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#1029574 Halo: The Master Chief Collection Discussion

Posted by Gobias on 11 June 2018 - 12:00 PM

Honestly, I don't even know how it works. Could you elaborate a bit, please?


As Riddler said, spread is completely independent of how long the bullet takes to get to the target. Leading shots is good, random spread is bad, and there's no reason they have to be paired. For an analysis of how Halo 3's random spread can influence the outcomes of even gunfights with perfect aim, read this post.


Bungie's explanation for random spread:

In Halo 3, each bullet from the Battle Rifle’s three-round burst is networked individually under the cases outlined above. Additionally, each bullet has a different margin of error, with the first round from the Battle Rifle being the most accurate of the three bullets. The first bullet can have an error between 0 and .15 degrees off of the true aiming vector. The third bullet is between 0 and 0.38 degrees, the second bullet falls somewhere between the first and third. It is a mistake to look at where the third bullet lands and assume all three bullets are that inaccurate. The outliers (0.15 on bullet 1 and 0.38 on bullet 3) are the absolute worst-case scenarios. In that context those numbers don’t mean a whole lot – but in the grand scheme thing of how the Battle Rifle operates, they are pretty meaningful. 

The Battle Rifle works this way because after Halo 2 it was retuned to be a reliable headshot and anti-sniper weapon (in terms of pinging Snipers at distance from their scoped-in state). The first bullet in the burst fills this role – it is quite accurate (identical to the Halo 2 BR, but with a travel time), and will kill an unshielded unit with a headshot or ping a sniper. 

Another design goal with the Battle Rifle in Halo 3 was to bring the kill-range closer. One way this was achieved was by giving bullets 2 and 3 from the BR a wider error, which makes them less likely to land outside of the BR’s intended effective range. Summarily, this reduces the BR’s effectiveness AND damage output at those ranges, without compromising its ability to finish a target at the same range. 

This change allows the Battle Rifle to be competitive in terms of damage output at closer-than-Halo 2-levels, without being so effective at longer range, that players caught in the open are gunned down too quickly (that task in Halo 3’s sandbox belongs to the Sniper Rifle. If you need to control a space 30wu [world units] away, use it instead). 

. . .

Much of the fervent debate comes from players who simply want the weapon to perform differently than it was designed to perform. The bullet variation in the Battle Rifle’s three-round bursts is a design choice that further defines the weapon's role in the Halo 3 sandbox.

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#1029315 Halo Infinite Discussion

Posted by Gobias on 10 June 2018 - 05:57 PM

The goal of the entire 343 Industries team is to make a great Halo game for our fans that also invites new players into our franchise.


Couple pieces of advice since they've been saying this for years:


1. Don't make every bullet magnetize to such an insane degree so the only room for differentiation is a few controversial game mechanics.

2. Don't require button combos to traverse what would have been simple routes in previous games.

3. Congratulations, you've now made a Halo game that makes fans not want to tear their hair out and doesn't feel "sweaty" with every possible skill matchup.

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#1029286 Halo Infinite Discussion

Posted by Gobias on 10 June 2018 - 05:28 PM

Halo 5 wasn't a new engine, necessarily. Heavily modified, but there are very clear Reach/4 elements lingering behind with this engine. 

I know, it was a joke, I just remember that being thrown around as an excuse for why things weren't there. That and 60 fps. But now that it's an actually new engine I just can't help but think about all the... DLC to look forward to.

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#1029272 Halo Infinite Discussion

Posted by Gobias on 10 June 2018 - 05:20 PM

So what are all your bets on how many legacy gametypes/features will be available at launch considering it's a new engine just like Halo 5

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#1026609 Halo 5: Guardians Discussion

Posted by Gobias on 20 May 2018 - 01:32 PM

The best part of having different melee hitboxes is to add more situational advantages. The utility weapon should have one of the most difficult melees because it’s so useful for shooting. Any short range weapon should have a faster or longer-reaching melee. It kind of misses the point just to have different melee properties based on the size and shape of the gun. It should be a lot like quick camo.

