something's been really bugging me lately... i never really noticed it, but in the past few weeks i guess i noticed it...
there are two "indicators" which can be inaccurate, misleading, and useless.
the first/biggest problem is the grenade proximity indicator. there are several problems with it. first of all, it's difficult to gage the precise location and distance of the grenade. how many times do you see a grenade indicator pop up, and you really don't know which way to run? the direction doesn't help, it's just a vague "grenade!" indicator.
there are times when you see "grenade" down, and you sprint forward, and the grenade explodes and you still die. in that case, what's the purpose of a grenade indicator aside from "you are about to die, no matter where you run"?
another big problem is that the grenade indicator doesn't differentiate between enemy and friendly grenades. this is especially troublesome in drop zone, where grenades fly like crazy. in this instance the grenade indicator is for all intents and purposes useless. if you're in the hill, it's on your screen (sometimes multiple) and there is no way to tell if it's a friendly grenade (which does no damage) or an enemy grenade (which will kill you).
it just seems like a useless indicator. maybe for gameplay reasons it's intentional but i feel like a slight improvement to the grenade indicator would vastly improve its usefulness. let's say a circle indicating the player as viewed from the top down, with a red grenade inidicating the location of the grenade. green grenades for friendly grenades (or, just don't display them at all because they won't injure you).
SECONDLY, there is the normal damage indicator. honestly i find this lying to me fairly often. again, maybe it's working the way its intended for gameplay uses. one could argue that we're lucky we even get a damage indicator to give us a hint on where to look. but there are times where the damage is coming from a completely different direction than the indicator.
just a couple of small issues. again, i didn't program and produce the game so i don't know that these indicators aren't intended to be vague in a way to balance difficulty. BUT, if i were goign to design an indicator, here are some examples to fix it. and that's all i've got!