Head shot hit marker

  • Some times i dont know when i did a headshot, does it takes more damage? If so why not making a hit marker to know if you accomplished a headshot? maybe the hitmarker turns red (Overwatch) or just a sound to diferenciate (Counter Strike Global Offensive)

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  • @lawdarkerr Headshots sadly do not do additional damage. I want them to. Also want "assassination" melee attacks from behind on unaware foes to do additional damage. A sound to differentiate could suffice.

  • From my experience at least, I didn't find that headshots made a difference in damage. but i don't know for sure. A different hitmarker would be nice either way though.

  • @perfect-code @mistavanvleck Fps game without headshot? Lol this is new for me

  • @lawdarkerr not an "fps"...

  • @lawdarkerr said in Head shot hit marker:

    @perfect-code @mistavanvleck Fps game without headshot? Lol this is new for me

    Yeahp. It is odd.

    @kruqnut said in Head shot hit marker:

    @lawdarkerr not an "fps"...

    The game is first person and you shoot things.

  • I don't like hit markers at all to be honest. Prefer to have to use judgment to determine if I am landing shots.

  • @Kruqnut i mean, having a shooting system without diferenciation from a body shot to a headshot is very peculiar for me

  • @my-name-is-fej I get where you're coming from and generally i would agree, but without blood or other textures in the game the only real way to know if you hit people is either by killing them or with a hit marker and from a long distance that might be pretty difficult to determine.

  • there are small hit markers, at least when i played closed beta, headshots don't matter, so no headshot marker. game is first person, and you can shoot, it's not a first person shooter game tho.

  • Sea of Thieves is a first-person shooter but it also does more and is as Rare calls it, a shared world adventure game.

  • @perfect-code said in Head shot hit marker:

    Sea of Thieves is a first-person shooter but it also does more and is as Rare calls it, a shared world adventure game.

    I think of it as more as just an FPS :)

  • @perfect-code I'm really happy they don't. It's enough that cross-play is forced. I got very good aim (playing lot's of ranked halo 5) but I do realize I don't stand a chance against someone that uses a mouse. So yea, I don't wanna get constantly headshotted on respawn by PC players.

  • @captain-surgee Lul, isnt that easy to make a headshot man, even with the mouse

  • @captain-surgee That's what I've been telling him over and over. He dislikes crossplay as well due to mouse supremacy, but is okay with the mouse users having even more of a precision advantage. :/

  • I wish there were NO hit markers. I sure don't want more.

  • @captain-surgee said in Head shot hit marker:

    @perfect-code I'm really happy they don't. It's enough that cross-play is forced. I got very good aim (playing lot's of ranked halo 5) but I do realize I don't stand a chance against someone that uses a mouse. So yea, I don't wanna get constantly headshotted on respawn by PC players.

    It's a fair point. Though with regards to getting headshotted on respawn, you wouldn't if respawning wasn't so poorly designed! lol

    @natsu-v2 said in Head shot hit marker:

    @captain-surgee That's what I've been telling him over and over. He dislikes crossplay as well due to mouse supremacy, but is okay with the mouse users having even more of a precision advantage. :/

    Hehe. I'm not certain of my feelings, but I feel like it might not be that bad if we had a higher maximum sensitivity and even an appropriate amount of aim assist.

  • @perfect-code it's not a first person shooter, FPS is the definition of a game and that's not exactly the point of the game is it now? Do you even game? Lul.

  • @my-name-is-fej well depends, i dont like UI hit markers but good feedback from animations and ingame graphics. Far Cry 5 does feature some mediocre hit detection and sometimes it’s annoying.

  • Look at the state this way. If we merely had headshots doing more damage, everyone would aim the head and any other approach would immediately be discarded as less useful in many occasions. No one would try to fulfill their fencer fantasy because the cutlass would deal less damage, not able to aim the head, and therefore be a less effective approach to go with in case we have other options beyond tactical competition.

    I would be okay with headshots if the items had to be used in their fantasy contexts to produce that damage output from of them.

    This is why I advocate that any weapon should kill instantly when utilised within their proper fantasy contexts (fully depleted stamina gauge equals death). Outside of those contexts the damage is heavily reduced and beyond a point, outright negated. When a player tries to utilise a weapon outside their context, the target mate also reacts in a specific way to signal the result (getting a flesh wound animation) becoming slightly fatigued and in need of food or first aid to replenish the loss of stamina. Utilising a weapon beyond reach would have the target mate again react in a bit different way to signal the result (merely looking for cover animation) becoming slightly fatigued, but with the ability to mitigate the loss of stamina by taking cover. These animations would signal to any involved player that they are too far away to be as effective as they can be.

    Items and environment with tactical values and situational dependencies would go a long way.

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