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arglactable

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Everything posted by arglactable

  1. The Golden Triangle is truly a work of art. Among my very best, I think.
  2. I know you guys like to live in the past and pine endlessly for your rose-tinted vision of "classic Halo," but the world has changed, online communication options have expanded, and no one gives a fuck about Halo match-making ranks. I know you haven't moved on from the 2004 glory days, but the vast majority of the kids still taking console FPS games seriously are feeing their game audio through a PC interface and talking to their party of 4 through Discord. The remaining population doesn't give a shit about getting call-outs from every single random they get matched with All you're trying to do is somehow force people to take ranked solo queue as seriously as you like to think you do by forcing them to mute your endless whining in voice chat instead of forming a party with 3 other people who want to sweat their nuts off as much as you do BEFORE you search. Most people just want to play some ranked with a friend or two and aren't planning on putting their Gold 4 on their resume.
  3. Fortnite is the most popular game in the world. Just making a good game is not a solid business strategy. And none of those weapons will ever be outright removed, so advocating for that would be a waste of time.
  4. I think that expectation is about as arbitrary as the expectation that a RIFLE should be better than a SIDEARM. Having more than one of those weapons in the game is completely pointless for Halo's sandbox to begin with, but they aren't going to cut them and casuals aren't going to suddenly start caring about function over form when they literally never have. Might as well implement them in a way that makes sense and doesn't make the game worse. Just think of them as a weapon class or something. And, honestly, they probably wouldn't even need to be that explicit about it. Just call it a "loadout" and you have dozens of threads discussing which is the best starting weapon guaranteed. "No, dude. The Light rifle is CLEARLY better than the DMR." "You're insane. Carbine shits all over both of those weapons." "Man, I just hate it when I have to pick up someone's shitty Magnum off the ground mid match. Such a huge downgrade from the BR." Meanwhile, they all have exactly identical mechanics.
  5. How about, since a bunch of goofballs have an pointless aesthetic hang-up about using a bad-ass, high caliber pistol in Halo, they introduce the following: Utility Weapon Customization in combination with a comprehensive, extensible skin system that they built from the ground up after throwing out Halo 5's awful cosmetics. You select WHICH weapon you use (Magnum, DMR, BR, Carbine, Light Rifle, whatever else) in the Spartan customization screen. When you pick up a "utility weapon" on the map (or spawn with it), you automatically use your selected weapon and skin (kind of like Gears 4). If you pick up someone else's on the ground, their cosmetics would remain intact. These weapons are completely identical in functionality in every way. Shallow variety achieved. Balance problems avoided. Expanded, monetizable customization options introduced. Modern FPS loadout system approximated with no negative impact on gameplay. Kiddies can start with a RIFLE AND NOT A SIDE ARM if they really need to.
  6. The Platinum Rhombus: 1. Two state regenerating health system. How players take damage changes based on whether they are shielded or unshielded. 2. Respawn gametypes. Strong emphasis on spawn manipulation and spawn rotations. 3. EVEN precision gunfights, courtesy of everyone spawning with a "utility" weapon (in game modes worth playing). 4. Map pick-ups (including annoying shit like camo).
  7. I already explained IN DETAIL the topic he commented on and there is nothing to debate. He didn't articulate a coherent opinion. He made an observably inaccurate objective claim about a game he probably hasn't even played, let alone thought about for any significant period of time. But sure, I guess that's exactly the same thing as me expressing my distaste for the extremely high impact of mechanics that don't require significant execution/precision or carry major risk and being met with incredulity that anyone could suggest significant changes to anything that has been around long enough to be "classic Halo." I think there's a clear difference between saying "I don't like this and here's why" and saying "these two self-evidently different things are totally the same."
