I’m personally curious about the communities opinion of the recently disclosed information that we will not have hitmarkers for grenades in ranked playlists. I’m not a fan of this myself.
I don’t care for it either. I don’t like not knowing if my grenades were wasted or not
I’m on the opposite side of this. I don’t like that you know if your grenades hit around a corner you can’t actually see. Run around and find out if I’m one shot or not. You’re essentially using them as mini UAVs when they provide feedback on hits.
It’s a good call to remove them.
Grenades shouldn’t be wall hacks. It doesn’t make sense for gameplay. Just because you like the game giving you information doesn’t mean it improves the game competitively. It’s the same reason motion tracker isn’t in ranked.
> 2533274833576927;4:
> It’s a good call to remove them.
>
> Grenades shouldn’t be wall hacks. It doesn’t make sense for gameplay. Just because you like the game giving you information doesn’t mean it improves the game competitively. It’s the same reason motion tracker isn’t in ranked.
Removing feedback doesn’t necessarily make the game more competitive. Motion tracker specifically actually adds to it since it adds more risk and opportunity by requiring you to master how and when you should be moving at full speed or not and requires you to pay attention to more than just tuning your audio to hear footsteps better.
And for grenades, sure you can toss them blindly around corners but that’s just a waste and a terrible idea to do from a competitive standpoint. Providing feedback that you hit an enemy isn’t the same as a “wall hack” either since it doesn’t actually give you anything more than a vague indication of where they might be. It’s no different from shooting hydra rounds or a rocket around a corner, both of which do provide hit markers
A question, can you hear a sound effect, when your grenade hits the enemy? I played the flight but i can’t remember anymore^^
About the question/statement from the OP, i really can’t tell you if it’s good or bad, i can relate to both arguments.
> 2533274808809396;1:
> I’m personally curious about the communities opinion of the recently disclosed information that we will not have hitmarkers for grenades in ranked playlists. I’m not a fan of this myself.
I don’t think we should have grenade hitmarkers at all, much less in ranked.
> 2533274836510405;5:
> > 2533274833576927;4:
> > It’s a good call to remove them.
> >
> > Grenades shouldn’t be wall hacks. It doesn’t make sense for gameplay. Just because you like the game giving you information doesn’t mean it improves the game competitively. It’s the same reason motion tracker isn’t in ranked.
>
> Removing feedback doesn’t necessarily make the game more competitive. Motion tracker specifically actually adds to it since it adds more risk and opportunity by requiring you to master how and when you should be moving at full speed or not and requires you to pay attention to more than just tuning your audio to hear footsteps better.
>
> And for grenades, sure you can toss them blindly around corners but that’s just a waste and a terrible idea to do from a competitive standpoint. Providing feedback that you hit an enemy isn’t the same as a “wall hack” either since it doesn’t actually give you anything more than a vague indication of where they might be. It’s no different from shooting hydra rounds or a rocket around a corner, both of which do provide hit markers
And both shouldn’t in my opinion either. No explosive or AOE weapon or damage type should get you feedback on hits. You could argue they should if they’re in line of sight, and I’m fine with that, but if you shoot or throw something around a corner or through a doorway to check, you shouldn’t receive that feedback.
> 2533274836510405;5:
> > 2533274833576927;4:
> > It’s a good call to remove them.
> >
> > Grenades shouldn’t be wall hacks. It doesn’t make sense for gameplay. Just because you like the game giving you information doesn’t mean it improves the game competitively. It’s the same reason motion tracker isn’t in ranked.
>
> Removing feedback doesn’t necessarily make the game more competitive. Motion tracker specifically actually adds to it since it adds more risk and opportunity by requiring you to master how and when you should be moving at full speed or not and requires you to pay attention to more than just tuning your audio to hear footsteps better.
