Jump to content

Mythik Nick

Member
  • Content Count

    609
  • Joined

  • Last visited

Posts posted by Mythik Nick


  1. 2 minutes ago, SpitFlame said:

    Aside from gameplay, the thing I'm most worried about is armour customization. Given 343's track record, my expectations for that aren't high.

    I have faith Infinite will have the best armor customization in the series. There's probably going to be at LEAST 500 NEW Seeker helmet variants!

    • Heavy Breathing (+1) 1
    • Toxic (+1) 1

  2. 2 hours ago, Arlong said:

    MORON, it’s not me, i literally added im relaying what is said across every platform from waypoint all the way to Twitter. I simply added what I would want regarding gold pro but the modded version with the 3 shot pistol that’s projectile than hitscan so now let’s talk.

    1. Since no ones spawning with a DMR the dmr wouldn’t be too effective since there’s a limited amount and therefore less using one at any point in time.

    2. The pistol in TU at the very least can contest a dmr user. It’s not as good as it’s h4&5 pistol but it’s not weak.

    3. I literally suggested a range nerf, read the text.

    4. You obviously haven’t played the gold pro modded settings, that basu keeps posting a video about. 
     

     

    In relaying those complaints, you said this:

    4 hours ago, Arlong said:

    It’s clear that dmr starts are a problem and Ar/pistol starts will solve some things.

    You yourself said it's a problem because a bunch of mouth-breathers who don't understand the game think it's a problem. And they're wrong.

    Anyway.

     

    1. Yeah, and the few people who do get their hands on the long range weapons on the map will only have an easier time shitting on the people coming off spawn who only have a gimpy little piece of shit with a shorter zoom, less bullet magnetism, and (for controllers) less aim assist to fight back with. Sick.

    2. The DMR has an obvious and clear advantage over the pistol, especially at long range, which is exactly the range where these mouth-breathers are complaining about the DMR the most.

    3. Fair enough. I guess you said you'd make it projectile or something? No thanks lol.

    4. No, I haven't played GPMA, and I wasn't referring to those settings, I meant the OG Gold Pro settings. From what I've seen in the videos, I wouldn't like it very much. The projectile pistol combined with faster movement speed looks awful. It just exacerbates the issues I have with projectile guns/gunfights.

    • Like (+1) 1

  3. So, the DMR is overpowered at range, therefore the solution is either to get rid of DMR starts in social in favor of gimping players with AR/Pistol starts so it's harder to aim at long range off spawn (have fun getting fucked by the people who picked up the DMR's and snipes), or make the game Gold Pro settings across the board where the lethality of the DMR is drastically increased from default... That makes absolutely no sense. Now, I'd much rather have Gold Pro settings across the board than what we have now, but how the fuck is that going to fix the issue with the DMR having too much range. It would literally do the exact opposite of what you want. LMFAO. Unless you're just saying you'd like Gold Pro as its own playlist or something.

    How about, instead of AR/Pistol pee pee poo poo starts, just reduce the zoom and aim assist/bullet mag on the DMR. Doesn't that sound, if not more likely to occur, at least like a much more sensible solution?

    • Like (+1) 2

  4. 40 minutes ago, arglactable said:

    It's a game type that literally marks idiots on your HUD through walls. What more could you ask for? I'm also a big fan of Territories, which basically herds all of the tards into a small number of brightly colored corrals for your convenience.

    It's so sick. You just post up with LOS to the score locations and wait for them to run in and try to score. It's especially funny when they have a bunch of skulls and they get gunned down just barely before touching the hill. Also BTB territories is GOAT. Kreygasm


  5. 1 hour ago, Knighty Knight said:

    The best players in the world miss with AA even though its "OP". It's just fact you can miss with AA. When you are playing against players at your level or above.. you will be challenged regardless of your input. 

    Does the mere fact that missing "happens" mean that the issue with aim assist is overblown to you? That's a laughably low bar, if so. The issue isn't that controller players never miss, it's that they don't miss nearly enough (PC players don't miss enough either right now due to bullet mag, but controllers are even more problematic because they have bullet mag in combination with other aim assist mechanics). Across many skill levels, including at higher levels of play, missing tends to be the exception, especially in mid-range DMR duels.

     

    24 minutes ago, znot said:

    I know you're mostly talking about DMR battles, but think about strongsiding in Reach compared to any other Halo. It's a joke. You'll pretty much get headshotted every time. Even though your head is down, I just have to shoot where your head was and Reach gives me the kill 4/5 times.

    Not saying shooting someone's ass should give you a headshot but honestly fuck stronsiding lol.

    • Upvote (+1) 1

  6. 9 hours ago, bunniesz23 said:

    KB/M gets the same aim assist. That's why people who have never played shooters with a mouse in their lives are saying it's easier to snipe on it vs controller.

    Magnetism is different, and should probably be nerfed, but to a point where it's balanced based off actual data not nerfed into the ground so our entire competitive community gets wiped out overnight.

    The data is gonna be skewed in favor of over-nerfing since you have controller players who have years of exp on Reach and several times that playing other Halo games, but I huge chunk of players still are all for that.

