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[Ignore Me] #31 | |||
Corporal
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[Ignore Me] #32 | |||
Staff Sergeant
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people rely on hit indicators to much there should be no hit indicators because just through a grenade behind ever corner and getting lucky and hitting some one is stupid. You have to rely on skill to win no just by hitting some one and not see them, if you hit them you should be able to see them. This game and every other game that has hit indicators are like handicaps and should not be in game, please tell me why there so tactical and are better to use then to find some one with a grenade?
![]() Last edited by fishirboy; 2012-07-10 at 08:57 AM. |
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[Ignore Me] #33 | ||
Second Lieutenant
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Hit indicators are great in a game like this. This isn't some military sim. Hit indicators give the player more visual and audio feedback that their shots are connecting. It makes the shooting feel more satisfying and gives the player a better sense of connection with the gun they are using.
There have been hit indicators in FPSs since the Quake days. They are there so the player doesn't waste time thinking they are hitting their target when they aren't. It leads to a lot of unnecessary frustrations and disconnection from the gameplay. Last edited by wasdie; 2012-07-10 at 08:58 AM. |
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[Ignore Me] #34 | |||
Second Lieutenant
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[Ignore Me] #35 | |||
Staff Sergeant
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[Ignore Me] #37 | |||
Second Lieutenant
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No. No they aren't. You can't see where every bullet lands. Especially when you take into consideration the random deviation placed in the game to enhance the recoil effect. Hit indicators are in the game as it makes the shooting feel more complete. You get a visual (and sometimes audio) indication when your bullets connect. It makes you feel like you're actually connecting bullets to another player. It gives a further sense of connectedness to the gameplay. It's also necessary when the enemies are at a distance from you. Considering this isn't CS, the enemies aren't always going to be 2 feet from you. Targets are going to be small. Not only are your rounds not always tracer rounds, even with high resolutions, a lot of the targets you will be shooting at will be to small to effectively see if you're having any real impact due to the limitations of a monitor. Hit indicators also streamline some of the clumsy mechanics of shooting in FPSs. You know when you're hitting and when you're not hitting. You don't spend any time sitting there shooting at a target you're clearly not hit, exposing yourself longer than you need to. If you want to say "well people just need to spend time to learn the game, don't dumb it down" you miss the whole point of gaming. |
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[Ignore Me] #38 | ||
Second Lieutenant
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If you don't realise that where YOU see your bullet landing and where it actually lands are often two different places then you must be new to FPS games. We don't need to wait on beta for this. It's in and it isn't going anywhere. #dealwithit
Last edited by Dart; 2012-07-10 at 09:08 AM. |
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[Ignore Me] #40 | ||
Staff Sergeant
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I don't want all the fancy wind things and stuff but this is the bet example for sniping and i relay just don't see how we need hit indicators, if you hit them they will fall over if you don't then you will see sand or a spark from hitting a solid object. As well as seeing shots from assault rifles as well should be seen in the dirt so why do we need hit indicators?
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[Ignore Me] #41 | |||
Second Lieutenant
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Since we want PS2 to appeal to as many people as possible (essential in an MMO and something ARMA failed at) making use of industry standard, unobtrusive game mechanics like hit indicators. If you don't want to use them, simply ignore them (or turn them off if there is an option). I know I and most of the rest of the community will use them and enjoy knowing accurately where our shots are landing! |
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[Ignore Me] #42 | |||
Corporal
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But try hitting someone crossing in front of you with a semi-automatic weapon, and it becomes a guessing game. Unless you want their body to jerk each time they are hit by a bullet, no matter how small? I bet that would get old really fast. |
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[Ignore Me] #43 | ||
Staff Sergeant
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uhg, if lag was not here in this world then every one who wanted hit indicators would not be valid, there are more pros to having it you win
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[Ignore Me] #44 | ||
First Sergeant
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Interesting, I can see both arguments as valid.
I'd lean towards hit indicates, if only to help reduce friendly fire. More people will realise they have hit something if FF is highlighted more (I realise it won't define what they have hit.) Last edited by Karrade; 2012-07-10 at 09:45 AM. |
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