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Everything posted by TheIcePrincess

  1. Big dick reminder that H2A literally functions like every other Halo, magnetism-wise up to Halo 4, lol. There's nothing different about it that should be making you offput if you play any other game before it. Bigger dick reminder that H2C allows you to white reticle four shot a kid while aiming at the dick but H2A will not. If magnetism is ever your complaint on a Halo game, this series is fucking not for you.
  2. Random tangent, but it'd be pretty cool if Halo Infinite dropped K/D/A as the primary scoreboard piece and adopted a comprehensive damage breakdown in place of it. Damage by utility. Damage by nades. Damage by melee. Damage by power weapons. Break down those core four points, and have a deeper breakdown based on damage dealt to enemies, and damage taken. Along with shots fired in turn. I think overall damage matters more than kills alone. Given it stands for the presence you lay down. Seen a few pro games where people top a Slayer (eugh) scoreboard, get praised to no end, and end up having shitty damage to their teammates. Likewise, I've also seen people get reamed for doing "terrible", when they have the most damage and presence of their team, it's just how the cookie crumbles that game. K/D tells me effectively nothing. Assists, and damage do.
  3. My point on thrust wasn't inherent distance and knowing it. It was that changing it means more than just changing that distance. Throwing a number out there won't account for testing. I wasn't asking "how much is it" literally, the rest of the questions tied into it. It's rhetorical, and I'm pointing out it's not just about one thing. But Mythic sorta proves my point, and my problem here. Because that playlist is like they only tested it in a vacuum of arbitrary numbers based only on its escape utility, and nothing else. The Mythic playlist's thrust may as well have not existed. It essentially acts as a jump now in this argument's context. Except it leaves someone fully defenseless when they can't fire, with little in the way of movement. One point of thrust is to break aim assist, and Mythic's didn't do that, especially with the easy H2BR. Another is to gain movement by chaining it with other mechanics. In Mythic, you can't properly jump peek with it, you can't reliably dodge a nade with it, it's not useful for momentum, locomotion is already accounted for with your movement, it actually hinders you in combat, and its cooldown wildly nukes its proper, repeated use. Which is what I speak on. Nuking its movement speed or distance, one trait, just to nullify its "escape potential" nukes five other more prominent things about it, here. One simple tweak. Nullifies an entire mechanic. Because it's not just about the mechanic, or one trait it has. It's not a good way to show how it'd change the meta, because it's not a matter of it being nerfed and even being a part of the meta, it's a matter of us hitting the extreme end of the spectrum of compromise with something that exists in game for no actual reason. Basically as close as we can get to a placebo mechanic. People think it does something, when it does effectively nothing. We essentially have an idea of how H2 Throwback would play in Halo 5. That's about it. Nothing more. "Nerfed" and "unviably, forgettably useless" are not synonymous. And as I said, it shows changing this mechanic isn't so simple as altering distance and expecting it to work. Besides that, the oversimplification of "pressing a button to do X" can be applied to anything. "Just hit your headshot", "it's just pressing LB to jump", "it's just wiggling your stick back and forth". Strongsiding is literally just looking at the floor and actually breaks a hitbox so you can't hit a headshot. There's so much more to it than pressing your button. You don't thrust and escape automatically. You use your movement with your thrust to aid in escape. Play Halo 5, and try and escape solely by thrusting. Don't use anything else. Walk away and thrust. You basically just die tired. Escape doesn't come down to thrust solely. It's not that simple.
