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automatousbeing

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About automatousbeing

  • Birthday 08/03/1988
  1. CE has felt really janky overall, and I think out of ~10 games, I haven't had a single one finish normally, with 2v2 or 4v4 playing until the end. Someone usually quits, or goes AFK, and at the early ranks for the dubs playlist the skill gap as everything evens out is atrocious, but that can't really be avoided.
  2. Anyone else seen plasma nades not stick in CE? https://streamable.com/h4d19 Can't be arsed to go back and search.
  3. Prior to H2 releasing, a French copy of the game leaked online that we tried and failed to run on a soft-modded OG xbox. In honor of that, I wore a plain white tshirt, that I wrote the google translated French of that quote on for the actual H2 launch date in 10th grade. The cringe flows through me hard when picturing myself walking around school that day, explaining my shirt.
  4. My CE dubs partner and I have had similar discussions about CE around this concept before, whether the fact that it's actually (comparatively) difficult to setup quality games meant that the game had to grow and survive by the hand of people who were truly diehard about playing it. It means that your only opportunity to really play is against people who take it so seriously. Also, the fact that we don't have that many maps, and modding aside, basically zero ability to make adjustments meant that just like SSB:M, we're forced to play the game as it launched 15+ years ago, so the depth in the meta has always gone further in one direction, rather than what we see now with H5, weapon changes and little adjustments all over the place. As far as the thread topic, another buddy and I were discussing the other night what direction 343 will go in with H6, continuing with high mobility and in general "more shit", or back towards a more classic Halo. It's unlikely because of just how many damn weapons there are (and warzone variants don't help this at all), but removal of abilities aside, I really think one of the best things that could happen to the series is a drastic reduction in the weapon count. I would almost be willing to see dual wielding come back if we didn't have so many options, as I think there's some merit to less options upfront, with depth around how you combine those options (this is arguably a similar mechanic to how one chooses which two weapons they carry at any one time).
  5. The ranking on the oddball HCS playlist right now is absurd. Placed G6 on my main that I strictly play with teammates, and G2 on my alt that I play solo. It's so clearly a mix of people who've been gold since the game came out, and people who have never been in gold before, and the games play terribly because huge disparity in individual skill levels. Also, despite the fact that there's a marker on the guy who has the ball constantly, I'm 99% sure there are people who still don't realize that this a ball playlist, and not a "Get into bad 2v1s on the other side of the map" playlist.
  6. I was kind upset about the Oddball getting zero abilities where as assault had them all, plus a double thruster, but honestly, just by the nature of oddball being campy/setup oriented, it's probably a good thing the guy with the ball isn't too strong. I've had a few games with randos that were super difficult to actually break enemy setups. Once we finally did, a ball guy who could ground pound or thruster would have made it even worse.
  7. My build was from 2011, had a Phenom II X4 965 Black, was missing some of the instruction set required by H5:F. It was a solid bump up (http://cpuboss.com/cpus/AMD-Phenom-II-X4-965-vs-AMD-FX-8350), and like you said, cheap. It's got 16gb of ram and an R9 270X, so while by no means a beast, it'll be a stable machine for a little while yet.
  8. I constantly wrestle with turning my gaming rig into a dedicated linux box/server, it just doesn't get the use it deserves. I got an Elgato HD60 Pro for streaming last year, and upgraded to a FX8350 for H5:F, I really should use it more. My gaming time is so limited these days, there's tons of PC games I'd love to play, but I hate sucking at games and I don't have the time to get better at anything besides Halo, although that might be a bit of sunk cost fallacy.
  9. I think it feels better, could be headcasing. Been watching this page: https://www.halowaypoint.com/en-us/forums/6e35355aecdf4fd0acdaee3cc4156fd4/topics/halo-5-local-server-official-thread/d5596cbd-3b76-4d70-83d0-f1e804fac1db/posts They've been having issues deploying it.
  10. To your point here, think about grenades. We've all gotten pretty good at throwing them over the years, and there's no aim assist involved in that. Granted, you're talking about something that's got a bunch of buffer support built into it (bounces, blast radius, etc.), but it's not like when we're all running around the map without an enemy generating some magnetism that the reticle is spazzing around like crazy. I think some degree of aim assist is required online unless you're going to be super strict about grouping people by latency, and even then maybe you'd get away with geometry/hitbox position lag compensation alone. I'd be interested to play some older iterations of the series without aim assist. H5's aim is still just too off for me, I'm pretty sure trying to hit something without aim assist in 5 would really make me rage.
  11. I tried Splatoon, and while I was looking forward to playing with the Gyro controls, something about it felt suuuuper wrong. I think it was that rather than tilting the controller side to side to turn, you rotated it like you were turning a steering wheel, and my brain just could not compensate. I was also playing with the joycons, in tablet mode, on some beach house wifi, so I had everything else going against me as well. Has anyone played any PC FPS with the Steam controller? Its touch-pad-ish replacement for joysticks combined with gyro controls could probably make for some pretty precise non-kbm inputs. I remember during the H2 days some company prototyped a trackball controller that replaced the aim stick, and I was really hoping that was the direction we would move in. Here's a review on a trackball mod from the 360 days: http://trackballer.com/2010/12/23/hands-on-review-the-trackball-controller-for-xbox-360/
  12. This has been an issue that's gotten worse, not just for nades, since H3, but is definitely bad now. I don't know why I still do it, but everytime I run up a P-ramp on Truth, I jump and try and skip a nade off the floor on P2, and it just stops. Why would you do this? I know people get tired of hearing about CE, but the reason we constantly bring it up is because it did so many of these things right, and then it all got ruined. I never really appreciated the perfectly tuned friction between nades and surfaces, and the lack of complex geometry until I started wasting nades to nonsense in H5.
  13. I'm sorry cursed, I'm really not a confrontational person, but you yourself pulled the Occam's razor card, and to me this is the simplest explanation, and that's really the core of my argument. EDIT: THAT SAID, were still all just pissing guesses into the wind here, I wouldn't necessarily bet money on my opinion, so don't @ in 4 years when the exposé book is released and it turns out I was wrong.
  14. On the MCC side, we are talking about software that was originally written to run on older hardware, so I would hope that any changes made to run on the X wouldn't introduce issues in sub systems like input handling. As far as the discrepancy in handling input on console vs. PC, this is purely speculation, but since we're all guessing here, why would we see changes in the input handling implementation for the controller on PC, but poor mouse input handling. And if it wasn't something that the X was hardware limited on, why not try and role those changes back into the console version? Like I said, we're all just guessing here, I'm just throwing in my two cents. FWIW, I'm not completely talking out of my ass, I've been a professional "jack of all trades" developer for the last 7 years. My job is pretty evenly split between mobile, backend, and embedded programming. My only game dev experience is hobbiest level, but again, I'm just trying to come at this like any other piece of software I've worked with.
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