But this is assuming the sandbox has interesting situational balance instead of “at this range this gun wins.” What would likely happen is that already unstoppable weapons like the Storm Rifle 2.0 get a sword lunge. The most important thing is to just make melees more difficult so that close-quarters combat, the most interesting area of combat, is rendered less brainless. (edit: by means of encouraging using your gun more in close-quarters)
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#1025721 Halo 5: Guardians Discussion

Posted by Gobias on 14 May 2018 - 09:44 AM

Unfortunately MCC has helped tarnish people’s memories of Halo 1’s sandbox, what with the easiness of the pistol/sniper and the lack of plasma stun. That and the ridiculously easy “Halo 1 Magnum” in H5. Oh, and the persistent narrative from the developers over the years because they didn’t like the idea of skill differentiation or weapon decisions that made you use your head. Also, don’t forget the community’s idea that longer kill times are more fair because “you have more time to fight back” (i.e. run away and reset the fight).

So, you see, it is hopeless. :lxthul:
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#1018937 Halo 5: Guardians Discussion

Posted by Gobias on 29 March 2018 - 08:30 PM

I think that's the way to go with automatics. Keep them weak because their very nature makes their ease of use a problem if you strengthen it, but give it other properties that make it worth keeping in some situations. I see no problem with this approach.

But if they spend all this time making a better sandbox, how are they going to find the time to make maps that play well?
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#1018903 Halo 5: Guardians Discussion

Posted by Gobias on 29 March 2018 - 02:14 PM

Kind of weird that there is a strong correlation between the enjoyability of a Halo game and the position of the utility weapon relative to the sandbox.

We should probably nerf the Magnum to make sure the Storm Rifle is still useful in its intended
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#1016192 Halo 5: Guardians Discussion

Posted by Gobias on 16 March 2018 - 01:00 PM

H3 looks better than H5.

To be fair, Halo 3 looks better than most console shooters these days. It’s about time we lower our standards.
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#1013406 Halo 5: Guardians Discussion

Posted by Gobias on 28 February 2018 - 02:00 AM

I'm actually pretty confident a Battle Royal Halo mode or game is in the works. It does basically write itself.

I'm sure Halo players would love it since the significance of individual players would be diluted even further. But let's see, the past few Halo games have played terribly for FFA, not including NBNS, so I think the game will fall flat on its face chasing another trend.

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#1008490 The Truth Behind Halo's TTK

Posted by Gobias on 04 February 2018 - 11:11 PM

This video and the one about sprint/clamber were superb.


Over time I've realized that most Halo players want the same things. People will defend their crutches like sprint and slow kill times because it gives them a sense of control. They don't think they should have to die every time they're in a bad position, so being able to run away makes it seem like they have more choices. What they really would appreciate is having the chance to win a losing battle. Of course, that depends completely on the difficulty and power of the weapons, but most players haven't experienced games with that kind of balance.

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#1007318 Halo: The Master Chief Collection Discussion

Posted by Gobias on 26 January 2018 - 04:58 PM

all the friendships I've made have been with people who played PC. Oddly enough I played console for a long time while this was happening.

Video chatting with “hot singles in your area” doesn’t count as making friendships, Grim.
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#1006762 Halo World Championship 2018 Teams, Seeds, and Discussion‏

Posted by Gobias on 22 January 2018 - 06:23 PM

It was incredibly difficult to execute and you have no proof 16 more spots would've popped up. If you think super slide was dumb then you must've thought quad shot was ********.

Difference is that quad/double shot actually solved a problem having to do with slow kill times and lack of skill differentiation with the BR. Super slide just added to an already powerful set of movement techniques. The glitches aren’t even remotely comparable in difficulty or effect.
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#1006582 Moving on from Halo

Posted by Gobias on 20 January 2018 - 05:02 PM


I just dont believe in that logic, there has been plenty of indie AFPS made who tried to "dumb down" the mechanics, particularly the movement, and make it easier for new players and failed. There was that team elimination-based Arena FPS with the vibrant colors that threw all of its chips into e-sports and failed using that model. I forget its name because it was so forgettable... at that point the game is just a lesser version of Quake clan Arena.


