Can Comm get an ammo meter on marines?

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Comments

  • maD_maX_maD_maX_ Join Date: 2013-04-07 Member: 184678Members
    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...
  • frantixfrantix Join Date: 2013-03-18 Member: 184063Members, WC 2013 - Supporter
    edited December 2013
    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.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    The two bars that are currently in spec mode could be used for the commander like this:

    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! :)
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Instead of 4 Ammo, one ammo pack replenishes 6 ammo. Pistol ammo only counts half. Bam, problem solved.

    right?
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    +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.

  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    Kamamura wrote: »
    +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.

    Also, have you tried the spacebar?
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    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.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    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.
  • ZEROibisZEROibis Join Date: 2009-10-30 Member: 69176Members, Constellation
    edited December 2013
    SUPER_SARS wrote: »
    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.
  • shriikeshriike Join Date: 2013-03-27 Member: 184461Members
    Oh good lord please add this.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    ZEROibis wrote: »
    SUPER_SARS wrote: »
    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.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Sars read my mind! Aadrgghhhmph *bites lip *
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    Regardless of who its for, this would be Simply Amazing for the game as a whole!
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    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.
  • SUPER_SARSSUPER_SARS Join Date: 2013-02-13 Member: 183039Members
    Build 262 ammo packs refill all guns!! YESSSSSSSSSSSSS
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
  • NailoNailo Join Date: 2013-05-06 Member: 185138Members, Reinforced - Shadow, WC 2013 - Supporter
    <3 love it. No more worries about calling for ammo before I switch back to my rifle
  • Blarney_StoneBlarney_Stone Join Date: 2013-03-08 Member: 183808Members, Reinforced - Shadow
    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.
  • NezzyNezzy UK Join Date: 2014-01-08 Member: 192789Members, Reinforced - Supporter
    Ahem. I did skim through to see if anyone had posted this link but seems not... http://steamcommunity.com/sharedfiles/filedetails/?id=201177756&searchtext=ammo
    I guess the server has to be have the mod though ofc :/
  • Maxx11_v2.0Maxx11_v2.0 Join Date: 2012-11-18 Member: 172221Members
    Ghosthree3 wrote: »
    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.

  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Health and Armour are already shown to be separate I believe. The health bar has two shades.
  • amoralamoral Join Date: 2013-01-03 Member: 177250Members
    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.
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