  8. I'm primarily referring to your assumption that you can make any useful observation about CS:GO with working knowledge seemingly gleaned from Twitch highlight clips on Reddit (at best), but your opinions about Halo certainly provide some useful context. lmao. UNACCEPTABRU. I have no respect for useless "observations" about CS from people who blatantly know next to nothing about that game. What kind of response do you think that deserved, exactly? Should I congratulate him for trying? Anyone who has spent more than 10 seconds at a time considering how competitive Counter-Strike functions could recognize that his comment was absurd. Not to mention the fact that I already explained the difference in some detail earlier in this very thread when I brought up the comparison. How long do I need to humor confident ignorance to fulfill my acceptable internet adulting quota?
  9. I'm still waiting for one post from you that demonstrates that you have functional knowledge of any topic whatsoever, but I suspect that I'll be waiting quite some time.
  10. So, exactly like every other competitive gametype in Halo 5.
  11. I love how casually patronizing this summary is.
  12. Halo 3's biggest problem is that your bullets don't actually go where you aim, plus a projectile model, plus poverty netcode. If your bullets consistently went directly to the center of the reticle, why wouldn't it be effective at range? It would be harder to use, yes (a positive, imo), but the main thing it needs to do to contest a sniper is land a single bullet anywhere to descope it.
  13. Remember, kids: you can't discuss significantly nerfing or removing mechanics that nerds on the internet have 100% arbitrarily decided are CORE PILLARS OF THE GAME'S IDENTITY. Only these newer things they don't like are allowed. What possible reason is there or has there ever been for a scope on the magnum/BR other than to separate medium/long range aim assist and close range/hip-fire aim assist? Maybe I'm just imagining a glorious PC future with no aim assist, but I really just want to hip fire with close and medium range weapons, because descope battles are fucking obnoxious.
  14. The sniper is the only weapon that actually needs a scope to begin with.
  15. That would be far more impressive to me if you weren't able to shit out a near constant stream of "prediction" nades that cover huge portions of the map with each gigantic explosion. Obviously it's harder in 2v2 (even though you have twice as many nades guaranteed every spawn). That has nothing to do with this point. I'm not saying it's random. I'm saying that prediction isn't that complicated, it's very forgiving, it's very low risk, and you have dozens of opportunities connect with them per game. Let's talk about CSGO (yes, yes, I know. Totally different game. Can't possibly compare ANYTHING between them). The HE grenade? The blast radius is much smaller. The damage output is much lower. Throw trajectory is heavily influenced by your direction and movement speed (i.e. harder to throw consistently). You have to make the decision to buy it at the beginning of the round, which prevents you from investing in other equipment or different utility and could have an economy impact in later rounds. You have to switch to it before throwing it, which makes you vulnerable to someone peeking you with a grenade in your hand. If you want to nade stack a position or a timing (i.e. do Halo nade equivalent damage), you have ONE opportunity to do it for the round and then you're out of HEs. It's a very limited resource that is very easy to waste. ​I'm not suggesting that Halo nades should be identical to that, but a nice middle-ground between that and a near constant stream of easy, low risk nukes would be a good improvement.
