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#1038927 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 08 October 2018 - 01:54 PM

I can only imagine the heavy aim playing H5 on a phone and streamed from the cloud.



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#1035718 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 27 August 2018 - 10:32 PM

Pro league was great. Having weekly Halo content is part of what kept H5 going as long as it has. Segregating top teams from AMs and strict but exploitable roster rules, combined with lack of open LANs and online qualifiers for everything made a ton of players stop playing. The 2k system is better for AM players but much worse for casual fans. In the future it would be nice to have the best of both. Just have one day of pro matches in addition to the 2k every week.

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#1035716 Poll time: What was more competitive as a game, H2 or H3, and why

Posted by bunniesz23 on 27 August 2018 - 10:17 PM

I'd give a slight edge to H2 but I voted that they even out.


H2: Probably the most mechanically intensive Halo game (or a close 2nd to H5) and had some really cool things like momentum melees to complement that. Best maps in the series IMO. Had some detractors like static weapon spawns and questionable spawns at times.


H3: The only game that competes with H1 in the aiming skill department, even if some of that is lost due to spread and hit detection issues. Pioneered the static weapons and dynamic power-ups system that most players have come to prefer. Good but not great maps, but they complemented the gameplay fairly well outside of a few slayers. Insta-splodes helped make up for the comparably weak individual.

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#1034069 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 02 August 2018 - 08:12 AM

I think it's pretty fair to call Fortnite the H3 of this decade. H3 had a massive impact on growing esports and was also a huge presence outside of hardcore players. Yeah Fortnite is bigger, but it is having a similar impact on the esports landscape and the video game industry as a whole.


The only downside is that it kinda normalizes a complete lack of competition-friendly features, but that also goes to show if you make a game people like and can find a way to compete in, they'll figure out how.


OT: As much as I like watching Splyce I'm really hoping Tox/Rec/RNG can take London. As a fellow competitor I really hate their approach to practice and I'd like to see them take an L to maybe motivate them a little more for ATL.

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#1031306 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 29 June 2018 - 12:32 PM

is the rulebook out on how team points are calculated


It's just individual points added up. Here is the PP leaderboard: http://gamebattles.m...ians/pro-points

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#1031024 Comparing Importance: Earbuds --> Headphones, or Basic --> Scuf

Posted by bunniesz23 on 25 June 2018 - 09:09 PM

I’m curious what you feel is the most efficient button layout when you include paddles.


For H5 it's probably either Southpaw or Fishsticks as weird as that sounds. Having jump and Crouch on face buttons makes spring jumps dumb easy. Without it's probably Bump Jump or Helljumper.

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#1030107 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 14 June 2018 - 01:43 AM


SMH and people say that mid-diamond isn't equivalent to a 50.

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#1028162 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 02 June 2018 - 01:23 PM

Cratos was the problem.


Without all the talented young players lugging Cratos around, they were finally able to overcome.  :intel:

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#1026951 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 22 May 2018 - 08:48 PM

Why can't we have a LAN every month? Look at every major esport, there's something big happening every couple of weeks. That's how you grow the scene. Not with one tourney every two months


Smash has the right idea here. Having a structure with locals -> regionals -> majors that all still count for something does a tremendous amount to keep players invested.

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#1026626 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 20 May 2018 - 06:33 PM

While I agree wholeheartedly that Slayer needs to be looked at as a whole, what do we replace it with?  We don't have a round based mode like SnD because they removed breakout (although I suppose you could tweak it and attempt to bring it back).  So is CTF the new final map mode?  Then all of a sudden Ball/Strongholds becomes a hell of a lot more important.

Like I said, I wouldn't mind seeing it gone, but there needs to be a plan in place if it were to be removed. 


It's probably too late in H5 to do anything about TS, but in H6 I'd like to see it cut down to 2-3 TS maps and only use them for last game of a series (Or remove them completely and use Strongholds for that role). IMO Halo has bomb, ball, CTF, KOTH, Strongholds, and Extraction all as viable gametypes (provided they get the attention of a full gametype and not a tacked on DLC). It just depends on what style of Halo we have. Classic Halo we can use more Ball/KOTH/CTF/Bomb to fill the gaps, Modern Halo we can use more CTF/Extraction/Strongholds.

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#1026562 Halo Championship Series 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 19 May 2018 - 08:44 PM

Fathom flag is better than every slayer and Empire SH but yea let's remove it lmao.


I think everyone has just given up on the idea of removing slayers. Too many people out there have alternating TS and OBJ ingrained in there minds as "being Halo".


I feel like I'd take Empire SH over Fathom as a player, but even if they are tied for the worst OBJ Fathom has to take the worst to watch crown by a mile. Literally the first OBJ map I can think of that can rival slow-paced TS maps with its sleep-inducing capabilities.

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#1022848 Halo 5: Guardians Arena Gameplay Settings Thread

Posted by bunniesz23 on 19 April 2018 - 12:25 PM

Changes 343 might actually be willing to implement:


- Change magnum to 4sk.  Same perfect kill time, still 7 body shots to kill - 343 has stated that the magnum is now OP.  While we can all agree that sentiment is ridiculous, it also means that making its perfect kill time faster is frankly not an option.  At least by doing this misses are punished more so it doesn't "feel" so "OP" if you aren't getting headshotted.  It also increases the delta between perfect, max and average kill times.


