I loathe hit markers in general. They’re a cheap way to avoid working on in game visual responses to your actions (in most cases). I can live with them in campaign, but they should never be in a multiplayer game.
Hitmarkers quite literally remove possibilities from encounters. The best example of this is chucking grenades around corners. You know a guy is hiding around the bend so you bounce a grenade off the wall to hit him. No hitmarker means running to his position to punch him is a gamble. Maybe he dodged the blast and you didn’t do any damage. He could have the advantage over you or maybe your gamble pays off and you can one shot him or punch him in the face.
In a game with hitmarkers this situation is infinitely less interesting. Toss a grenade around a corner and the game tells you if you did damage even if you can’t see your target. No hitmarker appears so you know not to run around the corner. If it does you sprint around and punch the guy in the face. The game is now doing the decision making for you. “Hey man good news you hit him, get over there quick before his shields come back!” LAME AND BORING!
It also encourages more grenade spamming. If the game is going to tell you things you couldn’t know why not just toss the grenade? There’s a good chance you’ll hit something and be told about it.
Get rid of it! The only thing you should be notified of is the kill.
Halo Infinite looks to be making a lot of good decisions in the gameplay department and this would be another great improvement.
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> It also encourages more grenade spamming. If the game is going to tell you things you couldn’t know why not just toss the grenade? There’s a good chance you’ll hit something and be told about it.
Well, i think what if you launch a grenade and you are near the explosion you will hear a player doing some kind of get damanged sound, and if you are far away from the explosion who cares? You are launching another frag after the hit marker ? Because the player can not be there or it can be just what it was walkin there.
I don’t know what frong with the hit marker, i think what Halo 5 use it.
I like weapon hit markers, don’t see the big deal about them at all. You can have markers and have shield flare as well and whatnot. Grenade markers i want gone though. There was a nade marker in the trailer but it was for a stick so I don’t know if it’s sticks only (which I’m fine with) or with all nades.
Campers gonna camp… so power to those trying to flush them out.
The hit marker doesn’t tell you how much damage you’ve done… or how many people are there… so it’s not as if you can just go charging around the corner willy-nilly. Plus the loiterer knows they’ve been hit… so they have the option to stand their ground or not.
I figure you’d have a good idea if your grenade hit a spartan by subtle changes in the sound anyway (or at least by the yelp a sookie spartan would give when singed by a blast).
It’s still a huge help to flush out people behind corners. Nade markers is not something I want to see coming back, even though I told you it would. That said I’m actually not as bothered about weapon hit marker like most people. Don’t like those too much, but I can live with them. I’m way more bothered about hitmakers in SP than, kinda ruins the immersion - which is not a factor for me at all in multiplayer.
You know what I REALLY hated in H5? The high pitched audio cues after every first hit. Never again please. Damn that sound fx was beyond annoying!
Yes, grenade and other area of effect weapons like rockets, Brute Shot, Concussion Rifle, and Grenade Launcher should not have hit markers because it gives too much information away.
Agreed, only caveat I would add is that hitmarkers are even more pointless in campaign than multiplayer. Between shield flares and blood shots you have the added layer of animations and behaviors that should make it clear when your shots land.
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> No problem with hit markers for 'nades.
>
> Campers gonna camp… so power to those trying to flush them out.
>
> The hit marker doesn’t tell you how much damage you’ve done… or how many people are there… so it’s not as if you can just go charging around the corner willy-nilly. Plus the loiterer knows they’ve been hit… so they have the option to stand their ground or not.
>
> I figure you’d have a good idea if your grenade hit a spartan by subtle changes in the sound anyway (or at least by the yelp a sookie spartan would give when singed by a blast).
You don’t deserve free information for chucking explosives. Information is power and even temporary knowledge of where someone is and that they are damaged is a significant advantage. If you want to know where other players are communicate with your teammates.
Grenade hitmarkers should not be (and from my observations of the demo, I think aren’t) present in Infinite. However, weapon hitmarkers are fine IMO. They achieve the same effect as shield glow/flares but make the overall aesthetic of the gameplay’s pacing feel less static and more satisfying.
Hitmarker sounds are annoying though, hopefully there’s a toggle
The hit markers feel like they exist to discourage camping and the game probably slowing down too much from that play style. In regards to that I’d feel like you got people who argue for them and people who argue against them. Someone camping with a sniper rifle, when they shoot the snipe you can see the actual effect of it so that in and of itself is probably a mechanic setup to prevent that as well as the scope flare. Those are it’s own discussions as well.
Camping in general though…I mean…there are people who say it’s a legit tactic. Maybe it is. Why would anyone want to take away the fun from someone who’s hiding in a tight place with an energy sword or shotgun the entire match? Just throw a grenade. Who knows? Maybe you’ll get lucky and take their shields down as you move towards that area… Although you’d still die if you walked into that encounter even if that players 1 shot. They’re holding power weapons. We know these scenarios take place in the game. Camping is usually done most when those kinds of weapons are in a players hands.
I’ve played games with and without hitmarker. If hit markers are not in the game. I’ll be the first to be honest. I’ll camp way more in that game. Why wouldn’t I? If that makes me a better or worse player…well that’s your own subjective opinion.
Information is power. If hit markers aren’t in the game, let’s actually put that into perspective. random average every day people play the game alone as well. People who don’t set up head sets, who don’t join parties. Lots of them as well. The only information they’d get…is if spartan chatter is in the game (people even complain about that though too) or if they’re lucky enough to have someone wearing a head set calling out.
My suggestion…have some good default settings for some playlists. Have your hardcore settings styled for hcs playlists like how h5 has team arena settings…but in this case take it a step further if the more competitive players want stuff like the above mentioned removed from said playlist.
This way the community has options. Not everyone plays like you, me, or the next person. We like what we like and dislike what we dislike. You can’t go wrong with options…unless the options only become available years after a game released with a ever slimming population…then you just have a scattered population…horrible matchmaking…and the people who would have loved that at launch have since left the game and never came back.
Keep grenade hitmarkers out. Camping isn’t even an issue in Halo. It’s as simple as chucking a nade before you round the corner. It’s good to leave at least some room for stealth plays.
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> My suggestion…have some good default settings for some playlists. Have your hardcore settings styled for hcs playlists like how h5 has team arena settings…but in this case take it a step further if the more competitive players want stuff like the above mentioned removed from said playlist.
You nailed it, Hitmarkers are great for the more social leaning playlists and best removed for hardcore offerings.