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in game name tags

Posted: 2016-12-07 22:39
by DIESELPWR
So, im not new to PR, was playing it when it first came out and now that im back i have found it to be a serious PITA.

i can deal with the poor graphics and a couple other things but the lack of name tags combined with a sh!tty minimap and player dots the size of a city block along with no name tag for friendly makes this game impossible to play.

I will start with this...

I see someone who looks friendly but cant tell even through scope and i see no name tag even after holding sights on him for a few seconds... ok he is enemy. I fire and kill only to be tagged with friendly fire.

ok i guess i need to wait longer... I see someone else who looks friendly (uniforms are hard to distinguish with poor game graphics) and i wait for a name tag as i dont want to tk... i get shot and killed waiting for a name tag...

Being a game with poor graphics, poor minimap, would they not allow some better assistance to identify friend from foe?

i did a test today with known friendly's around me, only one popped a name tag. nobody else...

if there is one thing they could do better is at least make name tags pop up immediately when sights are aimed at them so we know instantly instead of tking thinking they are enemy when the uniforms look very similar, or dying not wanting to tk...

i also get that this is supposed to be a mostly simulation realism game, but its impractical when all the tools to identify friendly's are sub-par

and so its known, i have a powerful gaming pc, dual vid and game maxed out.

Re: in game name tags

Posted: 2016-12-07 22:55
by sunshine2241991
yeah you will get used to shitty engine .

your indicator should be the weapon model .

lets say if you play as US vs MEC . Who ever got G3 weapon shoot him in the face

Re: in game name tags

Posted: 2016-12-07 23:16
by kezzla
I'm not sure what you are expecting exactly? Identifying people takes skill, using (large) map, compass and visual cues. They've even made it easier adding the view field to your dot on the map. I remember trying to find myself first on the map, making sense of the map and my surroundings, then see whether what I'm looking at is enemy or friendly and whether it makes sense to engage. I don't know when was the last time I tried to identify someone using nametag anymore. Must have been years probably.

This is a niche game and I think you're way too used to run-n-spray type FPS games. I think this is what I enjoy about this game the most, that there are so many trades you can do - different assets, command, be CAS spotter, INF squad lead, run a recon squad killing FOBs and so on, and to enjoy doing anything it takes a considerable amount of skill, which is not just aiming your crosshair at the guy that just popped out of the corner and spraying as fast as it comes.

In fact the next time instead, I'd suggest joining an organized INF squad, saying "I'm new" and listening exactly to what the SL has to say and following him. It doesn't matter you installed it first when it was 0.2, it's a whoole different game by now.

Re: in game name tags

Posted: 2016-12-07 23:21
by FlOwMaKeRs
Name tags should be displayed (Only your Squad Members) for a second when you look at the map and close it as Commander Kit does.

It is difficult to detect sometimes who is who from a long distance without sight... But it's all about tactic.

Re: in game name tags

Posted: 2016-12-08 00:25
by Fir3w411
I think you should be able to spam q at an enemy and he gets an orange triangle above his head.

It'd be great for iron sight 500+ meter engagements.

Re: in game name tags

Posted: 2016-12-08 02:19
by DIESELPWR
thanks for the inputs

Re: in game name tags

Posted: 2016-12-08 03:46
by obpmgmua
It's hardcoded. The engine cant display more than 64 nametags. That's why we use other methods like camo, kit geometries, the weapons themselves and especially gun sounds, to identify hostiles and friendlies. The best way is mumble and map checking. Yes it gets quite annoying after a while but it works.

P.S. I miss picking up enemy kits, infiltrating the rear, and ambushing and flanking them. :(

Re: in game name tags

Posted: 2016-12-08 15:57
by Bastiannn
Fir3w411 wrote:I think you should be able to spam q at an enemy and he gets an orange triangle above his head.

It'd be great for iron sight 500+ meter engagements.
Do you work for Ubisoft? :fryingpan

Re: in game name tags

Posted: 2016-12-08 18:13
by Heavy Death
DIESELPWR wrote:So, im not new to PR, was playing it when it first came out and now that im back i have found it to be a serious PITA.

i can deal with the poor graphics and a couple other things but the lack of name tags combined with a sh!tty minimap and player dots the size of a city block along with no name tag for friendly makes this game impossible to play.

I will start with this...

