Thanks. Yeah the radar UX is quite tricky. Initially I had just that. It detects something, it highlights for a split second and then instantly vanishes again. Clean and mimics how real radars function. Issue here is that you need to predict its future none visible movement and that was just not possible in that variant. Therefore I've extended the detection range a bit and gave it a projection line so that players could infer a future position to shot it better.
Adding this extra visual noise sadly doesn't scale well when lot of things are happening on the screen. So it ends up to your uncomfortable sight issue. I totally get that. But I don't have a silver bullet solution for it yet that doesn't introduce massive tradeoffs