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Safewood

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Everything posted by Safewood

  1. I personally recommend checking out adreN, Steel and Dazed's Youtube channels for inspiration on your Youtube channels. adreN: https://www.youtube.com/user/CurseCS/videos Steel: https://www.youtube.com/user/JoshNissanCS/videos Dazed: https://www.youtube.com/user/NetcodeIlluminati/videos - Stream and tourney highlights, f.ex. https://www.youtube.com/watch?v=5YqRAsfd9qE - Guides for various nuances for the game, f.ex: https://www.youtube.com/watch?v=alnFCt_0Ufs - Demo reviews of subscribers, f.ex: https://www.youtube.com/watch?v=yzARG1WZpqo Guides that are relevant for pretty much every FPS: - Crosshair placement (e.g. cutting the pie, pre-aiming, pre-firing, etc.) - Trading (e.g. pick up the kill your team mate dealt damage to, etc.) - Baiting (e.g. taking turn to peek and shoot) - Isolation (e.g. reduce the routes the opponents can take) - Map control (e.g. pre-nade or push for control over a section to control another area, etc.) - Default setups (e.g. how you position yourself as a team; round start, mid-round when objectives has been taken, etc.) - Strategies (e.g. related a lot to default setups, but with a much more in-depth decision making for what to do when X happens, etc.) - Tactics (e.g. it's more about what you do with one or two other players, such as a coordinated push rather than what you do as a whole team, etc.) - Nading (e.g. pre-nading, nade techniques, nade spots, etc.) Because of the nature of Halo's game modes, spawns and maps, many of these are much more loose, but they still hold true to a certain extent anyway.
  2. A "sequential control point" game mode for Team Arena similar to the map Terminal for Stopwatch in Dirty Bomb, but designed in a Halo fashion.
  3. That's what I'm getting from Wikia as well, though auto-aim instead of aim assist. http://halo.wikia.com/wiki/Auto-Aim In short, aim assist would be the general term, while auto-aim is what many here calls bullet magnetism, while magnetism is what many here calls reticle magnetism. Personally, I think auto-aim is a too broad of a term, because it could mean anything. Sticky aim has a nice ring to it and you can understand what it means. According to a series of threads that I love to read, "the cheating scene" as they're called, calls the bullet magnetism "silent aim". Just like most terminologies, there's hundreds of different ones depending on where you're coming from; most aren't "right" or "wrong" ones. In any case, the aim assistance definitely needs to be toned down, and it's quite clear when you can't differentiate between the top players. They all look pretty much the same, except for how they move around the map.
  4. The circlejerking going on here is just ridiculous.
  5. Okay, both of you need to shut the fk up, because the noise you're making is completely ********. Take it to PM.
  6. There's no weapon, not even Pro90, that's as easy to use as AR, nor are there nearly as many angles in GO as in H5. Stop trolling. Anyway, what Moa said.
  7. Pretty much every console game has an innate 60-100 ms input lag regardless of the display, peripheral or what have you, you're using. I don't know exactly why that is, but I assume it's because vertical synchronization is used to remove screen tearing, in conjunction with motion blur to reduce micro stutters.
  8. Pretty much the only decent review on Youtube from what I've gathered:
  9. This one is really well done. From getting into position to lining yourself up is very easy to do, and you're not exposed at all. It all feels very natural to do and after some practice I could set up the nade in just 2 seconds on average. I haven't checked the margin of error for the nade spot, but at the very least it doesn't seem like I have to be pixel perfect.
  10. You should try to find spots which would work in practice. Imagine standing there trying to line up while there's firefights happening everywhere. Here's a few points to note while making nade spots: - The time it takes for the other player to reach point of interest - The time it takes for you on average to line up - The time it takes for the grenade to travel and explode - Does the position you're in feel natural, as in, would it be a place that you move through regularly? - How exposed are you in that position? - What's the function of the nade? Is it only for the start of the round? Can it be used for mid-round as well? Can it be used solo, or does it require another player to utilize it effectively? At the very start, I would just make nade spots willy-nilly and when I came into a real match, I would end up using a ton of time to line up, because the movements required didn't feel natural when I was moving around the map. I would get caught off-guard many times as well, because I was unnecessarily exposed. Sometimes I would get countered so easily too, because I would use so much time to get to the point where my nade exploded/bloomed. It was pretty frustrating, because I had invested so much time into those nade spots and I didn't want to give them up, but like with most creativity, you have to be cynical in a way and realize when to throw it in the bin and start over again.
  11. Definitely a good idea, and I know I bring up CS a lot, but pretty much every pro uses Deathmatch FFA to maintain their consistency and you meet EU pros every day on BrutalCS' servers (e.g. NiP, Fnatic, TSM, Dignitas, etc).
  12. Weapons on grounds should decay after 20 seconds and spawn as soon as they decay, except for true power weapons (e.g. Hydra, Sniper, Scatter, etc.).
  13. Just throwing out ideas for the spawn system. If the spawn points and players are in line of sight of each other (360 degrees), then it's registered as occupied. If the spawn points and players are less than X meters away from each other, then it's registered as occupied. A progressive RNG to spawn close to weapons, where each time you die there's a X% progress that you spawn in close proximity to weapons and resets when you do. One second spawn immunity, where the player is translucent while under the effect and can't take damage.
