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Ramirez77

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  1. None and none. Because non-recharging health with map pickups is better. Don't @ me. Did you actually think there was any escaping this hell?
  2. Oh look it's this bullshit again. Lmao at Shapiro approvingly nodding along like yeah HeS OnE dA GoOd OnEs.
  3. 1999-2009: Play almost any source game, someone makes a custom player model and hands it over to the server owner. Everyone who joins downloads the model and can see it and use it freely...on custom maps...with custom modes...all for the base price of the game. 2029: Purchase the base game licensed entertainment foundational asset platform for $60. Buy the limited edition Pre-Order version for $70 and it comes with the option to buy Deathmatch for 50% off at the low price of $5, else pay the normal $10 for Deathmatch and then subsequently for all three of the remaining purely developer-defined official gamemodes. Be represented as a MoCap stick figure and pay for lootboxes that contain sprays and secondary lootboxes. These secondary lootboxes are then added to your account and require separate credits to unlock which can theoretically be grinded in-game but not really. Finally once unboxed they contain an assortment of player models to choose from...but only if you also own the monthly battlepass that enables custom skins. Me: Crying in the corner of a padded room while creepily caressing my Hollowknight physical copy. "c-carmack...w-why..."
  4. I can't see the fundamental difference in getting flanked by AI in a firefight vs getting flanked by someone's teammate in a firefight. Specific execution aside (random banshee flying in and instakill bombing you is bullshit). AI might actually be preferable here depending on how much you can influence who they decide to attack or even just their ability to attack in itself. I don't know, random example, you shoot a barrel of honey next to an enemy and nearby angry giant bees swarm him. In essence it's just another weapon in your arsenal, only one that has actual counterplay for the victim, and the "team" is decided by which player took initiative and which had bad positioning. Or either team can shoot them beforehand to prevent it in the first place. Maybe there's a honey grenade the other player can throw to flip the situation around. Point being you can have nuanced AI. But then I also have to ask what purpose randomly throwing AI in actually serves either.
  5. (The crane was being controlled by the D-Pad the entire time)
  6. Back when I actually used to play BF3/BF4 nearly every game I would see some helicopter pilot go literally like 50-4 or 70-2 or some shit and unless you made a concerted team effort to take one out he would just flare and run away then recharge his flares and repeat...or just have his engineer repair what paltry damage you did to him a few seconds later. I can't think of a worse example of "not overpowered, actually counterable vehicles". Meanwhile in Ce and even to a lesser extent in the other games you can easily just flip vehicles with spawn frags...or shoot the paper mache things down in Reach and 4.
  7. 343i fanboys: YoU jUsT wAnT a OnE gUn GaMe!!! Classic Fans: Uh, no? Stop using that idiotic unoriginal strawman, that is not at all what we are saying. Princess: Well hold on now...
  8. https://www.msn.com/en-us/news/us/9-killed-in-ohio-in-second-us-mass-shooting-within-24-hours/ar-AAFjdvF?ocid=spartanntp Bruh.
  9. Yeah, posted my thoughts in the OT thread. It's also kind of DoA now, its down to 300 peak and 150 average. Fun fact though, aside from a 4-bodyshot kill instead of 5-shot the Pistol has the same killtimes as the Ce Magnum.
  10. Everything about that weapon idea just seems bizarre and ineffective. I select a direction before firing, fire a straight projectile, then press reload to cause it to veer off in that direction? How am I gonna hit anything with that? Not only would it require perfect timing and alignment of the switch but also rely on your opponent actually moving in the direction you selected before the fight. And let's be clear about the D-pad. DPAD should be used for: -Toggling or switching things outside of combat that do not require a rapid button press. Separate firing modes, switching attachments like scopes, bringing up scoreboards and other UI, flashlight, target pinging, switching between grenades, etc. Auxiliary things. DPAD should never be used for: -Any kind of movement, control or aiming in a 3D game. -Toggling things in-action where speediness and timing is crucial. Ex. detonating charges, chaining two firing modes together, meleeing, etc.
  11. Nearly two years after my last post...and the game is basically still in the same state aside from like three new champions, a few new maps, a low effort battlepass consisting 90% of just MS paint profile pics, and some slight performance fixes in spite of still terrible performance. Yeah, GG. I've lost any hope they will ever save this game. Which is a damn shame because the potential was there and the AFPS genre is just gonna go back into slumber between this and Eternal having no real PvP at all. Just gone back to playing Team Fortress 2.
  12. Projectiles being brought back to Halo isn't any more likely than not-cancerous melee properties being brought back. As much as I wish both were brought back. We already had a projectile accurate weapon that wasn't super OP compared to everything else. Just like we already had a game with intelligently designed melee. Big fucking hours.
  13. Bloom is the same as sprint here. You're solving a "problem" with an unnecessary gimmick that just introduces more problems...when simple mechanical changes would already suffice to solve it. Don't want people to "spam"? Then just lower the RoF of weapons so missed shots are punished by actually leaving you vulnerable for a significant period of time. I mean is this not what Team Snipers already does in relation? And isn't the easymode spam the exact reason people choose SWAT over Team Snipers in the first place?
  14. It would then just be insurance for failed jumps, which I then have to ask why *shouldn't* the player be able to fail jumps? I could see why players might not want to deal with platforming in a shooter but just the same one could argue it's another aspect of the skillgap, albeit a minor one. Either way it's not the end of the world, just so long as I'm not required to clamber everything.
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