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RUNNING WITH RIFLES Multiplayer

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PostPosted: Thu Oct 11, 2012 6:36 pm 
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I have just spent my first hour with the game and one thing I noticed about my play is that I constantly had difficulty in tracking my ammo state. With 1920x1080 resolution and somewhat cautious play my targetting recticle, and thus my concentration, is mostly way off to the edge of the screen. Not bad in itself, but it means it becomes difficult to track ammo state down and to the left of the screen, especially if yor greens fight to the northwest...

What would help significantly is if the ammo counter were duplicated just beside the targetting recticle:

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PostPosted: Thu Oct 11, 2012 8:07 pm 
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Location: Western Europe
I don't think this is required, you may get the hang of it on about how much ammo you still have.
For myself I would be annoyed about an ammo indicator near the crosshair.


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PostPosted: Thu Oct 11, 2012 8:27 pm 
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Joined: Wed Jan 18, 2012 3:19 am
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Hey

This has been brought up before along with a reload progression indicator but both were discarded because it's something of an attempt to force players to increase awareness in the game. Essentially, unless you're using the assault rifle from halo, your ammo count is not clearly stated on the iron sights. You have to actually make an effort to look at the magazine holes to guess how much ammo is left.

Anyways, as JackMayol said, after about a week or so of playing, you'll get a good sense of how many bullets you fired and how empty your magazine is.

ComJak

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PostPosted: Wed Oct 17, 2012 6:51 am 
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I believe I mentioned this elsewhere before but I'm too lazy to go look for it. I think that depending on where your crosshair is should change certain aspects of the HUD. When your crosshair is towards the edges of the screen some HUD assets should be cleared away to give a better view of the combat, and while the crosshair is close to the character more information should be displayed. The reasoning is twofold really, like I mentioned the HUD assets might get in the way if you're trying to look at something at the edge of the screen where you're aiming, and secondly moving the crosshair towards your character should be sort of like 'examining' yourself. This may also make it so that certain things require less buttons further down the line, or enable certain context sensitive things relating to either 'aiming' or 'examining' or whatever.

But yeah, it's probably better to not be able to know how much ammo you have at all times, deciding when you should reload should be a little more tense especially considering how quick it usually is currently.

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