Hylis wrote:munglo,
if you don't want to see your mate in defense, it is strange
if it is to have the mode without it, it is unlikely to be the future, since it helps match to happen from players with different langage or simply less on team speak
if it is the fact that it takes too many pixels on the screen, I agree, but the answer is not to disable it, but to have an alternative vision for it with smaller nametags, even if there is already an option about this in the launcher. I think it should be only the avatar and the echelon, with maybe a letter or so.
Trilaser is not about limiting the skill ceiling, it is to enable more open maps while keeping it more visible for players with lower resolution and spectators. It also introduce a skill of distance and a significant parameter to the weapon to be manageable, like the zoom. The fixed fov is to avoid players to increase it to win more easily and then the spectator to be unable to follow the match withtout having fov to change from plaeyrs to players (or they would loss the information of what the players is seeing on his screen)
In fact, maybe our stuff is no so stupid sometimes. I don't say everything is perfect, but I would be really surprise that we are stupid, since I don't think you are stupid enough to play games made by stupid people

I never said you where stupid. I said you put stupid things into the game. There is a huge difference between the two.(guess I could have phrased it clearer)
Fov is only a matter of of comfort for the player. Those extra degrees makes pretty much no difference in skill since it is usually so that the players using higher fov are sitting closer to screen and peripheral sight only goes so far. Unless you talk about upping fov from ridiculous low console couch angels like 60. SM today has a borderline fov. Borderline as in just playable. If it was 5 or 10 degrees lower some user would probably start feeling sick playing the game on a normal PC setup.
Oh and size of screen is also important. Bigger screen and you need higher fov to be comfortable.
Trilaser is a convoluted way to trick the player as it is now. Nowhere are a new player told that he infact don't shot a single pixelperfect laser like the one that it looks like he's shooting. Infact he shots a blunt thick stick that needs to have not only clear line to target but also make a pointsurface 100% hit to register as a hit. So he has no way of knowing why he cant shot through small openings. Say the metalbox next to pole on ironfist. ~25m and you can get a laser through the slit at all.
It get even worse. The laser will go through the slit if there is no enemy on the other side. Only when the pixelperfect laser would hit but trilaser wouldn't is the laser drawn of center to the crosshair and game forces a miss.
This is the game actively working to tricking new players imo.
As a last note on fov. Nobody I asked would hesitate to bump the fov in SM. All asked seems to think it's fine or barely fine as is but nobody wouldn't want more.
There are plenty more examples then the ones I mentioned but as I talk about "tricking" the player we can also note how the volume slider ingame infact is only a volume slider to 75%. Above that and it is a mixer. Changing the soundlandscape completely for the game. Again a new player has no way of knowing this and it is so counter-intuitive and strange that it classifies as a stupid designchoice. At the very least make it obvious what it is and don't trick new players.
--EDIT--
On the allied tags subject though. There is a chance it is implemented in a way I can stand it.

But I doubt it.
The way I see it markers should be on screenedge as waypoints for allies offscreen. And then only have markers for allies onscreen but in cover. If I remember correctly hud3dmarkers have support for that kind of implementation.
What I don't need is even more stuff that potentially can provide cover and obscure line of sight to the enemy. It happens quite enough times as it is.