Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
its MUCH more needy for combat, team damage status is only used while game goes off-combat
for my taste, much smaller paper-dolls sitting at that unusable top-left corner would be preferable
radar is for battle
paper-dolls are for planning
sry for english
The squadmate paperdolls are not switched without reason. It's a purposeful aesthetic choice because if you remove Squadmate 4, then you have Squadmates 2 and 3 still active next to the other HUD elements and it looks way better.
2 suggestions:
- Make the gap between front and back paperdolls a little smaller so it's a bit easier identifying them as front/back on the same mech, keep the spacing between the different mechs as is.
- RGB option for fonts, maybe? So it's not as white and shiny? Not sure how feasible that would be.
Best part is the status of my lancemates, which want to know frequently. You have to enable it in Mod Options (and also disable for co-op, as it crashes the game according to docs).
Kudos to the creator.