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Ramirez77

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Everything posted by Ramirez77

  1. Dark Souls. I mean I think DS1 is better than DS3 but I could understand the argument. Super Mario Bros The Legend of Zelda
  2. P o s t L a u n c h S u s t a i n They'll add all the modes after about year five.
  3. I'm surprised to actually see people over on reddit point it out. Unsurprisingly there are still people defending them and saying "you'll hate anything 343i does" anyways.
  4. Dude. If nothing else this company is fucking amazing at subverting my expectations. They come up with new ways of disappointing me I would've never even dreamed of. Like it's legitimately impressive in it's own fucked up way. Like damn if only they channeled that innovative energy into actually improving the game. I wouldn't have ever even expected an AAA company to be bold enough to have lowest possible LOD driver settings as their default gun appearance.
  5. https://www.youtube.com/watch?v=KSKyUgMOgmU That AR literally looks like what happens when you have a card that's dying / set the graphics as low as possible. Really I'm just...blown away.
  6. My immediate thoughts were also "I expected nothing, I expected it to be bad, and it was somehow still worse than expectations." Yeah let's break it down now. I'll try to start with the things that I saw that struck me as positive or neutral...before tearing into it. They seemed to take to heart some of the complaints about sandbox design? I mean not speaking for competitive PvP obviously but there were at least a lot of interesting new guns that seemed to have unique functions, like that slow firing automatic rifle (it seemed automatic?). Granted we haven't even seen all the guns and some of them seem burst fire just for the sake of it but...I'm just trying to be charitable, alright? Picking up and throwing things like fusion coils is a neat gimmick. I mean, a gimmick nonetheless, but neat. Grapple just kinda screams gimmick, expectedly. It had a really slow pull time and the range didn't seem to be great either. Maybe that's a good thing though, multiplayer wise. Aids in vertical travel but comes with significant vulnerability, not just people zipping around. Sprint exists. Sprint and slide seemed a lot slower, yeah. Movement also seems kind of slow. Art Style is awful. Everything looks so smooth and overly colorful, and half weapons were replaced with generic military looking purchased asset guns...just...why? Like some last gen, total parody of the classic style. Nature and some of the models weren't bad but most of the actual architecture / weapons / crates / etc. is just...bad. Too colorful, too smooth, too reflective...looks like something someone made in Unity. AI seems really bad. Granted I'm sure this was also on easy difficulty but still.
  7. Okay who's ready to read all the THIS LOOKS AMAZING reddit threads?
  8. People before release: ART STYLE LOOKS AMAZING. Me watching this now: Uhhhhhhhhhhhhhhhhhhhhh....
  9. Wtf? The twitch stream is ahead of the youtube stream? Just opened it and it's showing actual campaign cutscenes while the youtube one was some Halsey trailer. Get on the Xbox twitch.
  10. I like how the Exo-whatever trailer was in like 15 fps. And now they got audio delay going on too.
  11. See I thought we were all gonna record X out of window speedruns. But yeah 30s sounds about right. I mean most of that is just gonna be one of the studio heads talking and then sprint will be instant in the gameplay, but still.
  12. Constipation noun con·sti·pa·tion | \ ˌkän(t)-stə-ˈpā-shən 1: What it feels like my Spartan has when playing Halo 3.
  13. Yet another thing in the long list of things Halo Ce already got right that was pointlessly changed. I swear the base speed for the ghost in that game is significantly faster than the others.
  14. Certain aspects of it's game design are the gold standard. Vanilla Doom is pretty easy but WADs realize it's full potential. Circle strafing works in a room that has only a handful of Imps, but when you're fighting tons of Imps plus a Revenant with it's homing projectiles plus the Mancubus with it's own unique projectiles plus Chaingunners in the back suddenly your movement and target prioritization actually matters a lot. You're no longer just mindlessly circling around everything, but being mindful of everything being thrown at you. The maps being more than simple start to end hallways is a GOOD thing. Yes, this wasn't always done well, but I'd rather deal with the occasional annoying keycard hunt than the same bland hallway map boring me to death over and over. The fact that most enemies are projectile and that you can potentially mitigate all damage through effective footwork is a good thing. Halo was wise to copy this. I'll say "it's fast as fuck" is also another benefit. It's just fun to go fast, and not have to slog through everything. Bobbing and weaving through everything is so much more entertaining than just slowly pushing up and constant corner peaking that you see in CoD and to a lesser extent Halo. Small, non-redundant sandbox design. Again another thing Halo was wise to copy. I will agree there's a lot of artificial difficulty though. Unpredictable traps that almost always kill you outright in order to force you to load a save, but then are pretty easy to deal with after, are just bullshit game design. And I'll say that using cramped areas to make dodging harder is actually *good* game design depending, tying enemies to map design like that is a good thing, but many instances where the player is basically locked into place against enemies surrounding them is not. But yes I like Quake a lot more.
