Flamethrower hitmarkers

EldrazorEldrazor Join Date: 2012-10-21 Member: 162982Members, Reinforced - Shadow
Hey,

Just a tiny little gripe I have that I feel makes the flamethrower, in practice, a lot less powerful: their hitmarkers.
In my opinion, you shouldn't get hitmarkers for DoT, especially not for a weapon where it isn't easy to visually see whether you're actually hitting your target or not. (it's less of a problem with bilebomb)
The hitmarkers you get with a flamethrower can lead to frustrating situations where you're chasing down a skulk and you're wasting half of your magazine (/gas can/???) on empty air because you're not close enough, but you don't really notice because the damage count is still going up. Then, ofcourse, a fade comes around the corner and you need that half back to kill it.

The best solution, in my opinion, would be to have two kinds of visual effects for when you hit a target: one for when you directly hit your target, and a significantly more faded out (or horizontal instead of diagonal?) for DoT.
Another solution would be to have the opacity of the hitmarker be determined by how much you actually hit the target. This would also help with the bilebomb after the first bileball has actually hit. (It's quite easy to see the amount of damage the first one inflicts because of the number that pops up)

Yours sincerely,
A frustrated flamethrower lover.
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