What is the big deal about hitmarkers?

> 2533274819446242;7:
> Most hitmarkers are not a problem, in fact I would wager most people are quite fine the problem is grenade and other explosive hitmarkers.
>
> Both hitmarkers and the lack there of give a player information on enemy positions that they should not have otherwise. See a suspicious looking corner? Just chuck a risk free nade and you are good to go, either way.
>
> It encourages passive gameplay and thoughtless grenade spam.

grenade spam has been in all of the games

> 2533274857398125;9:
> > 2533274819446242;7:
> > Most hitmarkers are not a problem, in fact I would wager most people are quite fine the problem is grenade and other explosive hitmarkers.
> >
> > Both hitmarkers and the lack there of give a player information on enemy positions that they should not have otherwise. See a suspicious looking corner? Just chuck a risk free nade and you are good to go, either way.
> >
> > It encourages passive gameplay and thoughtless grenade spam.
>
>
> grenade spam has been in all of the games

Well, duh. However those player were not rewarded with the locations of enemy players. It rewards those who already thoughtlessly chuck grenades and encourages others to do it more often

haven’t been up to date on all of the new stuff in Halo 5, but now im reallllllly hoping that there IS NO hitmarker for nades…

Hit markers in Halo are pointless in general, when the person you hit lights up like a freaking Christmas tree. You’d think that would be enough indication that you’re hitting your target.

> 2533274838000924;2:
> It’s a slight gain in skill when you just know that you have hit someone, but most new people wont know until they play into a bit of the game, I agree it’s not right but only from logic. I see that you shoot and hit someone then the game tells you then its one less thing you can do rather than the game.

We have already seen hitmarkers in H4 and H2A. They are pointless.

I HATE playing in Spartan Ops, Campaign, etc, not knowing if they were killed… so yeah

I don’t really care either way. 343 seems to be getting rid of the lock on so a hit marker doesn’t hurt in my opinion. In Halo 4 it was a rather large marker though, but in Halo 5’s ADS/whatever zoom animation it seems that the hit marker is small so maybe this will be better or less distracting. I wouldn’t mind being able to disable it.

> 2533274924514228;14:
> I HATE playing in Spartan Ops, Campaign, etc, not knowing if they were killed… so yeah

There are others way to know when you killed anything.

Compared to Halo 4’s marker, the one in Halo 5 seems much smaller. I’m not going to lose any sleep about it anyway!

> 2533274909396865;1:
> I keep seeing hitmarkers being listed as skill gap decreasing feature but I don’t see how. What does hitmarkers have to do with how good you are. I don’t understand that gives any advantage to a less skilled player. I really don’t…

They don’t. Guessing if you hit someone or not isn’t even remotely a skill gap, it’s just unneeded randomness.

Quake has damage indicators, CSGO has a distinct sound when you shoot someone in the head or hit them with a grenade, TF2 has damage indicators and hitsounds, so on. Knowing that you damaged someone is a staple of competitive play, not a detractor of it.

People need to get it in their head that just because it’s “from CoD” doesn’t automatically mean it has no competitive value.

> 2533274819446242;7:
> Most hitmarkers are not a problem, in fact I would wager most people are quite fine the problem is grenade and other explosive hitmarkers.
>
> Both hitmarkers and the lack there of give a player information on enemy positions that they should not have otherwise. See a suspicious looking corner? Just chuck a risk free nade and you are good to go, either way.
>
> It encourages passive gameplay and thoughtless grenade spam.

Sure, because I definitely wouldn’t just toss my entire grenade payload around that suspicious corner in Halo 2 and Halo 3. Ha… I’m just saying, grenade spam is a symptom of giving players more than a couple of grenades to throw. It has almost nothing to do with that hit marker function.

> 2533274806075519;12:
> Hit markers in Halo are pointless in general, when the person you hit lights up like a freaking Christmas tree. You’d think that would be enough indication that you’re hitting your target.

Not every Halo game has been the best at visual hit identification, though. Halo: Combat Evolved, for example, has some of the least-visible shield flaring in the series. The more recent installments have been better about it - Halo: Reach was the best - but it still doesn’t hurt to have the hit markers supplement that knowledge.

