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  1. dude seems to ignore that he can just play the original halos.
  2. we should also remove sanc, lockout for being too stalemate-y. Remove warlock cuz its wizard. Then remove pit, con, too stalemate-y. Remove onslaught+amp because too spawn kill heavy and nade spam.
  3. Well I'm assuming its mlg oddball. the oddball has massive spawn influence so you dont spawn on the ball. So if you have 2 teammates die at snipe tower and 2 at blue, you're pretty much guaranteed to spawn gold if ball is at green.
  4. Wider FOV so its harder to aim for one. Getting shot at lights up your screen a lot more on ce making it harder to see / more stress. There's always grenades going off which shakes your screen. OG cant maintain a stable 30fps all the time, which makes it harder. Not that this is a good thing. The pistol fires faster. 0.3 pistol vs 0.5 br. So in halo 3 you can scope in after being shot and have 66% more time to aim than in ce. Not sure exactly why, but no scoping in halo ce and 2 is just impossible where as in 3, it's expected. and of course you cant just line up a shot for 1.4second, fire, and dip if you miss like you can in halo 3 because the br kill time is 1.5s. The ce pistols kill time is .6seconds. But thats more of 2ndary reason, not primary.
  5. In addittion to what's already been said in a reply to you, it's also very good for lighting up camo, which is INVALUABLE. lighting up camo can be the difference between a 10 kill swing. and to your later post (switching to melee with a different weapon isn't a trained reaction since i played since halo3)... What did I read? Weapon melee strength is a thing in halo 3 (and halo2). It is optimal to switch to a brute shot to melee, especially with an smg/ar main hand. The literature: Halo 3 has a total hitpoints of 115. 70 for shields and 45 for health. Several weapons have been given specific values of damage that they do in hit points: The Battle rifle does 6 points of damage per shot that hits out of its burst, for a maximum total of 18 points of damage per burst. The Assault rifle does 7.5 points of damage per shot that hits. Most weapons have melee attack damage of 70. The mauler and spiker, however, do 72 damage with melee attacks. Rockets, laser, and hammer deal 80 damage. Brute shot deals 90 damage. So in normal halo 3 settings, Shooting twice with a BR and meleeing without switching will not yield a kill. As its 115-18-18 for a total of 79. 79-70 = 9 remaining health. However, if you switch to a rocket, laser, hammer, or brute shot to melee, you will now reach the threshold of melee damage to net a kill. Since the BR has a slow rate of fire, this is an easy way to win firefights in CQC vs other BR users, which happens a lot. If you have a brute shot, you can actually melee after firing 2/3 of the bullets in the 2nd burst which lets you melee even faster or lets you have a wider margin of error (who here hasn't only fired 5 bullets out of the br before meleeing in halo 3 mlg settings and not yielded a kill) Having an an ar/smg seriously compete with the BR/pistol is not a good thing as we've seen in halo5. It just makes it so less exciting players can happen and makes combat dull. If it's 49-49, and the last person is mid shields and you're full. You can just spray em down because its impossible to miss instead of risking trying to land 3 headshots. This means those exciting reversals happen less and less often. It's role as a handholder for new players and it's niche uses in ce are perfect. Having the AR have stronger melee strength or a bigger melee hitbox would be ideal. As an unrelated note, I've seen people complaining how "they should have traded." See the literature here:
  6. the sniper is clearly better on mcc. on OG the sniper and pistol are a little weaker, the PR/PP are like 1000000% stronger (read they dont even work on mcc). Shotgun is about the same strength but since pistol is a little weaker, its better. Rockets almost never "no shield" an enemy on OG, it's usually a kill or a miss. But on mcc its almost always a no shield. There is a vod of someone getting 28 shotgun kills on chillout at beachlan. Though map design kinda limits pr/shotty. However, it's not like hardcore in halo2 and beyond have good weapon balance either. every series is br/pistol, snipe, rockets, that it. but ce has all 3 of every map. h2 has 6 gametypes/11 with no snipe, and 10/11 gametypes with no rox. h3 has 4/11 gametypes with no snipe/rox.
  7. just depends on distance because it is lead based. hangem it will work but anywhere on pris thats a bad idea
  8. this aint true, def want to aim in the middle vertically. lower edge is inconsistent. @Obnokshusdefinitely point dead center when close range, barely lead when say wall to wall on pris. hang em and derelict is when you should be almost full reticle leading.
  9. ... there's no way windows store is more popular than steam. is there some promotion going on?
  10. This has not been my experience in halo. Ever since halo 2. Games range between 50-30, 50-49, and 30-50. I think the problem most of the cod community has is that the community was raised on pub stomping and only caring about their personal stats. Now, they aren't getting their 5.0KDs so they aren't having as much fun. COD probably has this SBMM because their data shows more people play when they aren't being stomped. The yo-yo effect is very real in both halo and cod. Its the most common complaint I see for halo. The SBMM can be improved but its very difficult to actually assess. Team vibing is very important. if the team doesnt fit, you can go 5-15. If you gel, you can go 15-5 vs the team same.
  11. MnK v controller balance is really good in CE. The people who came over from halo PC have definitely been more dominant than the OG console players in regards to shooting. However, they lack like 15 years of meta development so they don't understand how to use the spawn system or the powerup system so they fall short. They can take games on maps like hang em or pris where it's aim heavy, but if they can't prevent you from getting the goods on the other maps, they really struggle at fighting from a disadvantage. The shooting is probably better on mnk because the game is designed around controller players missing. In 2+, you're expected to kill your opponent with no extra shots to just 1 extra shot bar connection. In CE, you're expected to do it in like 3 extra shots. Some people 13 shot people on lan with the pistol. When was the last time you saw someone 17 shot someone with a BR on halo 3 lan? Because of this discrepancy, missing once or twice or 6x on mnk isn't the end of the world.
  12. yeah. Historically the best shooters have been on 80-100 fov and I'm not sure the increased awareness in a 4v4 halo game is going to make up for it. The awareness required in the typical 4v4 isn't that high. It has some places in CE (for example on chillout, you can see double door and os/dark entrance in one of the double door corners in main room if you have like 108 FOV (default split fov)), however you can't on normal. But playing on the pit or midship, that shit is useless
  13. the guns don't shoot straight tho. the h4 br has spread, the h4 dmr has bloom. this is crucial for getting the perfect 4sk br or 5sk dmr. Like seriously just load up a custom game and that shit will cause you to miss on a standing still spartan at the farther distances of RRR unscoped. The only gun that shoots straight is the light rifle and no one uses that gun because it's orange.
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