Can anyone please enlighten me as to why these features are going to be in Halo 4? I’m mostly okay with the other changes that 343 are introducing, but these two just kinda baffle me.
Hitmarkers in Halo are redundant. When you shoot someone, his shield flares bright with electricity, indicating the sudden use of energy to deflect the damage. When you directly injure someone, blood comes out of his wounds. In Halo, one would have to be blind to not be able to tell if his bullets are hitting his opponent or not.
Grenade indicators in Halo are redundant. Frag grenades give off a soft yellow light and a sound effect when they strike a surface, and they detonate extremely quickly after the impact activates the fuse. Plasma grenades give off a super bright blue light. In Halo, one would have to be blind to not notice a primed grenade near him.
> To help out the newer players, gotta please to more crowds.
But how does it help new players? When I first started playing Halo’s multiplayer, I could easily tell if my shots were striking. I could also easily tell when I was in imminent danger of being blown up. Hitmarkers and grenade indicators seem more like Captain Obvious mechanics.
It wasn’t really needed, but you aren’t going to be affected by it too much.
Like you said, you don’t need these because you can tell if there is a grenade or if you hit your opponent. It will just help out the new players, and it won’t give them an advantage over you.
If you are the better player, you will get the kill anyway.
Honestly, after the amount of grenades that the Reach engine randomly likes to spawn when I’m not looking, indicators for them are very welcome. Hitmarkers just help players know if they are actually hitting their shot or not. For really laggy games, hitmarkers will let you know if your shots are dropping or not.
> > To help out the newer players, gotta please to more crowds.
>
> But how does it help new players? When I first started playing Halo’s multiplayer, I could easily tell if my shots were striking. I could also easily tell when I was in imminent danger of being blown up. Hitmarkers and grenade indicators seem more like Captain Obvious mechanics.
Some people don’t know what the flashing shields mean, I don’t even think it has been stated in the game manual before, ever.
Regardless, it shouldn’t affect those who actually know they’ve hit someone or in radius of a grenade.
I’m kind of mixed on this subject. Like you said, you could already tell whenever you were hitting him, but it could be also there for Moas reason.
They also could have included it to help yourself from straining your eyes. It seems odd, but with the improvements to color, explosions, and particle effects, they might get in the way of the flickering?
> Honestly, after the amount of grenades that the Reach engine randomly likes to spawn when I’m not looking, indicators for them are very welcome. Hitmarkers just help players know if they are actually hitting their shot or not. For really laggy games, <mark>hitmarkers will let you know if your shots are dropping or not</mark>.
Well yeah, but then if your game is lagging then the enemy’s shields won’t flare even if you think you’re hitting them, right?
> > > To help out the newer players, gotta please to more crowds.
> >
> > But how does it help new players? When I first started playing Halo’s multiplayer, I could easily tell if my shots were striking. I could also easily tell when I was in imminent danger of being blown up. Hitmarkers and grenade indicators seem more like Captain Obvious mechanics.
>
> Some people don’t know what the flashing shields mean, I don’t even think it has been stated in the game manual before, ever.
>
> Regardless, it shouldn’t affect those who actually know they’ve hit someone or in radius of a grenade.