hkbrus, on September 05 2013 - 04:02 PM, said:
New HUD in Ascension - Can we keep the old one, too_
#41
Posted September 05 2013 - 06:17 PM
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#42
Posted September 05 2013 - 08:02 PM
Something that could definitely be plausible considering the tech the pilots have at the time.
Likes:
At first I didn't get the new health bar. When seeing it in person its easy to realize it's part of the helmet and rift users would have an awesome experience having the health bars on 'their' helmet rather than the mech.
I love the increase in view-ability in the new HUD, and the darker cockpit, which IMO resembles a mech better.
I love the functionality of the new reticule however, transforming to show alternate firing modes etc.
Dislikes:
I think the reticule should have thicker lines and a high contrast. I miss how the old one resembled the fusion of a tank and fighter jet.
I also think the radar should be moved to the top left or right and the in game chat on the opposite corner or under the radar.
There is too much visual weight in the bottom of the screen when playing it feels weird, it makes me want to stand my monitor up higher so I don't have to look as far down.
Please show others' K/D again.
Observations:
To me the new update looks much higher quality, while it kills the rugged feeling hawken was originally going for most of this is in the visor which could be perfectly achievable. More should be in the mech itself however, giant glowing tube TV screens for buttons wouldn't be in a mech.
I noticed a glitch where the first mech you use in a match will always show up as the 'favorites' in the match resutls screen. I used SS for two lives and Inf the rest of the match and SS was still the favorite, I know for a face inf was being used for 80%+ of the match.
ATI Vsync is painful to use
Edited by mikeymop, September 07 2013 - 11:02 AM.
Main: Heat Inf
Pilot of the Penguin mobile!
#43
Posted September 05 2013 - 08:55 PM
Also, newer jet fighters (F35) have HUDs built into pilot helmets that make their old HUDs seem archaic. Everything floats in front of the field of view. The same thing is happening here.
#44
Posted September 05 2013 - 10:00 PM
.
"The difference between theory and practice is smaller in theory than it is in practice"
#45
Posted September 05 2013 - 10:53 PM
Wolfyftw videos: http://www.youtube.com/user/wolfyFTW (click on the 'Mindgamer' episodes)
Promo Codes (free money): https://community.pl...90-promo-codes/
Stats (all credit to AsianJoyKiller and the other contributors): https://docs.google....lrQjM5Tmc#gid=0 (don't forget to scroll right)
#46
Posted September 06 2013 - 09:58 AM
#47
Posted September 06 2013 - 11:30 AM
Anyway and for instance, we have been pretty accostumed at interacting with little displays as for example the fuel's one in LIVE. So I foresee a full integration of all these assets within the cockpit and in the near* future. I'm excited with the idea due that it'll add value and immersion factor to the game in a very positive way.
Edited by The_Silencer, September 06 2013 - 05:19 PM.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#48
Posted September 06 2013 - 05:05 PM
#49
Posted September 06 2013 - 05:09 PM
#50
Posted September 06 2013 - 05:17 PM
Leaders, on September 06 2013 - 05:09 PM, said:
Just as side note: Let's assume you are referring to the radar / minimap.
.
"The difference between theory and practice is smaller in theory than it is in practice"
#51
Posted September 06 2013 - 05:24 PM
The_Silencer, on September 06 2013 - 05:17 PM, said:
Leaders, on September 06 2013 - 05:09 PM, said:
Just as side note: Let's assume you are referring to the radar / minimap.
Yes, my mistake. Force of habit.
#52
Posted September 06 2013 - 06:35 PM
#53
Posted September 06 2013 - 06:42 PM
#54
Posted September 06 2013 - 09:54 PM
I can't see how hard it'd be to keep both in game UIs. Just make another class and keep all older stuff in it. Even with multi-item usage, what else was the scroll wheel for_ Regarding controllers, just set one button for cyclcing and one for using. I haven't tried the beta yet (had a hard drive crash. Thankfully, that's what my primary SSD is for), but from what I've seen, the newer 'hover health bars' just pulls from the whole 'being in the cockpit' feeling. Now if you have the rift on and that UI is used, then it'd make sense, but unless I'm wearing a rift, I'd rather not see it. That's just me.
#55
Posted September 06 2013 - 11:20 PM
siege one is just horrible.. everything blends in,, tan color everywhere without any accents or contrast. simplification ftw, don't know how much my teammates collected, don't know how much hp got battleship, can't even see what's the situation at aa without my glasses, main menu is slow with half a second delay after clicking, icons are huge on my small screen resolution.