> 2533274819302824;18:
> > 2533274909396865;1:
> > I keep seeing hitmarkers being listed as skill gap decreasing feature but I don’t see how. What does hitmarkers have to do with how good you are. I don’t understand that gives any advantage to a less skilled player. I really don’t…
>
>
> They don’t. Guessing if you hit someone or not isn’t even remotely a skill gap, it’s just unneeded randomness.
>
> Quake has damage indicators, CSGO has a distinct sound when you shoot someone in the head or hit them with a grenade, TF2 has damage indicators and hitsounds, so on. Knowing that you damaged someone is a staple of competitive play, not a detractor of it.
>
> People need to get it in their head that just because it’s “from CoD” doesn’t automatically mean it has no competitive value.

even halo 1 multiplayer had damage indicator sounds

There is nothing wrong with them people are just petty. I didnt even pay attention to hit markers in h4, im too busy focusing on the enemy.

> 2533274836676480;21:
> > 2533274819302824;18:
> > > 2533274909396865;1:
> > > I keep seeing hitmarkers being listed as skill gap decreasing feature but I don’t see how. What does hitmarkers have to do with how good you are. I don’t understand that gives any advantage to a less skilled player. I really don’t…
> >
> >
> >
> > They don’t. Guessing if you hit someone or not isn’t even remotely a skill gap, it’s just unneeded randomness.
> >
> > Quake has damage indicators, CSGO has a distinct sound when you shoot someone in the head or hit them with a grenade, TF2 has damage indicators and hitsounds, so on. Knowing that you damaged someone is a staple of competitive play, not a detractor of it.
> >
> > People need to get it in their head that just because it’s “from CoD” doesn’t automatically mean it has no competitive value.
>
>
> even halo 1 multiplayer had damage indicator sounds

The PC port of it did, the original game did not.

Lots of competitive games use hit markers, some visual, some audio. Removing hit markers is a terrible thing, because players have to guess how to play the lag. The recent update to Halo MCC removed the hit recognition beep from Halo CE, which has rendered that game almost unplayable. The beep was an annoying sound, I will give you that, but it was the only means for players to fish out where to lead their shots. Hit markers are a vital aspect of todays online playing space, and help players work through everyday lag.

The problem with Halo-hit-markers is that the Halo community is filled with Halo fanboys, which for whatever reason, hate anything COD related.

> 2533274909396865;1:
> I keep seeing hitmarkers being listed as skill gap decreasing feature but I don’t see how. What does hitmarkers have to do with how good you are. I don’t understand that gives any advantage to a less skilled player. I really don’t…

if it’s hitscan and fires in a straight line then nothing, it’s subjective opinion for that scenario.

however for anything that has splash damage, travel time or can bounce it gives an unfair advantage. with these types of items you can scout out corners and other things that aren’t in your line of sight and find out where the players are. on top on smaller maps with less spawns you could cover spawns with your grenade and turn around to check around, giving you the opportunity to have higher spawn control with no disadvantage.

> 2533274857398125;9:
> > 2533274819446242;7:
> > Most hitmarkers are not a problem, in fact I would wager most people are quite fine the problem is grenade and other explosive hitmarkers.
> >
> > Both hitmarkers and the lack there of give a player information on enemy positions that they should not have otherwise. See a suspicious looking corner? Just chuck a risk free nade and you are good to go, either way.
> >
> > It encourages passive gameplay and thoughtless grenade spam.
>
>
> grenade spam has been in all of the games

emphasis on the word thoughtless not grenade spam, halo CE had grenade spam, but not thoughtless grenade spam

> 2610345319735860;24:
> Lots of competitive games use hit markers, some visual, some audio. Removing hit markers is a terrible thing, because players have to guess how to play the lag. The recent update to Halo MCC removed the hit recognition beep from Halo CE, which has rendered that game almost unplayable. The beep was an annoying sound, I will give you that, but it was the only means for players to fish out where to lead their shots. Hit markers are a vital aspect of todays online playing space, and help players work through everyday lag.
>
> The problem with Halo-hit-markers is that the Halo community is filled with Halo fanboys, which for whatever reason, hate anything COD related.

the current bullet registration in CE doesn’t even seem lag dependent like in halo PC, there seems to be many random glitches which shouldn’t be present in the game. i’m not a fan of visual cues as i think it’s just clutter, but a fast and audible audio cue is a must imo

> 2533274806427910;16:
> > 2533274924514228;14:
> > I HATE playing in Spartan Ops, Campaign, etc, not knowing if they were killed… so yeah
>
>
> There are others way to know when you killed anything.

That is true I have played many hours of Halo but I can’t remember ever having a problem, you hear a guy/alien die then you know it has worked.