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Hard Way

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About Hard Way

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    Good Guy
  • Birthday 08/08/1987

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  1. No I was in on the discussion leading up to it. Uniform aiming was not the goal. I’m not convinced they even realize how they ended up changing it. Their only goal was to eliminate trigger-hold spread when you’re not holding the trigger. Instead, not only did they NOT accomplish that, but they also changed the way the aiming works entirely. And enough kids were hitting center-reticle shots after the patch that they used to miss bc they were shooting wrong, that they thought 343 actually fixed the problem. It’s even worse now because you don’t have the magnetism to offset the spread, so all you can do now is shoot slow as fuck to try to hedge your bets on spread. It’s bananas inconsistent. You’re right. Ranked playlist uses zero spread, and it doesn’t feel like this. Ask @OG Nick. The CE guys tried to get them to do this as a stopgap measure until they could *actually* fix the pistol, but they said no and cited their intention to stay true to legacy as their reasoning. Lmfao, if that isn’t the cruelest twist of irony I’ve ever heard. Now it feels like this. I addressed that in this video I made a few months ago (also, compare how consistent the pistol was for me back then with proper aim technique compared to now):
  2. Which is doubly frustrating because the whole reason they changed it to begin with was to eliminate that.
  3. If it actually worked, it’d be fine. It doesn’t.
  4. Up until May, you could aim with the edge of your reticle and get reliable magnetism most of the time. Now, you don’t get that magnetism, and you need to aim with the middle of your reticle. Sounds great, right? Well, now shots just go wherever the fuck they want. There’s no consistency. Gauging a proper lead is impossible. TLDR my average shots to kill is like 3 shots higher.
  5. I watched an old video of mine recently with some MCC CE footage in it, and I forgot just how much more intuitive and predictable the pistol used to be before they fucked with it a few months ago
  6. Map control / map presence and exerting pressure are much more important in 8v8, because one person can’t affect the game as much. Flanks are less valuable. All-downs are super rare. Coordinated pushes are more necessary. It does play pretty differently, even if you just took 4v4 maps and upscaled them for 8v8. And each style has their own merit and are both highly enjoyable.
  7. I swear to God you need to lead like 3x as far as you did on 360 when you’re scoped. It’s insane. And no one ever talks about it.
  8. Tommy Kost has a video on that subject.
  9. I usually just link Favyn vids
  10. I feel like this is letting H5 off the hook for its social MM back when they were populated, in Year 1. It was just ranked without a graphic next to it. And I know we’re not gonna have a thriving ranked scene in this game, but we can do SO much better than we are now. Just bc it won’t be perfect doesn’t mean nothing should be done.
  11. I got a notification for this. You wanna try again?
  12. I don't know why I've never considered this, but now I want it really badly. I don't even care if the classic style has a campaign or not. Launch it with Firefight as the main PvE mode (both holdout style and L4D, A to B style), and then just give us classic style 8v8, 4v4, 2v2, 1v1 and FFA.
  13. I agree that one vehicle should not last you all game. This is why I prefer utility weapons doing damage to vehicles like Reach/H4/H5. If you put in the time and ammo, you will eventually get rid of the vehicle. The vehicle's health should be the timer on its usefulness. The amount of shots it takes to progress into the next damage state should be one of the most finely tuned and thoroughly tested aspects of any vehicle. That said, I'm not opposed to an ammo system either. But I think if you're gonna limit a vehicle's ammo, you need to allow for a way to refill it. Otherwise you would have people getting out of perfectly good vehicles and blowing them up just to put them on respawn. Yes, but the game should just consider it a Tier 4 weapon (a superweapon). Spawn it with one shot. Let it spawn a full minute slower than whatever other main power weapon is on the map. This 5 shots every 3 minutes bullshit is why the gun is whack. But if you do that, make it comically powerful. Fatten up the beam a bit, and let it shoot for like 2-3 seconds straight. Give it a badass sound effect after you complete the charge, but before it starts firing, where the whole map can hear that you're about to fuck shit up. It should be the most badass, sought-after, satisfying weapon to use in the game.
  14. Yeah, that map looks like a "My First Forge" playset. It looks and plays like Lockout's inbred little brother. I think think that having all of the games side by side like this has shown us that none of the games are perfect. Many of them come really close, but they all lack something that another does much better. I can't speak for everyone, but I hang around because, 1) Even imperfect, broken Halo is better than any other shooter on Xbox right now, and 2) I still hold out hope that we'll eventually get a game with the best parts of each title. I wouldn't be opposed to rotating stuff out. I'm a big advocate for rotational ranked playlists. The playlists just need to feel special, and need to incentivize everyone, not just the sweaties, to care about them. Currently they're failing hard on that, and it shows in the population. I disagree. I think Halo 3 had it perfect. In Social Slayer, I was pretty much guaranteed competent teammates and competent opponents every game. It was rarely a ranked-caliber challenge, but more often than not my teammates met baseline expectations and would damage what they saw. When I played as a guest on my friend's account who rarely played, it was night and day different in terms of skill we went up against. It was extremely apparent that skill matching existed, but not to the overbearing and suffocating extent that it did in H5, where every game felt like ranked, and not like MCC where it tries to balance the game by giving you a squad of people that can't move and look at the same time. And when I searched with a party, we hardly ever played against 5 solo's. H3 hit that sweet spot with social matchmaking, and it should be what they strive for now.

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