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Given To Fly

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About Given To Fly

  • Birthday December 12
  1. Central minnesota, I would love to try some tourneys. I will have to check to see if anything goes on in minneapolis. I've been watching some axe, and he can sure pull off some crazy stuff. I only have melee, but my buddy and I are looking into project M. Hows smash wii u hold up?
  2. I think BO3 kids would get an aneurysm reading that, but I agree. I thought they tried some really cool things in the game though. Levels that morphed during gameplay, multi sight scopes... The campaign was a lame action movie, but overall I enjoyed it.
  3. Am I the only one who didn't completely hate ghosts? I enjoyed it more than any cod released after it. Not saying it was a great game, I just never understood the amount of hate for it.
  4. So I went to a LAN party this weekend, and dominated with Pikachu. I was going up against pretty solid guys who mained Shiek and Falcon. I haven't seen much of the pro play, but I know Fox and Falcon usually dominate the scene. How does Pikachu hold up?
  5. I think WWII will do great in sales. Not only because it is a more classic approach to CoD, but because it will be gritty and dark, unlike BO3 and IW where you have dancing and robot dogs. Who knows. I'm sure they'll find a way to shove micro transactions in there for something, but nobody will be happy if people are dabbing at Dunkirk.
  6. The biggest request the competitive community has, is to be listened to. Actually listened to, not heard and disregarded. This community wants Halo to be the best it can, and requests changes that will reflect that.
  7. lmao I've never seen this before. This doesn't even make sense on paper.
  8. I would disagree, I'm not sure what exactly makes you think that, but the back of Rig is a massive flat open and low no man's land that extends from PC to Shotgun... Other than that, the rig would be one of the better maps in H5 alone, but I think it gets beat out by Plaza or Eden. Not that I find any of these maps to be interesting as a designer.
  9. We in fact, SHOULD care about remakes, because they show us that the game is shying away from its core. Maps that thrived in classic Halo games are remembered and longed for due to the interesting encounters and memories made on them. There is nothing memorable about any Halo 5 maps in terms of gameplay, let alone art. I would rather play Damnation in Halo 5 over quite honestly, any of the developer maps. Would it play as good as CE? No. Of course not, but as I already stated, that is not the argument. I understand that each game stands on its own, but you need to understand that if a classic map simply cannot work on a new game on any level, the core gameplay has morphed into something unrecognizable. I don't want to play that game, I want to play Halo.
  10. If a player can escape a situation, it means the gameplay mechanics enable players who initiate bad plays by location themselves in terrible map locations or by pushing and failing. It is the reason these issues are brought up in the first place, it is the most relevant thing to discuss, so I have no idea what you're attempting to explain. This topic has nothing to do with morals, it is about actions and consequences. Make a bad play, get punished. Plain and simple. However, abilities add a handicap that empowers players who make poor decisions by removing them from the consequences of their actions. It isn't about saying "he would have died if this were Halo 3" that is a drop in the water bucket of ignorance. We're talking about abilities, the argument is to remove them because they worsen gameplay. Whether it is CE, H2, H3, or even Reach Pro settings, you do not get a "get out of jail free" card that is abilities. There is a huge difference between standing in the middle of nowhere and being too far from cover. H5 allows people to be too far from cover because they can thrust and increase movement to get back to safety, where as classic Halo meant you needed to engage rather than run. You could out-play them, this is hardly the case in H5 due to the escapability abilities grant. randomization is uncertainty. so I have no idea what you are arguing. The gut feeling you are referring to is the position in which the enemy heads to, that puts you in harms way. The issue here is the predictability in timing that abilities break. If I know you are headed to "outlook" or wherever, I can pre-nade that position, but there is randomization in the movement, so there is no way of knowing when and if my grenade will affect the enemy at all. They could very well be there as I'm throwing my grenade due to slide boosting, and at that point, it is too late. Again, Randomization IS uncertainty. I'm not comparing apples to oranges, unless of course you mean classic Halo to current Halo, in which case, yes they are two completely different things that are hardly relatable. You should care that those jumps would be insanely easy to make, because you said it yourself in a sense. It removes a skill gap of having to accurately determine where your feet will land and the physics that come with it compared to halo 5 where you just need to get close to any edge, and an animation locks you into making the jump. Imagine a baseball field. You get an automatic point for a home-run, but just being in the ballpark doesn't cut it. "Who cares?" Great argument. While remakes may not perform exactly as they did in the previous title, they still function successfully. I refer you back to Lockout and getting across map in a single jump. Gameplay is shattered. H3's Blackout wasn't received as well as Lockout, but it still function at it's core the same. You have no valid argument here. That map with 8 pairs of plasma grenades and only one relevant location on the map that houses a sniper rifle? Pshh, nah. Ahahah easily one of the worst maps in the franchise, right next to Molten and Riptide. Funny how even HCS ignores these maps.
  11. Correct, Halo is not a turn based game, so when the two pieces move into the same spot at the same time, it is decided by skill who wins and dies based off strategy. But the abilities in this game allow players to escape encounters they should be in. They sprint away, thrust behind a wall, or just climb over the enemies head to escape. You mention predictability, yet all the abilities add nothing but randomization to the movement, which breaks predictability. Clamber doesn't add a skill gap, or even sustain the gap. It kills it. Let me know how skillful these jumps are if you have clamber and thruster. Imagine a 1:1 scale of lockout in H5. Now you can slide boost from BR 3 to S2. Should you be able to cross the map in one jump? No. Why isn't Lockout in H5? Abilities. Not that I want it back, but if they did bring it back, it would be overly stretched out and terrible. Example: Midship-Truth. bahahahahahaha
  12. That is how I started playing and I don't see any other logical way
  13. I hate how people use (risk vs reward) as an argument. If i'm playing chess, I'm not gonna put my queen in the path of a pawn to line up a move next round in hopes the other player won't notice...
  14. If I had a nickel for every time I, or my opponent, played ring around the rose in H5... I would be premium here.
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