Greetings, Uber Entertainment and Uber Entertainment fans. In light of the free weekend, I figured this was the ideal time to post a small feature request. At this point, it wouldn't help me, but I think it would help someone who's new to the game, and hopefully there will be plenty of those in the time to come. Now that I've been playing the game for a while (since the Steam release, for reference), I know what each of the class's skills is mapped to for each of the buttons and how they work. However, when I was starting out, I got confused easily by the skill-recharge panel. Regardless of the character, every skill recharge panel is labeled "1", "2", and "3", which isn't terribly informative. Even if you know what button will trigger, say, skill 1, you still haven't got any idea of what that's going to make happen. Using a skill at the wrong time can be fatal; with a few exceptions, like the Assassin's Dash and Cloak or the Assault's Fly, there's a noticeable delay between uses of any given skill. Setting off your Gunner's Slam or throwing out your Support's Firebase when you didn't mean to means you're going to be denied the use of that skill for a while. Or, worse, you might deploy yourself when you mental to grapple, or charge straight into minigun fire when you meant to throw a bomb. Either way, you wind up dead and bewildered. Furthermore, certain characters rely on the timing of their skill recharges to determine where they need to be, especially the Support. If his Hack skill is about to fill, he needs to be at home base, ready to power up a turret; if his Firebase is about to recharge, he needs to find somewhere in midfield to deploy it; if his Airstrike is ready, he needs to be finding an enemy turret to hit with it. A Support who doesn't know what his skill wheels mean is going to spend quite a bit of time in the wrong spot on the map. Knowing what skills you have available and which ones you don't is important for battlefield decision-making. Therefore, to help new players better understand the character skills, I propose that the skill recharge wheels should display an icon representing the skill, rather than the numerical label we have now. Since most skills are attacks, there should already be graphical resources for them in the form of the kill icons, and the passive skills have the icons on the purchase wheels. Once the skills are clearly labeled with a representation of their effect, the player only has to figure out which button maps to that skill, rather than having to remember that Left Shift is Skill 1, which on the Gunner is the Slam (for example). The fewer mental gymnastics the player has to do just to trigger basic game functions, the better-- especially in a competitive environment where there's an existing player base which already understands the game.
this is just me but i find showing which levels my skills are more important than having a nice-looking icon as for the user-friendliness thing, could have an option to choose between both maybe?