Shield flares in the newer installations are not always visible to those who land shots. And if hit markers are redundant, then so are shield flares when being hit. After all, they perform the same function according to you, yes?
Hit markers let you know you hit something. That's about it. I fail to see how they remove the element of surprise. Like, you don't WANT to know if you actually hit that guy in front of you?There are already shield flares and bloodshots to tell you if your hit something. Hitmarkers on most weapons are redundant at best, the biggest problem comes from splash damage weapons and grenades giving you access to info your shouldn't otherwise have. Getting lucky damage from randomly thrown grenades is one thing, getting vital map info from it is another thing entirely.
Tactically, they make your combat better because if you are seeing a hit marker, you know you're aiming right and therefore can correct when you stop seeing it. Thus wasting less ammo.
How does it reveal too much?
I find it just muddies the visuals and the audio hitmarkers do even worse things to the sound design. They don't offer anything new and give up free information, there is no reason to keep them.
However, hit markers do one thing shield flaring does not: it tells you when you've hit a hidden target if they got caught in the blast radius of any explosive. This is important information you as the player need to know. Because if you didn't know that player was there, they likely would have gotten the drop on you the moment you looked away from their hiding spot.
How does it muddle the visuals? It's literally a tiny mark on the center of your screen, most players aren't looking there until they need to aim. And the sound is not really covering anything up.
1.)Shield flares are not redundant by its nature of being the original, but more importantly unlike hitmarkers they differentiate between players taking shield and health damage. It is a simple and effective way to convey hit information without cluttering the UI.
2.) You don't deserve to know whether you've hit a target that is out of line of sight. A death is the only exception as that unlucky player would be unable to do anything about it anyway.
3.) Because having two different types of visuals trying to convey same information is always going to muddle the visuals. Its like mixing bold and italics
, using either one
is going to get the job done, but both just looks ugly. And since we already had a perfectly functional system that didn't give away any more information then was necessary, shield flares and bloodshots should be all you need. And Halo 5's constant chirps and pops are even worse for the audio obscuring otherwise solid bits of sound design.