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II7 HUNTER II7

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Everything posted by II7 HUNTER II7

  1. My understanding is that beast and ice feel putting emphasis on shooting skill with the base loadout options to be the only important aspect of the game. Myself and others feel that while this is a very important part of halo, there are other parts of the game that add depth such as strategy and coordination for timed pushes for power weapons. Not only this, but once power weapons are in use they change how interactions take place and add interesting dynamics that wouldn't be seen with base loadouts only. They do take skill to use effectively and are not guaranteed kills however poor decision making and lack of teamwork can allow them to roll over your team regardless of how accurate your shot is with the BR. While I agree this style of gameplay can work for maps such as heritic or onslaught which focus on gunplay and positioning these gamestypes can also suffer from snowballing where there is often no reason to abandon power positions which give players advantages over spawning players in the same way as power weapons. Power weapons force teams to decide how to spread resources and often prevent back to back caps from happening. Beast also said he thinks that respawning at a disadvantage is detrimental to the competitive experience which I think power weapons helps with when considering map geometry which he has also stated is an important aspect of the game. I can understand how they find enjoyment from specific qualities of halo but stating that they are all that halo is about is incorrect from my point of view where playing for and against power ups/weapons/positions has always been important in halo. Always. Hopefully I've atleast put my points across decently as ice has said she is open minded to discussion
  2. This idea is terrible, think about it. Rockets on 90 second timers would mean there were 40 rocket shots in a 15 minute game. That's 40 guaranteed kills per game from winning the first rocket launcher of spawn when considering the snow balling effect they have. After winning the first intereraction of the game you have essentially secured the win because you become an unkillable juggernaught when holding a power weapon.
  3. Elevation on the map provides a significant advantage too. If you lose contention for pink 3 and then respawn basement it must be frustrating to not be back on an even playing field afterwards
  4. I have always said the 9:00 hill on construct is a wild ride. Often a turning point in the game imo
  5. I agree that if you look at engagements 1 dimensionally rockets can guarantee kills. For example I push lobby to closed purple and there is a guy there with rockets I am dead. But you have to think of the decisions and scenarios that led to that situation. Did I lose the push for rockets previously? If so I probably spawned basement. I should be avoiding closed spaces now especially bunching up with teammates. Did anyone call out he was there? I should be throwing grenades from gold or pincering him from both sides with a teammate. Or even better, wait for camo and push using that. Have my teammates distract with grenades from a safe location. There's also the idea that choosing when to use rockets effectively is important. You may need use a rocket on a group or an objective player. Blocking spawns may also be a problem. Obtaining overshield can result in a cap but creates an interesting dynamic where the team will now need to push with a guy coming from say runway instead of the better option of long hall and green. Snipe is different in this respect as I think there is a reasonable skill gap with this weapon however it does put a large emphasis on making sure you use it effectively and not just farm kills from afar baiting teammates. There's plenty of examples of where power ups and weapons add depth to the game and improve the experience but if you blindly run at a guy and die to rockets without thinking of what led to that happening you won't be able to appreciate them. The alternative is to just enjoy the gunplay of brs calling out and team shooting which are fun qualities in their own right in some scenarios. Are you saying power weapons don't offer anything that an objective would? Having multiple objectives to spread resources for and at different times gives a ton of interesting scenarios to juggle and brings new strategies in-game. Coordinating around one objective isn't anywhere near as interesting. Another way objectives would differ is that they generally need whoever is holding them so the team has to account for this. Power weapons do the opposite, they make one player able to cover more options so the opposing team will have to play differently to counter it. Grouping together in pairs is favourable when team shotting with brs but an easy double kill when you know have lost the push for rockets
  6. Having power weapons is about promoting map movement, timing, coordinating pushes and how you and your team chooses to spread your resources. Having them on the map creates interesting engagements and puts emphasis on decision making. Their placement on the map (often in exposed or disadvantageous areas) is incredibly important to how that map flows and adds depth in that way. Earning power weapons puts you at an advantage and can lead to flag caps and ball time. They empower the individual in games that rely on teamshooting. By not getting them you put your team at a massive disadvantage and changes the way you'll have to play and coordinate together to prevent the enemy capitalising. Plus it's not like the BR takes a huge amount of skill to use.
  7. almost 2019 and people still fall for the temptation of grabbing the enemy snipe when they are 4 dead and you are pulling flag on the pit.
  8. Also from the UK and shot/beatdown registration is significantly worse now than back on OG halo 3. Beatdowns are basically a coin toss.
  9. Yup, double nades and double reload are far more prominent on MCC.
  10. Yeah but watching US streamers having the same issues in MCC and I'm not seeing this happen in other games.
  11. The amount of bloodshots in this game is alarming. And I can't tell anymore if my aim is off or if it is just the game. Have 343 said anywhere they are planning on fixing hit reg anytime soon?
  12. I've always wondered, do you also benefit from more bullet magnetism with hitscan compared to projectile bullets when leading with the reticle ahead of the moving target? I always assumed bullet magnetism was increased when the reticle was red which isn't the case when leading shots at long distance.
  13. It's weird to be playtesting a game from a triple A company 4 years after release.
  14. Played h3 all afternoon. Had a great time, game is feeling decent. Anyone else notice those little micro stutters occasionally? I saw it on someone's stream and then it happened to me today
  15. Yeah I'm in the UK. Still the registration was awful when I was last playing much worse than when I used to play OG against Americans and I have way better internet now.
  16. Same question for h3 players is the game running well yet? I had massive shot registration issues in ce and h3 a while ago and just didn't think it was worth it anymore. Would be nice to hop back on
  17. If a developer were to implement button combos into a halo style arena shooter how would you like them to handle it? Rock paper scissor between different CQC combos? Clash/blocking?
  18. Played some CE the other night and hit detection was so bad every game. I think I'm going to take a break from halo and play something else, it's got to a point where it's not worth investing the time and effort into trying to enjoy this game. 343 cashed in and can't fix the game. Maybe at some point in the future but it's not worth it for me for the time being.
  19. This is happening alot in H3 too it's weird sometimes I hear the melee noise too. Same for players meleeing me
  20. How could you possibly like halo 4 considering how easy to use the power weapons are in that game?
  21. Ogre 2 simultaneously having 3 weapons in CE https://clips.twitch.tv/CorrectChillyWolverineAMPTropPunch
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