- lok'tar ogar -
#56
Posted September 07 2013 - 12:58 AM
#57
Posted September 07 2013 - 01:41 AM
Gunmoku, I must respectfully disagree with your comments regarding the hud; its true that the centered, detached bars do a good job of standing out and grabbing your attention. That's the thing though; they do too good a job. I found them overly large and very, very distracting, not to mention just plan odd and out of place due to said detached nature. Another thing, the ability indicator takes up an unnecessarily large amount of screen real-estate, causing it to stand out too much and make the item indicators on the right look oddly tiny in comparison. Speaking of which, I don't mind the item indicators, save for the fact that they're a bit too far right now. Well, maybe, I need to look at them again.
The text needs to be lower in position, with a larger font imo. I suspect that we have things not scaling properly for larger resolutions.
Finally, the general aesthetic... It looks... Too clean. Too much like a modern, real world vehicle. These are supposed to be worn out machines from the distant, dystopian future, but the panel layout made me think of a modern real life helicopter or fighter jet, rather than a Hawken mech. Or perhaps some generic Sci-fi nonsense. The keyboard like thing in the... light mech cockpit, iirc looked bleh in particular to me. I just don't like it.
Of course, all of this is trumped by the fact that the new effects, especially the new hit effects fatigued my eyes, and even successfully induced mild nausea in me. That is an absolute no no.
Gonna end it here before this post becomes even less coherent.
EDIT: Or not, as I completely forgot to mention the crosshairs. Or rather, I WISH I could mention anything about them, but alas, I cannot see them 80% of the time due to the mind boggling decision to color them white. We have had countless other examples to look to as to why you don't design your crosshairs as a bunch of thin, white lines. Can't freaking see them. If nothing else, please let us change the color.
Edited by OddaC, September 07 2013 - 01:49 AM.
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Lets get rid of DST!
#58
Posted September 07 2013 - 01:45 AM
N0stalgia, on September 05 2013 - 08:55 PM, said:
Also, newer jet fighters (F35) have HUDs built into pilot helmets that make their old HUDs seem archaic. Everything floats in front of the field of view. The same thing is happening here.
This I agree with. However, the way they made it with all the flashing and having a short delay before you see where your health is actually at I see as a problem. I need to know exactly how close I am to dying as I'm being hit, not at a delay and not with a bunch of flashes.
#59
Posted September 07 2013 - 02:05 AM
Pros:
1) Less clutter in front of me. The previous HUD bothered me in that there was just too much unnecessary information being shoved in my face while I was trying to pinpoint mechs in my cross hairs. This new one is simpler, easier to read, and doesn't distract.
2) When you use an item, the slot goes down. When it's ready, the slot pops back up. Brilliant.
3) The longer health bar allows me to see a more accurate representation of how much health I have compared to segmented bars.
Needs Improvement:
1) The reticle doesn't have enough contrast to make out in many situations, either because it's too light or transparent. Ideally it should be completely solid and have some color accents or we should be able to change the color to suit our vision.
2) With primary weapons that have very little spread, it is difficult to pinpoint the center of the cross hair due to the top and bottom brackets surrounding the center dot. We should be able to choose different types of cross hairs (think Unreal Tournament) or they should automatically change shape based on the weapons being used.
3) Hellfire lock-on was nearly indistinguishable. The only thing that really made me notice whether or not I had locked onto someone was hearing the locked-on sound effect. The visual effect needs to be more strongly visible.
4) There is not a strong enough indicator of which item you currently have selected.The border is only slightly brighter and does not have enough color contrast to be noticeable mid-combat. Several times I had to look away from what I was doing to make sure which item was queued up. The timers could also use a little boost in size or contrast so we can better anticipate when they'll be ready.
5) The flashing health bar is both distracting and doesn't give enough accurate feedback. It helps to know that you're getting hit, but the effect of showing a flashing yellow portion of what used to be your health before getting hit is not helpful. It sometimes came as a surprise to me to think I was doing fine and then suddenly that flashing buffer section of my health suddenly disappeared.
Edited by nokari, September 07 2013 - 02:06 AM.
#60
Posted September 08 2013 - 05:53 PM
EDIT: One other major thing I noticed is the Bruiser's target lock. It's much more clear and better looking on the old Hawken than it is on the updated one, being reduced to four small triangles.
Edited by KoblerMan, September 08 2013 - 06:29 PM.
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