Re: Would a Friendly Radar Be a Good Idea?
@ToastedSarnie The highlight and the radar ideas differ from one another.
The highlight idea is basically you going to the scoreboard and picking the allies you want to keep track of. Those allies could be healers, Citrons, or Acorns/Space Cadets. Or perhaps you want to highlight the top players to stick around them or heal them. Highlighted players will have a special color and maybe it would be a good idea if you could see their HPs on the left side of the screen as if they were in your party. The highlighted member doesn't have to know you highlighted them. If I picked you and I was disappointed in your healing, then that's on me. Not all players behave the way I expect them to be, and that's why choosing your allies freely could be a good idea.
I say all that because I experimented healing the top players and reviving them all the time. And it worked great. Our team pushed hard since those players had good aim and smart decisions. Not that I wouldn't heal other players. But it just reduces the amount of frustration you get when you heal someone who doesn't aim well or keeps dying again and again.
The radar idea would show all allies on a small map/radar regardless of you highlighting them or not. This is to help you think strategically and understand who's around you and which sides are protected or left open. Sometimes backing off and retreating is better than just pushing alone (I see many people do that, going alone and everything). Have you ever wondered "Where are my teammates at?" It happens to me sometimes when I attack/defend objectives and see no one caring about it.
This game is more "strategy" than shooting. At least, I see it that way. I can read a game's flow based on my teammates’ positions/vanquishes/classes. If my allies don't care about protecting or even attacking the sides in certain maps, then we can get overwhelmed and lose the objective for example. That's why I started playing Nightcap more recently when attacking, to overwhelm the enemies. And try shooting them from the back or sides (distract them and scatter their attention to front). A radar would be a great aid to grasp the bigger pictures of things.
The maps in BFN had changed significantly compared to GW1/GW2. There are more flank routes, higher grounds, and advantageous spots where you can be more effective. Not all GW1/GW2 were designed that way. And I think that's why some players struggle with this game. It requires more map awareness. In GW1/GW2, there was a teleporter for attacking and defenders usually spawned close to the objective. So you could go back to action faster than BFN. That eliminated the need to go through all the map with its various routes and go straight to the objective. If you died in BFN, you are severely punished as you have to sprint all the way back to the objective (in some maps).
Sorry for the long post lol
I just wanted to share my experiences.