I see someone who looks friendly but cant tell even through scope and i see no name tag even after holding sights on him for a few seconds... ok he is enemy. I fire and kill only to be tagged with friendly fire.

ok i guess i need to wait longer... I see someone else who looks friendly (uniforms are hard to distinguish with poor game graphics) and i wait for a name tag as i dont want to tk... i get shot and killed waiting for a name tag...

Being a game with poor graphics, poor minimap, would they not allow some better assistance to identify friend from foe?

i did a test today with known friendly's around me, only one popped a name tag. nobody else...

if there is one thing they could do better is at least make name tags pop up immediately when sights are aimed at them so we know instantly instead of tking thinking they are enemy when the uniforms look very similar, or dying not wanting to tk...

i also get that this is supposed to be a mostly simulation realism game, but its impractical when all the tools to identify friendly's are sub-par

and so its known, i have a powerful gaming pc, dual vid and game maxed out.
Look at the man, POWERFUL GAMING PC, DUAL GODDAMN VIDYA CARS AND (best of all) MAXED OUT PR!

Nobody really has a problem with the nametags, except people who need to git gud.

Git gud.

Re: in game name tags

Posted: 2016-12-08 18:33
by Mouthpiece
Fir3w411 wrote:I think you should be able to spam q at an enemy and he gets an orange triangle above his head.

It'd be great for iron sight 500+ meter engagements.
What the...?! Orange triangle? :D

Re: in game name tags

Posted: 2016-12-08 19:45
by PLODDITHANLEY
You will get used to it.

Re: in game name tags

Posted: 2016-12-08 20:23
by Mickey Mouse
Mouthpiece wrote:What the...?! Orange triangle? :D
He was making a joke because in the modern BF games you can spam Q and spot people from miles away and they will have orange triangles above their heads to make them easier to see.

Re: in game name tags

Posted: 2016-12-09 19:46
by DIESELPWR
so here are a couple more observations of the poor balancing.

i was prone behind a wall on a roof barely peeking out and the enemy bots were able to see me and start effectively firing from over 200yds(very far) away BEHIND dense tree cover between us yet i couldnt see them at all.

so how is it balanced when the pc knows who everyone is, can see them anywhere from a mile or more away and effectively fire, yet we have the hardest time trying to identify friendly from fairly close when uniforms are very hard to discern given the poor graphics of the game and no name tag...

its ok though, i wont be playing this antiquated game anymore, just too annoying. and is nothing like real combat, highly imbalanced against AI. ill stick to insurgency.

ya'll have a good one

Re: in game name tags

Posted: 2016-12-09 21:00
by Fir3w411
I still think enemies should get an orange triangle above their heads when you spam q in their general direction. Like not even at them, just spam it in a forest and it lights them orange. This can help snipers quickscope in CQB more easily, as well as allow nonscoped AKs and nonsnipers to accurately shoot 500 meters+ away.

The way the game stands right now, it is completely rigged toward people who use skill. This should not be the case.

But I also think this 12 year old game should have really advanced AI too, like in Battlefield - where they shoot in your general direction but never kill you.

Re: in game name tags

Posted: 2016-12-10 05:25
by AfterDune
Fir3w411 wrote:But I also think this 12 year old game should have really advanced AI too, like in Battlefield - where they shoot in your general direction but never kill you.
If you set the bots to be really dumb, I think they actually miss, haha :D .

Re: in game name tags

Posted: 2016-12-10 11:29
by Jacksonez__
Ha, BF2 AI is good compared to e.g Red Orchestra AI, it's dumb AF.

Re: in game name tags

Posted: 2016-12-11 15:16
by Filamu
DIESELPWR wrote:so here are a couple more observations of the poor balancing.

i was prone behind a wall on a roof barely peeking out and the enemy bots were able to see me and start effectively firing from over 200yds(very far) away BEHIND dense tree cover between us yet i couldnt see them at all.

so how is it balanced when the pc knows who everyone is, can see them anywhere from a mile or more away and effectively fire, yet we have the hardest time trying to identify friendly from fairly close when uniforms are very hard to discern given the poor graphics of the game and no name tag...

its ok though, i wont be playing this antiquated game anymore, just too annoying. and is nothing like real combat, highly imbalanced against AI. ill stick to insurgency.

ya'll have a good one
How about you just play on a server against people, and all these problems are gone.

Re: in game name tags

Posted: 2016-12-11 18:34
by sunshine2241991
i honestly dont know why people play on the COOP servers .