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Qbit

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  1. Projectile weapons are kinda meh in practice in online play. There's nothing unskillful about hitscan weapons. If a hitscan weapon for example had 0 aim assist, 0 magnetism, 0 spread and the hitboxes were decent, it's a perfectly legitimate weapon that would entirely revolve around player skill.
  2. This isn't what people don't like about the game. It's not simply that they are getting matched with players/parties that are equal to them in skill. It's what you have to do in the game in order to do well. You have to sweat in Halo 5. Getting matched up with even games in Halo 2 and 3 was really enjoyable. Somebody has already said it; in H5 there's so many more things you have to worry about that you shouldn't have to. Ridiculous autos mean that you have to be looking all around you 24/7 to make sure you're not going to get jumped by a Storm/SMG/AR. There's all the sprinting, clambering, sliding, boosting, the game is just much more frantic and fast paced. You almost need an adrenaline shot before getting into a game. Two things can both require skill while being very different experiences. Compare chess and boxing. In the first one, you're likely sitting in a comfy chair in an air conditioned room. In boxing, you're sweating like mad and constantly getting punched in the face. I know which one I'd rather try to get good at. H5 is a different type of experience from past Halos like 1, 2 and 3, and is more like boxing than chess.
  3. SMH. The Halo 2 & 3 BR was 4 head shots vs 7 body shots. That's profoundly different to 5 head shots vs 6 body shots for the DMR in Halo 5, and where the BR is 4 vs 6, among other atrocities.
  4. Why aren't more people disturbed about the fact that there's a very small discrepancy in kill times between body shots and head shots in this game. 5 shots to the head vs 6 to the body with a DMR, 3 shots to head vs 4 shots to the body with a Light Rifle, and the list goes on. I mean come on, that's ridiculous.
  5. "OS camping" has counterplay though, as you can burn their OS by just shooting and retreating. There's no equivalent tactic to effectively counter somebody camping with rockets. With OS, the player is incentivized to chase down an opponent to take advantage of the extra shielding while it lasts, whereas with rockets the player is incentivized to play it safe and wait for an easy kill. If OS provided counterplay to rockets, then the rocket guy would like to move to try and prevent the other team from getting it, which improves map flow. The map design argument is of course valid, but it's not the whole story because some maps simply can't help but make rockets ridiculous due to being room-based or whatever. I have no problems at all with rockets on maps like Hang 'em etc, but it can be pretty obnoxious on maps like Chill Out and Decidia and there's nothing inherently wrong with the design of those maps, it's the fault of the sandbox on that occasion.
  6. The OS is inherently offensive though. It's meant to enable an aggressive push, it's not a defensive tool. If anything, the rocket launcher is more defensive, it enables and rewards passive play where you can camp and lock down a portion of the map. The OS often isn't placed in a more favorable location than rockets and it also can't be naded to you so you literally have to put yourself in a vulnerable and predictable spot to get it unlike the launcher.
  7. For one, we gain a means of dealing with rocket campers. I just think that rockets would be a bit less brainless if OS was able to keep it in check.
  8. I don't believe it would defeat the entire purpose since rockets would still be the best weapon in the game. It wouldn't change the flow much either as rockets would still be much more rewarding to control than OS.
  9. Nah, in CE a rocket to the ground can kill full OS. That's what I don't like. The rocket splash damage is very black-or-white, it either deals 300 damage (base shield is 75) within the maximum damage area (which has a very large radius) or it deals about 100 in the minimum damage area, which a non-OS player can survive anyway. That basically means that having OS makes very little difference in an encounter against the rocket guy. I'd be ok with that. That could create an interesting interaction between Rockets and OS.
  10. So after playing CE on the PC a ton the last week, I'd reduce rockets max damage so that OS can live a hit from it. The normal interaction would be unaffected, it's purely so that OS can counter rockets because as it currently stands, rockets have no real counter.
  11. Yeah that's right. I get about 210 ping at best. By the way, the Dallas server actually does allow 8 players to join, I've been playing 4v4 in it for the last half hour.
  12. Ah, that's good to know. Dallas is the only server I can get an acceptable ping on so I'm glad I can still play 2v2.
  13. And the Dallas server is now 4v4 instead of 2v2.
  14. Rat Race is sub par and I've never seen it voted for, it could be dropped from the map pool without consequence. The rest of the maps currently in the pool should stay though because all the other bad ones have been weeded out already. Then we just need to add Imminent etc to the mix and we're golden.
  15. The problem with the autos in H5 is that they actually make it so that the precision weapons in the game are not utility weapons in the true sense anymore. A utility weapon is essentially a weapon that can beat any non power weapon at any range if the user is accurate with it. That's not the case in H5; the autos will practically always come out on top at close range regardless of how good the opponents aim is with a precision weapon. The minimum kill times are literally lower for many of the autos, so they are both substantially easier to use and also faster to kill. That should never be the case and that's why the autos in their current form are bad for the game, regardless of usage statistics. They've removed the utility property from the precision weapons.
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