Hello friends,
One of the things that surprised me the most when we had the opportunity to try Crossfire X during it's beta approximatively a year ago was the fact that hitmarkers were a part of the game. This was unfortunaly but honestly a turn off. I completely understand the fact that Smilegate wants to successfully enter the console market and to do that they need to adapt their game in a way to attract the biggest pool of players (= casual ones). But a game doing too much concession is usually ending to disappoint as much the casual players because it's never too "noob-friendly" as the most hardcores ones because it's still too "noob-friendly" or not enough hardcore.
I am not here to whine about the devs trying their best to make their game enjoyable to the maximum of people because that is in fact their job (which is not an easy one) and how runs the world but sometimes you just should stick to traditional / original / simple things. We had some examples in the past proving that a few adjustments that doesn't look to be a big deal for many players can have a lot of impact, and especially against the ones that are the most interested by the game or the first hour players.
I get that, we have been told that CFX is "another game", a "separated game" but I am not certain that developers, at this present time, and I do not blame them for that, look to understand how much hyped by this title are some of the older players.
I also know that I am one of ten thousands of FPS players that have never touched any Call of Duty, Battlefield, or R6S but this game is a big hope for us and if we see a mode called "classic", we want it to be classic.

That being said, I will go into the details of these (s)hitmarkers and why I believe they should not belong into Crossfire X, or at least into the classic mode. It's safe to say that CF is placed on the "strategic FPS" list and what makes it strategic are the few following points :
the grenades Holy Trinity (explosive, smoke and flash [which needs to be added])
the diversity of useful weapons
the slow walk (which also needs to be added)
no respawns / no health regen
During the beta we did not get the entire Holy Trinity so that is -1 point, we also could not slow walk so we are already at -2 points, and we got an health regen crossing out 3 of the 4 points mentioned above. Once again, I understand this is a separated game, and this is subject to change but I ask the devs to understand our fear.
Adding to that an hitmarker which will completely render obsolete the smokes and encourage / favor / help people to spray on long range instead of playing smart or aiming the head makes me feel a bit anxious. Not to mention that throwing a nade will help you to spot the ennemies even faster which will be an huge advantage, especially for the snipers letting them pre-aim. The explosion if the grenade is well lauched will also impeach the opponent to see throught the little smoke but you (as the thrower) will benefit of a better vision, the hitmarker, plus the different sources of damages. I do not remember if it's also working throught wallshots but if it is the case, it is just another reason to remove it.
A lot of things are going to change, but I am not certain about the hitmarkers so what is your opinion on this? Should they keep it or remove it, and why?