Post death camera in MP

I’m interested in knowing what your thoughts are regarding the post death screen in multiplayer? While this may seem small and insignificant, one thing I have realised about the Halo community is that every little detail counts. Since H5:G is returning to it’s MP roots, I’m assuming that means they are reverting back to the classic “timed responds”; therefore, making the post death screen slightly more usable/important. Below are a list of popular options that have either been seen in previous Halo games, or other popular game series.

1. Traditional Method: From Halo CE to Halo Reach, upon death, the camera would zoom out and show a 3rd person view of your body. While great for teabagging and snipers, this method never explained death, and could sometimes leave a player confused about how they died. It’s a simple mechanic that is often considered neither good nor bad.

2. Killcam: Halo 4 switched things up a bit, and decide to adopt the killcam feature from CoD. The Killcam is actually a pretty cool feature; it educates a player on how they died, and has the ability to reduce a campers efficiency. That being said, they have been controversial; mostly due to the fact that they are adopted from CoD, and removed the teabagging element from gameplay.

3. Proposed Method: Or Battlefield 4 method. Upon death, instead of having the camera zoom out from your body, it locks on to the person who killed you. This is an interesting mechanic that dilutes a campers efficiency, while still allowing for teabagging. This feature combines a few of the benefits from both previous methods.

4. Watch Teammate(s): As seen in some games (ie: Counter Strike), upon death the player will be able to watch a teammate from either 3rd or 1st person until they respond. Nothing fancy

If anybody has any other popular suggestions feel free to throw them at me.

> 1. Traditional Method: From Halo CE to Halo Reach, upon death, the camera would zoom out and show a 3rd person view of your body. While great for teabagging and snipers, this method never explained death, and could sometimes leave a player confused about how they died. It’s a simple mechanic that is often considered neither good nor bad.

I don’t understand how people could get confused on how they died. It was really easy to tell who killed you and with what gun. If there was any confusion you could go into theater mode and watch a replay of the match.

> 2. Killcam: Halo 4 switched things up a bit, and decide to adopt the killcam feature from CoD. The Killcam is actually a pretty cool feature; it educates a player on how they died, and has the ability to reduce a campers efficiency. That being said, they have been controversial; mostly due to the fact that they are adopted from CoD, and removed the teabagging element from gameplay.

The biggest problem with the kill cams from halo 4 was that they DIDNT WORK!! They were 100% inaccurate. Completely broken is an understatement on how well they worked.

> 3. Proposed Method: Or Battlefield 4 method. Upon death, instead of having the camera zoom out from your body, it locks on to the person who killed you. This is an interesting mechanic that dilutes a campers efficiency, while still allowing for teabagging. This feature combines a few of the benefits from both previous methods.

Again the biggest problem with this would be how to get it to work properly. I play alot of Bf4 and for the longest time it would highlight an enemy who had nothing to do with my death and would also tell me the wrong weapon that killed me.

> 4. Watch Teammate(s): As seen in some games (ie: Counter Strike), upon death the player will be able to watch a teammate from either 3rd or 1st person until they respond. Nothing fancy

The problem is that in counter strike in the main gamemodes when you die you are out for the round, there isn’t any respawning. In halo you will come back to life and will be back within a couple of seconds, so I dont see the point of moving the camera onto a teammate when you will only be able to see it for a few seconds.

TF2’s Still Screenshot. You see a picture of the enemy that killed you, then you respawn.

This tells you where you were killed from and how, but doesn’t let you follow the enemy’s movement while you’re waiting to respawn.

> TF2’s Still Screenshot. You see a picture of the enemy that killed you, then you respawn.
>
> This tells you where you were killed from and how, but doesn’t let you follow the enemy’s movement while you’re waiting to respawn.

I think that is a much better idea than what we currently have. That could work out quite well.

There was nothing wrong with the traditional method.

Would prefer the death screen defaults to a 3rd person view of your death location with the ability to toggle between your teammates screen in 3rd person while waiting to respawn.

The traditional method is necessary in order to efficiently call out where the enemy currently is or is heading. It is also important to toggle to your teammate’s point of view just in case you see an enemy in his blind spot that you can call out. Killcams are just a hindrance to effective teamwork, and if they are included, they should stick to more social playlists.

> > 1. Traditional Method:
>
> I don’t understand how people could get confused on how they died. It was really easy to tell who killed you and with what gun. If there was any confusion you could go into theater mode and watch a replay of the match.

I do see your point, and knew someone would make this type of remark when writing the OP, but (while rare) it can be hard to label how you died at times; stray grenades, sniper shots across the map, and other seemingly random forms of death can be hard to track. Exiting out of MatchMaking to view your death in theater mode isn’t exactly efficient either. The con is not being able to legitimately see your death in real time. While that is probably not an issue to many, it may be to others.

> TF2’s Still Screenshot. You see a picture of the enemy that killed you, then you respawn.
>
> This tells you where you were killed from and how, but doesn’t let you follow the enemy’s movement while you’re waiting to respawn.

I actually like this idea, but unfortunately have never played TF2 (despite the fact that it’s been in my Steam library since day one).

> I do see your point, and knew someone would make this type of remark when writing the OP, but (while rare) it can be hard to label how you died at times; stray grenades, sniper shots across the map, and other seemingly random forms of death can be hard to track. Exiting out of MatchMaking to view your death in theater mode isn’t exactly efficient either. The con is not being able to legitimately see your death in real time. While that is probably not an issue to many, it may be to others.