  4. The BMS idea is rough. We had 130% strafe accel (to the default) in Evolved, and while it was "playable", it could also be very jank. STEEPENING that curve and increasing it will just make it feel worse. Granted, my problem is the bunch of intangible changes. It's not exclusive to you, it happens a lot here, but random values irk me. Do you know how many world units thrust carries you? Do you know the 100% you're changing from, so you can accurately understand what a 60% decrease will do? Why not start by halving effectiveness, then go down a more extreme end. Why tilt it to an arbitrary 60% when a 10% decrease isn't gonna be noticeable. I don't like it when I guarantee you we don't fully understand what we're actually changing and what would need to change. Because you're not just changing movement, but maps, too. And weapon effectiveness. And grenades. And so on. It's why balancing Evolved was nutty. Because it isn't just movement. Furthermore, why is thrust's ability to allow you to escape a problem? I'm not advocating for a game where you can just escape every fight, no harm, no foul. But escape isn't bad inherently. And counter play to mechanics, especially Halo's hard-decided, checkmate scenarios, isn't bad. Why not be able to escape or fully dodge a random, or poorly thrown, coincidental nuke nade. In older games, a fight can, and WILL be decided long before a fight begins because of this franchise's easiest spawn mechanic, lol. Because of a mix of ease of use and a lack of escape options. Why is that okay? Couple that point with your other point, because the last thing we need is to increase nade lethality while nuking movement. And this also doesn't count on chaining mechanics together, which offers its own benefits to some older style gameplay.
  5. It's not niche in any high-level game, lol. Players will intentionally use this to their (ironic) advantage quite a bit at high-levels. But the only thing it does with this implementation (arguably) is tank your jump height. Map height itself is remaining mostly the same, and you could remove clamber and amp up your jump height to be normal in line with other games in the series, and you'd make most, if not every single jump you make in the base game. So, you're not sacrificing height/design. At most you're just making a few specific spots to use it, with vertality remaining the same. Assuming you even intend for it. Like top yellow on Plaza, or the glass jump. No idea if those jumps were intended to be made from yard or anywhere but that car. Combat flow isn't really changing negatively either. You're basically "resetting" a fight briefly by clambering mid-fight to break an aimlock. It's essentially a combat strongside. Where you break LoS and a hitbox to gain height, and movement control, while being unable to shoot. So you're always in combat, you're just using the environment and movement to stay alive and either pop a trade, or a few extra shots out. It's not like the enemy has to stop shooting you, lol. And it's also not impossible to predict or hit, given we've seen the strat used time and time again in pro matches, or any high level match. You're at a consistent disadvantage and the only thing you can count on is being able to juke a player better than they can shoot you. There's a skill in knowing when and how to do it. You also simplify it too much. You can say "just cancelling a jump", but consistent movement means a fuckload in game. Especially one where jumps can literally be out of your hands because Halo's physics are again, funky. Former's a fallacy. Latter point delves into what it misses. Consistent movement (or anything) means a lot to me. Even if clamber hypothetically made every single jump in the game 100% easier and had to be used, I would take that over relying on a difficult jump that isn't based on how I move or my skill in movement, but is essentially probability taking its toll. But. Of course, that's its own tangent. It's nothing like slide. Slide's problem weirdly is how you can pop a melee or shot off while an enemy can't as a result of the instant recovery and aim assist fuckery, coupled with your height dropping, and your momentum increasing so drastically in a small span of time. The shotgun slide occurs because you have instant response time and an inherent advantage in movement, relative to a clamber where you need to complete the action before you can fire, when rooted to a spot, while the enemy doesn't have that. Granted, with that said, so what if it fucks hitboxes. Again, it's not like you can fire mid-clamber and actually screw someone out of a fight given they can time it and just predict the shit out of you while you're moving in between shots. Strongsiding unironically fucks hitboxes more (Shout out to no legit headshots, lmao) but for some reason we like it here despite it being literally relegated to an escape mechanic. Not saying "oh, this is bad, but this is worse, so A isn't bad anymore", don't mistake it, I'm just saying, if our problem is hitbox fuckery, why have we argued strongsiding as a plus but this is too far. To be more specific, I think clamber can get away with messing with your hitbox when it doesn't remove the one super quick, viable way to kill someone. The headshot. Strongsiding for example forces you to dump half a mag into someone's back to kill them in games where it's effective. Like Halo 3, or Reach. Because you can't headshot them. You CAN headshot a clambering Spartan in 5, their head's the first thing to pop up, the only thing that changes is how quickly you need to do it. Because they have to face you to do it. And even at that, you're basically moving to expose yourself with a clamber. It's nowhere near as effective as a thrust or slide in breaking your aim. And it isn't purely an escape mechanic. This bit is ultimately what I care for. But. I would counter this by saying a "multitude of functions" isn't more valuable when the function you have to do them completely screws you in most engagements, and stops you from acting those out. Even in Halo 5, jumping is basically a death sentence on its own, because you gain air time in a super predictable arc. The control you get with clamber in being able to repeek and jump cover consistently allows you to fire while ducking or jumping without having to commit to an auto-death, because you control your movement fully. When you jump, when you "land", when you move back. It's not just about time performing the action. It's about what you're doing with that action. Older game's jump function is an arc. That you just trace because it no speed, hang time, and leaves you unable to properly move in most directions. You're fully committing to an engagement because you lack any means to do anything else, movement wise, even if that movement is only a second. And most of the time you're jump peeking like that, you're gonna die anyway, you just hope to get the bullets out. Bunny hopping isn't a thing in this like for a reason. Conversely, clamber isn't an arc, it's a series of ducks and weaves, using cover as well. You don't need to needlessly commit and auto-die. Because of the control you have in your actions. Ironically enough.
