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-DeucEy-

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About -DeucEy-

  • Birthday 08/19/1991

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  1. The run with SasquatchSensei was so fun to watch; I never get tired of watching speedruns but it was shocking to me that I've actually never sat down and watched a Halo 3 speed run until this event. Only CE and 2 have I watched before hand. Was hella good
  2. Just wanted to let anyone who's into speedruns and stuff like that, that they're going to be Speedrunning Halo 3 and Halo 3: ODST on Thursday on https://www.twitch.tv/gamesdonequick
  3. In regards to the aiming portion, if you played the Halo 5 Beta on Xbox and then the actual game afterwards, you would understand why "squirrely aim" is a big meme on these forums; it's completely awful. If you played on nothing but PC, as I mentioned in my post, the aiming is absolutely amazing on PC so I can understand your remarks on how it could possibly be bad on Console; it didn't make sense to any of us either. Myself and @automatousbeing we're making videos a few years in the H5/MCC threads trying to diagnose the issue with the aiming using automated scripts and we were able to find out that on the Xbox version of the game, there's this inconsistency with the acceleration when turning a direction. In Forge mode, you can actually view your aiming coordinates on your HUD and you could actually see the issue. For example let's say my X and Y coordinates are at 0, 0. We wrote a script that would basically Shoot > turn left for 1 second > record the resulting X, Y coordinate > Commit suicide > Repeat. We were noticing that if the result was 27.5, 0 one time 27.5, 0 the second time, the third instance would end up being like 31.8, 0 or 26.2, 0. And it would do this constantly. On PC, no issues. In response to your Forge feedback, while sure it's easy to say that it's still a pile of blocks but the enhancements they made from Halo 3 > Halo Reach > Halo 4 > Halo 5 were very significant. Yes, there's still limitations on what you can do but to reduce it's ability to is kind disingenuous in my opinion. The ability to modify weapons, manipulate spawns down to very minute details, map/item clipping for smoother and more consistent building, and all of the additional features that Forge had in Halo 5 made it extremely seamless for a LOT of creators to make some pretty cool and interesting maps. For a Halo game? That Forge mode was pretty amazing, Tom French did a kick ass job spear-heading this and his team; and this is coming from the biggest Halo 5 hater on this forum.
  4. If we're talking strictly in terms of what we've enjoyed the most -- I'm not separating games by hardcore settings except Reach. Default Reach and ZBNS Reach are literally two different games. Halo 2 - 4v4 in terms of skill, speed, teamwork, and just overall fun across the game (custom games, messing around and climbing buildings outside of the maps in your downtime, the MLG scene back in the day, etc.. Just a feeling that can't be matched). Slight bias since I started with this game, but it was impossible not to put countless hours into this game no matter what you were doing. Competitive or casual. Halo CE - Since this took the absolute most skill out of the franchise and you can't just cheese your way to a win this was definitely the most enjoyable as far as working to get better. I got really good at Halo during the H2 era but went back to learn this game in 2006; extremely fun to actually just learn and play this game. ZBNS Reach - Actually pretty fun to just sit around and play casually; had a lot of balance to it and if we had more default maps to play on this would've outclassed every other Halo besides the ones below by a large margin. Halo 3 - Lol... If Equipment didn't exist in this game, probably would be the best social game amongst the franchise. MLG settings made up for it tenfold. Plus, it was fun to just make new accounts and get 50s in every playlist. Online hit registration made this game annoying sometimes but on LAN it was pretty great. Playing this on MCC is frustrating as hell when you get the horrible map selection and can't veto though, especially if you're playing the doubles playlist and have to play against Ghost Town powerdrain/regen/bubbleshield sweats. I would probably have this second to last if I never played the OG version of the game. Halo 4 - If I'm on MCC and someone mentions wanting to play H4, I'll usually never say no because it's actually a pretty chill Halo to just play when you're with some friends. Competitively it was abysmal, but socially.. Meh, not bad. The weapons despawning in 2 seconds, no map pickups and ordinance and stuff like that made it pretty crappy. Default Reach - The introduction to sprint and the introduction to abilities, specifically armor lock. Terrible maps except two out of the box (Zealot and Countdown) and all of the Forge maps in every playlist were complete trash and completely unbalanced. This is not even mentioning bloom which is just.. Lol. This version of reach goes back and forth between Halo 5 for me as far as least enjoyable. Halo 5 - I don't see how anyone enjoys this game in any fashion. The controller aiming on console is completely horrid and they had to "fix it" 3 separate times for it to be tolerable (oddly enough the controller aiming on PC is godlike and the mouse aiming is bad lol). Sprint. Spartan Charge. Sprint-Thrust-Slide-Jump nonsense (people tend to claim this was a skillful thing but took everyone who used it maybe 10 minutes to learn, it's not complicated), Ground pound -- Just a bunch of abilities that reward you for doing absolutely nothing and take no skill to do so. Extremely slow gameplay due to the fact that maps are three times the size of any other Halo game and why matches tend to never finish. Weapon balance was terrible (the fact that autos dominated the game from mid-close range, especially the OP storm rifle at the beginning of the game). Breakout being one of the least fun modes and being forced on us in tournaments -- It honestly got to the point where on online ladders, my team and the other team would usually just mutually agree to play a different game mode instead for Game 2 (and/or 4). No social matchmaking -- Had to constantly make new accounts to play with my cousins because I was in Champion in most of the playlists and they're gold-silver players at best because they just casually play the game and they just get steam rolled playing with me on my main account. Population was terrible after just a few months.. This game just made for an overall bad experience. I don't see how people on waypoint boast about this game "being such a blast!" Everything about this game was infuriating if you played it at a high level. This game had one redeeming quality for me and it was the Forge mode. That forge mode was godlike.
  5. If you're doing it specifically for Next-Gen look for a TV that supports HDMI 2.1.
