - 05:18 PM, said:

Damage bars as an option and instead of expressing temperature as a percentage, I would like to see actual temperatures.


Also damage bars. Please, God, damage bars.

The schematic looks nice, but it's actually very information poor. For an assault, red armour can mean I'm anywhere between one small laser and two gauss rifles from death, and that's a huge difference.

Edited by Belisarius†, 08 March 2012 - 07:24 PM.


#37 Jaskel118

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Posted 08 March 2012 - 11:53 PM

I'd like to see current bearing as well as the existing cardinal directions on the compass, makes it far easier for target callouts.

Edited by snake-eyes, 08 March 2012 - 11:55 PM.


#38 Namwons

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Posted 09 March 2012 - 12:02 AM

things i would change about the hud:

1. round radar display instead of square
2. MWLL style damage display instead of the ape looking one
3. green hud instead of yellow/orange

#39 GrimRATS

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Posted 09 March 2012 - 12:12 AM

I see lots of people asking for the Max range of a weapon, that got me thinking though, what about the Minimum range that a weapon can fire?

#40 Siilk

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Posted 09 March 2012 - 02:02 AM

View PostAegis Kleais™, on 08 March 2012 - 04:41 PM, said:

A weapon range indicator that is AWAY from the reticule would be just for information purposes only. It would be best to have the reticule act in a different manner to determine whether the currently selected weapons are in range of the target. It's the reason why the weapon group readiness indicators are adjacent to the reticule; it minimizes the time for eye wander.

You're missing the point here. With only "in range" indicator, you have to actually be in range to know it. With weapon range displayed in pure numbers, "for information purposes only", you can see exactly how much you're lacking here, not only "you're not close enough". Besides, it helps grouping weapons with similar range, as you know exactly the range of all your weapons. And BTW, "eye wander" is not the thing you should be afraid of in MW games, as the pace of the game usually allows a lot of it, but rather lack of into when you need it.





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