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MultiLockOn

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Everything posted by MultiLockOn

  1. I was just making a passive comment on my thoughts on the two, didn't think it would lead to anything. Pretty obvious no one here likes either choice. But yes, I find something that actively takes takes decision making every living breathing moment far worse than something that is detrimental, and exists, but doesn't affect what I choose to do. And that decision making process has nothing to say on the million other side effects sprint has on a game. Spread sucks but its effect is measurable and can be accounted for in design.
  2. Oof, tough choice. Not sure if I agree though. At least with constant spread like Halo 3 you just accept there's nothing you can do about it and you continue to play the game in relatively the same way. I dislike bloom WAY more than constant spread because even though you can technically 'negate' it, you feel cheated no matter what. If you slow down to pace your shots and lose, you made the wrong choice. If you continue shooting at max ROF next time and lose because of bloom, you made the wrong choice. Even if you win, you're left wondering "Maybe I would've taken less damage if I did the other thing". Sprint is very much the same way for me in that it feels like no matter what I do it very well might be the wrong choice and there's no great way of knowing or learning otherwise. If you die while sprinting away, maybe you should've just stayed and fought, if you stayed and fought then the opposite. It's like there's no right answer. Halo 3 you more or less shoot the same way you would in H2 (plus leading) because what can you do about spread; nothing, really. It's one thing to screw me over from the backseat, but I think mechanics that take the wheel constantly are much more frustrating. ^ personally
  3. Im just going to come out and and say, Halo on PC isn't going to do much for the franchise at all. The entire series was so successful because it did everything it needed to in 2001 to adapt itself for a controller. Slow itself down, provide the right amount of aim assistance, etc. Kbm doesn't suit Halo AT ALL, and all the nuance and skill of the granular movement with the thumbstick will be lost with wasd input, and the gunplay is frankly just too easy straight up. Halo 2 will be micro'd to death with quad shotting. And the fact that PC players first impressions of Halo will be of reticle bloom armor lock on sword base will quickly bring everyone back down to to earth. They should've started with CE / 3 as those have the best chances of long term appeal.
  4. That video was taken at the absolute maximum distance for the BR before the bullets disappear. At the max range they still connect on the same frame.
  5. I don't know why you used that clip to prove your point because I literally took it to prove that the BR isn't projectile. The damage is taken on the same frame as the shot.
  6. I thought splitgate was one of the worst games I've ever played. Unsurprisingly it had the general support of the community as everyone clamored over "arena warfare" (it's as far from an arena game as you can get) and then expectedly drop it as fast as they could. The whole idea behind it is already a stretch, and their weapon balancing / maps / art certainly didn't help.
  7. If I had a dollar for every time I died because grenade switching was on the dpad instead of the A button in H5 and MCC (bumper jumper / helljumper) I would be a rich man. Dpad belongs to nothing that needs to be done while shooting. Gears shows you can get away with weapon switching on it but you're also talking about a cover based game and actions that would cause down time anyways.
  8. Drop amount based on the ammo type? If that's what you're referring to
  9. Not knowing something is not the same as randomness. If I am shoving my face into a wall for 2 minutes and get naded from behind that doesn't make it random because I had the opportunity to have that information. I just didn't take it. And if the randomness in question can be negated by simply turning your stick a few degrees it's not random. This is sorta the bane of Siege as a game with a million variables is that you scout out at the start and retrieve all the information you can to make it predictable. Also whether or not Halo 5 style movement takes skill compared to classic movement is not the point or what should be discussed. It's more about what it takes to accomplish that skill gap alongside its other effects on the game. If you can make a comparable skillgap out of 2 actions (stick + crouch) as opposed to.... However many actions in Halo 5 (stick, crouch, clamber, hover, gp, thrust, slide) and have none of the downsides...why wouldn't you. Quake creates arguably the greatest skill gap for movement out of NO additional inputs. That's an even better designed system. If this has all been discussed I'm sorry I'm just jumping in I didn't read that far back
  10. The reward for getting a kill, is getting a kill. You don't reward it with a kill streak that gives you more kills. Likewise. The punishment for missing a shot is that you missed the shot. Not adding randomness to your next attempt.
  11. There is no way to ever make team shot not matter. You're doing 2x the damage, it will ALWAYS be good. Raising individual empowerment doesn't magically lower reliance on teamwork, it's not a ratio. You can lose one something and gain nothing in return. The only way teamshot wouldn't matter is if the kill times were literally one bullet. Or if damage didn't stack when shot from two sources. Idk, maybe if it were like an electric gun as the utility weapon you could justify that design choice or something I don't know. But that's not the case in Halo.
  12. I know this discussion has been had but equipment as an idea is just another archetype of tool to use in Halo, and it's done in the best way possible through on map pickups. The only issue with it was the specific implementation of some of them in Halo 3. I'd love to see them come back.
  13. I'd rather clamber become blindingly fast then slowed down to punish players for using it. Philosophically it's more important to not wrongfully punish good people, even if that means letting some bad people through the cracks unpunished - than it is to wrongfully punish some good people in effort to catch every bad player. That extends to game design as well. Inevitably the best players will find themselves in a long drawn out animation with their face shoved into the wall while they're being shot in the back in the name of "risk vs reward", which tbh is silly. Make the mechanic as unnoticeable as possible.