  14. If they're in your screen for 2 seconds or more, if they thrust, sprint or shoots they also appear on your radar. Throwing nades, regular running and jumping does not make them show up on your radar.
  15. Most definitely. Can't wait to try out stuff myself.
  16. Plaza: 1. A cool, little ledge route: http://www.twitch.tv/randa_/v/22350340?t=31m56s 2. A little ledge when stairs' blocked: http://www.twitch.tv/randa_/v/22350340?t=58m16s Fathom: 1. Really awesome shortcut to Top (carrying the flag works too): http://www.twitch.tv/randa_/v/22350340?t=01h33m53s 2. A longer, but safer flag route: http://www.twitch.tv/randa_/v/22463825?t=35m10s 3. Cool, alternative route on Blue/Red Treehouse: http://www.twitch.tv/randa_/v/22350340?t=01h36m41s 4. Shoot the little flatboxes: http://www.twitch.tv/randa_/v/22350340?t=01h38m27s Eden: 1. Good start route (Red): http://www.twitch.tv/randa_/v/22288572?t=55m02s 2. Good start route (Blue): http://www.twitch.tv/randa_/v/22463825?t=03h22m25s 3. A little ledge to boost onto: http://www.twitch.tv/randa_/v/22636484?t=16m15s Empire: 1. Great pre-nade on Overshield: http://www.twitch.tv/randa_/v/22288572?t=02h43m54s Truth: 1. Bouncing the flag on the small incline for a further boost on it: http://www.twitch.tv/randa_/v/22288572?t=01h16m37s 2. Cool, alternative flag route: http://www.twitch.tv/randa_/v/22463825?t=25m59s Coliseum: 1. Decent nade spot: http://www.twitch.tv/randa_/v/22288572?t=01h40m13s 2. Nice, little boost/slide trick: http://www.twitch.tv/randa_/v/22288572?t=01h43m22s Sword + Move Combos: 1. http://www.twitch.tv/randa_/v/22350340?t=01h43m57s 2. http://www.twitch.tv/randa_/v/22350340?t=01h45m50s 3. http://www.twitch.tv/randa_/v/22350340?t=01h46m24s I'll post more as I find more. Edit: Reorganized the links and added a few more.
  17. I recommend watching Randa on Twitch. He's doing all kind of tricks on every map and he's doing them so fluently as well. Stream: http://www.twitch.tv/randa_/profile
  18. I read somewhere the Magnum was 1.2 while the BR was 1.6, but the BR was better at long range or something like that. Can't remember exactly. I don't know the kill times for Carbine, but it got almost no recoil or spread at all, so you can spam it as fast as you want. Do you know what you can reprogram? I only know about adjusting the deadzone.
  19. What I've noticed so far while watching all the pros play. - There should be a greater width and length on nade trails, because it can be hard to notice when you're focusing on something else (e.g. tunnel vision on an opponent). Everyone always went, "what the hell did I get killed by?", when I could see the trail on the far edge of the screen. There's no way I could've noticed it while trying to aim at someone. - Slightly increased sound on Rocket Launcher, such as making launching the rocket and the rocket travelling slightly higher pitched and louder, so you can hear and react better when you're out of sight from each other. The sound easily drowns into all the other sounds; it should be much more distinctive. - On the incindiary nade, make the glowing dots slightly bigger and make the glowing circles underneath the dots as one glowing circle covering the whole area of effect, since it looks like you're not going to hit them. It's a little confusing in the heat of the moment knowing how close you can be. - The shield charging up should be increased by a second. It's fine when you're fighting close range at most situations or getting double teamed, but when there's a higher ground or two routes you can choose from in close range, or just being mid range from each other, there's no way to catch up to finish them off or cancel/pause the shield. - Make the weapon traces more distinctive from each other. There were plenty times where you couldn't tell whether it was a Magnum or some other rifle they were using. - There should be no notification when capturing in Stronghold, because the defender never needs to peek or pre-nade until the attacker's inside the capture point.
  20. Ah, alright; much appreciated. Thanks a bunch for the clarification; much obliged.
  21. How do I check the total size of Halo 5? I can see in store it says: "Size: 46.19 GB", but does that include any updates, if there been any? I pre-loaded the game a few hours after some of you guys told everyone to delete their game and re-download it. I've seen some mention "55 GB", and I'm wondering if there's any other place than the store that I can check Halo 5's total size?
  22. I was pretty much done myself as well, no worries.
  23. What a petty thing to report. I wouldn't be surprised if he used the word "toxic" in there too.
  24. It's almost always been like that. Correct me if I'm wrong here, but I'd imagine it started with Halo 3, when the engine could do more complex geometry and from there, gradually became more and more curved and rounded edges. I would go crazy if it was like that on PC, but because strafing, pre-aiming and crosshair placement isn't as precise, it's sort of okay play-wise on console. What I wish though is that they changed how you collide with brushes. Instead of getting pushed back it should slide you with the brushes like every other FPS. It just makes movement so much more fluent and natural.
  25. It proved my claim that higher FPS regardless the refresh rate reduces input lag, and the lower FPS you have the greater the difference is (e.g. 30 vs. 60 FPS), and the same is true for micro stutters and in some cases, screen tearing as well. This is just unbelievable. Tickrate is the server's FPS, so of course there's going to be difference. Those with 60FPS or 60Hz doesn't benefit as much from 128 tickrate as someone with 118 FPS or/and 120Hz.
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