The resurgence of oldschool hardcore tactical cRPG's, namely Pillars of Eternity and Divinity Original Sin(started as a kickstarter now a 2017 GOTY candidate), would be a good model for AFPS devs to follow. Make a modern AFPS that encapsulates everything great about oldschool shooters with a modern feature set on par with other AAA FPS that is true to its roots and doesn't cheat its core audience. DOOM 2016 kind of did that, to great success as well. Why cant Quake? Here are my thoughts from another thread with my criticisms of the QC beta...go out guns blazing or why even bother to make a new Quake?



some quotes

I don't think what I was talking about has been made. I'm not advocating for watering down games like Quake and UT. I'm suggesting a completely different IP with a completely different focus. No arena FPS game focuses on FFA, which is arguably the most accessible mode. In a 1v1, even a slight skill difference will result in a landslide victory usually. In team modes, worse players are discouraged from playing either by their teammates or by the notion of ruining the fun for their teammates. With FFA, you aren't as discouraged because it's often not just about winning or losing but continuous improvement. You might start out getting last every game, but maybe after a few months you starting finishing higher even if you're still losing. Are 1v1 and team modes bad then? No, I think classic Quake and UT games do those modes extremely well. But maybe that isn't the path to renew interest in hardcore shooters.


There isn't a great competitive free-for-all game on PC... or console for that matter. It's all team games with diluted individual significance. Now imagine if you had an arena shooter that was easy to learn and but gave experienced players a ton of tools to master. Difficult weapons that kill fast so FFA doesn't revolve around kill steals. Movement that is tied to weapons: rocket jumping, stake jumping, plasma climbing, grappling, teleporting into enemies, sliding to build speed (on residue from bio or ice weapons). This way the movement has interesting situational uses without starting out as an ever-present prerequisite to making common jumps and moving at a proper pace for the size of maps (for the record I highly enjoy the movement in Quake). Add a threatening utility weapon that isn't overbearing like the machine gun from Quake to reduce randomness in FFA. Make more diverse powerups common such as cloaking, vampiric damage, extra jumps--things that radically change how you play like Quake's battlesuit that makes you immune to splash damage. A focus on projectile weapons with interesting properties such as velocity inheritance, forward-acceleration for rockets, no railgun, maybe having projectile speed increased by mouse speed prior to firing to encourage higher and more difficult sensitivities and FoV... all so that veterans of the genre would have to learn something new for a change instead of playing the exact same games for the last 15 years. The strafe acceleration could be fine-tuned to encourage bluffing with strafing back or stopping completely (achieved with initially similar but distinct acceleration curves), as well as enable one player to outstrafe two players oriented at 90° to each other by adding acceleration boosts to orthogonal acceleration inputs (achieved by adding a term to the magnitude of acceleration based on the cross-product of instant velocity and instant acceleration input).


The old arena shooters are hard to master but also hard to get into. The new "arena shooters" (arena-lite if you ask me) are possibly[?] slightly easier to get into but also not fun once you learn how the game works. What hasn't been tried is a genuine, intelligent effort to make a legitimately new arena game that is simple to pick up but only gets deeper as you progress in skill, with a focus on free-for-all.

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#1006385 Halo 5: Guardians Discussion

Posted by Gobias on 18 January 2018 - 07:48 PM

I haven't gotten a chance to rewatch much, but this is definitely one of the better casting jobs I've done so far. This was the deciding Game 7 of a series towards the end of the LAN, and I feel like I really hit my stride in the second half of this series. I hope you guys get a chance to check it out. Edit: Mods, I'd like to embed the video if possible. Can you help me out?


I think it’s something like [ media ] insert link [ / media ]

Lemme try

Edit: Never mind I think this only works for twitter/youtube
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