  6. It's not a terrible excuse. The game's always been "broken" in some way or another and this codebase was done by a studio that is unrelated to both Bungie and 343i, and just adds to problems already existing. Let me put it this way, too. CE's magnum has spread, projectile leading, AND movement sway. You have three factors pulling your fucking bullets off target even if you're on target. It's literally naturally inconsistent. And with code added to it that was never intended for it, that being networking code that the original Xbox version did not have, every single one of those problems will just become bigger problems. Because it's not just your shots not regging when you aim at a dude, you're having to deal with this extraneous bullshit on top of it. It's gonna make it a jank-ass experience, as it always was. It's a problem because this is essentially an unrelated project, that is the first of its own kind in the series. A game ported to a new platform with new features like matchmaking and (originally) a server browser. Again, shit never intended for it. It's gonna be a mess, because they don't have a gigantic team working on this.
  7. It's almost like they're porting a port. Of a game that had another dev porting it, separate from the main dev. As a team of, like, six people entirely disconnected from this. Essentially just trying to get the game to work with the hub they're porting from the console. Hit reg isn't simple, either. Especially when factors outside of code go into it. Like playerbases. Given they're running a small population. On players country-wide. Granted, CE was already shit too, its gun naturally doesn't fucking shoot straight, so every problem is gonna be exacerbated, now, but, you know.
  8. Disagree. Clamber, even past jumping up to ledges has combat use. I literally just hit a clip where I was able to trade out with a person despite me being down shots because I clambered a specific piece of cover to duck and shoot. Whereas in older Halos I'd just be jumping and hovering in the air for half a second, or sitting behind a shield to jump out in the same way when a nade was tossed to me. The movement skill in being able to juke someone midfight is godly and does so much for gameplay when you can use it right. Even so, let's just focus on movement. Halo's physics engine is terribly inconsistent with momentum and jumping. If you hit an incline while landing at a certain speed, you will continue to ramp up in momentum if you keep attempting to move, rather than just hitting the floor and stopping. Or. You can jump to a ledge, barely hit it, get caught on that ledge, and slowly slide down before regaining your movement capabilities. Clamber removes this inconsistency. Movement is good, and can be skillful, but hitting certain jumps or momentum points can literally be outside of your control. God forbid we get into the talk about pixel perfect shit. Where it's mostly guesswork and attempting to time things over consistently doing it. Which is key. Consistency. That. And we know clamber doesn't stop you from attempting skilljumps, as Halo 5 has many that don't require clamber and just require a smooth jump. And you can refine your movement with or without it.
  9. Downloaded the flight just to see the fancy UE4 CE Spartan in the menu. Quit immediately once I saw it. Best time I've ever spent in CE.
  10. Imagine making explosive weapons stupider by allowing them to fire through walls while being controlled. Imagine not remembering a Fortnite patch for something like this lasted less than a day before it was reverted.
  11. Glad we’re going for “some” ability to counter braindead mechanics. That’s a step.
  12. That'd be your problem. Go with what Beast said. I dunno if you're accustomed to high senses, but I play 4/4/2 on the extreme end of the spectrum and laser. It's all based on playstyle. But your slightly slower horiz is whacked out, regardless. Probably making you windmill a fuckload, and making you overshoot a lot when turning with that high-ass accel. You'd really only want 5 accel if you're playing 1, lmao. Maybe 2/3 if you bumped your horiz up with it. Glad you don't deadzone it up, though, lol. Least you're not actually fucking yourself, for no reason.