- Reduce Sniper magnetism/hitboxes whatever the fuck it is that give out headshots like candy.  The main issue with the sniper isn't that it hits shot easily, its that it hit headshots easily and is the easiest sniper to get no-scopes with in the history of the franchise.  by far.  At least, for the love of god, make it so you actually have to aim at the head to get a headshot.  If longer range requires you to lead a little bit, thats not a bad thing either.


- Caster.... just stop using it.  When it actually powerful enough to not be embarrassed by the other power weapons its basically an "oh shit stare at the floor and spam" weapon.  When its radius is smaller and so it actually needs to be aimed, its too slow and avoidable because of advanced movement.  Just stop using it, i don't see a way to have this thing work properly as long as sprint and thrust are a thing.


- Nade Launcher - Unlike caster, this thing actually has 1sk potential, so even with thrust and slide its useful.  Make it actually function like the Reach launcher and add it to maps straight away.


- Weapon placement - I will have to think a little more about this but in general power weapons shouldn't also be place in power positions.  Place them in lesser used areas of the maps.


- Stasis - Up to a point, i actually like this map but the higher levels you go, the more apparent that the non-symmetrical parts of the geometry give one side an advantage.  Edit the map so its actually properly symmetrical and it could be a fine flag map.


- Oddball and Assault.  it goes without saying really.  Both of these gametypes need to be added to the rotation. Hopefully the spawn blocking of the oddball fixes that gametype.  Assault may take more work.


- Forge maps.  Pick a good forge map.  If we can get one new map and 2 new gametypes that would help A LOT.


- Combine the HCS and Team Arena playlists. and NO this does NOT mean coming to some sort of "compromise" with the settings.  The settings should absolutely be HCS settings however, i would like to see this playlist have say 30 gametypes in it to give it more variety.  While everything in this list should be competition-ready, they don't all necessarily need to be in the current competitive rotation.


I pretty much agree with all of this. 4sk magnum with the same perfect kill time and the same body shots to kill as now is something I've wanted for a while. It's technically a slight nerf, but gives the benefit of rewarding proper thrust timing a little more. I'd be ok with lowering the unscoped magnetism on sniper to H3 levels or removing it entirely, but I don't think it's absolutely necessary unless we go back to 2 spare clips (In which case I'm all for it).


Nade Launcher needs a lot of work, but if it get's fixed I'd love to see it used over Caster. It provides a timing skill requirement that you basically don't see anywhere else in Halo and I'm all for it.


Stasis is at this point a lost cause, IMO. Without overhauling the geometry of the map it's not going to play well, and I really doubt we'll see something like that happening.


Oddball I'm sure will be tested, and I imagine it will be a lot better with the spawn changes, but we'll have to wait and see if it holds up. Bomb I think requires similar adjustments to really work, and I don't think it's going to get that attention (regrettable considering how good it can be if it's properly tuned)


As far as forge maps go, I'd love to see CTF on this get tested: https://www.forgehub...ps/russet.6203/ I've been trying to get some games on this since it came out, but I think it has a lot of potential.

And yeah I think it's a pretty clear cut issue that the competitive settings should be used in arena. Maybe along side 3 or 4 new maps/gametypes that could potentially get used. The playlist is a pretty good testing ground despite the fact that the past few times, the maps/gametypes being tested haven't been good.

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#1022402 Halo World Championship 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 16 April 2018 - 12:51 PM

Many (some) pros actually like thrusters though and mention it as being one of the few things worth keeping. I know Mikwen and Spartan have said as much, others have as well but i can't remember.


That's kinda how I feel as well. Even if I put myself in the mindset of, "Sprint is inherently bad. Slower more methodical gameplay is better" I still think Thrust and Stabilize add more than they take away. I like Slide as well, but it's pretty well tied to sprint.

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#1014289 Halo World Championship 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 06 March 2018 - 11:51 AM

Yeah, you're right. Every single fighter AM I've met has been super humble and accommodating. Then again, I have experienced the same from some AMs in the FPS world too. Maybe it's just the fact we are actually INSIDE the Halo AM community that distorts our perspective?


I'm kinda not digging using the AM title anymore. I'm going to use "Competitors-With-Not-Enough-PP".


TBH I think it's just team games. I have a lot of friends with fighting game backgrounds who dabbled in H5 competitively and it was ultimately the stress of finding teams, inevitably getting dropped or having the team breakup, and then starting over from square one that pushed them out of it. You have to have quite a bit of confidence in yourself to not see losing a team as a sign that you aren't good enough.

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#1006928 Halo World Championship 2018 Teams, Seeds, and Discussion‏

Posted by bunniesz23 on 23 January 2018 - 11:54 PM

Thing is, people bitch if they don't have all these playlists. It's literally impossible to do anything on this front when it comes to the Halo fanbase as whole. Even Halo 3 had playlists with extremely low populations.


(PS I agree)


IMO voting in Reach helped with this immensely. Gametypes that were similar enough to have a significant overlap in players who liked them could be grouped into one social playlist. For example Swat/Snipers/Social Slayer could occupy the three different voting slots in a Quick-play style playlist.


You'd still want to keep ranked playlists pretty much the way they are (Or at the most allow 1 veto to help with broken gametypes that haven't been taken out yet) since players shouldn't really be able to just dodge maps/gametypes they aren't good at.

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