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  1. Are there any good bits of gameplay recorded of good players playing the infinite fight? As in two parties of at least decent players calling out and it not being a simple stomp?
  2. Is it naive to still think that a lot of this stuff is because of calls made by people above the dev's paygrade?
  3. Maybe it's a "market research shows that people show more interest in environments that look less like sci-fi" or something like that.
  4. My assumption is that it's people who aren't very good getting pubstomped by people with good strafes, but it got me curious if it's actually a hot topic and/or something people are worried about being screwed with in the final release due to mass complaints. Hopefully it gets perceived as an extension of people disliking the aim.
  5. I've been out of the Halo loop for years, but I've noticed a trend on reddit (yes, I know, reddit) of people claiming that the strafe is too responsive and fidgety in the flight and people are demanding more inertia / more movement deceleration, with some "pros" (i don't even know what a pro is anymore) apparently agreeing. It made me curious what y'all's takes are.
  6. As someone who played Halo Wars 1 competitively for years, this really isn't true. The big units were never really used outside of tanks, and the game has always centered around mobility (hogs, banshees, covenant teleporting). The thing that separates Halo Wars from something like Starcraft is that you can't wall off, and the aggression starts from the moment the game begins. You have to be constantly pressuring your opponent throughout the entire match, and because of that games rarely get to a point where there are big max armies of higher tier big units. You're typically working with smaller armies. Halo Wars definitely has its issues with inconsistent AI, balance problems (too many useless units, and of the good ones many don't see use), and of course the game is much easier to physically play (you don't need to press a lot of buttons to macro well). From a Halo Wars 1 perspective, if it deserves to be excluded from the "in-crowd, " it's not for the reasons you listed, and it being a controller-centric game doesn't hold it back either. It's a fast-paced, unique RTS that makes up for its simplicity by compressing the important decisions of an entire RTS game into a short amount of time. Halo Wars 2 beta is releasing its standard mode today, so we can watch the high level players to see how this new game plays out with the infantry-focused early game and such. It's really impossible to judge the game based on the beta so far because of how garbage the game mode has been. It has pretty much forced players to turtle and then determine the outcome of the game over one engagement. I will say that based on the reworked unlock order of units and the greater utility that you seem to be able to get out of smaller amounts of different units, we're probably going to be seeing more unit variety from individual players than Halo Wars 1, which is a good thing as long as the pace of the game doesn't get destroyed by the loss of early-game scout armies and leader teleporting. I think that by the 29th, we'll have a better idea of this game's fundamentals. *edit* By the way, the beta meta so far has been an infantry core with a variety of other units, so yeah, it's been a considerable amount of small units with a few big ones serving as difference-makers.
  7. Hey guys, it's been a while. I've been playing Splatoon competitively since August. I teamed with Sitri for several months. I've been streaming it for a while too, my twitch is Hitzelburger. Recently I uploaded some tournament gameplay and I thought you guys might be interested: Some context: The weapon I'm using is considered to be one of the better support weapons in the game. It comes with disruption grenades that restrict movement and ammo use and prevent stealth, an invincibility super that can be shared with teammates, and it paints the map relatively well (important for map control). It is, however, pretty difficult to use, so it's not used too often ─ you have to stand up and charge the minigun and release it to fire your charged up shots, requiring different timings for different situations, and making yourself immobile and vulnerable if you charge for too long at the wrong time. The gameplay is from a recent tournament where I believe we got 5th, losing only to the number 1 and 2 seeds. This was from the match against the number 2 seed in winners bracket. It was an awesome set! Enjoy!
  8. Your hair looks longer than mine... hmm... Also, your sig in decimal is 2607784534006676145. What's it supposed to mean??
  9. Honestly the Sprint toggle is a good thing if increasing base movement speed up to sprinting speed doesn't butcher strafing. I don't care if it's good for Halo 5 in the long run, I'm completely apathetic towards H5 or what settings get used. When I finally do get H5 used or whatever, fun no-sprint 2v2 customs on interesting Forge maps sound good to me, which is ironic considering that was my favorite part of Reach and it isn't on Xbone.
  10. With two jobs and full time classes I don't get to play very much, but I've been playing whatever my friends have been playing. Pokemon, Diablo, Smash, some Smite(ugh my blood pressure...), and whatever else the flavor of the week has been. We've been playing Nosgoth lately and it's pretty fun. I try to get on and play some Halo 1 but I haven't partied up with other humans in a while now.
  11. I prefer projectile physics as long as the netcode can handle it. Hitscan can also be good but the rest of the game's mechanics have to support the fact that players can damage anyone from anywhere at any time.
  12. Eh... not really. You don't move up at all and you drop like a rock the moment you take damage. The fact that you have to scope in to the new slow-ass ADS makes it kinda limited to getting angles on people long-range. It's not like the Shadowrun glider where you can trick people into thinking you're somewhere else or the Halo Jetpack that let's you float in the sky and break maps.
  13. I have noscript on so from my perspective this thread looks like a giant fail haha.
  14. Thrusting and power thrusting in MM take health, not shields. Sprinting and superjumping did not, though. MM's shields and health also recharged very quickly and there was a 3sk pistol and BR. Very different mechanics than Halo 5, although they worked well.
  15. Faster is easily a good thing, but I don't expect Call of Duty maps to be able to support intelligent gameplay. Map design has always been Call of Duty's weakest point IMO.
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