  6. This actually felt great on PC because controller aiming functioned properly on PC (while ironically, mouse aiming on H5 PC was awful). I genuinely hope in Infinite they realize that their brand new, ground breaking, anti-squirrly aim implementation was awful and go back to what's worked since 2001. Mechanically speaking, Halo 4 and Halo 2 Anniversary probably had the best aiming mechanics. If there's ONE thing you can take from Halo 4, as terrible as the game was, the aiming felt solid. Whoever said it earlier was spot on. I'd take Halo 4 with all the nonsense any day of the week over Halo 5 because at the very least I can shoot the other players and everything is consistent.
  7. What's the latest rumor in regards to potential release date? Obviously I know 2021, but I was remember reading some screenshots from some forum a while ago with a guy who apparently has credible information saying that it could possibly be delayed to 2022 and with dropped Xbox One / S support. Not sure how true either of those are though, I would be tempted to say next spring would be the latest - but I digress.
  8. Those childhood-teenage memories hit hard unfortunately lol.
  9. GTA 5 was probably the biggest culprit of this as well. GTA5 launch was probably one of the worst online experiences I've ever played and because of it, I never really played online after that. That being said, GTA 5 is probably one of the most successful online games of all time today.
  10. (Mods, is this okay that I post this here? I know it’s not HCS related but.. lol). It’s pretty wild what Ninja has been able to accomplish from Justin.tv until this point. I genuinely wish Halo could’ve been the game that catapulted him into superstardom as well as a bunch of other names I’ve seen in competitive games like NICKMERCS from Gears and all the other pro Fortnite streamers that have gotten huge because of that game. I’m not hating on Fortnite or anything - opposite actually - I just wish it was Halo that could have the millions of players like it used to instead of the several hundred. Congrats to Ninja on this, that’s pretty big. Signing with CAA is pretty much going to transcend all things gaming for him, he’s pretty set for a long time.
  11. Its not much but for what its worth, been watching the Sr Concept Artist for Halo Infinite talk about art concepts if anyone is interested: https://www.twitch.tv/twitchgaming There's no reveals for Halo Infinite or anything just FYI -- Don't want to get any hopes up for anything; he's quite literally just talking about his experience about working as a concept artist and his experience using KitBash for example, that's it.
  12. Word? Is that true? I haven't been keeping up with anything, I kind of assumed 343 would be taking the reigns and doing their own thing with ESL again.
  13. As much as I would like to sit here and shit on Halo Infinite and 343, I'm going to at least say for the sake of the argument: As a person who loves RPGs, I'm at least somewhat interested in playing the Open World aspect of this game. Because again, we've seen almost nothing when it comes to the actual game itself. Is the open world strictly single player? Is it area/instance based like Destiny where you could see other players (that would actually be pretty lit to be honest if certain areas had challenges you had to accomplish and could work together to complete them). Co-op story mode? I think depending on the depth it's open world can be explored, that it could potentially be a lot more fun than what was led on to be. I'm trying to imagine a scenario where the story mode isn't like previous games where it's Point A > Point B > Point C > Game finished and you can do whatever you like while completing sub-quests for additional weapons, power-ups, vehicles, etc. I would just hope instead of the linear A > B > C style that every campaign the series has had, that they didn't decide to give the player the option of completing the objectives in C > A > B order, and still get the same result. Because that would be a slap in the face to "open world". Obviously we've seen no MP so I'll hold my tongue for now.
  14. Its not about the player's skill when using it, it's the information people get from using it. In previous games there was no way to if a person was around certain corners or just in general areas. This was a massive problem in Halo 5 specifically because the blast radius on the grenades were huge, even if they did very little damage -- On the edge of the blast radius in Halo 5 it barely ticked your shield, but they still receive the hitmarker. However, if you're playing at the highest level against players that are very solid and play very smart, it gets absolutely abused. In Halo 2 for example, let's say you're hiding on S1 on Lockout in that little cubby area, normally people will chuck some grenades in there to weaken anyone in there before walking in. Sometimes, depending on the situation, you can survive the grenades while still remaining low shields, but you can stay in cover hidden and if something were to get their attention to take it off of you while hiding in the cubby, its a chance you can get your shields back and get a flank as they walk past or team shot them if a teammate is shooting them. Because as far as he/she knows, no ones you're there. However, with grenade hitmarkers, you no longer have that stealth aspect to the game. You instantaneously know if there are people in an area and it didn't take any skill to retrieve the information you did. For the simple fact that you spawn with grenades, they're all over the map via dead bodies, and they can be picked up off the map, you have plenty at your disposal to use. Not only that, but you can practically gauge how weak someone is by the grenade hitmarker as well, especially depending on where you throw it. Again, me for example, I'm aware enough to know where people hide when they're full shields vs when they're already weak. Depending on where I place a grenade, I'll know that if I hit you, you're more than likely half shields or lower; as an example. Also, let's not pretend that people don't throw random grenades across the map to feel out areas. I've competed in this game for a decade and I still do it to this day (relatively speaking considering the fact that I don't actually play Halo anymore due to 343 but my point stands). If we were on pit and I just launched grenade to mauler off the back wall, I will IMMEDIATELY know if the other team spawned there. There's no more guessing involved, I can call it out to my teammates and my team can set up around the spawn area. And the other team just gets flooded - No guess work needed to be done. Yes, Pit isn't a huge map to begin with I'm just giving a quick example. This goes so much deeper than people becoming suddenly gods because of hitmarkers, it has to do with situations that are no longer possible due to the information you receive, as a player, for throwing them. It affects both sides, the person throwing the grenade and the person being hit by it.
  15. Wow.. Color me fucking SHOCKED -- Not sarcasm.
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