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  1. Well, the Zerg are just copycat Tyranids, basically. WarCraft is Warhammer bastardized StarCraft is 40k bastardized. Always has been that way. Blizzard's biggest franchises are shit they stole and sold as their own. ...and Diablo, which was made by another studio they bought out entirely so they could produce the game.
  2. Are you sure you're not talking about the Xel'Naga and their children, the Zerg and Protoss?
  3. So they're like the Zerg who are like the Tyranids who are like the bugs from Starship Troopers
  4. My AC has a freon leak. I'll gladly give it to you.
  5. Half-Life 2 did this with a much more interesting weapon 17 years ago.
  6. First, before making this response, I want to emphasize I am not saying that what you're saying is fundamentally wrong, or that the specific example you gave is necessarily incorrect, HOWEVER: One thing to remember with your specific examples is that Halo isn't a 1v1 game. If I get someone to back down from S3 on Guardian, just because -I- can't reposition somewhere to take advantage of that doesn't mean it's not a win for one of the other members of my team. Me pushing someone off S3 could mean a player top gold can actually attempt to go to top middle in order to pressure green, or clear off elbow, or try to get into S2 himself. I'd say a more important factor in the level design there would be to ensure that pushing the person off the position enables someone somewhere on the map to do something, but it shouldn't always necessarily be the person positioned to counter the power position. However, in a 1v1 scenario, you're absolutely right. As a completely separate aside, another way to explain your Top Mid on Middy vs S3 on Guardian example: "It's not about what YOU can see, it's about what can see YOU." Which is why P3 and the nerds are much more advantageous positions since that massive floor space serves as a massive way to block and consolidate sightlines to keep yourself safe.
  7. Rat's Nest and Standoff are peak BTB settings. On Rat's Nest, vehicles are essentially worthless because the majority of combat takes place in the kitchens and mid, with the outskirts solely being used to reset control or take routes to Snipe/Rockets. Occasionally you can get a Warthog flag/bomb run but generally speaking, if you can't control the kitchens, you can't control the map and you're going to lose. Standoff, whenever the laser was not in play, was a map that was almost entirely about coordinated teamshot, team pushing, and infantry with stages of control (Your rocks, their rocks, their base), until you could force enough outside spawns/deaths to get a Warthog run solidified and initiate a spawn trap.
  8. My ideal competitive Halo is 8v8 on medium-to-large maps with the entirety of the Halo sandbox at play (across the maps, not on each map) I'm definitely not in the majority here...but I'm content with 4v4 so long as it is supported properly.
  9. There's never going to be a team where all 4 players are of the same level with all aspects of the game. The best team is one that knows its individual strengths / weaknesses and knows how to plan and play around them. Every player should have a high degree of versatility, but not enabling teams to plan around who's the best among them at certain tasks reduces skill expression in other ways, such as if the players attempt a task based off where they spawned, then each player has a quarter of the experience with that opening. They'll each individually have less knowledge of the nuance and scenarios that can play out from going that way. The second line is irrelevant and not at all what I'm discussing, only talking about, for instance, among your 4 teammates, which of you spawns closer to Sniper side vs closer to Rocket side on Coliseum, or closer to OS/Training vs Long Hall on The Pit.
  10. This would be specifically for customs and competitive play, I wouldn't dare try to implement anything like that for matchmaking. And while I don't disagree being able to sort out what you should be doing is an important skill, the complaint is the random spawns interfering with pre-match planning (which again, is something for competitive play, not random matchmaking). A high stakes match opening shouldn't be interfered with because you spawned on the spawn furthest from your goal rather than the one closest. A team that wants to give x player the Sniper shouldn't have to change their plan because the player spawned on rocket side.
  11. One thing that would alleviate this, at least for competitive play outside of randomized matchmaking, is having starting spawn points correspond to your slot in lobby, so if you're player 4 every time, you know exactly which spawn point you're going to get in order to ensure you're the one spawning on the spawn closest to OS on Pit, rather than at the mercy of the game's randomizer where some games you may get the good spawn and others you may not. This was an even bigger issue in BTB than it was any other gametype -- in Halo 3, teams playing on Standoff would have the 8th member (usually the laggiest) spawn on top of the base, next to a Mongoose. It was eventually realized this was the fastest route to the laser, so that person's job was to grab the laser and pull it back to their side. But it wasn't consistent who would get that spawn, it was just... random. So even if you tried to divvy up specific jobs to people on your team, you had to have contingencies to account for "If x person gets the mongoose spawn" -- this wouldn't be the case if you could control who got the mongoose spawn.
  12. The problem with this argument being used, ever, is that Halo 2 and Halo 3 were out before other games fully adopted XBox Live and online matchmaking abilities. And unfortunately for Halo, right around the time it started sucking is when Call of Duty started taking off and other games started having robust online systems. Halo 2/3's populations were inflated because there wasn't competition. The other problem that arises in comparisons like this is that multiplayer games tend to get 'Squatter's Rights' -- part of the reason the MMO era had World of Warcraft remain king so long wasn't just that it was the most well known or that it was the best... and though it wasn't the first, it was the first to combine a lot of features into a world that people were familiar with, so it became easy to attract new players...and with games like that, the social aspect is a large draw -- people want to play the games their friends are playing. And if you drew the friends to your game in the beginning, and kept them...well, guess what game the new people are playing? This is a large part of why League of Legends is running so strong after 12 years. DotA didn't have a standalone game off the WC3 client. League came out, made the game more accessible... and since then they're been polishing and refining the game year after year. And even thought DotA2 is literally DotA, League took a lot of the more hardcore / obfuscated mechanics out to make things generally more clear to the user (they've backtracked a lot on this over the past few years with the mile long tooltips on some new characters.) Popularity is not a measure of how good something is, even relative to its direct competition, as long as there are other factors.
  13. This is one thing that honestly depresses me. Halo 3's stat tracking on Bungie.Net and within its API were so robust, that, even things Bungie itself didn't track were easily able to be tracked or pulled (tractor pull?) by 3rd party sites like HaloCharts. But the absolute best part of it was the on-site heatmaps. There was so much information that could be gleaned off looking through a player's heatmaps (especially in BTB) and so many ways to help a friend improve their positioning with power weapons by comparing heatmaps to other players.
  14. The only thing I remember about the Halo Reach campaign is that overpowered as fuck Falcon variant.
  15. Generally, I think Charge-then-Fire mechanics should be hitscans, not projectiles. Because you're already giving away that you're firing (by sound or tracer) before you fire, so your opponent has time to react.
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