Head-Up Display

Adaptively displaying a variety of useful indicators, the Head-up Display (HUD) refers to the elements found on a player's screen, providing them with a plethora of information and allowing them to remain up-to-date on a large amount of relevant details to their gameplay—such as their health, shielding, ammunition count, and their location on Auraxis.

The head-up display can be turned on and off using the Toggle UI keybinding ( + by default). Toggling the UI will also hide the menus.

Key
The head-up display shows a large selection of information. Some of the more common indicators are displayed below, with their purpose explained further down.


 * 1 — The equipped weapon's cone-of-fire. Disappears when aiming. Hitmarkers will show up in the center of this.
 * 2 —
 * Will not display while energy is full.
 * Changes to a more pronounced shade of blue while the player's ability is active.
 * 3 — Health and Shield Indicators.
 * A — Shield Indicator
 * B — Health Indicator
 * These only appear if the player has been damaged recently, or is currently missing health/shields, at which point both appear.
 * 4 —
 * Will not display if the magazine is more than 25% full and the gun hasn't been fired recently.
 * 5 — The player's current Implants. Displays implant A and implant B respectively.
 * 6 — The energy of the player's ability, as well as an icon indicating the type of ability.
 * 7 — The equipped weapon's magazine status and ammunition pool, and the player's grenade stock.
 * A — /
 * B — The player's grenade stock. Turns red when stock is 0.
 * 8 — The framerate indicator.
 * Toggled using + . Will display [GPU] if the player's graphics card is the source of a bottleneck, [CPU] if it is the processor.
 * 9 — The minimap. Displays the player's current location, all nearby allies, static installations, and spotted enemies.
 * A — The base in which the player is currently located.
 * B — The player's current Certification Point total.
 * C — The player's current Nanite count.
 * D — The player's current Experience Points modifier.
 * E — The bearing indicator. Displays the direction in which the player is currently looking, using compass directions.
 * 10 — Base capture progress indicators.
 * A — The bases' control point(s).
 * B — The capture/defense timer. The time that must pass, assuming no capture points change hands, until the base is either captured or defended.
 * C — The capture/defense progress bar. Similar to the capture/defense timer, it shows the progress of the bases' capture or defense. The left-hand side displays the attacking faction, and the right-hand side the defenders'. Fills with the color of the dominating faction as the capture/defense timer progresses.
 * D — The SCU status indicator. Displayed while in any base with such a generator, indicating the status of the unit.
 * 11 — The player's squad. Displays all members of the player's squad (plus their class and spawn status), their fireteams, the squad leader and, if applicable, the platoon leader and which squad the player is in. Additionally displays the recruitment status of the squad, if it is locked.
 * 12 — The chat and notifications box. All sections of this display can be interacted with using the mouse which can be released using the Toggle Mouse Control key ( by default)).
 * A — The area in which received messages and notifications are displayed.
 * B — Chat window tabs. Allows the display of only specific messages related to the tab title, or all messages (under general).
 * C — Text font sizing. Can be clicked to increase/decrease the size of all fonts displayed in 12A.
 * D — Window size modifier. Can be clicked on and dragged to change the size and shape of the chat window.
 * 13 — The "kill spam" section. All kills and deaths near the player will be displayed here, showing the killer, the method through which they acquired the kill, and the victim. Faction colors and squad colors will be used as appropriate.

Extras


Other Indicators
The head-up display will also occasionally show additional indicators in less common scenarios, though these are often temporary or only appear in niche circumstances.

Hitmarker
When a player hits a target, a hitmarker appears in the center of their screen. The hitmarker will always include a small X, and then additional shapes and indicators as the damage dealt increases. Only one hitmarker appears at a time, and will always show the latest instance of damage dealt. There are four indicators that appear when hitting targets;
 * Base — A small red X Will always appear in the center of the screen when the player damages an enemy target.
 * Headshot — An additional X will be layered upon the base hitmarker on a headshot.
 * High Damage — A large circle will appear around and grow out from the hitmarker if the target receives more than 250 damage—after resistances — from a hit. As the damage dealt increases beyond 250, the size of the circle increase.
 * Friendly Fire — A circle with a cross-through will appear whenever the player damages a friendly target, including their own equipment or vehicles.

Damage Reduction

 * Relevant Articles: Nanoweave Armor, Flak Armor, Kinetic Armor, Ordnance Armor, Flanker Armor

Various suit slot enhancement and defense slot upgrades reduce the damage their users take from a variety of sources. Dependent on the exact reduction in use, whenever a player strikes a target whose loadout means they receive further reduced damage from that weapon an icon will be displayed next to the player's crosshair.

Refer to articles listed above for the icons displayed and the damage types that trigger these indicators to appear.

Start Announcement
Appears briefly in the top-center of the screen, first when an Alert is imminent, and then again when the alert begins proper.

End Announcement
Appears briefly in the top-center of the screen once an alert ends on any continent, displaying the victor of that alert.

Victor Display
Appears permanently on the player's screen when the player is on a continent that has been locked thanks to a previous alert, indicating the faction that won the relevant alert. Only disappears when the player moves to an unlocked continent, or if the continent they are present on

Timer
Appears in the top-right corner of the screen while the player is on the same continent as an ongoing Alert.

Capture Point Progress
Appears in the top-center of the screen whenever the player is within capture range of a control point. Displays the facility name, the point's letter, the point's owning faction, and the status of the control point in relation to the player. Also displays any issues preventing the player from capturing the point, if relevant.

Missions
Appears above the minimap. Lists any existing missions the player is tasked with, if applicable.

History

 * April 28, 2021 Update (Contaiment Sites)
 * It's now more obvious on the HUD when an ability is active.