  15. Please don't make me pick a side between Ce and Quake 1. But yes both are some of the best FPS campaigns I've played, and some of the only ones I actually ever bother to replay. I also agree with Ce having the best aesthetic in the franchise (which just makes it sadder what happened to it). I like Halo 2's campaign more than Halo 3 though. And no, nothing is worse than Halo 4.
  16. I'm thoroughly convinced no one on gaming related reddits is older than 14. Wasn't gonna say it but then Jake posted so yeah. Quake and DooM have had mods since the beginning. I don't know that they launched with demos (like 90% sure they did) but either way its been a commonly used feature WAY before Halo 3. I can easily find demo files from the 90's. I mean no there isn't some in-game UI for it but sites like Doomworld have been around for ages too.
  17. Don't nerf the Magnum, buff or redesign the shitty covenant guns. You can make the Magnum a five shot and the Needler/Plasma Pistol are still going to be ass anyways. Meanwhile the Sniper, Shotgun, even AR can beat Magnum just fine already. And of course fix all of 343i's port jank too. First before discussing nerfs to anything.
  18. The five levels Shekkles posted were also the very first ones to come to my mind, I think because aside from GS they make full use of every aspect of Halo's sandbox and have tons of gameplay variety within them. And GS because it made an amazing first impression, even if it's not quite as good on replays. TSC, AotCR, Ark, and Covenant are inarguably some of the best levels in the franchise. If you were a stickler for gameplay you could probably replace GS with Halo (Ce) or Truth and Reconciliation. Halo 2 and Halo Reach don't have any levels that make my list. But I feel they had more consistent quality throughout, even if they didn't hit the same highs they never really hit the same lows either. I can't offhand think of any Halo 2 levels I disliked...unlike some Halo 3 levels I can think of. The Delta Halo combo was pretty good. I also liked Great Journey, mostly for the atmosphere. I barely even remember ODST. I remember not caring much for it when it came out. I don't really want to ever touch Halo 4 or Halo 5's campaigns again. They might've had a couple good level designs here and there but even then they were marred by poor...everything. There's nothing in them I'd put on a best-of list. Also reminder that there's two levels in the franchise sharing the name "Halo". Beginning of Ce and end of H3.
  19. So far I've: Been betrayed for Overshield after shooting it down on Rat Race. And you might be thinking "oh, he backsmacked you before you could grab it". No, this dude straight up waited for me to take it THEN backsmacked me a few seconds later as I was walking away Like he thought it was gonna drop from me. Entered a melee fight with someone right on top of the Overshield at Damnation, with me grabbing OS first. Dude says "omg how is he alive after two hits." I try to explain to him that melee damage is based on movement, and also that I obviously had Overshield. He responds with "only hackers defend". Did...did I just get hackusated for winning a melee fight with OS...? Witnessed someone say Hang em High is too big for 4v4. Got betrayed on Damnation for a Shotgun. If you ever wonder why Infinite is never going to resemble Ce, this is why.
  20. Today I learned that classical music is for people with shit taste but by metric of popularity Poopy-di scoop Scoop-diddy-whoopWhoop-di-scoop-di-poop is to be considered high art. Always educational around here.
  21. Haven't touched it but sounding like they just copy pasted Halo Pc...again. I know that shit netcode all too well. I'm not even surprised. Fully expected this.
  22. Well, here's an idea I've been toying with, kinda radical but bear with me. Take the model of the Carbine, or in this case the Needle Rifle, right? Give it a significantly slower firing rate / killtime compared to the utility BUT make it do 20-33% direct health damage each shot, completely bypassing shields, maybe with damage done to health dependent on bodyshots vs headshots so you're not just going for bodyshots all the time (it wouldn't ever be a one-headshot kill). So it's good for cover-based attrition or paired with certain weapons like the Sniper which does full shield and half health damage (debuff the enemy team so the Sniper can get easy picks), really good at countering OS users provided you can drag out the fight, but not great in direct combat overall. And the constant health drain will encourage going for medkits far more often, making more than just shields matter for once. I think that would be a pretty unique niche. Though what I can't answer is would it be ultimately annoying having to constantly manage health, would it ultimately promote or harm camping (on one hand you can't stay in one spot if your underlying health is constantly being drained by someone else, on the other hand the design of the weapon promotes more passive pop in and out of cover play), and where exactly would it slot in power-wise? Would definitely need to be playtested. What inspired the idea: 1. Wanting to make unique game systems to Halo more relevant, in this case relationship between shields and health that has always remained largely irrelevant, with shields in most of the games basically just being the health instead of something separate. 2. Wanting to redesign currently existing, bland weapons as something more meaningful.
  23. Both are important, both are easy to solve, which is why it's so frustrating to watch the developers do nothing but clone Halo 2 and pile garbage on top. Like it's really, really not hard to come up with a sandbox that isn't just generic weapon archetypes + alien themed clones of those archetypes that are stronger or weaker. They just don't even try, because of apathy from competitive gamers that are fine with it being precision centric and casual gamers that don't give a shit about anything related to the actual core game anyways.
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