  14. I suppose range tests on all automatics to see the gradient of kill times over differing ranges. That alone would be a more credible qualifier of the AR's kill potential unlike his video. Basically showing bloom/spread and how it relates to the magnetism. Also, magnetism isn't just on/off, it has a range of strengths based on ranges. Friction, by swiping your aimer over a player while standing still, while you're moving your left stick, while you're moving both sticks, while you're moving your right stick and they're also walking, while you're moving both sticks while they're walking - and conducting that at close medium and far ranges. The biggest thing though is how AA is made to work over networking which is very difficult to show over practiced examples, it usually just happens while you're playing. Everyone here knows exactly how ridiculous the H5 snipe can be in a game but recreating those scenarios won't always show how egregious it is in controlled environments like that video. You just have to feel it out and have a lot of gameplay I suppose. Which is why his video is really disingenuous. https://gamerdvr.com/gamer/multilockon/video/42266124
  15. Completely ridiculous. Still standing tests don't take into account a LOT of correction that happens during movement, a lot of Halo's AA mechanics are designed to not take effect unless you or the enemy are moving your thumbsticks. Halo 3 uses projectile, and 5 steps backwards will show a massive difference between the two. Halo 3 doesn't have headshot multipliers. And it's also the AR for Christ sake lol. Also bullet magnetism is more problematic for single fire weapons (halo 5 utility weapon) than it is also/burst fire weapons (halo 3 utility). Also, bullet magnetism is only one tool in the AA toolkit and completely disregards friction, adhesion, arcing, RRR. It also disregards the trade latency Halo 5 uses and how it networks compared to older titles. Anyone with an ounce of time on both games could tell you that Halo 3s AA mechanics are a drop in the bucket compared to Halo 5s but he pretty frequently goes out of his way to spin narratives.
  16. There is no difference between competitive and casual. It's just good or bad.
  17. I'd wager you've actually spent more games grinding by replaying 10 placement matches every season than by simply starting at 1 and reaching your skill cap. I don't have access to the hard numbers obviously but I'm willing to get we could crunch some numbers and get a ballpark answer.
  18. 1: I fail to see how one system is considered more telling than the other when behind the scenes 1-50 use the same MMR as the Divisions, it's just presented in a more clear, and unique fashion. 1b: Pretty much every game that uses division ranks after Platinum have different words for the final tier or two. That's a little confusing. Some Champion, some Challenger, whatever. 1c: Halo could easily just add a Champion system to the rank 50's. 2: I don't know if I've ever actually met someone who enjoyed re-grinding for their ranks on resets. Placement matches are stressful, it just makes you never want to step foot in MM if you don't have a full team. I'm willing to bet it hurts pop numbers more than it helps. 3: Placement matches take away the actual reward of seeing your rank go up. This might not matter to everyone but I know it does to me, so I doubt i'm alone on this. 4: Placement matches run the risk of putting you too low (not the biggest deal, you'll just win until your reach your correct skill cap), AND too high (see, everyone who played Halo 5 FFA in the first 6 months who got an instant 1800 Onyx for losing 10 placement matches). Now you've awarded bad players ranks that they would've never received otherwise. The whole purpose of a ranking system is to tell me how good someone is, so why is that Onyx means literally nothing to me in Halo 5? Because everyone has gotten in thanks to the initially borked and overly generous placement system. 5: Placement matches inherently will place you in a variety of skill ranges during every reset to try and judge you again since the MMR resets (or should reset, I know Halo 5 is weird about this). That is basically guaranteeing that every X amount of months ranked is going to turn into a shit show for several weeks while everyone gets settled in. 1-50 doesn't have this problem after the first 2-3 months of the game because there's one mad shuffle and then everyone floats to where they should be. Rank resets are like constantly throwing a rock into a pond that just settled. I actually think 1-50 is too many numbers. The biggest purpose of a rank is so that I can see it next to your tag and instantly know how good you are. Is there anyone out there who as a 36, would see a 38 and become scared of losing? Highly unlikely, because it doesn't mean anything. That could be the difference between them having a good day or a bad day, or playing a few matches after you got off. It's pretty meaningless. I would probably dilute the numbers even further to 1-20 or 1-10 if it were up to me. Very obvious at that point who is better and who is worse. If you want subdivisions for personal satisfaction of ranking up more quickly you could probably have private divisions within that which are only visible to said player.
  19. Well eventually everyone would settle at their skill regardless. The first month or so of ranked might be a bit messy but it would calm down after that, arguably more accurately than placements ever would. Because I've never once seen a placement match algorithm that was actually accurate, which is perhaps an even bigger issue than people being represented as less skilled as they are which the H3/2 system does. I also think that the placement matches do a lot to disincentivize people playing the game. The idea is that it resets and you feel obligated to get back on and play more but in my experience it's usually the opposite where I just get annoyed and don't want to reearn it because you're constantly stripped of what you had. Like I said, it's as much as a trophy as it is a representation of skill. You wouldn't take away a world cup medal from a team that won in the 90's even though they're old and retired. Same should go for ranks. Resets are just frustrating and make you stress out and never enter ranked without a full team in fear of screwing up your placement marches. Which, again - are never going to be accurate because there's no perfect way to actually identify someone's potency in a match, especially objective. I'd rather just let people start at the bottom and fight their way up. Also no one cares about playlist ranks and XP ranks because everyone knows exactly what they're based on. Play time, not skill.
  20. Why should it matter if you haven't played in a while? Rank is just as much a trophy as it is an identifier of your skill. Nothing more annoying than logging on and seeing your hard earned rank read as "unranked" because it's a new season. I also think half the battle of rank systems is seeing your rank go up as you climb, placement matches takes that away because you're usually placed right at your threshold with an intelligent system. Not a fan at all of the current rank system used in basically every game out right now.
  21. Not against this, the less time you can spend reloading the better. I'd say we could just introduce backpack reloads but a skill based element in it would be nice. Ive seen military shooters just do double-tap reload to drop the full mag and put a new one in faster. Lose more ammo, but faster reload.
  22. Thats bc Hard Way is my boyfriend and I love him
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