CELESTA AUNGM
Kang Lo Directorate Gallente Federation
89
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Posted - 2013.12.30 17:46:00 -
[1] - Quote
During combat on the map (and above it in Dropships), I fully understand the value of providing an audio/ visual cue or animation to indicate when a defensive module has been activated on a vehicle: as an AV or turret installation operator, it helps me, even from an extended distance, to see when an enemy vehicle has its hardner/booster running to counter my attack fire. As a vehicle driver, it's ESSENTIAL that I receive a clear and discrete visual "glow" or audio cue for each of the protective modules I try to activate, especially when under enemy fire with very little time on my side.
--The AUDIO cues for activating Hardeners/Boosters/etc have been well executed, even as far back as Patch 1.6.
--But the new VISUAL "glows" in Patch 1.7 cause a problem ONBOARD the vehicle, a problem for the passenger, and PARTICULARLY THE SMALL TURRET GUNNER.
Passengers use their head-panning control to determine when the moment is right to exit the vehicle (perhaps spotting a hack-opportunity, or seeing a stray red dot sneaking around the corner). Once a vehicle module is activated, the glow effect frequently obstructs the passenger's ability to catch important details while he's panning his head.
Turret gunner often uses the iron-sights of her turret to bead on a sniper or AV enemy at the far limits of rendering, (OR constantly uses iron-sights in order to squeeze better results from the small-rail-turret). But once a vehicle module is activated, the "glow" covers the iron-sights and obscures the target reticle just enough to obliterate her aim.
In effect, the BRIGHTNESS or the OPACITY of the visual "glow" is benefitting the driver, but impeding everyone else aboard who are trying to make use of the vehicle's assets.
I'd like to recommend that for Shield Hardeners, Armour Hardeners, and Vehicle Scanner, the intensity of the animation be toned down, either by DIMMING or by making the graphic MORE TRANSPARENT. (Not enough to undermine your intent that the glow be seen by the enemy, but enough to return clear vision to passenger, turret-gunner, and squads nearby the vehicle when the vehicle's scanner are running).
I believe the current AUDIO cues for these modules are strong enough to easily allow you to reduce the visual cues, or at your discretion, audio could even be tweaked-up in volume to compensate for any potential loss of the glow's effectiveness for the driver.
As always, thank you for this game and all your ambitious innovations. |