I think we need to revert back to one of halo 3’s decisions and remove hit markers in halo 5. There are two reasons:
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At times that you see the enemy, you will already know if you are damaging him by how his shields will respond. In this situation, the mechanic serves to be kind of redundant, assuming that players pay attention to the enemy or halo 5’s lighting doesn’t skew the spartan model to look like he isn’t damaged when he actually is.
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When you DON’T see the enemy, the game awards you a hit marker for damaging the enemy even though you didn’t physically see the player. This is problematic especially when players chuck random grenades and the enemy’s position was revealed because they didn’t avoid the grenade. You should never be shown that an enemy is near because you tossed a random grenade. Only through player communication, radar, or by actually seeing the player should you be informed on where the enemy is. This removal is also to further punish enemies for double nading positions to where they are unsure if there are actually players holding those positions, as now they have even less equipment to fight back with and their hopes of getting a lucky kill were shattered. It’s tiring to see enemies successfully double nade opponents not just because of luck, but that they knew where the enemy was from their previous grenade thrown into that same position.
At the very least, 343 should only activate hit markers for when players get the kill.
Edit: I’ve been convinced by other people in this thread to keep the hit-markers overall. I think the best solution to solve some of my issues mentioned would be to limit the audio indicators for when enemies are damaged by grenades, based on how far they threw the grenade in particular, and by how much damage the player took from the grenade. Thanks for your discussion people.
Idk it doesn’t seem to be that big of a difference, and when I shoot I want to make sure I hit them
> 2533274977152039;2:
> Idk it doesn’t seem to be that big of a difference, and when I shoot I want to make sure I hit them
So how would hit markers affect your ability to hit those players when you shoot at them?
> 2533274943747719;3:
> I want a halo spinoff that features classic Halo gameplay. Microsoft needs to hire a second studio to handle a CS:GO type Halo game.
Not sure how that is relevant to hit markers in halo 5. Please stay on topic.
Ehh, I personally think they add to the feel of the game… I like to know that my shots are registering and they give the player a good sense of feedback. The positives outweigh the negatives.
I’ve also grown to like 'nade hit-markers… like if a team is just camping it up, pitching tents all game long and you throw a grenade into some distant cover and you damage someone, I like being able to call “hit-markers at insert map callout.” Just another little element to the game I suppose… doesn’t hurt the game too badly IMO.
The reason I like is it helps me know if something damage something.
Because the radar is about as reliable as an empty oxygen tank, I think I prefer to use hit-markers to make out enemies from behind cover and whatnot.
> 2533274873580796;6:
> Ehh, I personally think they add to the feel of the game… I like to know that my shots are registering and they give the player a good sense of feedback. The positives outweigh the negatives.
>
> I’ve also grown to like 'nade hit-markers… like if a team is just camping it up, pitching tents all game long and you throw a grenade into some distant cover and you damage someone, I like being able to call “hit-markers at insert map callout.” Just another little element to the game I suppose… doesn’t hurt the game too badly IMO.
But you never earned that information unless you already knew beforehand that those people were camping in that particular position. I can understand why people prefer hit markers, but they shouldn’t be activated when players are damaged by grenades because that’s just free information.
Finally something we disagree on.
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Shield flicker isn’t always reliable due to lighting, or getting “bloodshots” (i.e. person appears to take damage even though they did not), or shooting an opponent who has no shields in the chest, or so on. Htimarkers on the other hand are always very clear on whether you hit someone or not. I do not mind this slight redundancy for these reasons. I think feedback redundancy in general is alright because information isn’t always communicated clearly through just one source.
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I’ve personally never considered this a problem. You have to expend a valuable resource (grenades) in order to do it, it requires more input than radar ever will, and you can’t just “randomly” chuck grenades everywhere and expect to get a hitmarker. Doing that will only give you hitmarkers in the luckiest of situations, and more often you’ve just wasted a grenade in the process. At best you suspect someone to be somewhere based on game knowledge, you toss a grenade, and either your suspicions are confirmed or denied.
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Without grenade markers I could know someone is behind a corner, toss a grenade around, and then decide to finish them off or not based entirely on a dice roll, as I have no idea if the grenade actually damaged them or not. One could argue that’s an undesirable source of randomness in a competitive game.
> 2533274968707582;10:
> > 2533274873580796;6:
> > Ehh, I personally think they add to the feel of the game… I like to know that my shots are registering and they give the player a good sense of feedback. The positives outweigh the negatives.
> >
> > I’ve also grown to like 'nade hit-markers… like if a team is just camping it up, pitching tents all game long and you throw a grenade into some distant cover and you damage someone, I like being able to call “hit-markers at insert map callout.” Just another little element to the game I suppose… doesn’t hurt the game too badly IMO.