  16. What? Destiny has all kinds of problems. None of them are weak melee/grenades. If anything, the main reasons people think nuke grenades and melee are such a big deal for "outplays" in Halo (and they aren't exactly wrong) are: 1. Excessively long kill times. 2. Small shooting skill gap. 1vX scenarios without one of these abilities that instantly deal large amounts of damage go downhill very quickly, even if you have superior positioning and the element of surprise. Head to head gun fights against decent (and even not-so-decent) players in any Halo game are practically guaranteed to leave you one shot. CE fares the best here, as a result of its faster kill time, but even being generous with its aim assist skill gap you're still dealing with 2/3 body shots in a perfect kill. Nuke them with a grenade and now you have a much bigger advantage. Same goes for getting a melee in and being lucky enough not to trade. These are much the same reasons button combos were in H2 were so influential. Kill times were long and shooting was easy as hell, but button glitches empowered individuals to make plays in a way that the intended core design didn't really allow. In context, it's arguably a positive addition, but why not just address the problems it is ultimately a band-aid for: long kill times and a small shooting skill gap? That's basically the same question I'm asking about the accepted tuning of grenades and melee in Halo. Halo grenades. You're guaranteed 2 on spawn in 4v4. There is often a healthy supply of them on the map or from dead bodies. There is minimal risk in most cases to using them. One button press at any time. Short animation. Regularly mortar likely spawns and common routes and hope you get some poor bastard you couldn't see one shot ("prediction nades"). Get really lucky and you might end up with a SICK cluster-luck (sick as in it makes me nauseous). Chuck one at the beginning of a gun fight to skip 60-80% of the shooting (depending on the game), might even hit multiple players. Hell might as well chuck one as a last ditch effort in a gun fight and hope the enemy misses or you get a kill from the grave. The nonlethal utility in CE is the most interesting thing grenades have ever done and that's literally the only game that really did it (lol H5 weapon nading). ​Granted, they are probably at their worst in H5, but I think people are too fixated on the arbitrary "golden triangle" model as some timeless gospel of essential Halo pillars to examine problems some of these mechanics might have. You may very well be right, so I guess it's worth noting that two of my pre-requisites for melee/grenade nerfs would be faster kill times and a meaningful shooting skill gap. I'm also fairly interested in the possibilities for expanding non-lethal grenade utility (e.g. CE item-nading, or CS:GO utility in general). My problem is with high damage, large blast radius frag spam and "walk forward and punch" melee in particular. That said, Halo 5 grenades are just absurd and melee lunge was never necessary or a good idea. I don't have any real problem with backsmacks.
  17. What exactly requires explaining? Melee requires you to hit your opponent anywhere on the body at close range. That is not particularly difficult (and momentum melee/variable hurtboxes don't really change that much). It's even more trivial with lunge. it's arguably situational, but really in the majority of cases in close range, melee is the best option, because CQC gun fights are incredibly awkward. Either to break the shields or the finish the fight. Why does this do more damage than the utility weapon? Double melee is a bit more interesting, but at that point it's a near immediate kill at close range, at full speed (for some reason) and I'm not sure I understand why that's much better than H5 spartan charge overall or what interesting decisions that adds. I do know it's annoying as hell to die that way. Grenades? Again, when they have a giant blast radius and do tons of damage, they have all kinds of damage-dealing applications that are blatantly easier/better than a weapon that requires you actually aim at a fairly small target. Never mind the fact that you literally don't even need to see your opponent to nuke them. With basic spawn prediction, communication, and a bit of map awareness, it's not exactly hard to consistently mortar major areas of the map when it's even a bit likely your opponents will be there, which is why decent players in games like CE and H5 especially basically spam grenades all the time. So, what exactly makes either of these particularly skillful and justifies the ability of either to make a player (or multiplayer players) immediately one shot, something that is quantifiably much harder to do with a precision weapon?
  18. I literally hated BTB and I hate Halo 5. I was only playing because everyone else was. Meanwhile, you only have fun in BTB when you have a full squad stomping, otherwise you spend the entire game bitching about your TEAM, not the game. But, yeah. complaining about the metric shitload of obnoxious bullshit in H5 BTB is just so toxic. I must be bad. THAT'S why I want skill-based gun fights instead of dying to brain dead vehicles and power weapons. Makes perfect sense. If I were good at console FPS games I would have a laundry list of excuses for no-skill bullshit, and actively avoid touching anything resembling current competitive gametypes, right? But please, continue with the man baby rage. You're the one who made this personal for absolutely no reason. Don't have any real rationale for why overpowered grenades and melee are valuable, skillful elements of Halo gameplay? Quick, better talk shit about my Halo skill (as if I actually care). Take a nap or something and fuck off.
  19. Lmao. Coming from the dude who joins custom lobbies with better players and whines about "unbalanced teams" within 30 seconds before rage quitting. Just keep throwing that tantrum, bud. It's not sad at all.
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