They don’t bleed them out of your body. They come out of the center of the crosshair and so are not functionally dissimilar from traditional hit indicators.
HUD criticizes follow_
Overall:
Liking the minimalist theme, here. However, many elements seem to be blocking an unnecessary large amount of space, particularly compared to the elements of the initial footage. Here I’m NOT referring to the amount of elements but the actual graphical design. What there was of the initial HUD seemed to be built using outlined shapes where the current HUD is built with solid, largely opaque blocks of color. You might consider switching back to outlines for functional reasons. It would not seem difficult to translate the current HUD to outlines given that it’s already made up of minimalist shapes.
Lower left elements:
Aside from balancing out the radar, I’m not seeing the functional purpose to the lower left circle. Seems like those HUD elements would be less confusing and less obtrusive if configured differently.
Player interaction circles:
The player-to-player interaction circles are extremely obtrusive and particularly so when they’re popping in or out. I’d recommend reducing their size and if you want to retain the the pop in/out zoom at least add fading so it isn’t so startling. The design of the interaction circles also does not match the rest of the HUD design. A more drastic and simpler approach, which I recommend, is changing the blue player outlines to green as well as possibly emboldening or flashing them and eliminating the green circle altogether.
Compass:
The blue arrow compass very distinctly does not match the graphical design of the rest of the HUD (excluding the player interaction circles which it also doesn’t match)
Grenade trail:
Pink-white color is very dissimilar the basic colors of the rest of the HUD palette.
“Combat Intuition” cue:
Aside from looking rather powerful, it’s also throwing up another chunk of color and one even thicker than the other HUD elements. It’s also near the middle of the screen where it blocks more important information and where the player is already focused, reducing the need for that kind of size. Sure, all that may be viewed as a drawback for that skill, but HUD clutter isn’t the best approach to implement balancing drawbacks. For instance, the cue could only be applied for input outside of the field of view of the player to prevent it’s use as an aiming cue (or aimbot, as wedgwood puts it) as seen in the demo or the indicator could simply be flashed and not be continuously updated as the player turns to aim at it.