Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
now that's a criticism I've never heard before
so de-sync with the server is making you miss when you think you shouldn't
ok sure, makes sense so far, it happens sometimes
...and your solution is to instead become wholly ignorant of whether you actually hit or miss?
uh, what?
even if that made any sense (which it doesn't) wouldn't it still be obvious that you hit or did not hit based on whether the guys you are shooting at stop moving and fall over dead?
I don't need hitmarkers to tell me I hit a target.
I can see with my own eyes when blood/gore spurts out.
Or when the enemy ragdolls to the ground.
Lots of FPS games, Metro Exodus, for instance, allows you to turn off hit markers.
It doesn't hinder my ability to aim or focus on a target in any way. It simply declutters my HUD so I can concentrate on the physical aspects of the game design.
I fire a shot, blood spurts out, I fire another shot, the target drops. Simple.
I've never played any FPS where an enemy combatant was frozen in animation as a part of the game design, so anyone with any amount of FPS experience should be able to recognize that glitch before even having the need to shoot at it. But you see, your reliance on hitmarkers has dulled your other, more natural modes of observation. And you probably would shoot at an in-animate object for 3 minutes, because the game is still giving you hitmarkers.
You don't need to lie to prove a point. Hitmarkers glitch just like every other mechanic in a game can glitch. I remember in the original COD Black Ops, there was a hitmarker glitch where shooting at certain walls would give you hitmarkers. So yeah, it does "actually happens".
Except they don't really in this game. Unless you are using some high caliber explosive weapon, there is no way to tell you killed someone other than the hitmarker. A lot of enemies will go into long death animations.
No hit markers means you will waste a lot of shots on an already dead enemy. I've killed Trappers with headshots and reloaded an entire magazine during the very same Trapper playing their "oh woe is me, i am doomed and not long for this world" animation spiel.. which actually took so long that teammates remarked on what the hell i did to that trapper, because she was dying so painfully and so slowly.
Poxwalkers and Groaners also have a tendency to enter longer death animations.. not as long as some of the specials, tho.
I have often seen teammates attack groaners or poxwalkers that still stumbled forward after i had killed them with a headshot, and a teammate thought it was still an active threat.
And not to mention hitmarkers telling you that you are currently shooting a part of the enemy that you cannot harm...
I can get behind the idea of immersion, but then again...this isn't really the game for that. That being said... allegedly mods are allowed that deal with the UI, so maybe you are going to get a no UI mod.
And with a hitmarker you would have known that it was already killed after the first shot and you didn't need to waste time and ammunition on the second one.
Show me one video of shooting a wall giving you a hit marker in darktide(you cant i looked)....i can give you many videos of glitched dead body's tho...
As said in the above post, if you take an extra shot for every guy that's a lot of wasted time and ammo...when the hit marker would have told you for free.
That is another good point... i've shot so many fences in this game, believing i should hit the enemy behind it and couldn't get a hitmarker for the life of me, despite the fence having gaps as big as a childs arm.
Not to mention all the fences you can only partially shoot through. There are so many chainlink fences where the difference between shooting through it and not shooting through it is like 10 pixles to either side.
That one refinery level, where they build the Lehman Russ and you walk over the production lines, is particularily bad like this. I really would love how the hitboxes of some of those chainlink fences look like, because i strongly suspect they look like jail cells.
The hitboxes for the geometry in this game is a whole can of worms to complain about, once the most glaring issues are done. Like there are even some doorways that straight up eat Psyker projectiles from the void staff. Like an invisible wall on that door frame.