>
> And for grenades, sure you can toss them blindly around corners but that’s just a waste and a terrible idea to do from a competitive standpoint. Providing feedback that you hit an enemy isn’t the same as a “wall hack” either since it doesn’t actually give you anything more than a vague indication of where they might be. It’s no different from shooting hydra rounds or a rocket around a corner, both of which do provide hit markers
-
You’re wrong. Top level play can already be very “campy” as the team in the lead will set up at strong angles and positions. Radar only helps the team that already has map control. They can happily sit and move very little, where the underdog has to push for position to retake control. Radar degrades the competitive merit of the game by reinforcing advantages. Competitive play should always encourage engagements that give the team on the back foot an opportunity to retake advantage. Map position and power weapons are more than enough of a reward for the team in the lead–they don’t need the added advantage of being able to see every enemy that moves within a given radius.
-
They should remove all hit-markers from competitive play. If you have line of sight Halo already has shield flare. They are either superfluous or damaging to gameplay. The only reason they exist in the first place is to engage chemical receptors in players brains so they keep playing and thus investing in micro-transactions.
> 2533274833576927;9:
> > 2533274836510405;5:
> > > 2533274833576927;4:
> > > It’s a good call to remove them.
> > >
> > > Grenades shouldn’t be wall hacks. It doesn’t make sense for gameplay. Just because you like the game giving you information doesn’t mean it improves the game competitively. It’s the same reason motion tracker isn’t in ranked.
> >
> > Removing feedback doesn’t necessarily make the game more competitive. Motion tracker specifically actually adds to it since it adds more risk and opportunity by requiring you to master how and when you should be moving at full speed or not and requires you to pay attention to more than just tuning your audio to hear footsteps better.
> >
> > And for grenades, sure you can toss them blindly around corners but that’s just a waste and a terrible idea to do from a competitive standpoint. Providing feedback that you hit an enemy isn’t the same as a “wall hack” either since it doesn’t actually give you anything more than a vague indication of where they might be. It’s no different from shooting hydra rounds or a rocket around a corner, both of which do provide hit markers
>
> 1. You’re wrong. Top level play can already be very “campy” as the team in the lead will set up at strong angles and positions. Radar only helps the team that already has map control. They can happily sit and move very little, where the underdog has to push for position to retake control Radar degrades the competitive merit of the game by reinforcing advantages. Competitive play should always encourage engagements that give the team on the back foot an opportunity to retake advantage. Map position and power weapons are more than enough of a reward for the team in the lead–they don’t need the added advantage of being able to see every enemy that moves within a given radius.
>
> 2. They should remove all hit-markers from competitive play. If you have line of sight Halo already has shield flare. They are either superfluous or damaging to gameplay. The only reason they exist in the first place is to engage chemical receptors in players brains so they keep playing and thus investing in micro-transactions.
I’m not wrong. Removing feedback doesn’t make a game automatically more competitive. The motion tracker does not actively encourage camping either. It merely discourages running everywhere at full speed all the time, which should be discouraged. If I have an opportunity to sneak up one someone I shouldn’t be able to sprint up to them at full speed.
You seem to be equating how you think a losing team should, or does, play with being “correct.” If I’m on the losing team I’m not going to rush and get killed because I know I’m at a disadvantage, I’m going to slow down and be more methodical. Being at a disadvantage does not mean you have to run around at full speed to try and retake that advantage, it means playing smarter and no motion tracker removes part of that.
Lol and your weird false equivalency between hit markers and microtransactions just makes literally zero sense. They’ve been in games for 20 years in some form and are there specifically to provide feedback that can be hard to communicate otherwise.
It’s never really made much of a difference to me since halo maps have had open lines of sight and it’s never been to hard to find some1 or know where someone is going to spawn and hence spam nades at that location. I’ve played both a lot of H3 and H2 as well as H5 and it’s always been the same thing in terms of nading
I’m going to miss them. Loved being able to use them to sound out all the dirty filthy campers. Always satisfying to throw the second grenade a bit deeper and finishing them off.
If they are not going to give us visual hitmarkers… we should at least get an audio hitmarker of their cries of anguish.
> 2533274836510405;10:
> > 2533274833576927;9:
> > > 2533274836510405;5:
> > > > 2533274833576927;4:
> > > > It’s a good call to remove them.
> > > >
> > > > Grenades shouldn’t be wall hacks. It doesn’t make sense for gameplay. Just because you like the game giving you information doesn’t mean it improves the game competitively. It’s the same reason motion tracker isn’t in ranked.