  13. Scufs are essentially basic Xbox controllers with some modded buttons and thumbstick customization, lol. There's essentially nothing different internally. You're headcasing. As I said in the other thread, we'd have to know what you're playing on to have any idea. If you have fucked deadzones, you could be gimping yourself and giving yourself delay. If you play normal sense settings, you could just not be good, and overestimating. You could be overshooting on a high sense, high accel. Undershooting on low sense, low accel.
  14. It could also be... Hardware, you literally playing a slug-ass deadzone, which gives your stick delay, or a combo of the two. What's your deadzone. Inner and outer.
  15. I mean, are you sure it's input lag, lol. Not to be a dick but I see constant dumb buzzwords thrown around with the aiming of 5. What sense are you playing.
  16. Nah, they’re pretty bad in general. Asymm obj rarely works and these two maps shine a massive light on why. Unfair spawns, item placement, map geometry. They’re pretty big clusterfucks.
  17. Why do we need to give random social shit "ranked" playlists, lol. If it's not competitive or being played in comp, chances are it shouldn't be ranked. At most, you could maybe make specific playlists for specific things. Like CTF only lists, or whatever comp gametypes you have. That'd be nice. But keep it to that. You can use the match composer's bright flashy emblems to lure people into new social stuff. Snipers and FFA really shouldn't be in there. They're not being played for money and aren't exactly the pinnacle of skill. Unless you're doing something like Halo 4/5's HCS FFAs. But those don't seem to be happening. I dunno. Shouldn't ranked imply something more than progression. Or something other than giving everybody trophies. Ideally we'd just be having lists for every playlists ranked settings. Given we have six thousand games on this collection, and population should be spread out nicely. We shouldn't have lists like ranked TS. Or ranked Invasion. God forbid ranked snipers occurs.
  18. For hardcore. It still really has no reason to be in social, which was part of my point. Even if I concede and go "muhuhuh hardcore's fine for ff", social unironically has nothing to gain and everything to lose with its inclusion.
  19. I said nearly. Not every. MW also blows dick and its comp scene is a joke so, teehee. Doesn't count. ;P
  20. No? A knock back/physics based grenade. No stun. I’d rather we have a damageless, movement based nade, than a hand nuke that’ll just guarantee your death. Nades like this suck in Halo with long killtimes. Cool down could be however long is needed, I wouldn’t know.
  21. Literally make them long cool down, non lethal impulse nades. Easy.
  22. People are already less cautious lol. That’s my thing. Unless you’re squadding or accustomed to one, which relatively no one is for obvious reasons, people will just nade or rocket you regardless. Let alone griefers. Scrims occur more than players play the playlist, however, which is my point. No actual pro worth their weight in brains and talent is gonna mostly push to play MM over scrimming. As we could see in real time with Halo 5. If scrims don’t happen, people don’t always tend to play. As we also saw in Halo 3, lol. And even when they do, they’re obviously not running it to become better at the game given what MM does. As we can see by streams that go on. Besides, the fact the comp list will allow you to match randoms is already a dramatic departure from actual comp. You’re never going to match that experience, meaning leeway can be given, and the people who would be affected aren’t gonna be the ones grinding the list in the first place. Although, funny enough it seems like major issues are explosive spam. Almost like explosives and the ability to spam them in real time is the issue. Teehee.
  23. That isn’t abuse, nor actually viable. Literally sounds like bullshit montage plays that don’t occur in real games. Having played Halo 4 a fuckload. People playing for money, coordinating with actual teams should be dealing with this if they want. People who want that setup should be scrimming over playing randoms online. If I’m not playing for money, and I’m not aiming to, and am forced to deal with random players who could literally just be douchebags to be douchebags, I shouldn’t have to deal with a mechanic that serves me no actual benefits, and only rewards the person nuking me. Again, it’s no surprise nearly every other game on the planet doesn’t have this mechanic.

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