I don't know if someone has already mentioned this before, but I wanted to adress a MAJOR design issue with the HUD that I feel not many players really mention or even care about.
One of the coolest things about the Dust 514 HUD is TacNet. I absolutely love how much of the gameplay is scanning, hiding from scans, and e-war in general. One of my favorite things is the detailed information given when you look at another player.
However, its placement and complexity makes it very hard to use mid-battle, expecially on HD screens where the information is smaller, and a larger precentage away from a player's reticle.
For example, try looking up at the top of my post and focusing your eyes there while trying to read the text down here. It's impossible. Now try focusing your eyes here and try reading the above line. Much easier isn't is?
But we don't want to see a blob of text over our reticle...that doesn't help anything. Instead, symbols and colors are the best ways for a person to associate meaning. This is on the same page with the shields/armor thing that was mentioned earlier.
There are two things that should be taken from the current tacnet readout at the bottom of the screen and shown as info next to/on top of the health bar:
-Weapon Efficiency (how effective your weapon is against the current shields/armor of the opponent as represented by a green positive percentage or a red negative percentage).
-Meta Level compared to yours (a circle, triangle, or X should be listed to represent whether the opponent has a lower, similar, or higher meta level...this is currently how items are marked in Dust 514)
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Second thing
As a Logistics player, tacnet hates me.
We are restricted to a 40m view distance for all of our triage abilities. For example, the revive icon only displays when I am within that 40m circle around the player. My suggestion for the ability to see player health bars when you use a repair tool (yes, I actually came up with an idea that made it into the game lol), is also limited to a 40 meter range.
Obviously this is a game design issue, but my real problem is that I can't see where the heavies are (and which of them need reps/revives). This could be solved with some sort of icon similar to the revive icon for when a player is at a certain percentage of their armor (say 50% or lower) that would show me the direction of a player in need of logistics support. Ammo icons when players are less than 20% of supply would be great too. Again I know, game design issue so....
Currently in Dust you can look at the minimap and see chevrons instead of dots. These represent the new suits that were introduced into the game, but they help a TON when running with Gallente heavies as the heavies then show up on radar as a easy to distinguish chevron instead of a dot.
If every role (assault, logistics, sentinel, scout) had a different symbol both on on tacnet and the radar, this would improve gameplay even further. (However as a balancing issue I would recommend that you only allow friendlies to be able to see this info, and the enemy to only see red dots/chevrons of the same type).
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Okay last thing, and it's really simple.
I should be able to see a squad member's name above their head no matter if they are 5 meters or 500 meters away from me.
Oh, and please watch this video if you would like to see some examples of a few of these points as how they might be presented in-game (footage is from a game called Resistance 2).
This game does a great job of making sure that you know exactly which players are where, who needs what, all without cluttering up the game screen even when there are 8 players all in one location.
http://youtu.be/Ta5PR1-UstM?t=5m6sI skipped it to 5:06, that's where the actual gameplay begins