#better damage indicators

1 messages · Page 1 of 1 (latest)

mellow slate
#

currently when you are damaged a small red indicator shows up. it gets brighter on consecutive hits, making it hard to differentiate hits. often times you don't notice you are damaged until the bleeding effect appears or you die.

with the fast ttk, it can sometimes lead to what feels like a "1 frame death" (which is actually more like 200ms). see thread: https://discord.com/channels/303681520202285057/1174710258778775592

suggestions:
make 1st hit damage indicators more noticeable

  • make them larger or have less opacity
  • a full screen damage effect could also be added like a red flash
  • should be a toggle option in settings

some way to better differentiate # of hits.

  • damage indicators should fade out more quickly
  • could make consecutive hits stack farther out. one hit = "(", 3 hits = "( ( (".
mellow slate
#

a patch of blood and slight red filter like from battlefield could work

hot ingot
#

Dmg indicators could have a small animation when they appear
Rn they just pop up, having a animation where the indicator slides into place or something would help

azure python
silk torrent
mellow slate
vast sorrel
#

Current damage indicator is fine atm. A person trying to spray you who miss the kill will show the general direction of their location

meager rover
#

and i thought i was the only mf whose sense for dmg got yeeted after the aimpunch changes

mellow slate
#

ohhh aimpunch change is why it feels worse now

meager rover
#

that was needed but now you don't notice getting hit