I would be interested in having ammo fill both primary and secondary, Maybe have it be a fixed amount of ammo that over flows.
Situation 1 if you have 0 ammo in either primary and secondary
Result 1 then you will fill up the held weapon as is currently done.
Situation 2 if you have half full primary and secondary
Result 2 then you will fill up both
Situation 3 holding 2/3 full pistol and empty rifle
Result 3. You have a full pistol and 1/3 full rifle
Definatly need separate bars for armor health, last thing I need is to wonder if it's a marine with 1 hp and 60 armor or a marine with 80 hp and 0 armor...
Workaround for the problem where you don't know who called for ammo: Spam space bar so the screen stays centered on the ammo requester. If there has been another call already, you have to keep clicking on the ammo request on the right of the screen so the screen stays centered. Kinda works for me. Still, the suggestions are great, please try to add them.
+1 on this and other things mentioned. The com UI is in general very lacking.
The problem is game developers constantly underestimate the importance of a good UI, while UI is what makes or breaks the game. To make a good UI, you need a specialist in just that area who knows everything about ergonomy and how human perception works and how to best convey the most important info. If you give the task to a generic programmer, you will most often end up with a disaster.
When someone requests ammo or meds, you need to click on the text to find who is it. Instead, a simple flashing color or visual clue in form of an icon would make the commander's view so much more informative. The status of all team members should be displayed constantly anyway in a form of a neat list on the side of the screen.
+1 on this and other things mentioned. The com UI is in general very lacking.
The problem is game developers constantly underestimate the importance of a good UI, while UI is what makes or breaks the game. To make a good UI, you need a specialist in just that area who knows everything about ergonomy and how human perception works and how to best convey the most important info. If you give the task to a generic programmer, you will most often end up with a disaster.
When someone requests ammo or meds, you need to click on the text to find who is it. Instead, a simple flashing color or visual clue in form of an icon would make the commander's view so much more informative. The status of all team members should be displayed constantly anyway in a form of a neat list on the side of the screen.
I agree that UI is important, but I don't think UWE should have had a specialist just for that.
Instead of 4 Ammo, one ammo pack replenishes 6 ammo. Pistol ammo only counts half. Bam, problem solved.
right?
The problem isn't the amount of ammo, but the time I get the ammo. If the comm could see how much ammo the marines have left, he could drop them beforehand without any requests.
It would be less stressful for everyone.
Also it doesn't make sense that the commander has no clue how much ammo his super high tech soldiers have.
The soldiers should just have two bars by them - one for ammo, one for health. Bam, problem solved. Also, the soldiers should be highlighted so that the comm could spot them better.
I just want one ammo pack to fill up both pistol and main gun at the same time.
Very unlikely, although this is not a big deal for pubs it would be for competitive.
It would be nice to have the amo bar above them like you see in spectate except for their remaining amo and not just how much is in the current clip.
I really don't see how it would be a big deal for competitive at all. I don't think I've seen a competitive player use more than 2 clips out of their pistol before ending up at a armory or dying.
I'd also like to see some kind of change in ammo is picked up for marines. Lets say I have a mag or two left and then i ask for ammo but I don't get it, then some skulks come running in and I switch to my pistol, and then the comm drops ammo on me, I get no ammo for my main rifle, only my pistol, which is a complete waste.
And I completely agree op, whenever I have a 3 man squad or such doing well and 1 requests ammo, I just end up dropping like 4 or 5 ammo things just to ensure he got it, and he got it for his primary weapon.
i always drop it in front or to the side of the marines now if i can, unless i'm sure that they have their main gun out. I've been in so many situations where i call for ammo, or my comm knows that i just finished an engagement, but i have my pistol out, mid reload I blink with the addition of ammunition and my face just falls, because i have a full clip of pistol ammo, which, while nice, is not exactly what i need to fend off bitey bastards.
So now i drop it in front or to the side, and good enough players will instantly recognize the sound and find it.
I still would like for there to be a way for the comm to know ammo is low without having the player call for it first, but I love the change to ammo packs in 262.
Need 3 bars, one health/armor bar (armor looks different to health), one showing the amount of ammo left in the clip loaded, one showing number of clips left (all for weapon held).
Clip information seems a little excessive.
Id say the three basic parameters to track on a marine would be:
Health - So you know when to med.
Armor - So you know who to target with a MAC (or shout about welding each other).
Ammo - So you know who needs to get an ammo pack.
These indicators should be enough.
Most importantly though, they have to be easy to read, especially in populated areas.
maybe just toss on an icon that floats next to a marine if then call for something for like 5 seconds. that being said, I'd be perfectly happy as it is now, or if they three down an ammo bar. thought they had one at one point, at least for flamers.
Comments
Situation 1 if you have 0 ammo in either primary and secondary
Result 1 then you will fill up the held weapon as is currently done.
Situation 2 if you have half full primary and secondary
Result 2 then you will fill up both
Situation 3 holding 2/3 full pistol and empty rifle
Result 3. You have a full pistol and 1/3 full rifle
Definatly need separate bars for armor health, last thing I need is to wonder if it's a marine with 1 hp and 60 armor or a marine with 80 hp and 0 armor...
Default view, top bar = health, bottom bar = armour.
Press and hold a key: top bar = primary ammo, bottom bar = secondary ammo.
Colours can change to signify that you're not looking at health when you use the modifier key. Simple!
right?
The problem is game developers constantly underestimate the importance of a good UI, while UI is what makes or breaks the game. To make a good UI, you need a specialist in just that area who knows everything about ergonomy and how human perception works and how to best convey the most important info. If you give the task to a generic programmer, you will most often end up with a disaster.
When someone requests ammo or meds, you need to click on the text to find who is it. Instead, a simple flashing color or visual clue in form of an icon would make the commander's view so much more informative. The status of all team members should be displayed constantly anyway in a form of a neat list on the side of the screen.
I agree that UI is important, but I don't think UWE should have had a specialist just for that.
Also, have you tried the spacebar?
The problem isn't the amount of ammo, but the time I get the ammo. If the comm could see how much ammo the marines have left, he could drop them beforehand without any requests.
It would be less stressful for everyone.
Also it doesn't make sense that the commander has no clue how much ammo his super high tech soldiers have.
Very unlikely, although this is not a big deal for pubs it would be for competitive.
It would be nice to have the amo bar above them like you see in spectate except for their remaining amo and not just how much is in the current clip.
I really don't see how it would be a big deal for competitive at all. I don't think I've seen a competitive player use more than 2 clips out of their pistol before ending up at a armory or dying.
i always drop it in front or to the side of the marines now if i can, unless i'm sure that they have their main gun out. I've been in so many situations where i call for ammo, or my comm knows that i just finished an engagement, but i have my pistol out, mid reload I blink with the addition of ammunition and my face just falls, because i have a full clip of pistol ammo, which, while nice, is not exactly what i need to fend off bitey bastards.
So now i drop it in front or to the side, and good enough players will instantly recognize the sound and find it.
I guess the server has to be have the mod though ofc
Clip information seems a little excessive.
Id say the three basic parameters to track on a marine would be:
Health - So you know when to med.
Armor - So you know who to target with a MAC (or shout about welding each other).
Ammo - So you know who needs to get an ammo pack.
These indicators should be enough.
Most importantly though, they have to be easy to read, especially in populated areas.