Im still having trouble understanding how people can not see how they died. For instance your point about the sniper rifle, when you get killed by the sniper rifle you can still see its vapor trail a good 2 seconds after you die, so you know that you were killed by a sniper rifle. Grenades tend to blast your body into the air, so when your death animation is that you can conclude that it was a grenade that killed you. There are many visual ways to confirm how you died and it is quite easy.

I don’t care about kill cams, I always skip them. I would like to see final kill cams though.

> Im still having trouble understanding how people can not see how they died. For instance your point about the sniper rifle, when you get killed by the sniper rifle you can still see its vapor trail a good 2 seconds after you die, so you know that you were killed by a sniper rifle. Grenades tend to blast your body into the air, so when your death animation is that you can conclude that it was a grenade that killed you. There are many visual ways to confirm how you died and it is quite easy.

I’m not referring to the type of death itself, obviously someone will see themselves be blow up by a grenade, but instead where did that come from. The cause of death is always apparent, but where exactly it came from is not. For example: Players can kill another by quickly throwing a grenade at someone with a low shield, then running away not to be seen; the dead player will have an idea which direction it came from, but not the exact location of the player throwing it. I’m not arguing against the traditional method, I actually support it. I’m trying to play devils advocate here, since I know many form users will frequently opt for the classic approach.

> I’m not referring to the type of death itself, obviously someone will see themselves be blow up by a grenade, but instead where did that come from. The cause of death is always apparent, but where exactly it came from is not. For example: Players can kill another by quickly throwing a grenade at someone with a low shield, then running away not to be seen; the dead player will have an idea which direction it came from, but not the exact location of the player throwing it. I’m not arguing against the traditional method, I actually support it. I’m trying to play devils advocate here, since I know many form users will frequently opt for the classic approach.

But why should you know where the grenade came from? One basic skill of fps is to be aware of your surroundings. If the game keeps giving players information and keeps holding their hand then they aren’t going to learn. I mean yeah. there will always be the occasional wtf, how did I die, moments. But thats one reason why theater mode exists. Instead of having a kill cam that tells the player everything they need to know, you can go into theater mode and analyze the match and learn.

It should definitely be the traditional method. That is just the halo style. I don’t understand why halo keeps taking things from others games and putting hem into halo only to find out that they don’t work. Just stick to what has worked in the past.(Also tea bagging is part of halo and the original method is the best method for tea bagging)

Traditional. Everything else is superfluous.

> There was nothing wrong with the traditional method.

Agree with this or…

> Would prefer the death screen defaults to a 3rd person view of your death location with the ability to toggle between your teammates screen in 3rd person while waiting to respawn.

this is fine too

> TF2’s Still Screenshot. You see a picture of the enemy that killed you, then you respawn.
>
> This tells you where you were killed from and how, but doesn’t let you follow the enemy’s movement while you’re waiting to respawn.

Nah. Traditional.

Teabagging is a Halo staple.

> I’m interested in knowing what your thoughts are regarding the post death screen in multiplayer? While this may seem small and insignificant, one thing I have realised about the Halo community is that every little detail counts. Since H5:G is returning to it’s MP roots, I’m assuming that means they are reverting back to the classic “timed responds”; therefore, making the post death screen slightly more usable/important. Below are a list of popular options that have either been seen in previous Halo games, or other popular game series.
>
> 1. Traditional Method: From Halo CE to Halo Reach, upon death, the camera would zoom out and show a 3rd person view of your body. While great for teabagging and snipers, this method never explained death, and could sometimes leave a player confused about how they died. It’s a simple mechanic that is often considered neither good nor bad.
>
> This already have option 3 and 4.
>
>
> 2. Killcam: Halo 4 switched things up a bit, and decide to adopt the killcam feature from CoD. The Killcam is actually a pretty cool feature; it educates a player on how they died, and has the ability to reduce a campers efficiency. That being said, they have been controversial; mostly due to the fact that they are adopted from CoD, and removed the teabagging element from gameplay.
>
> 3. Proposed Method: Or Battlefield 4 method. Upon death, instead of having the camera zoom out from your body, it locks on to the person who killed you. This is an interesting mechanic that dilutes a campers efficiency, while still allowing for teabagging. This feature combines a few of the benefits from both previous methods.
>
> It already pretty much worked liked this. When you die and the camera go to third person of your corpse the camera would station itself so it’s directed towards the player who killed you. I’ve used this plenty of times to spot Snipers and so on.
>
> 4. Watch Teammate(s): As seen in some games (ie: Counter Strike), upon death the player will be able to watch a teammate from either 3rd or 1st person until they respond. Nothing fancy
>
> This also already exists. Pushing up or down on the D-Pad let’s you select a player to watch from Third Person view while respawning.
>
>
> If anybody has any other popular suggestions feel free to throw them at me.

better idea: Betrayal cam so you can know who betrayed you and how it happened.

Betrayal boots due to accidental betrayals might be the result of a troll or the untrained if they do that imo.

> better idea: Betrayal cam so you can know who betrayed you and how it happened.

Agreed.

I like the traditional method. It adds more depth to thr gameplay. For example I was playing Halo 2 at a LAN Monday night. We were playing Zanzibar 1 flag CTF. After killing 2 players defending the base on the staircase I grabbed the flag and waited a few seconds for them to respond so they wouldn’t know I was going up stairs. We successfully scored the flag because there team called out “he didn’t go up stairs we didn’t see him on respawn screen” and they didn’t look high because they thought I had to go flow. If I had just grabbed the flag and ran up the stairs they would have seen it and 7 BRs would have been locked in on me trying to cross top plat.