> > >
> > > Removing feedback doesn’t necessarily make the game more competitive. Motion tracker specifically actually adds to it since it adds more risk and opportunity by requiring you to master how and when you should be moving at full speed or not and requires you to pay attention to more than just tuning your audio to hear footsteps better.
> > >
> > > And for grenades, sure you can toss them blindly around corners but that’s just a waste and a terrible idea to do from a competitive standpoint. Providing feedback that you hit an enemy isn’t the same as a “wall hack” either since it doesn’t actually give you anything more than a vague indication of where they might be. It’s no different from shooting hydra rounds or a rocket around a corner, both of which do provide hit markers
> >
> > 1. You’re wrong. Top level play can already be very “campy” as the team in the lead will set up at strong angles and positions. Radar only helps the team that already has map control. They can happily sit and move very little, where the underdog has to push for position to retake control Radar degrades the competitive merit of the game by reinforcing advantages. Competitive play should always encourage engagements that give the team on the back foot an opportunity to retake advantage. Map position and power weapons are more than enough of a reward for the team in the lead–they don’t need the added advantage of being able to see every enemy that moves within a given radius.
> >
> > 2. They should remove all hit-markers from competitive play. If you have line of sight Halo already has shield flare. They are either superfluous or damaging to gameplay. The only reason they exist in the first place is to engage chemical receptors in players brains so they keep playing and thus investing in micro-transactions.
>
> I’m not wrong. Removing feedback doesn’t make a game automatically more competitive. The motion tracker does not actively encourage camping either. It merely discourages running everywhere at full speed all the time, which should be discouraged. If I have an opportunity to sneak up one someone I shouldn’t be able to sprint up to them at full speed.
>
> You seem to be equating how you think a losing team should, or does, play with being “correct.” If I’m on the losing team I’m not going to rush and get killed because I know I’m at a disadvantage, I’m going to slow down and be more methodical. Being at a disadvantage does not mean you have to run around at full speed to try and retake that advantage, it means playing smarter and no motion tracker removes part of that.
>
> Lol and your weird false equivalency between hit markers and microtransactions just makes literally zero sense. They’ve been in games for 20 years in some form and are there specifically to provide feedback that can be hard to communicate otherwise.
If your team is in the lead then why risk making a push that could blow back and swing advantage against you if you screw it up. This isn’t social, you play with intent and you aim to win in ranked, no sloppy play. With radar the losing team gets punished for making aggressive plays because the winning team can camp and know they can see you unless you crouch which is easily snuffed with good players. The map and weapon advantage the winning team has means passive play from the losing team makes them lose more. This is ranked, power weapons get used more effectively and pick up more kills, when a mechanic (radar) dampens the options of the losing team then it gives the winner a rolling advantage, similar reason for precision starts rather than AR starts.
This is doubly so for objective modes where positioning and rotation is even more critical, in a nutshell radar punishes all movement bar crouching, crouching is niche so it’s a mechanic that punishes aggressive and quick gameplay. You could state positives, but it isn’t up to the competitive community to write walls of text to undermine your argument and help understand the scope of the pros and cons, and why radar and other mechanics like grenade hitmarkers provide information that is ultimately much more detrimental rather than supportive to competitive play.
The microtransactions might be a stretch, but it is another mechanic that doesn’t need to be in the game, has caused some gameplay problems, is another point of division and is only in (Halo 4 onward) because it mimicked another game (CoD)
> 2533274808809396;1:
> I’m personally curious about the communities opinion of the recently disclosed information that we will not have hitmarkers for grenades in ranked playlists. I’m not a fan of this myself.
It’s good because it never used to be a thing, and it also allows for you to use grenades to tell where people are. In higher ranked Halo settings you dont get a lot of the easier settings you do in normal halo games. Radar is gone so you have to rely on yourself and your team for calls outs, having nade hitmarkers just means you can launch nades around the map and wait for a ping to tell you where players are, you can then use this info to tell your team where you go the hitmarker to find out where other players are without actually finding them.
I think its good to not know if your nade hit them or not, if you get a hitmarker a lot of the time you can just throw yourself at someone and get the kill so long as you have high shields.
grenades should not be used as a scouting tool so their removal is great