Alright. After the event here are my impressions on the new HUD. I participated throughout the whole event for about 3 hours.
I don’t feel like I have been able to gain much of the potential of the new radars though.
Text and chat are much easier to read due to the increased size.
Velocity vector … yes. Thank you so much.
Secondory Circular Reticule. Seems to have helped with aiming even if the primary reticule disapears over ten layers of stuff.
Still overwhelmed at the amount going on in big battles. Although new display methods of this Information helps.
I think I really need to change my FOV … maybe that’s my main culprit here. Might as well just be 3D space and all the space there is. But in most cases there’s only like two or three potential targets inside the inner circle
The movement of the “Head” inside the “Helmet” is a bit too unrestricted. When the ship is deceleration it cuts off too much of part of the HUD.
Zoom In does not scale the HUD. This is maybe partially a “feature” but at least the icons and text should scale down so details of a faar away battle can be seen better and selected better, Also the whole inner ring maybe.
I don’t feel like this is obvious enough. In the heat of battle and overwhelmed I wasn’t really able to do more than press “closest target”. Maybe it’s just me … maybe I need to take a second to triage better before switching targets.
The “distance” on some targets was pretty much useless to me. I feel like I need more info on those targets to make a good guess but at the same time it’s hard to take it all in in a couple of seconds.
These huge battles are a real challenge in that regard.
The information I need as a player is, in this Order:
- What Ship Type (For Instance Big Obvious Symbol)
- Distance and Relative Velocity (For Instance
- Enemy Ship Health (Can be omitted for game-play reasons forcing player to check or guess visually every potential target or coordinate)
Idea 1 “Obvious in Periphery”: I feel like this needs to be solved without numbers but with in your face arcade style over the top colours, sizes and animations. Symbolise distance to targets and/or relative speed with layers of rings or colours or even animation speed. If it’s too complex to represent all possible states use the “threat level” that merges distance, relative speed, last attacked and general threat based on own ship type and enemy ship type which already is in place to some extend.
Idea 2 “Quick to Check Info”: Does anybody use “next/prev” target events? I think those offer themselves to be used to specifically cycle trough these prioritised targets and nothing else. This would allow me to, in combination with a target info box, quickly check these ships in only seconds. Eyes fixed on box. Quickly cycling trough list to find the best target.
Vital Target Info
There still is no Target info box. When the target moves out of or just isn’t on the screen when first selected it’s too difficult to know what is targeted. At least we have its distance now, the small symbol on the ring makes it impossible to see the ship type though. Also no name and no relative velocity. Often relative velocity is much more of an indicator for the danger of a target. I really think it would be a good idea to have a fixed place where it says the name, type, distance and relative velocity for the current target, like on the left side of the inner ring there still space and it would be symmetrical with the speed info. Also, often this Information gets overplayed and cluttered even when it’s in the middle of the screen as well as … Red isn’t the best colour for such vital Information.
I like how they all follow your view.
The Elite Style radar was good to identify where your closest target is and what may shoot you.
The X-Wing style radars were too far in my periphery to be useful in battle. Too much tunnel Vision to use them. Also partially my fault though because my eyeline on my monitor is actually a little bellow the center of the screen and I almost need to turn my eyes to their maximum to see the top left and right corner.
The reduction of sizes for the ring radar didn’t really help. In combination with the now “prioritised” targets I get a coloured blob, unable to see what ship type it is and a distance … useless really. Object consolidation might help there.
MFDs And Cleanup
I think following things can be moved to menus and MFDs. Don’t underestimate how cleaning up the hud can sooth:
- Weapons … I rarely need to look at those and they take up a lot of space. If one ammmo is out maybe fade it in or show a warning instead. A quick check in a menu or on an MFD would be more than enough. Maybe putting ammo info in the radial menu is sufficient.
- Sensor info … although maybe a change up to exploration/battle hud modes would solve that
- Credits … same as above.
I’m ok with the team score being in the leaderboard … I would like it to pop up though from time to time. When the score changes and maybe also periodically.
Make things fade out when they are not needed. Shields and energy full. Fade out for instance … maybe a bit too extreme … might be.
Generally a great improvement. Especially when it comes to single target or small group combat.
There’s still potential in big battles where many many targets plain dissapear from sight in many background conditions. The switch to red did not help there, in the contrary. Consolidation might help a bit still.
Maybe enemies should be much more in the direction of white with outlines … maybe coloured outlines. I think War Thunder has such a mode.
I will try using the Elite Style Radar more. Maybe it does give enough overview over the battlefield to not drift into swarms of fighters anymore or such shenanigans, though the hours I played now didn’t immediately made me do that.