    KB/M has the same bullet magnetism as controllers, not any other aim assist mechanics. I was only talking about bullet magnetism because shekkles was replying to arg's post about how removing it would reveal just how awful controller players are when they actually have to HIT their shots.

    LOL you don't need to gather any more "data" beyond the knowledge of what bullet magnetism actually is. It's a mechanic that lets players get away with missing in a FPS. If removing a mechanic that lets players get hits when they miss kills the competitive community, then how serious is that competitive community?

    Yeah, I'm sure part of the reason controller players tend to be doing better is game knowledge. That doesn't change the fact that the existence of bullet magnetism in a PC game is a joke.

    • Upvote (+1) 1

  7. 44 minutes ago, xSociety said:

    That's on a Ben Shapiro level of stupid as far as arguments go.

     

    Strafing should be removed if you think thrusting should be removed. They are both movements after all.

    I'm not equating sprint and strongsiding on every single level. There are obviously a lot of differences. But one of the main complaints about sprint on this forum is that it lets people escape from fights they shouldn't have and makes the game more passive. So it seems weird to me that the same people who make that complaint would find strongsiding to be this really cool aspect of past Halo games when all it did was promote passivity.

    • Like (+1) 1

  8. 31 minutes ago, Arlong said:

    Now Descopijg a sniper becomes more difficult, I wouldn’t like my utility precision weapon to not have a scope, and it’d make no sense not to have one. 

    Depending on the map design and the relative difficulty of the sniper vs the utility, this might not be as big a deal as you think. If it turned out to be a game breaker tho, I'd be fine with a 1.5x zoom on the utility like I said. But there are also other ways to balance things, like nerfing snipe ROF, magazine size, zoom magnification, etc.


  9. 8 minutes ago, Arlong said:

    Descope should exist on everything. 

    Why? Pretty sure the only reason descope was originally added in the first place was to balance the sniper. All it does is make longer range fights unnecessarily jarring. Often times the first person to ping the other out of scope wins by default simply because of the massive aim assist advantage. It's always been my least favorite aspect of utility weapon duels. Does anyone actually enjoy jank-ass long range descope battles?

    • Upvote (+1) 1

  10. 21 minutes ago, The Tyco said:

    Apologies for taking this long to respond to this, I forgot about it. Your recent post reminded me.

    You didn't describe the purpose of the AR, you described how bad players use it. I'll be perfectly frank here, I couldn't care less about how these players use it, especially since historically, these players will use whatever is initially given them anyway. The only thing I care about is making weapons with appropriate and tolerable functionality for all levels of play.

    I for one, in the event I'm ever forced to use the AR for any reason, don't want it to be an intentionally anti-skill scrub weapon that serves no purpose beyond being useless to anyone other than the players you described. I don't don't think you'd want it to be this way either. I don't want it to kill quickly at all, but I would like a useable secondary in relation to the utility. I want something that can descope players and ping camoed targets more effectively than the utility ever could. Hell, even Halo Reachs AR would be have been a fine weapon if burst firing wasn't so pointless and slow.

    I should've avoided the use of the word "purpose". It's too subjective. It would've been better to say, "That's the way it has functioned in past games for the most part and I see no reason to change it." I just want to put a great deal of emphasis on utility vs utility duels because that's my favorite part of the game. Any buff to the AR will detract from that as far as I'm concerned. Just how I prefer things. I also see camo and descope as their own issues. Fighting people who are literally almost completely invisible is annoying enough on it's own, but combine that with the fact that it's console and camo players don't give you aim assist and that shit is just dumb as fuck. I'd argue that descope really only needs to exist on snipe and it's debatable whether any other weapons need a scope at all in the first place aside from maybe a slight zoom on the utility.

    • Toxic (+1) 1

  11. Honestly, the sniper would probably be completely fine with a single 5x or even 3x zoom at the max. Keep the 1.5x zoom on the crispy hitscan magnum and get rid of all other weapon zoom functions and redundant utility weapons. Descope on sniper only. Kreygasm


  12. 20 hours ago, The Tyco said:

    For the sniper rifle, I think the simplest solution is... we don't really need an additional zoom level? I've always felt the extra zoom was unnecessary barring some extremes. Get rid of it so we can descope/scope in more effectively without it getting in the way.

    Terrible idea. This would make it much harder to sit back in the far corners of the map in BTB and warzone and dump all over people who can't even see you LMAO no thanks

    • Simms (+1) 1

  13. 3 minutes ago, The Tyco said:

    I fail to see how the utility can't do its job in a more varied sandbox, nor am I making the AR a skillful weapon. I want weapons with purpose more than weapons that compete with the utility.

    But the AR already has a purpose. It's meant for people who are new to the game and can't aim properly and only know how to walk in straight lines while holding down the trigger at other people who are just as bad.

    And it's pretty clear that reducing the bloom while tap firing to extend the effective range is adding some skill element. But the AR doesn't really need to take more skill nor does it need to have any effectiveness past close range. Just use the utility weapon lol.

    • Thonking (+0) 2
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use & Privacy Policy.