Why can we see enemy health?


(DarkangelUK) #21

It kinda removes the mind game a little having it there, both of you out of ammo do I duck for cover and reload so I have a full clip or is he low enough to switch to pistol and go at him. I guess the bar keeps the flow of the game moving, but removes some of thought process when it comes to killing.

I’m used to the likes of Q3 that has audible indicators. When you hit the enemy, they make a ‘pain’ noise, and the noise changes depending on how much health they have left… so listening is just as important as shooting. I think we had a discussion very early on and I sided with other indicators of current health status rather than a big health bar. Suff like the grunts the enemy make, or sweat coming off when they get shot that gradually goes redder to indicate blood the more damaged they are.


(BioSnark) #22

Until char detail is to the level where you can properly assess enemy health without one, I definitely approve of retaining health bars.


(thrill11) #23

I like it too, doesn’t seem to affect me being that i always get the most kills anyway. whether i see there health or not…if i see them they’re dead. High health or low health; simple as that.


(SphereCow) #24

[QUOTE=vbl;326081]Enemy health should not be shown. Oversight or bug.

I hope.[/QUOTE]

Enemy health was visible in ETQW, too. In fact, it’s been visible in very many shooters since Q1, afaik.

I liked sound indicators, too. They need to be distinct like Klesk, tankjr, and keel, though.


(Mustang) #25

[QUOTE=SinDonor;326181]Yeah, reminds me of the old saying:

“Tracers work both ways.”[/QUOTE]
Except that in games they only work one way, that is to say it only benefits the guy being shot at


(Smokeskin) #26

[QUOTE=SinDonor;326181]Yeah, reminds me of the old saying:

“Tracers work both ways.”[/QUOTE]

Its been 15 years since I was in the army, but I’m pretty sure our tracers didn’t light up right away. They don’t give up more than the general direction of fire, not your position.


(SinDonor) #27

Yeah, they call those subdued tracers. Usually 1 in 4 rounds if you wanted to use them. For my training, we used bright tracers that lit up right out of the barrel.

I earned the marksmanship award in the USAF, kinda silly since I piloted a 386/25 PC. During our weapons training, my buddy’s M16 jammed, so they let him fire on full auto. After the first two rounds, his gun started rising on him and the rest of his rounds rainbowed well over the targets and dirt berm. His tracers landed in some dry shrubbery about 1/4 mile away and started a huge brush fire. Doh! He didn’t get in trouble, but our trainers got an earful since they had to call out the specialized off-road firetruck team to go out there and put out the fire. That was a kickass firetruck though.

Looked just like this one from the Marines:


(Smokeskin) #28

I once loaded up an LMG belt with all tracers for a night firing exercise, then fired them all off in a 50 round burst in a big arc from the left range marker to the right one :smiley: looked really cool, especially when they ricochet up in the air.

We were supposed to load one in five, and we were firing from tripods with angle markers. During daytime you register where likely enemy position and approaches are and corresponding incline and traverse of the tripod - at night you can then lock these into the tripod so it can only traverse the width of the passage or whatever, and you can then spray it with accurate bursts even at night (obviously we didn’t have night vision scopes for the LMGs). So it was pretty obvious that the 50 round all tracer burst traversing the width of the range was a sergeant-in-training having a laugh. Which the NCO manning the range wasn’t too happy about, and he didn’t exactly buy my story that the locks must have come loose and I was supposed to keep traversing and firing until the right lock stopped it. I knew he wasn’t one of the hardasses, otherwise I wouldn’t have done it :slight_smile: