Nope.. why else would they have hitmarkers for grenades? Doesn't seem that far fetched to me. Assume I'm 12. Break it down for me lol.
You seriously think that they put grenade hitmarkers because in real life someone would scream if they were hit by a grenade Like, seriously You actually believe that
Not necessarily scream, but at the very least shuffle around, clunk to the ground, drop their weapon that clatters to the ground or make a sound to indicate somebody is in there... I don't see how it's that far fetched :\
oof "it's a simulation" cop-out doesn't explain campaign hitmarkers that said, I do play better with them than without because I suck
You don't want this just trust me man lol _________________ I think after the 1v1 contest is over I'll make another map using the critiques of the submission pool to (hopefully) make a good map. I've got an original aesthetic I'm happy with so I need a reason to make a map now.
Thx for the love... but is it because I am unknowingly silly? I'm somehow playing with fire? Or you agree... confused haha
Hello and welcome to ForgeHub. I am glad you are here. Just a FYI some people in here treat new people like they been around the entire time. I know it can be off putting but thanks for visting and I hope you stick around. To answer your question somewhat. The reason why hitmarkers is in the game is just simply to let you know you hit someone. Ya it could have been put in to discourage camping but I think it was because every other shooter now has them. NOW generally speaking in arena style shooters(like Halo). Hit markers are generally frowned upon especially on grenades. Just to put one reason out there. Lets say I throw a 2 grenades down 2 random areas and I get a hit marker on one of them. That leaves little play to the person who got hit by the random grenade. it forces that player that was hit to try and recover shields. The person who just threw the random grenades now has a major advantage because he was able to discover your location by random chance, put damage on you and can now push you instantly because how fast the movement is in this game. Think of it this way. You know how most players hate radar. Well grenades function a lot like radars in this game but they also do damage. In previous Halos I know one thing I use to do is if I got hit by a random grenade I would actually push the person, despite the grenade doing damage to me. Reason being the player who threw the greanade really doesn't know where I am hes just throwing them to discourage me and sometimes people will throw a nade one way and then turn and look the other way which presents a POSSIBLE opportunity to push them....NOW with hit markers in the game. If I get hit by a grenade now I can no longer push him and the opposite happens. I GET PUSH and there isnt really anything that I can do about it other than run and hide. Basically it puts all the power into the person who threw the nade. This is mainly all based on random-ISH grenades I hope that answers your question a little. If not just let me know I will try to clarify it more. Also again Welcome to Forgehub
What even is sound design. "How can hit markers be real if our eyes are not real"-Jaeden Smith probably
This is a video of the first ever games of Extraction on Halo 5... (WIP, note - sometimes the timing to capture the points was not consistent, will fix) Congrats to the 10-12 people who randomly stumbled upon this gem on PC Customs Browser (which appeared to be totally empty (0 games) when I started my lobby). Map Thread - Test version of Mercy variant (2nd game is a full 4v4)
Common Multi Like, seriously I don't believe we should have to walk on eggshells around people but both of his posts were asking for someone to explain and instead you belittle his thoughts...
Okay so there is a map in the contest that really stepped its game up after playing it more. Im full on lust mode for it and i was legit excited to get off work tonight just to come home and play it. @MultiLockOn loves it too.
I don't think the logic is sound. Halo is a sci-fi/fantasy based game. Citing realism as a reason why something is okay in Halo makes no sense. It's a poor way of explaining something that was clearly implemented to align with a trend in the FPS market.