Frozen Cortex

Frozen Cortex

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HUD tutorial
By Strategiusz
In this guide I want to explain meaning of GUI elements visible on the playing field during a match.
   
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Foreword
This short guide is about the HUD of the game. In other words what all those circles under the robots mean. And they mean a lot!

English is not my native language. Please tell me if you see some language mistakes.
The Guide


The four thick white circular arcs means that the robot has the ball.




The solid circle (block circle) means that the robot is standing and it is ready to block (has no ball and is not knocked out). Those circles can have different sizes, it depends on the robot block statistic. The bigger the circle is the larger area the robot blocks. Blocking is preventing enemy robots from moving on that circle, they will be hit and pushed back (knock out).




The dashed circle (evade circle) means that the robot is moving or he has the ball. Those circles are usually smaller than block circles but not always. The size is inversely proportional to evade statistic, so robots with low evade statistic have bigger dashed circles. If the dashed circle of a robot will collide with solid circle of an enemy robot then the robot will be blocked (knock out).


The small grey circle with the white arc means that a robot is knocked out and he will be useless for a while. The length of the white arc means how much time have to pass to the robot's recovery.



The half-transparent disk means that the robot will intercept the ball if the ball will fly over that disk. Those disks appear only for the defending team, but no mater if the enemy team can or is allowed to make a throw (maybe it should be fixed). Size of a disk depends on intercept (INT) statistic. To intercept the ball a robot must stand still (can not move) the same as for the block action.



Let's say you want to intercept any ball the orange robot can pass to the east through a “window”. Drag the waypoint to see if a robot can intercept the ball if he will reach the waypoint. The game shows helper lines (gleaming half-transparent white) which are very useful for checking if entire width of the window is covered.



This system is intelligent, so if you put the waypoint too far from the robot the disk will not show up because the robot can't reach it before the ball pass that place.



The thin red line is helpful because it is not allowed to throw the ball backward. The red stripes means that that side is the back side (or you can check this in the top left corner of the screen where is the information for example “Offense going South”).



The green circle with green opaque arc probably means that the robot is invicible and will be for a some amount of time. I think in the game it is called “burst” and there is a statistic for this. The circle is very similar to the knock-out circle but is green. The green marker appears in two cases. The first situation is when a robot catch the ball from the opposite team (intercept, tackle or picking the ball from the ground). The second situation is when a robot is running automatically to pick up the ball from the ground (he has that burst always all the way to the ball, no matter which team had the ball, but burst after picking the ball depends on is it a turnover or not).



The three horizontal lines divide the playing field into four even parts, each of 4 blocks long. Sometimes there is only the one middle line I don't know why. Those lines probably have no special meaning.