>
>
> But you never earned that information unless you already knew beforehand that those people were camping in that particular position. I can understand why people prefer hit markers, but they shouldn’t be activated when players are damaged by grenades because that’s just free information.
I think I might be fine if they took out the grenades out maybe.
> 2533274819302824;11:
> Finally something we disagree on.
>
> 1. Shield flicker isn’t always reliable due to lighting, or getting “bloodshots”, or shooting an opponent who has no shields in the chest, or so on. Htimarkers on the other hand are always very clear on whether you hit someone or not. I do not mind this slight redundancy for these reasons. I think feedback redundancy in general is alright because information isn’t always communicated clearly through just one source.
>
> 2. I’ve personally never considered this a problem. You have to expend a valuable resource (grenades) in order to do it, it requires more input than radar ever will, and you can’t just “randomly” chuck grenades everywhere and expect to get a hitmarker. At best you suspect someone to be somewhere based on game knowledge, you toss a grenade, and either your suspicions are confirmed or denied.
This is what I do agree on.
1000% agree. If people HAVE to have a hit marker of some kind, I think it should be audible, not visual. Or only on the killshot like OP said. Well put, thank you
> 2533274919210647;14:
> 1000% agree. If people HAVE to have a hit marker of some kind, I think it should be audible, not visual. Or only on the killshot like OP said. Well put, thank you
I’d have no problem with audio indicators.
You could even limit them by range for grenades to solve my third point.
> 2533274819302824;11:
> Finally something we disagree on.
>
> 1. Shield flicker isn’t always reliable due to lighting, or getting “bloodshots” (i.e. person appears to take damage even though they did not), or shooting an opponent who has no shields in the chest, or so on. Htimarkers on the other hand are always very clear on whether you hit someone or not. I do not mind this slight redundancy for these reasons. I think feedback redundancy in general is alright because information isn’t always communicated clearly through just one source.
>
> 2. I’ve personally never considered this a problem. You have to expend a valuable resource (grenades) in order to do it, it requires more input than radar ever will, and you can’t just “randomly” chuck grenades everywhere and expect to get a hitmarker. Doing that will only give you hitmarkers in the luckiest of situations, and more often you’ve just wasted a grenade in the process. At best you suspect someone to be somewhere based on game knowledge, you toss a grenade, and either your suspicions are confirmed or denied.
You make solid points, the lighting can be tricky and frustrating. In regards to your first point about feedback redundancy, what if instead of visual hit marks, there was an audible “hit marker” for shots or grenade hits, or both? That might be a nice middle ground. You make a ton of sense but I still feel nooby when I get random nade chuck hit marks cross map…
> 2533274819302824;15:
> > 2533274919210647;14:
> > 1000% agree. If people HAVE to have a hit marker of some kind, I think it should be audible, not visual. Or only on the killshot like OP said. Well put, thank you
>
>
> I’d have no problem with audio indicators.
>
> You could even limit them by range for grenades to solve my third point.
Ah I was just asking about that haha nice
> 2533274919210647;17:
> > 2533274819302824;15:
> > > 2533274919210647;14:
> > > 1000% agree. If people HAVE to have a hit marker of some kind, I think it should be audible, not visual. Or only on the killshot like OP said. Well put, thank you
> >
> >
> > I’d have no problem with audio indicators.
> >
> > You could even limit them by range for grenades to solve my third point.
>
>
> Ah I was just asking about that haha nice
Doesn’t they have in 5, can’t remember if they do.
> 2535409489305717;18:
> > 2533274919210647;17:
> > > 2533274819302824;15:
> > > > 2533274919210647;14:
> > > > 1000% agree. If people HAVE to have a hit marker of some kind, I think it should be audible, not visual. Or only on the killshot like OP said. Well put, thank you
> > >
> > >
> > > I’d have no problem with audio indicators.
> > >
> > > You could even limit them by range for grenades to solve my third point.
> >
> >
> > Ah I was just asking about that haha nice
>
>
> Doesn’t they have in 5, can’t remember if they do.
They certainly do! I think that’s all that is required for hit markers tbh
> 2533274919210647;19:
> > 2535409489305717;18:
> > > 2533274919210647;17:
> > > > 2533274819302824;15:
> > > > > 2533274919210647;14:
> > > > > 1000% agree. If people HAVE to have a hit marker of some kind, I think it should be audible, not visual. Or only on the killshot like OP said. Well put, thank you
> > > >
> > > >
> > > > I’d have no problem with audio indicators.
> > > >
> > > > You could even limit them by range for grenades to solve my third point.
> > >
> > >
> > > Ah I was just asking about that haha nice
> >
> >
> > Doesn’t they have in 5, can’t remember if they do.
>
>
> They certainly do! I think that’s all that is required for hit markers tbh
Then We’re good.