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Re: Tag scanning I never knew it was possible to turn off the enemy tags only. :smokin: Tags take the fun out of hiding. I love to hide in the bushes and wait for some unlucky enemy run past me just so I can shoot him in the back. Currently, if I spot someone in the far distance, I shoot just to make sure. Sometimes I get called teamkiller. :lol: |
Re: Tag scanning There are two sets of tag settings: 1) Name_tag_distance - Normal nametag distances of FRIENDLIES ONLY 2) Name_tag_distance_aiming/scoped - Nametag distance of FRIENDLIES AND ENEMIES when looking directly at them. 99% of the servers have the scoped values greater than normal - this is wrong, since it's the scoped that allows enemy players to be seen. |
Re: Tag scanning For those that care: Here is a vote on whether to remove NameTags on the DeadMeat server or not http://www.warhaus.com/modules.php?n...iewtopic&t=909 If you hate nametags, come to that server and vote "yes" |
Re: Tag scanning Quote:
1) Name_tag_distance - 100 2) Name_tag_distance_aiming/scoped - 0 So would this be the settings to turn off enemy name tags completely and to have friendly name tags at 100? |
Re: Tag scanning The 130th Server has found what we think to be the best solution next to shutting them off entirely. Tag distance of 20/50. Server admins will know what that means immedietly. For everybody else it means that enemy and friendly tags are viewable up to 20m and at 50m (just beyond double) zoomed in. It's assumed that you will recognize someones face at 20m (in game reality) be them friendly or enemy. Beyond that you must go by the uniform. For clans this is important because you often scan around to see who's who on your team and what they're doing. With tags completely off you're clueless unless you ask. Scanning is almost nonexistant at this setting at such close ranges because in order to bring the tag on screen your crosshair must hit the pixels the soldier is occupying. Naturally at longer distances it's easier to scan such areas and thus follow the tag to your hidden enemy. |
Re: Tag scanning No nametags would be sweet imo, only with non-noobs off course.. Stealing vehicles would be discouraged, if you get tk-ed while driving around in a stolen pIV, well.. hey, its your fault. |
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My guess is (and always has been) enemy tags off completely and friendlies on completely. Can't see why anyone would argue against that... It means if you spot a player in the distance you don't have to resort to the minimap to figure out whose side he is on; and you can't just scan for enemy in bushes, over the brow of hills, etc... |
Re: Tag scanning IMHO being able to see enemy tags is not only unrealistic but also takes all the strategy out of ambushing. I joined the Forgotten Honour campaign because I enjoy teamplay in a realistic environment, and all their servers (including the public one) have enemy tags turned off and friendly tags at 25 meters. It would be great if more server admins turned off enemy tags. |
Re: Tag scanning i played a game on sunday on FH server and its a totally different kind of game with the tags adjusted. I was on one of the maps in the Pacific and I was able to hide behind a bush and the Japanese tanks kept going by me without even knowing I was there. Then they left and I captured the flag. What this results in with the tags adjusted is teamwork. If the tanks had infantry soldiers with them or a mg'er on the tank they could have shot up the typical hiding places and I would have been finished. You also have to be quite sure of when to click the mouse button to shoot. Now granted, things in real life might be a little more clearer with the uniform identification compared to a comp screen and in battles within a city, you must be very careful when shooting in bldg's etc otherwise you will have friendly fire occuring, great job witht he tags and play a vanilla game and you can see a tag miles away which is unrealistic |
Re: Tag scanning Quote:
Reverse the values for allowing enemy tags to be seen at 20 meters max and friendlies at 50m. |
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